
Learning Management Systems (LMS) have become central to modern education, offering flexible and interactive platforms for delivering content. Yet, fostering behavioral, cognitive, and emotional student engagement within these systems remains a persistent challenge. This study conducts a comprehensive literature review to examine the factors influencing student engagement in LMS environments and to identify key obstacles. As expected, factors such as intuitive user interface design, timely instructor feedback, and the inclusion of interactive content were consistently associated with higher engagement, which aligns with common pedagogical understanding. More surprisingly, the review highlights the critical impact of less obvious factors, including psychological elements like peer support, intrinsic motivation, and the perceived relevance of tasks, which are often underemphasized in LMS design. Additionally, challenges such as cognitive overload, limited personalization, and inadequate scaffolding mechanisms emerged as significant barriers to effective engagement. This paper contributes by mapping out the existing research landscape and offering practical insights for educators, LMS developers, and institutional stakeholders. It underscores the importance of a holistic, student-centered approach to LMS implementation that goes beyond technical functionality to address the diverse needs of learners.
As the demand for secure communication increases, traditional encryption techniques, though effective, often expose the presence of sensitive information, making them vulnerable to detection. Audio steganography offers a more discreet alternative by embedding hidden data within audio signals, preserving the secrecy of the communication. Among existing methods, the Least Significant Bit (LSB) technique is widely used due to its simplicity and high imperceptibility. However, conventional LSB methods face limitations in embedding capacity, robustness, and decoding reliability, particularly when handling large datasets. This study proposes a modified LSB approach that addresses these issues by introducing a compact binary encoding scheme and a fixed End-of-File (EOF) marker to improve efficiency and accuracy. The method involves embedding custom binary representations of secret data into 8-bit audio samples, with extraction aided by the EOF marker. Results demonstrate that the waveform and spectrogram comparisons confirmed the imperceptibility of the modifications, with a 100% similarity score between original and stego-audio. While the technique is lightweight and effective, it is still susceptible to audio compression and signal manipulation. Future enhancements may include adaptive EOF patterns and integrated encryption to increase resistance to tampering. Overall, this research contributes a practical and efficient advancement to audio steganography, offering improved security for embedded data in digital audio communication.
Text-guided image editing, especially in the fashion domain, is a powerful yet complex task that involves modifying specific elements of an image based solely on textual instruction. The system must not only interpret the instruction but also localize and edit the relevant image regions while preserving the rest of the visual content. In this article, we present a practical and controlled methodology for generating a paired dataset to support this task. Our approach builds on recent advancements in generative AI, combining Stable Diffusion inpainting techniques with pre-trained large language models to produce consistent and faithful edits. Specifically, we leverage human parsing and fashion-specific datasets to enable localized garment transformations based on color and fabric changes. This article complements the work presented in our paper” AI-Powered Text-Guided Image Editing: Innovations in Fashion and Beyond”, presented at the ISPR 2025 conference, by providing a focused exploration of the dataset generation pipeline and implementation details used in that study
The study addresses a significant issue in User Interface (UI) design for smartphone music applications, focusing on the usability impacts of grid-based versus list-based album layouts. Music apps are widely used as smartphones have become central to entertainment consumption. Despite their prevalence, little research has explored how different UI layouts impact user experience in music apps, especially in terms of efficiency, perception, and usability. This gap in knowledge makes the study vital, as optimizing UI layouts can improve the functionality, user satisfaction, and accessibility of music applications, which are integral to millions of users' daily lives.This work addresses this variation by exploring how each layout affects different usability considerations within a music app context, such as the time taken to find a desired album, user error rates, and users’ qualitative perceptions of the app. A custom music app interface was created and used for the user testing undertaken in this study. The website guided participants through two usability tests in a simulated music app and automatically collected survey responses and quantitative metrics. This study did not find evidence to support a significant difference in the time it took participants to find a desired album between the two layouts. However, the experimental participants believed that they could find a desired album quickly when using a grid-based layout than when using a list-based layout.
This research compared the effectiveness of two microlearning systems, the Adaptive Microlearning (AMlearning) System and the Conventional Microlearning (CM-learning) System, in enhancing the learning achievement and adaptability of on-the-job adults. The AM-learning system is an enhanced adaptive microlearning system, serving as the experimental group with adaptive qualities, compared to the control group, CM-learning. Through ANCOVA, after controlling for the effect of prior knowledge, the results showed that the AMlearning system was significantly better than the CM-learning system in enhancing learning achievement and adaptability. Specifically, the mean learning achievement score of the AM-learning group was 17.59, significantly higher than the CM-learning group’s mean score. The mean learning adaptability score of the AM-learning group was 179.74, also significantly higher than the CM-learning group’s score. This result is attributed to the adaptive qualities of the system, which can adjust learning content and difficulty in real time according to learners’ needs and progress, provide personalized learning paths, and improve learners’ engagement and adaptability through a dynamic feedback mechanism. The originality of this research lies in its focus on adaptive microlearning systems tailored for on-the-job adults, a demographic often overlooked in microlearning studies. Additionally, this study uniquely measures both learning achievement and adaptability, offering a comprehensive assessment of the benefits of adaptive microlearning. This research introduces a promising approach that could stimulate the development of alternative adaptive learning systems and inspire further innovations in the field of educational technology. In summary, this research supports the significant advantages of the AM-learning system in enhancing the learning achievement and adaptability of on-the-job adults and emphasizes the great potential of adaptive microlearning systems in modern education. Future research can further explore the application of adaptive microlearning systems in different educational contexts and populations, with the aim of providing more comprehensive guidance for educational practice.
This research inverstigates the Campus News Video Library (CNVL) to confirm whether it has a significant impact on the cultivation of students’ sense of social responsibility and self-awareness ability. The finding shows that there were differences in social responsibility among students of different grades, and there were also differences in the ways in which students of different sexes were affected in self-awareness. These findings not only enrich the understanding of the effect of CNVL on students’ learning, but also provide useful reference for educational practice and further research. In summary, the research results show that CNVL could serve as an effective teaching tools to improve the moral education level in general, and social responsibility and self-awareness of secondary vocational school students.
Modern developments in digital media technologies has made transmitting and storing large amounts of multi/rich media data (e.g. text, images, music, video and their combination) more feasible and affordable than ever before. However, the state of the art techniques to process, mining and manage those rich media are still in their infancy. Advances developments in multimedia acquisition and storage technology the rapid progress has led to the fast growing incredible amount of data stored in databases. Useful information to users can be revealed if these multimedia files are analyzed. Multimedia mining deals with the extraction of implicit knowledge, multimedia data relationships, or other patterns not explicitly stored in multimedia files. Also in retrieval, indexing and classification of multimedia data with efficient information fusion of the different modalities is essential for the system's overall performance. The purpose of this paper is to provide a systematic overview of multimedia mining. This article is also represents the issues in the application process component for multimedia mining followed by the multimedia mining models.
Autism spectrum disorder is a developmental disability that can cause significant social, communication and behavioural challenges. Parents of children on the spectrum find it difficult for their kids to communicate with them and other people, which makes it challenging for social interactions. Researchers have introduced different solutions such as Therapy Robot that Teaches Social Skills to Children with Autism. Additionally, Virtual reality was used to teach emotional and social skills to children with autism spectrum disorder. However, these solutions focus only on the person on the spectrum, neglecting the fact that the social challenges that people on the spectrum face are partly due to the lack of understanding on the neurotypicals' end. In this study, the solution introduced focuses on the neurotypical perspective; An advanced and interactive intelligent technology that can educate neurotypical people on how to communicate with people on the spectrum in different scenarios and environments. It also allows the learner to see the consequences of the different interactions from the point of view of a person on the spectrum, be aware of their actions, and fully engage in the scenarios through Virtual Reality (VR). Virtual Reality is a technology that simulates experiences that can be similar to the real world. The project aim was achieved by implementing a storyline game that is VR-based.
Myths can provide a cross-section of human views in ancient societies. This study compared Zeus in Greek mythology and Hwanung in Korean mythology. This study also analyzed Lore Olympus and Baro-Jamneun-Sunaebo to derive their views of human beings. As a result, this study derived the following findings: First, it is confirmed that the Zeus and Hwanung who appear in the webtoons are similar to their prototypes. However, the Zeus and Hwanung in webtoons live and dress in the context of the modern era. Second, there was a difference between the two cultures in how humans are viewed in the two myths and webtoons. Lore Olympus shows that humans, as seen through Zeus, are imperfect beings with divine origins and nature and the relationship between humans and gods is vertical. In addition, human beings worship heroes who must endure hardships while constantly learning in a person-centered way. This study also reveals that in Baro-Jamneun-Sunaebo, based on Korean mythology, human beings examined through Hwanung prioritize community, value moral life, and grow through training and overcoming hardships because they are beings who can become gods themselves. This study presents the human view of the two cultures through the analysis of webtoon characters, which is expected to contribute academically and practically to understanding different cultures.
Educational robotics is employed in both formal education and extracurricular activities to foster student interest, engagement, and academic performance across various subjects. The research on robot-based learning and its impact on academics has been continuously growing in recent years. Hence, this mini Systematic Literature Review (SLR) is aimed at reviewing previous studies on using robotics in education. Articles accessed from 2019-2023 across three databases, Scopus, Springer and ScienceDirect, to discover relevant papers and documents for highlighting were considered. This research implements the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) mode. The findings of the articles from the nations demonstrated that ASIA had carried out more research. The research method employed in educational robotics articles focused on survey questionnaires with the highest ratings of 40%. Most of the articles focused on primary education. The findings can guide future research that needs to be conducted concerning educational robotics among remedial students.
Baling Tin is one of Malaysia’s popular traditional children’s games. However, as time passes, Baling Tin has practically almost vanished. Children nowadays are more interested on digital games. This study aims to preserve the traditional games by digitalising it in tandem with the current interest. The challenge in this study is to re-create the physical game play into a digital game play. The game application which was developed for primary and middle school childrenalso includes interactive 3-D objects, images, sounds, and suitable theme colours.Furthermore, the user can explore many other captivating pages, including Shop and Quest. Even though the game was designed for Malaysian community, it comes with dual language to enhance user preference. The functionality of the game mechanics was tested. The game fulfils game characteristics and imitate the traditional physical gaming.This application is believed to help younger generations become more familiar with one of Malaysia’s traditional games, Baling Tin, and preserve traditional games.
Features play an important role in representing classes in the hierarchy structure, and using unsuitable features will affect classification performance. The discrete wavelet transform (DWT) approach provides the ability to create the appropriate features to represent data. DWT can produce global and local features using different wavelet families and decomposition levels. These two parameters are essential to obtain a suitable representation for classes in the hierarchy structure. This study proposes using a particle swarm optimisation (PSO) algorithm to select the suitable wavelet family and decomposition level for G-protein coupled receptor (GPCR) hierarchical class representation. The results indicate that the PSO algorithm mostly selects Biorthogonal wavelets and decomposition level 2 to represent GPCR protein. Concerning the performance, the proposed method achieved an accuracy of 97.9%, 85.9%, and 77.5% at the family, subfamily, and sub-subfamily levels, respectively.
This article explains the results of a study that focuses on measuring Sustainable Development (SD) education for Information Technology Education (ITE) program review in UPSI. A Sustainable Development Education Model (SDEM) was constructed in this study using two integration approaches, namely a horizontal integration and a vertical integration. Both integration approaches were used to measure courses offered in the existing program with selected courses on the implementation of the SD education. The SD education in the selected programming and networking courses was measured using a self-assessment of sustainability criteria based on the Sustainability Tool for Assessing Universities Curricula Holistically (or STAUNCH©). STAUNCH© is an analytical software used to analyze courses and academic programs across all disciplines specifically on assessing the contribution of their curricula to SD. The software analyzed two parts of SD education evaluation which are curriculum evaluation and concept evaluation, using descriptive statistics with percentage cross-tabulation method. The results from the first part show that there is a normal distribution in ESD contribution by each course and a low indication on the grade strength for SD contribution in curriculum evaluation. The results from the second part show that there is a high importance to agree on the components used in the design of SD integration concept and an average rate of SD integration into the curriculum. For the teaching and learning method used, it was found that a cross-disciplinary approach, a mix-method approach, and a project-based learning (PBL) is extremely important for the successful SD integration into the curriculum. The study concludes that upon measuring the selected programming and networking courses in the ITE program, the SD integration within these courses are above average and necessary steps are needed to be taken accordingly. The study implies that SD education not only benefits the curriculum provider, but also the students because they are the future inheritors of technology as it benefits a sustainable future.
This paper aims to examine the themes of five extant pansoris, Korean traditional music. Therefore, this study collected the lyrics of the five works, including Chunhyangga, Simcheongga, Heungboga, Jeokbyeokga, and Sugungga. This study examined the theme of each pansori using thematic analysis of the collected data. According to the results of this study, the themes of the five works could be summarized as love, loyalty, filial piety, moderation, and Confucianism and humor. This study has the significance of deriving a common theme through thematic analysis of the lyrics of five extant pansoris.
The objectives of this research are: 1 ) to develop and determine the quality of a blended learning management model using synectics teaching and out-of-the-box thinking techniques; 2 ) to compare creativity thinking score after receiving the blended learning management by teaching synectics and outof-the-box thinking techniques to foster creativity and 3) to study the satisfaction of students learning with the blended learning management model. The sample group used in this research was the 1 st year Bachelor of Education students, Faculty of Education, Rajabhat Nakhon Si Thammarat University including 60 students enrolled in the course of innovation and information technology for communication and learning in semester 2, academic year 2020. They were divided into experimental groups and control groups. The research tools included web-based lessons, lesson plans and satisfaction assessments including mean, S.D. and hypothesis testing with independent t-test. The results showed that:1) the results of the development and quality assessment of the blended learning model by using synectic teaching and out-of-the-box thinking techniques to promote creativity were at a very good level; 2) comparison of creativity scores of the experimental group students after receiving the learning management with the developed instructional model were higher than the control group, indicating that the mean scores have statistically significantly different at . 05 and 3) the overall student satisfaction assessment in all aspects was high level. It was concluded that the research results were in accordance with the hypothesis testing.
There is an increasing number of Malaysians being overweight and obese over the years. Lack of health awareness on obesity issue primely, leads to the high number of people being unhealthy and obese. Hence, the need to raise health awareness on obesity. Conventionally, there are various programmes to create obesity awareness by various organizations. Since technology applications have been common among the people nowadays, implementation of serious game in supporting obesity awareness will be able to attract users to play the game whilst gain knowledge and lead to behaviour change. This paper aimed to develop a proposed conceptual framework in serious game that intends to raise health awareness on obesity. Previous research suggested only a few methodologies, frameworks and models have been proposed to guide the serious game design and development. In this study, the conceptual framework proposed is based on Information-Motivation-Behavioural (IMB) model that serve health promotion and influence change of behaviour. The development of this conceptual framework includes the implementation of game components suitable in creating obesity awareness game and could impact the players’ cognitive and behaviour change.
YouTube video search is the number one source of views in aggregation, the related video recommendation is the main source of views for most of the videos on YouTube. Health awareness also significant to economic progress, as healthy population live longer and will be increasingly productivity. Positive mental and physical health is a state of well-being in which the individual realizes his or her own abilities, can cope with the normal stresses of life, can work productively and fruitfully and can contribute to his or her community. In addition, our results reveal that there is a strong correlation between the view count of a video and the average view count of its top referrer videos. The aim of this study are to know the impacts of YouTube as a health awareness video to traveler from Malaysia, and also to find out factors of usage of YouTube rather than other medium applications . Besides that, the factors and the impact of usage is influencing the YouTube as a main website popular and the most websites trending in the worldwide. Health awareness is very crucial information that each person needs to know to ensure that they can maintain a better and healthier life. This study conducted out of 68 respondents where is 35 of female and 33 of male. Most of respondents are in range 15 to 45 years old that are users of new media platforms especially YouTube and interact frequently on these platforms. The questionnaire is made up of three major sections which collect data on the respondents’ demographic profile, their exposure to YouTube, and their knowledge about health awareness video. As the result, this study showed that YouTube as a main platform to find any precautions about health awareness video or materials. In the meanwhile, the researcher agrees personally that YouTube is the best place to look for any videos or materials on health awareness precautions. With this study, it is made evident that YouTube's effects as a health awareness film for travelers from Malaysia altered a respondent's willingness to agree with the study's objectives.
To assist learning, preparation of suitable learning material is recommended along with a blended learning approach. Educational videos could be considered as a tool that can be adapted. This study aimed to develop educational videos for three (3) selected topics in Digital Illustration course offered to FirstYear Multimedia undergraduate students. ADDIE instructional design model was used to develop those educational videos. This study started with choosing a topic, designing storyboards, developing videos, uploading prototype videos to Google Drive for evaluation purposes, and conducting a usability evaluation on selected respondents. Finding from the user testing showed it was ascertained that the students agreed to use videos to enhance their understanding in selected topics in the Digital Illustration course. There should be continuous improvement in the educational videos specifically in including additional content to further enhance the videos.
The figure of Maternal Mortality Ratio in the global south is worrying and requires a serious attention from all stakeholders. Despite the progress made on maternity healthcare in the last two decades, a huge effort is still required to achieve the SDG3 target. The effort includes capacitating the health professionals and local doulas through training and learning application platforms. Universally designed multimedia training and learning applications plays such a significant role in facilitating this effort. To design an accessible maternity training and learning application, the accessibility barriers of the target diverse user groups must be identified, and the impact of the barriers need to be quantified. In this research work, we have developed a prototype called M2M that comprises VR-based animation to identify the possible accessibility barriers of multimedia-based maternity training and learning application experienced by people with low vision through the combination of heuristic and barrier walkthrough methods. We studied the severity of the identified accessibility barriers and their impact which will serve as a benchmark to develop a fully-fledged maternity health training and learning application for the global south. We have shown the strong correlation between the number of UI elements and the prevalence of accessibility barriers that must be considered in designing the UI/UX of the fully-fledged maternity training and learning application. We have also observed that multimedia contents must be evaluated independently for any accessibility issues before integrating the contents to training applications.
The objectives of this research were: 1 ) to find the effectiveness of the blended learning management activity package 2) to compare the learning achievement 3) to study memory retention and 4) to study the satisfaction with the blended learning activities. The research sample consisted of 3 0 1 st year students enrolled in the Innovation and Information Technology for Communication and Learning course in the 2 nd semester of the academic year 2 0 2 0 in the Major of General Science, Faculty of Education, Rajabhat Nakhon Si Thammarat University. The research tools were: 1) a blended learning management activity package, and 2 ) an online questionnaire on the satisfaction of the learners with the blended learning activities. The statistics used in the data analysis were mean, S. D. and hypothesis testing using t-test Dependent. 1) The developed efficiency was 8 0 .5 8 /8 7 .6 7 , which was the efficiency according to the specified criteria 8 0 /8 0 . 2 ) The statistically significant comparison of the learning achievement after receiving the learning management was higher than before the learning management at the .05 level. 3) The study of memory retention after 2 weeks of learning management was not significantly different at the .05 level and 4) The overall of the satisfaction blended learning activities were at the highest level.