Learning “Goal Programming” Using an Interactive Multimedia Courseware: Design Factors and Students’ Preferences

Purchase or Subscription required for access

Purchase individual articles and papers

PayPal Logo

Receive full-text access to individual articles for $9.95 USD each.

Use PayPal button to purchase PDF copy of paper (20 pages)

Subscribe for faster access!

Subscribe and receive access to 100,000+ documents, for only $19/month (or $150/year).

Already have access?

Individual Subscription

If you have an individual subscription, sign in here for access

Institutional Subscription

You don't appear to be accessing the site through a subscribing institution (your IP address is 3.12.155.235).

If your university, college, or library subscribes to LearnTechLib, you may be able access full text articles through a login page.

You can search for your instition by name or by location.

Login via Institution

Authors

Kok Boon Shiong, education, Malaysia ; Baharuddin Aris, Maizah Hura Ahmad, Mohamad Bilal Ali, Jamalludin Harun, Zaidatun Tasir, Universiti Teknologi Malaysia, Malaysia

JEMH Volume 17, Number 1, January 2008 ISSN 1055-8896

Abstract

This paper attempts to describe a research project related to Form Six students' learning "Goal Programming" using an interactive multimedia (IMM) courseware. The purpose of the study is to determine the suitability of the design in the multimedia courseware for learning "Goal Programming" and students' preferences toward the use of an IMM courseware compared to traditional methods of learning "Goal Programming". The treatment instrument, that is the IMM courseware, was developed by a team of experts at the Department of Educational Multimedia, Faculty of Education (multimedia courseware design and development) and Department of Mathematics, Faculty of Science (content expert) at Universiti Teknologi Malaysia (UTM) under the supervision of Associate Professor Dr Baharuddin Aris. The research instrument is in the form of a questionnaire that consisted of 6 main parts. Out of 114 of the Year One science students, 16 students participated in the pilot study while another 40 students volunteered to participate in the actual study. Results from the analysis showed that many students agreed that this IMM courseware is user-friendly and able to support learning "Goal Programming". Many students also preferred learning using an IMM courseware compared to traditional methods of learning "Goal Programming" while teachers play the role of a facilitator.

Citation

Boon Shiong, K., Aris, B., Hura Ahmad, M., Bilal Ali, M., Harun, J. & Tasir, Z. (2008). Learning “Goal Programming” Using an Interactive Multimedia Courseware: Design Factors and Students’ Preferences. Journal of Educational Multimedia and Hypermedia, 17(1), 59-79. Waynesville, NC USA: Association for the Advancement of Computing in Education (AACE). Retrieved August 10, 2024 from https://www.learntechlib.org/p/22947.