Recent trends in graduate employment have raised concerns among higher education providers and other stakeholders. Issues concerning the soft skills gap have been constantly raised so that industries and universities can adopt various initiatives to address this situation. In addition, employment has shifted from production to service, increasing the importance of soft skills. This study aims to map graduates’ soft skills and employment status after graduation. The Ministry of Higher Education repository was used to select 100,413 first-degree graduates who had completed their studies. Logistic regression analysis created the graduate employability predictive model, which yielded a 77% accuracy. The findings show that 85.5% of graduates were employed during data collection. The predictive model suggests that graduate employability status is affected by factors such as gender, family income, the field of study, MUET, CGPA, internship, entrepreneurship course, working experience, communication skills, analytical skills, teamwork, positive values, and general knowledge.
Abstract-Critical thinking should be taught as early as childhood stage. The skill is very important meant for developing creative and innovative minds. Hence, it can be introduced through programming substance. However, there is a lack of study on introducing programming substance at the elementary school level especially using tangible game approach. Thus, this study is to determine students' tendency toward tangible game-based approach in introducing learning programming. A survey has been distributed to forty-nine elementary school students aged 11 to 12 years old. The students need to play a tangible game-based on critical thinking namely "Beat the clock -Sorting Networks". The result shows that students tend to enjoy a tangible outdoor game play with friends and it is help in developing their problem solving skills. Therefore, we suggest to design a tangible game-based that suitable with the elementary school students deliberate for emerging and sharpening their critical thinking skills.
IndexTerms-Tangible game-based, introductory programming, elementary school.
Abstract-There is an emerging trend of using games for learning purposes and previous research has looked at how the concept is applied in different fields. However, little studies have been done to examine how programming affects primary school students especially in the Malaysian context. To better understand how learners respond to the use of digital games in learning programming, this exploratory case study is performed by examining the attitude of upper primary schools students towards its usage. The students were asked to perform several learning activities using games during which observations were made and questionnaires were distributed for data collection. The outcome of the study will be useful in the future development of games that are suitable to the students' age and level. By identifying the learners' preference, it can help to guide the development of digital games especially in the field of programming.
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