Innovation in Teaching and Education: A Way Forward

Editor(s)
Dr. Fazida Karim,
Department of Management Sciences, Universiti Sultan Zainal Abidin (UniSZA), Malaysia.
Dr. Rashidah Mohamad Ibrahim,
Department of Management Sciences, Universiti Sultan Zainal Abidin (UniSZA), Malaysia.
Dr. Noor Aina Amirah Mohd Noor,
Department of Management Sciences, Universiti Sultan Zainal Abidin (UniSZA), Malaysia.
ISBN 978-967-19441-2-7 (Print)
Synopsis
This book concentrates on innovation, particularly in teaching and education and the public sector. The intention is to explore the ways in which organizations can become proficient in innovation. Of course, no organization can be proficient unless it has human capital. For this reason, the range of topics covered by the book is broad. In this book, we have emphasized some key innovations specific to teaching and education, as well as the public sector. Therefore, the intended audience is students, innovators, lecturers, or those who are studying in academic programs to be managers. Improvement of the basic understanding of lecturers for innovation in teaching is a goal of the book.
The structure of the book may be of interest to readers or potential readers. There are two major sections in the book. They are Part I. Teaching and Education; and Part II. Innovation in the Public Sector. This book has seven chapters, four chapters in Part I and three chapters in Part II. The chapters in this book contribute from the participant in International Business Innovation and Ideas Competition 2021 organized by Faculty of Business and Management, Universiti Sultan Zainal Abidin (UniSZA), Terengganu, Malaysia.
Chapters
Development a Monolad Wallet Game: A Knowledge and Learning Digital Wallet
Fazida Karim, Rashidah Ibrahim, and Ismahafezi Ismail
Innovation in Teaching and Education, 30 November 2022, Page 1 – 7.
DOI: https://doi.org/10.5281/zenodo.7372778
Published: 2022-11-30
The MonoLad Wallet game based on the “Fortnite Monopoly” game board approach is designed to support the learning environment of university students by reflecting in action and reflecting on action during the game. Through the game, students are assisted to understand e-commerce subjects, especially the topic of digital payment. Thus, students will learn the elements of convenience, security, and usefulness in the e-wallet system. The game uses “trivia card” as a rule and “shop lots,” “top up,” and “bomb” as strategies to create a simulation of e-wallet transaction realities. The uniqueness of the MonoLad game is based on the ADDIE model, which is the process of Analysis, Design, Development, Implementation, and Evaluation as it involves the process of instructional design systematically.
Thus, after games, students will be able to increase their cognitive ability, desire to explore, and creative skills, as well as generate active engagement in the class.
View Article
Development a Monolad Wallet Game: A Knowledge and Learning Digital Wallet
Fazida Karim; Rashidah Ibrahim; Ismahafezi Ismail Innovation in Teaching and Education, 30 November 2022, Page 1 – 7.
DOI: https://doi.org/10.5281/zenodo.7372778 Published: 2022-11-30
Abstract
The MonoLad Wallet game based on the “Fortnite Monopoly” game board approach is designed to support the learning environment of university students by reflecting in action and reflecting on action during the game. Through the game, students are assisted to understand e-commerce subjects, especially the topic of digital payment. Thus, students will learn the elements of convenience, security, and usefulness in the e-wallet system. The game uses “trivia card” as a rule and “shop lots,” “top up,” and “bomb” as strategies to create a simulation of e-wallet transaction realities. The uniqueness of the MonoLad game is based on the ADDIE model, which is the process of Analysis, Design, Development, Implementation, and Evaluation as it involves the process of instructional design systematically.
Thus, after games, students will be able to increase their cognitive ability, desire to explore, and creative skills, as well as generate active engagement in the class.
Keywords: digital wallet, educational games, e-commerce, knowledge, learning
How to cite?
Karim, Fazida, Ibrahim, Rashidah, & Ismail, Ismahafezi. (2022). Development MonoLad Wallet Game: A Knowledge and Learning Digital Wallet. In Innovation in Teaching and Education: A Way Forward (pp. 1–7). ECDC Publishing and Consultancy. https://doi.org/10.5281/zenodo.7372778
FLOFA: Augmented Reality Game Card Application for Learning Flora and Fauna
Ismahafezi Ismail; Anis Musfirah Ma’arof; Wan Mohd Amir Fazamin Wan Hamzah; Fazida Karim
Innovation in Teaching and Education, 30 November 2022, Page 8 – 15.
DOI: https://doi.org/10.5281/zenodo.7372864
Published: 2022-11-30
FLOFA is an interactive augmented reality (AR) application developed for users interested in discovering endangered flora and fauna. The method for learning interactive animation was developed by scanning the designated flashcards into an augmented reality mobile app. Through the FLOFA application, users will be guided to learn the endangered flora and fauna in an interactive way. The application helps users to understand the plant and animal scientific names and their specialty. Additionally, three-dimensional (3D) objects have been designed to replace actual animals and plants so that users know exactly what the flora and fauna will look like. While learning, users are also able to entertain themselves by playing a simple quiz. The methodology behind this project is ADDIE. The application functionality has been tested using the test case method for each User Interface (UI) button.
View Article
FLOFA: Augmented Reality Game Card Application for Learning Flora and Fauna
Ismahafezi Ismail; Anis Musfirah Ma’arof; Wan Mohd Amir Fazamin Wan Hamzah; Fazida Karim Innovation in Teaching and Education, 30 November 2022, Page 8 – 15.
DOI: https://doi.org/10.5281/zenodo.7372864 Published: 2022-11-30
Abstract
FLOFA is an interactive augmented reality (AR) application developed for users interested in discovering endangered flora and fauna. The method for learning interactive animation was developed by scanning the designated flashcards into an augmented reality mobile app. Through the FLOFA application, users will be guided to learn the endangered flora and fauna in an interactive way. The application helps users to understand the plant and animal scientific names and their specialty. Additionally, three-dimensional (3D) objects have been designed to replace actual animals and plants so that users know exactly what the flora and fauna will look like. While learning, users are also able to entertain themselves by playing a simple quiz. The methodology behind this project is ADDIE. The application functionality has been tested using the test case method for each User Interface (UI) button.
Keywords: Augmented Reality application, interactive education, flora and fauna.
How to cite?
Ismail, Ismahafezi, Ma'arof, Anis Musfirah, Wan Hamzah, Wan Mohd Amir Fazamin, & Karim, Fazida. (2022). FLOFA: Augmented Reality Game Card Application for Learning Flora and Fauna. In Innovation in Teaching and Education: A Way Forward (pp. 8–15). ECDC Publishing and Consultancy. https://doi.org/10.5281/zenodo.7372864
Calm & Care: A Child-Centred Digital Therapy Platform for Mental Health
Nahreen Zannat
Innovation in Teaching and Education, 30 November 2022, Page 16 – 30.
DOI: https://doi.org/10.5281/zenodo.7372887
Published: 2022-11-30
Mental health is as crucial to a person's overall well-being as physical health, especially during the Covid-19 pandemic. The lockdown executed to reduce the virus transmission had ironically also increased the rate of mental illness and related events such as suicide, spousal violence, and home bullying. Therefore, there has been a rise in the publications of digital therapeutics, or digital remedies, in the form of mobile or web applications that can be accessed without any physical contact. Unfortunately, most of these apps are made only for adults. There are only a few websites where a youngster can get regular counselling and therapy. Despite having a lower rate of catching the Covid-19 virus, children are heavily affected by the closure of schools and the emotional state of their caretakers. These issues among others may induce pandemic-related stress and traumas which can leave long-term consequences on their developing minds. As a proposed solution, a prototype of a child-centered mobile application for digital therapy was developed in which parents can authorise the application while their children can have counselling sessions and watch motivational videos from home. The application is named ‘Care and Calm’; projected to minimise difficulties in addressing mental well-being for both parents and children. Ten families from Dhaka who participated in the user testing of ‘Care and Calm’ gave positive feedback on the application, highlighting their appeal to the bright colours in the user interface, child-appealing visuals, and simple language to ease a child’s user experience. Thus, ‘Calm & Care’ was proposed to also help local clinics in accepting mental health patients with lower risks of infection and higher rates of treatment success.
View Article
Calm & Care: A Child-Centred Digital Therapy Platform for Mental Health
Nahreen Zannat Innovation in Teaching and Education, 30 November 2022, Page 16 – 30.
DOI: https://doi.org/10.5281/zenodo.7372887 Published: 2022-11-30
Abstract
Mental health is as crucial to a person's overall well-being as physical health, especially during the Covid-19 pandemic. The lockdown executed to reduce the virus transmission had ironically also increased the rate of mental illness and related events such as suicide, spousal violence, and home bullying. Therefore, there has been a rise in the publications of digital therapeutics, or digital remedies, in the form of mobile or web applications that can be accessed without any physical contact. Unfortunately, most of these apps are made only for adults. There are only a few websites where a youngster can get regular counselling and therapy. Despite having a lower rate of catching the Covid-19 virus, children are heavily affected by the closure of schools and the emotional state of their caretakers. These issues among others may induce pandemic-related stress and traumas which can leave long-term consequences on their developing minds. As a proposed solution, a prototype of a child-centered mobile application for digital therapy was developed in which parents can authorise the application while their children can have counselling sessions and watch motivational videos from home. The application is named ‘Care and Calm’; projected to minimise difficulties in addressing mental well-being for both parents and children. Ten families from Dhaka who participated in the user testing of ‘Care and Calm’ gave positive feedback on the application, highlighting their appeal to the bright colours in the user interface, child-appealing visuals, and simple language to ease a child’s user experience. Thus, ‘Calm & Care’ was proposed to also help local clinics in accepting mental health patients with lower risks of infection and higher rates of treatment success.
Keywords: COVID-19, children psychology, digital therapeutics, mental health, digital platform, mobile application.
How to cite?
Zannat, Nahreen. (2022). Calm & Care: A Child-Centred Digital Therapy Platform for Mental Health. In Innovation in Teaching and Education: A Way Forward (pp. 16–30). ECDC Publishing and Consultancy. https://doi.org/10.5281/zenodo.7372887
Educate the Thirteen Pillars of Prayer through Virtual Reality Application
Ismahafezi Ismail; Muhammad Khalif Aiman Kamarudin; Nur Saadah Mohd Shapri; Fazida Karim
Innovation in Teaching and Education, 30 November 2022, Page 31 – 39.
DOI: https://doi.org/10.5281/zenodo.7372904
Published: 2022-11-30
In today's rapidly changing technological world, the education sector is no exception in its use of technology to make knowledge presented to students more engaging and easy to recall. One of the technologies that teachers can use to make their lessons more interactive is virtual reality. Nowadays, students struggle to remember the thirteen pillars of prayer required by Islam. This could be because the teaching methods used are too boring and do not pique the students' interest in the significance of remembering the thirteen pillars of prayer. The application's main goal is to encourage students to learn and memorise the 13 pillars of prayer required by Islam. This application employs the Rapid Application Development methodology. The methodology is divided into four phases: requirement planning, user design, construction, and cut over. Each User Interface (UI) button's functionality has been tested using the test case method. Because of the level of immersion provided by the virtual reality application, the user experiences strong emotional reactions as well as engagement with the thirteen pillars of prayer walk-through content.
View Article
Educate the Thirteen Pillars of Prayer through Virtual Reality Application
Ismahafezi Ismail, Muhammad Khalif Aiman Kamarudin, Nur Saadah Mohd Shapri, and Fazida Karim Innovation in Teaching and Education, 30 November 2022, Page 31 – 39.
DOI: https://doi.org/10.5281/zenodo.7372887 Published: 2022-11-30
Abstract
In today's rapidly changing technological world, the education sector is no exception in its use of technology to make knowledge presented to students more engaging and easy to recall. One of the technologies that teachers can use to make their lessons more interactive is virtual reality. Nowadays, students struggle to remember the thirteen pillars of prayer required by Islam. This could be because the teaching methods used are too boring and do not pique the students' interest in the significance of remembering the thirteen pillars of prayer. The application's main goal is to encourage students to learn and memorise the 13 pillars of prayer required by Islam. This application employs the Rapid Application Development methodology. The methodology is divided into four phases: requirement planning, user design, construction, and cut over. Each User Interface (UI) button's functionality has been tested using the test case method. Because of the level of immersion provided by the virtual reality application, the user experiences strong emotional reactions as well as engagement with the thirteen pillars of prayer walk-through content.
Keywords: Virtual Reality application, interactive education, thirteen pillars of prayer.
How to cite?
Ismail, Ismahafezi, Kamarudin, Muhammad Khalif Aiman, Mohd Shapri, Nur Saadah, & Karim, Fazida. (2022). Educate the Thirteen Pillars of Prayer through Virtual Reality Application. In Innovation in Teaching and Education: A Way Forward (pp. 31–39). ECDC Publishing and Consultancy. https://doi.org/10.5281/zenodo.7372904
Risk Assessment in Public Sector
Ahmad Firdhauz Zainul Abidin, Roshaiza Taha, Mohd Nazli Mohd Nor, Ahmad Ashadi Mohamad@Asmara, and Zubaidah Abdullah
Innovation in Teaching and Education, 30 November 2022, Page 40 – 47.
DOI: https://doi.org/10.5281/zenodo.7372948
Published: 2022-11-30
Managing risk in public sector organisation is not an easy task. Instilling the mindset on the importance of risk management is another hurdle faced by the management. Refusing to accept the reality that risk might occur in any activities conducted is common. It is important to come out with simplified approach to analyse risk to ensure the acceptance of the organization members. Thus, this project has been initiated in Universiti Malaysia Terengganu to simplify the risk management process and indirectly assist the university in monitoring all activities. In the first place, the manual document was created to keep track identify risk in any proposed activities. The risk identification process is usually being developed in private sector organisations. Based on the feedback from the user, the manual approach is too burdensome and they have to deal with so many documents. To tackle this, simplified risk management process called e-Risk system has been developed. Positive feedback has been obtained where this new approach has helped them to bring together the whole department to take part and realise the importance of risk management. As this risk management process relates to not only the activities conducted in the university but also any activities that involve the community, implementing risk analysis before the program may help both parties to be aware of any consequences resulting from the execution of such activities. Besides, identifying risk also can be a tool to safeguard the university in any unfavourable event.
View Article
Risk Assessment in Public Sector
Ahmad Firdhauz Zainul Abidin, Roshaiza Taha, Mohd Nazli Mohd Nor, Ahmad Ashadi Mohamad@Asmara, and Zubaidah Abdullah Innovation in Teaching and Education, 30 November 2022, Page 40 – 47.
DOI: https://doi.org/10.5281/zenodo.7372948 Published: 2022-11-30
Abstract
Managing risk in public sector organisation is not an easy task. Instilling the mindset on the importance of risk management is another hurdle faced by the management. Refusing to accept the reality that risk might occur in any activities conducted is common. It is important to come out with simplified approach to analyse risk to ensure the acceptance of the organization members. Thus, this project has been initiated in Universiti Malaysia Terengganu to simplify the risk management process and indirectly assist the university in monitoring all activities. In the first place, the manual document was created to keep track identify risk in any proposed activities. The risk identification process is usually being developed in private sector organisations. Based on the feedback from the user, the manual approach is too burdensome and they have to deal with so many documents. To tackle this, simplified risk management process called e-Risk system has been developed. Positive feedback has been obtained where this new approach has helped them to bring together the whole department to take part and realise the importance of risk management. As this risk management process relates to not only the activities conducted in the university but also any activities that involve the community, implementing risk analysis before the program may help both parties to be aware of any consequences resulting from the execution of such activities. Besides, identifying risk also can be a tool to safeguard the university in any unfavourable event
Keywords: e-Risk system, Public university, Risk assessment, Risk management
How to cite?
Zainul Abidin, Ahmad Firdhauz, Taha, Roshaiza, Mohd Nor, Mohd Nazli, Mohamad@Asmara, Ahmad Ashadi, & Abdullah, Zubaidah. (2022). Risk Assessment in Public Sector. In Innovation in Teaching and Education: A Way Forward (pp. 40–47). ECDC Publishing and Consultancy. https://doi.org/10.5281/zenodo.7372948
Employee Competence: Backbone of Implementation of Free and Compulsory Basic Education in Nigeria
Isah Sani; Rashidah Mohammad Ibrahim; Maslina Mansor
Innovation in Teaching and Education, 30 November 2022, Page 48 – 60.
DOI: https://doi.org/10.5281/zenodo.7372972
Published: 2022-11-30
Mental health is as crucial to a person's overall well-being as physical health, especially during the Covid-19 pandemic. The lockdown executed to reduce the virus transmission had ironically also increased the rate of mental illness and related events such as suicide, spousal violence, and home bullying. Therefore, there has been a rise in the publications of digital therapeutics, or digital remedies, in the form of mobile or web applications that can be accessed without any physical contact. Unfortunately, most of these apps are made only for adults. There are only a few websites where a youngster can get regular counselling and therapy. Despite having a lower rate of catching the Covid-19 virus, children are heavily affected by the closure of schools and the emotional state of their caretakers. These issues among others may induce pandemic-related stress and traumas which can leave long-term consequences on their developing minds. As a proposed solution, a prototype of a child-centred mobile application for digital therapy was developed in which parents can authorise the application while their children can have counselling sessions and watch motivational videos from home. The application is named ‘Care and Calm’; projected to minimise difficulties in addressing mental well-being for both parents and children. Ten families from Dhaka who participated in the user testing of ‘Care and Calm’ gave positive feedback on the application, highlighting their appeal to the bright colours in the user interface, child-appealing visuals, and simple language to ease a child’s user experience. Thus, ‘Calm & Care’ was proposed to also help local clinics in accepting mental health patients with lower risks of infection and higher rates of treatment success.
View Article
Employee Competence: Backbone of Implementation of Free and Compulsory Basic Education in Nigeria
Isah Sani, Rashidah Mohammad Ibrahim and Maslina Mansor Innovation in Teaching and Education, 30 November 2022, Page 48 – 60.
DOI: https://doi.org/10.5281/zenodo.7372972 Published: 2022-11-30
Abstract
Mental health is as crucial to a person's overall well-being as physical health, especially during the Covid-19 pandemic. The lockdown executed to reduce the virus transmission had ironically also increased the rate of mental illness and related events such as suicide, spousal violence, and home bullying. Therefore, there has been a rise in the publications of digital therapeutics, or digital remedies, in the form of mobile or web applications that can be accessed without any physical contact. Unfortunately, most of these apps are made only for adults. There are only a few websites where a youngster can get regular counselling and therapy. Despite having a lower rate of catching the Covid-19 virus, children are heavily affected by the closure of schools and the emotional state of their caretakers. These issues among others may induce pandemic-related stress and traumas which can leave long-term consequences on their developing minds. As a proposed solution, a prototype of a child-centred mobile application for digital therapy was developed in which parents can authorise the application while their children can have counselling sessions and watch motivational videos from home. The application is named ‘Care and Calm’; projected to minimise difficulties in addressing mental well-being for both parents and children. Ten families from Dhaka who participated in the user testing of ‘Care and Calm’ gave positive feedback on the application, highlighting their appeal to the bright colours in the user interface, child-appealing visuals, and simple language to ease a child’s user experience. Thus, ‘Calm & Care’ was proposed to also help local clinics in accepting mental health patients with lower risks of infection and higher rates of treatment success.
Keywords: Self-competency, team competency, communication competency, ethical competency, UBESA, Nigeria.
How to cite?
Sani, Isah, Mohammad Ibrahim, Rashidah, & Mansor, Maslina. (2022). Employee's Competence: The Backbone for the implementation of free and Compulsory Basic Education in Nigeria. In Innovation in Teaching and Education: A Way Forward (pp. 48–60). ECDC Publishing and Consultancy. https://doi.org/10.5281/zenodo.7372972
Remodelling Budgetary Slack Framework of Malaysian Local Governments
Nur Shahirah Adilah Mohd Sairazi; Dzulkifli Mukhtar; Razli Che Razak
Innovation in Teaching and Education, 30 November 2022, Page 61 – 72.
DOI: https://doi.org/10.5281/zenodo.7374662
Published: 2022-11-30
Budgetary slack behaviour is seen as a risk management strategy to deal with unforeseen adverse economic conditions. Excessive engagement in budgetary slack creation results in acquiring excessive resources that are otherwise unnecessary. In doing so, it increases subordinates’ possibility of achieving the objective and receiving non-deserved performance-based rewards. Nevertheless, it distorts the resource allocation process and may divert these supplementary resources to non-productive purposes. The National Audit Department of Malaysia reported that the most frequent issue in public finance is inefficiency in financial management, especially in expenditure management, causing wastage of public resources. To minimise the detrimental effect of budgetary slack on the resource allocation process, this study develops a more coherent model that could explain the prevalence of this dysfunctional behaviour. Participative budgeting, budget emphasis, and information asymmetry are three main elements causing budgetary slack since they put subordinates in an advantageous position and opportunity to execute such behaviour. Prospect theory suggests that individuals tend to behave in a way that could minimise losses. Consequently, subordinates are inclined to deter from creating slack since it may jeopardise their participation privileges, allowing them to exert influence on targets incorporated in their budget, particularly in conditions of low information asymmetry and high budget emphasis. Self-control is also an essential element in predicting unethical behaviour engagement, mainly when the opportunity arises. Therefore, this study develops a budgetary slack model by integrating the element of participative budgeting, budget emphasis, information asymmetry and self-control into a single model. This study contributes to the existing knowledge by generating theoretical and practical implications to improve budgetary control systems within organisations. Theoretically, the model reinforces the significance of considering the integration effects of budgetary participation, budget emphasis, information asymmetry and self-control on subordinates’ tendency to create budgetary slack instead of their isolated effects. Practically, the model developed may facilitate management in minimising budgetary slack behaviour through how their control systems are designed and implemented. The model should be valuable to the Malaysian local government, Ministry of finance and policymakers to enhance government organisations’ budgeting and budgetary control system. Thus, allowing more effective and efficient allocation of government resources to be executed and lessening the callous wastage of public funds and financial mismanagement in government organisations.
View Article
Remodelling Budgetary Slack Framework of Malaysian Local Governments
Nur Shahirah Adilah Mohd Sairazi; Dzulkifli Mukhtar; Razli Che Razak Innovation in Teaching and Education, 30 November 2022, Page 61 – 72.
DOI: https://doi.org/10.5281/zenodo.7374662 Published: 2022-11-30
Abstract
Budgetary slack behaviour is seen as a risk management strategy to deal with unforeseen adverse economic conditions. Excessive engagement in budgetary slack creation results in acquiring excessive resources that are otherwise unnecessary. In doing so, it increases subordinates’ possibility of achieving the objective and receiving non-deserved performance-based rewards. Nevertheless, it distorts the resource allocation process and may divert these supplementary resources to non-productive purposes. The National Audit Department of Malaysia reported that the most frequent issue in public finance is inefficiency in financial management, especially in expenditure management, causing wastage of public resources. To minimise the detrimental effect of budgetary slack on the resource allocation process, this study develops a more coherent model that could explain the prevalence of this dysfunctional behaviour. Participative budgeting, budget emphasis, and information asymmetry are three main elements causing budgetary slack since they put subordinates in an advantageous position and opportunity to execute such behaviour. Prospect theory suggests that individuals tend to behave in a way that could minimise losses. Consequently, subordinates are inclined to deter from creating slack since it may jeopardise their participation privileges, allowing them to exert influence on targets incorporated in their budget, particularly in conditions of low information asymmetry and high budget emphasis. Self-control is also an essential element in predicting unethical behaviour engagement, mainly when the opportunity arises. Therefore, this study develops a budgetary slack model by integrating the element of participative budgeting, budget emphasis, information asymmetry and self-control into a single model. This study contributes to the existing knowledge by generating theoretical and practical implications to improve budgetary control systems within organisations. Theoretically, the model reinforces the significance of considering the integration effects of budgetary participation, budget emphasis, information asymmetry and self-control on subordinates’ tendency to create budgetary slack instead of their isolated effects. Practically, the model developed may facilitate management in minimising budgetary slack behaviour through how their control systems are designed and implemented. The model should be valuable to the Malaysian local government, Ministry of finance and policymakers to enhance government organisations’ budgeting and budgetary control system. Thus, allowing more effective and efficient allocation of government resources to be executed and lessening the callous wastage of public funds and financial mismanagement in government organisations.
Keywords: budget emphasis, budgetary slack, information asymmetry, participative budgeting, self-control
How to cite?
Mohd Sairazi, Nur Shahirah Adilah, Mukhtar, Dzulkifli, & Che Razak, Razli. (2022). Remodelling Budgetary Slack Framework of Malaysian Local Governments. In Innovation in Teaching and Education: A Way Forward (pp. 61–72.). ECDC Publishing and Consultancy. https://doi.org/10.5281/zenodo.7374662
Innovation in Teaching and Education: A Way Forward

Editor(s)
Dr. Fazida Karim,
Department of Management Sciences, Universiti Sultan Zainal Abidin (UniSZA), Malaysia.
Dr. Rashidah Mohamad Ibrahim,
Department of Management Sciences, Universiti Sultan Zainal Abidin (UniSZA), Malaysia.
Dr. Noor Aina Amirah Mohd Noor,
Department of Management Sciences, Universiti Sultan Zainal Abidin (UniSZA), Malaysia.
ISBN 978-967-19441-2-7 (Print)
Synopsis
This book concentrates on innovation, particularly in teaching and education and the public sector. The intention is to explore the ways in which organizations can become proficient in innovation. Of course, no organization can be proficient unless it has human capital. For this reason, the range of topics covered by the book is broad. In this book, we have emphasized some key innovations specific to teaching and education, as well as the public sector. Therefore, the intended audience is students, innovators, lecturers, or those who are studying in academic programs to be managers. Improvement of the basic understanding of lecturers for innovation in teaching is a goal of the book.
The structure of the book may be of interest to readers or potential readers. There are two major sections in the book. They are Part I. Teaching and Education; and Part II. Innovation in the Public Sector. This book has seven chapters, four chapters in Part I and three chapters in Part II. The chapters in this book contribute from the participant in International Business Innovation and Ideas Competition 2021 organized by Faculty of Business and Management, Universiti Sultan Zainal Abidin (UniSZA), Terengganu, Malaysia.
Chapters
Development a Monolad Wallet Game: A Knowledge and Learning Digital Wallet
Fazida Karim, Rashidah Ibrahim, and Ismahafezi Ismail
Innovation in Teaching and Education, 30 November 2022, Page 1 – 7.
DOI: https://doi.org/10.5281/zenodo.7372778
Published: 2022-11-30
The MonoLad Wallet game based on the “Fortnite Monopoly” game board approach is designed to support the learning environment of university students by reflecting in action and reflecting on action during the game. Through the game, students are assisted to understand e-commerce subjects, especially the topic of digital payment. Thus, students will learn the elements of convenience, security, and usefulness in the e-wallet system. The game uses “trivia card” as a rule and “shop lots,” “top up,” and “bomb” as strategies to create a simulation of e-wallet transaction realities. The uniqueness of the MonoLad game is based on the ADDIE model, which is the process of Analysis, Design, Development, Implementation, and Evaluation as it involves the process of instructional design systematically.
Thus, after games, students will be able to increase their cognitive ability, desire to explore, and creative skills, as well as generate active engagement in the class.
View Article
Development a Monolad Wallet Game: A Knowledge and Learning Digital Wallet
Fazida Karim; Rashidah Ibrahim; Ismahafezi Ismail Innovation in Teaching and Education, 30 November 2022, Page 1 – 7.
DOI: https://doi.org/10.5281/zenodo.7372778 Published: 2022-11-30
Abstract
The MonoLad Wallet game based on the “Fortnite Monopoly” game board approach is designed to support the learning environment of university students by reflecting in action and reflecting on action during the game. Through the game, students are assisted to understand e-commerce subjects, especially the topic of digital payment. Thus, students will learn the elements of convenience, security, and usefulness in the e-wallet system. The game uses “trivia card” as a rule and “shop lots,” “top up,” and “bomb” as strategies to create a simulation of e-wallet transaction realities. The uniqueness of the MonoLad game is based on the ADDIE model, which is the process of Analysis, Design, Development, Implementation, and Evaluation as it involves the process of instructional design systematically.
Thus, after games, students will be able to increase their cognitive ability, desire to explore, and creative skills, as well as generate active engagement in the class.
Keywords: digital wallet, educational games, e-commerce, knowledge, learning
How to cite?
Karim, Fazida, Ibrahim, Rashidah, & Ismail, Ismahafezi. (2022). Development MonoLad Wallet Game: A Knowledge and Learning Digital Wallet. In Innovation in Teaching and Education: A Way Forward (pp. 1–7). ECDC Publishing and Consultancy. https://doi.org/10.5281/zenodo.7372778
FLOFA: Augmented Reality Game Card Application for Learning Flora and Fauna
Ismahafezi Ismail; Anis Musfirah Ma’arof; Wan Mohd Amir Fazamin Wan Hamzah; Fazida Karim
Innovation in Teaching and Education, 30 November 2022, Page 8 – 15.
DOI: https://doi.org/10.5281/zenodo.7372864
Published: 2022-11-30
FLOFA is an interactive augmented reality (AR) application developed for users interested in discovering endangered flora and fauna. The method for learning interactive animation was developed by scanning the designated flashcards into an augmented reality mobile app. Through the FLOFA application, users will be guided to learn the endangered flora and fauna in an interactive way. The application helps users to understand the plant and animal scientific names and their specialty. Additionally, three-dimensional (3D) objects have been designed to replace actual animals and plants so that users know exactly what the flora and fauna will look like. While learning, users are also able to entertain themselves by playing a simple quiz. The methodology behind this project is ADDIE. The application functionality has been tested using the test case method for each User Interface (UI) button.
View Article
FLOFA: Augmented Reality Game Card Application for Learning Flora and Fauna
Ismahafezi Ismail; Anis Musfirah Ma’arof; Wan Mohd Amir Fazamin Wan Hamzah; Fazida Karim Innovation in Teaching and Education, 30 November 2022, Page 8 – 15.
DOI: https://doi.org/10.5281/zenodo.7372864 Published: 2022-11-30
Abstract
FLOFA is an interactive augmented reality (AR) application developed for users interested in discovering endangered flora and fauna. The method for learning interactive animation was developed by scanning the designated flashcards into an augmented reality mobile app. Through the FLOFA application, users will be guided to learn the endangered flora and fauna in an interactive way. The application helps users to understand the plant and animal scientific names and their specialty. Additionally, three-dimensional (3D) objects have been designed to replace actual animals and plants so that users know exactly what the flora and fauna will look like. While learning, users are also able to entertain themselves by playing a simple quiz. The methodology behind this project is ADDIE. The application functionality has been tested using the test case method for each User Interface (UI) button.
Keywords: Augmented Reality application, interactive education, flora and fauna.
How to cite?
Ismail, Ismahafezi, Ma'arof, Anis Musfirah, Wan Hamzah, Wan Mohd Amir Fazamin, & Karim, Fazida. (2022). FLOFA: Augmented Reality Game Card Application for Learning Flora and Fauna. In Innovation in Teaching and Education: A Way Forward (pp. 8–15). ECDC Publishing and Consultancy. https://doi.org/10.5281/zenodo.7372864
Calm & Care: A Child-Centred Digital Therapy Platform for Mental Health
Nahreen Zannat
Innovation in Teaching and Education, 30 November 2022, Page 16 – 30.
DOI: https://doi.org/10.5281/zenodo.7372887
Published: 2022-11-30
Mental health is as crucial to a person's overall well-being as physical health, especially during the Covid-19 pandemic. The lockdown executed to reduce the virus transmission had ironically also increased the rate of mental illness and related events such as suicide, spousal violence, and home bullying. Therefore, there has been a rise in the publications of digital therapeutics, or digital remedies, in the form of mobile or web applications that can be accessed without any physical contact. Unfortunately, most of these apps are made only for adults. There are only a few websites where a youngster can get regular counselling and therapy. Despite having a lower rate of catching the Covid-19 virus, children are heavily affected by the closure of schools and the emotional state of their caretakers. These issues among others may induce pandemic-related stress and traumas which can leave long-term consequences on their developing minds. As a proposed solution, a prototype of a child-centered mobile application for digital therapy was developed in which parents can authorise the application while their children can have counselling sessions and watch motivational videos from home. The application is named ‘Care and Calm’; projected to minimise difficulties in addressing mental well-being for both parents and children. Ten families from Dhaka who participated in the user testing of ‘Care and Calm’ gave positive feedback on the application, highlighting their appeal to the bright colours in the user interface, child-appealing visuals, and simple language to ease a child’s user experience. Thus, ‘Calm & Care’ was proposed to also help local clinics in accepting mental health patients with lower risks of infection and higher rates of treatment success.
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Calm & Care: A Child-Centred Digital Therapy Platform for Mental Health
Nahreen Zannat Innovation in Teaching and Education, 30 November 2022, Page 16 – 30.
DOI: https://doi.org/10.5281/zenodo.7372887 Published: 2022-11-30
Abstract
Mental health is as crucial to a person's overall well-being as physical health, especially during the Covid-19 pandemic. The lockdown executed to reduce the virus transmission had ironically also increased the rate of mental illness and related events such as suicide, spousal violence, and home bullying. Therefore, there has been a rise in the publications of digital therapeutics, or digital remedies, in the form of mobile or web applications that can be accessed without any physical contact. Unfortunately, most of these apps are made only for adults. There are only a few websites where a youngster can get regular counselling and therapy. Despite having a lower rate of catching the Covid-19 virus, children are heavily affected by the closure of schools and the emotional state of their caretakers. These issues among others may induce pandemic-related stress and traumas which can leave long-term consequences on their developing minds. As a proposed solution, a prototype of a child-centered mobile application for digital therapy was developed in which parents can authorise the application while their children can have counselling sessions and watch motivational videos from home. The application is named ‘Care and Calm’; projected to minimise difficulties in addressing mental well-being for both parents and children. Ten families from Dhaka who participated in the user testing of ‘Care and Calm’ gave positive feedback on the application, highlighting their appeal to the bright colours in the user interface, child-appealing visuals, and simple language to ease a child’s user experience. Thus, ‘Calm & Care’ was proposed to also help local clinics in accepting mental health patients with lower risks of infection and higher rates of treatment success.
Keywords: COVID-19, children psychology, digital therapeutics, mental health, digital platform, mobile application.
How to cite?
Zannat, Nahreen. (2022). Calm & Care: A Child-Centred Digital Therapy Platform for Mental Health. In Innovation in Teaching and Education: A Way Forward (pp. 16–30). ECDC Publishing and Consultancy. https://doi.org/10.5281/zenodo.7372887
Educate the Thirteen Pillars of Prayer through Virtual Reality Application
Ismahafezi Ismail; Muhammad Khalif Aiman Kamarudin; Nur Saadah Mohd Shapri; Fazida Karim
Innovation in Teaching and Education, 30 November 2022, Page 31 – 39.
DOI: https://doi.org/10.5281/zenodo.7372904
Published: 2022-11-30
In today's rapidly changing technological world, the education sector is no exception in its use of technology to make knowledge presented to students more engaging and easy to recall. One of the technologies that teachers can use to make their lessons more interactive is virtual reality. Nowadays, students struggle to remember the thirteen pillars of prayer required by Islam. This could be because the teaching methods used are too boring and do not pique the students' interest in the significance of remembering the thirteen pillars of prayer. The application's main goal is to encourage students to learn and memorise the 13 pillars of prayer required by Islam. This application employs the Rapid Application Development methodology. The methodology is divided into four phases: requirement planning, user design, construction, and cut over. Each User Interface (UI) button's functionality has been tested using the test case method. Because of the level of immersion provided by the virtual reality application, the user experiences strong emotional reactions as well as engagement with the thirteen pillars of prayer walk-through content.
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Educate the Thirteen Pillars of Prayer through Virtual Reality Application
Ismahafezi Ismail, Muhammad Khalif Aiman Kamarudin, Nur Saadah Mohd Shapri, and Fazida Karim Innovation in Teaching and Education, 30 November 2022, Page 31 – 39.
DOI: https://doi.org/10.5281/zenodo.7372887 Published: 2022-11-30
Abstract
In today's rapidly changing technological world, the education sector is no exception in its use of technology to make knowledge presented to students more engaging and easy to recall. One of the technologies that teachers can use to make their lessons more interactive is virtual reality. Nowadays, students struggle to remember the thirteen pillars of prayer required by Islam. This could be because the teaching methods used are too boring and do not pique the students' interest in the significance of remembering the thirteen pillars of prayer. The application's main goal is to encourage students to learn and memorise the 13 pillars of prayer required by Islam. This application employs the Rapid Application Development methodology. The methodology is divided into four phases: requirement planning, user design, construction, and cut over. Each User Interface (UI) button's functionality has been tested using the test case method. Because of the level of immersion provided by the virtual reality application, the user experiences strong emotional reactions as well as engagement with the thirteen pillars of prayer walk-through content.
Keywords: Virtual Reality application, interactive education, thirteen pillars of prayer.
How to cite?
Ismail, Ismahafezi, Kamarudin, Muhammad Khalif Aiman, Mohd Shapri, Nur Saadah, & Karim, Fazida. (2022). Educate the Thirteen Pillars of Prayer through Virtual Reality Application. In Innovation in Teaching and Education: A Way Forward (pp. 31–39). ECDC Publishing and Consultancy. https://doi.org/10.5281/zenodo.7372904
Risk Assessment in Public Sector
Ahmad Firdhauz Zainul Abidin, Roshaiza Taha, Mohd Nazli Mohd Nor, Ahmad Ashadi Mohamad@Asmara, and Zubaidah Abdullah
Innovation in Teaching and Education, 30 November 2022, Page 40 – 47.
DOI: https://doi.org/10.5281/zenodo.7372948
Published: 2022-11-30
Managing risk in public sector organisation is not an easy task. Instilling the mindset on the importance of risk management is another hurdle faced by the management. Refusing to accept the reality that risk might occur in any activities conducted is common. It is important to come out with simplified approach to analyse risk to ensure the acceptance of the organization members. Thus, this project has been initiated in Universiti Malaysia Terengganu to simplify the risk management process and indirectly assist the university in monitoring all activities. In the first place, the manual document was created to keep track identify risk in any proposed activities. The risk identification process is usually being developed in private sector organisations. Based on the feedback from the user, the manual approach is too burdensome and they have to deal with so many documents. To tackle this, simplified risk management process called e-Risk system has been developed. Positive feedback has been obtained where this new approach has helped them to bring together the whole department to take part and realise the importance of risk management. As this risk management process relates to not only the activities conducted in the university but also any activities that involve the community, implementing risk analysis before the program may help both parties to be aware of any consequences resulting from the execution of such activities. Besides, identifying risk also can be a tool to safeguard the university in any unfavourable event.
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Risk Assessment in Public Sector
Ahmad Firdhauz Zainul Abidin, Roshaiza Taha, Mohd Nazli Mohd Nor, Ahmad Ashadi Mohamad@Asmara, and Zubaidah Abdullah Innovation in Teaching and Education, 30 November 2022, Page 40 – 47.
DOI: https://doi.org/10.5281/zenodo.7372948 Published: 2022-11-30
Abstract
Managing risk in public sector organisation is not an easy task. Instilling the mindset on the importance of risk management is another hurdle faced by the management. Refusing to accept the reality that risk might occur in any activities conducted is common. It is important to come out with simplified approach to analyse risk to ensure the acceptance of the organization members. Thus, this project has been initiated in Universiti Malaysia Terengganu to simplify the risk management process and indirectly assist the university in monitoring all activities. In the first place, the manual document was created to keep track identify risk in any proposed activities. The risk identification process is usually being developed in private sector organisations. Based on the feedback from the user, the manual approach is too burdensome and they have to deal with so many documents. To tackle this, simplified risk management process called e-Risk system has been developed. Positive feedback has been obtained where this new approach has helped them to bring together the whole department to take part and realise the importance of risk management. As this risk management process relates to not only the activities conducted in the university but also any activities that involve the community, implementing risk analysis before the program may help both parties to be aware of any consequences resulting from the execution of such activities. Besides, identifying risk also can be a tool to safeguard the university in any unfavourable event
Keywords: e-Risk system, Public university, Risk assessment, Risk management
How to cite?
Zainul Abidin, Ahmad Firdhauz, Taha, Roshaiza, Mohd Nor, Mohd Nazli, Mohamad@Asmara, Ahmad Ashadi, & Abdullah, Zubaidah. (2022). Risk Assessment in Public Sector. In Innovation in Teaching and Education: A Way Forward (pp. 40–47). ECDC Publishing and Consultancy. https://doi.org/10.5281/zenodo.7372948
Employee Competence: Backbone of Implementation of Free and Compulsory Basic Education in Nigeria
Isah Sani; Rashidah Mohammad Ibrahim; Maslina Mansor.
Innovation in Teaching and Education, 30 November 2022, Page 48 – 60.
DOI: https://doi.org/10.5281/zenodo.7372972
Published: 2022-11-30
Mental health is as crucial to a person's overall well-being as physical health, especially during the Covid-19 pandemic. The lockdown executed to reduce the virus transmission had ironically also increased the rate of mental illness and related events such as suicide, spousal violence, and home bullying. Therefore, there has been a rise in the publications of digital therapeutics, or digital remedies, in the form of mobile or web applications that can be accessed without any physical contact. Unfortunately, most of these apps are made only for adults. There are only a few websites where a youngster can get regular counselling and therapy. Despite having a lower rate of catching the Covid-19 virus, children are heavily affected by the closure of schools and the emotional state of their caretakers. These issues among others may induce pandemic-related stress and traumas which can leave long-term consequences on their developing minds. As a proposed solution, a prototype of a child-centred mobile application for digital therapy was developed in which parents can authorise the application while their children can have counselling sessions and watch motivational videos from home. The application is named ‘Care and Calm’; projected to minimise difficulties in addressing mental well-being for both parents and children. Ten families from Dhaka who participated in the user testing of ‘Care and Calm’ gave positive feedback on the application, highlighting their appeal to the bright colours in the user interface, child-appealing visuals, and simple language to ease a child’s user experience. Thus, ‘Calm & Care’ was proposed to also help local clinics in accepting mental health patients with lower risks of infection and higher rates of treatment success.
View Article
Employee Competence: Backbone of Implementation of Free and Compulsory Basic Education in Nigeria
Isah Sani, Rashidah Mohammad Ibrahim and Maslina Mansor Innovation in Teaching and Education, 30 November 2022, Page 48 – 60.
DOI: https://doi.org/10.5281/zenodo.7372972 Published: 2022-11-30
Abstract
Mental health is as crucial to a person's overall well-being as physical health, especially during the Covid-19 pandemic. The lockdown executed to reduce the virus transmission had ironically also increased the rate of mental illness and related events such as suicide, spousal violence, and home bullying. Therefore, there has been a rise in the publications of digital therapeutics, or digital remedies, in the form of mobile or web applications that can be accessed without any physical contact. Unfortunately, most of these apps are made only for adults. There are only a few websites where a youngster can get regular counselling and therapy. Despite having a lower rate of catching the Covid-19 virus, children are heavily affected by the closure of schools and the emotional state of their caretakers. These issues among others may induce pandemic-related stress and traumas which can leave long-term consequences on their developing minds. As a proposed solution, a prototype of a child-centred mobile application for digital therapy was developed in which parents can authorise the application while their children can have counselling sessions and watch motivational videos from home. The application is named ‘Care and Calm’; projected to minimise difficulties in addressing mental well-being for both parents and children. Ten families from Dhaka who participated in the user testing of ‘Care and Calm’ gave positive feedback on the application, highlighting their appeal to the bright colours in the user interface, child-appealing visuals, and simple language to ease a child’s user experience. Thus, ‘Calm & Care’ was proposed to also help local clinics in accepting mental health patients with lower risks of infection and higher rates of treatment success.
Keywords: Self-competency, team competency, communication competency, ethical competency, UBESA, Nigeria.
How to cite?
Sani, Isah, Mohammad Ibrahim, Rashidah, & Mansor, Maslina. (2022). Employee's Competence: The Backbone for the implementation of free and Compulsory Basic Education in Nigeria. In Innovation in Teaching and Education: A Way Forward (pp. 48–60). ECDC Publishing and Consultancy. https://doi.org/10.5281/zenodo.7372972
Remodelling Budgetary Slack Framework of Malaysian Local Governments
Nur Shahirah Adilah Mohd Sairazi; Dzulkifli Mukhtar; Razli Che Razak
Innovation in Teaching and Education, 30 November 2022, Page 61 – 72.
DOI: https://doi.org/10.5281/zenodo.7374662
Published: 2022-11-30
Budgetary slack behaviour is seen as a risk management strategy to deal with unforeseen adverse economic conditions. Excessive engagement in budgetary slack creation results in acquiring excessive resources that are otherwise unnecessary. In doing so, it increases subordinates’ possibility of achieving the objective and receiving non-deserved performance-based rewards. Nevertheless, it distorts the resource allocation process and may divert these supplementary resources to non-productive purposes. The National Audit Department of Malaysia reported that the most frequent issue in public finance is inefficiency in financial management, especially in expenditure management, causing wastage of public resources. To minimise the detrimental effect of budgetary slack on the resource allocation process, this study develops a more coherent model that could explain the prevalence of this dysfunctional behaviour. Participative budgeting, budget emphasis, and information asymmetry are three main elements causing budgetary slack since they put subordinates in an advantageous position and opportunity to execute such behaviour. Prospect theory suggests that individuals tend to behave in a way that could minimise losses. Consequently, subordinates are inclined to deter from creating slack since it may jeopardise their participation privileges, allowing them to exert influence on targets incorporated in their budget, particularly in conditions of low information asymmetry and high budget emphasis. Self-control is also an essential element in predicting unethical behaviour engagement, mainly when the opportunity arises. Therefore, this study develops a budgetary slack model by integrating the element of participative budgeting, budget emphasis, information asymmetry and self-control into a single model. This study contributes to the existing knowledge by generating theoretical and practical implications to improve budgetary control systems within organisations. Theoretically, the model reinforces the significance of considering the integration effects of budgetary participation, budget emphasis, information asymmetry and self-control on subordinates’ tendency to create budgetary slack instead of their isolated effects. Practically, the model developed may facilitate management in minimising budgetary slack behaviour through how their control systems are designed and implemented. The model should be valuable to the Malaysian local government, Ministry of finance and policymakers to enhance government organisations’ budgeting and budgetary control system. Thus, allowing more effective and efficient allocation of government resources to be executed and lessening the callous wastage of public funds and financial mismanagement in government organisations.
View Article
Remodelling Budgetary Slack Framework of Malaysian Local Governments
Nur Shahirah Adilah Mohd Sairazi; Dzulkifli Mukhtar; Razli Che Razak Innovation in Teaching and Education, 30 November 2022, Page 61 – 72.
DOI: https://doi.org/10.5281/zenodo.7374662 Published: 2022-11-30
Abstract
Budgetary slack behaviour is seen as a risk management strategy to deal with unforeseen adverse economic conditions. Excessive engagement in budgetary slack creation results in acquiring excessive resources that are otherwise unnecessary. In doing so, it increases subordinates’ possibility of achieving the objective and receiving non-deserved performance-based rewards. Nevertheless, it distorts the resource allocation process and may divert these supplementary resources to non-productive purposes. The National Audit Department of Malaysia reported that the most frequent issue in public finance is inefficiency in financial management, especially in expenditure management, causing wastage of public resources. To minimise the detrimental effect of budgetary slack on the resource allocation process, this study develops a more coherent model that could explain the prevalence of this dysfunctional behaviour. Participative budgeting, budget emphasis, and information asymmetry are three main elements causing budgetary slack since they put subordinates in an advantageous position and opportunity to execute such behaviour. Prospect theory suggests that individuals tend to behave in a way that could minimise losses. Consequently, subordinates are inclined to deter from creating slack since it may jeopardise their participation privileges, allowing them to exert influence on targets incorporated in their budget, particularly in conditions of low information asymmetry and high budget emphasis. Self-control is also an essential element in predicting unethical behaviour engagement, mainly when the opportunity arises. Therefore, this study develops a budgetary slack model by integrating the element of participative budgeting, budget emphasis, information asymmetry and self-control into a single model. This study contributes to the existing knowledge by generating theoretical and practical implications to improve budgetary control systems within organisations. Theoretically, the model reinforces the significance of considering the integration effects of budgetary participation, budget emphasis, information asymmetry and self-control on subordinates’ tendency to create budgetary slack instead of their isolated effects. Practically, the model developed may facilitate management in minimising budgetary slack behaviour through how their control systems are designed and implemented. The model should be valuable to the Malaysian local government, Ministry of finance and policymakers to enhance government organisations’ budgeting and budgetary control system. Thus, allowing more effective and efficient allocation of government resources to be executed and lessening the callous wastage of public funds and financial mismanagement in government organisations.
Keywords: budget emphasis, budgetary slack, information asymmetry, participative budgeting, self-control
How to cite?
Mohd Sairazi, Nur Shahirah Adilah, Mukhtar, Dzulkifli, & Che Razak, Razli. (2022). Remodelling Budgetary Slack Framework of Malaysian Local Governments. In Innovation in Teaching and Education: A Way Forward (pp. 61–72.). ECDC Publishing and Consultancy. https://doi.org/10.5281/zenodo.7374662