Now showing 1 - 10 of 18
  • Publication
    The effects of cognitive behavioural therapy group intervention on locus of control among drug abusers
    The purpose of this study is to investigate the effects between Standard Cognitive Behavioural Therapy [CBT(S)] and Brief Cognitive Behavioural Therapy [CBT(B)] on locus of control among drug abusers. The quasi-experimental design with two treatment group [CBT(S) and CBT(B)] and one control group (CG) and four repeated measurements (pre, post1, post 2, and post 3) were employed in this study. The sample of 108 drug abusers was chosen using purposive sampling procedure. Sample was then distributed randomly into three groups; CBT(S), CBT(B) and control group (KW). Each group consisted of 36 samples. Data were collected with standardized psychometric instruments, Internal Control Index. Data were analysed using two-way ANOVA repeated measurement. Result demonstrated significant differences among group CBT(S), CBT(B) and CG on locus of control mean score [F(2, 13.38)=200.4, p<.05]. The impact of study shows that CBT(S) and CBT(B) intervention are able to increase locus of control among the drug abusers.
  • Publication
    Anxiety in using learning aid software in learning English language among primary school children during the pandemic Covid 19: A case study in rural primary schools
    The purpose of this study is to examine the relationships in using the learning aid software in learning English language among rural primary school children during the Pandemic Covid 19. This study has shown that the most contribution socio demographic factors in influencing the occurrence of anxiety among the rural primary school children in using the learning aid software in learning English language were the parents' or guardians' education and income followed by internet accessibility, number of siblings, place in siblings and gender. The basic computer skills that the rural primary school children had significant contribution in anxiety namely somatic, cognitive and avoidance behaviour. Assessing the ability of mastering the ICT basic skills contributed to anxiety whereby cognitive scores the highest followed by somatic and avoidance behaviour.
  • Publication
    The influence of health literacy on health outcomes: A systematic literature review perspective
    Health literacy (HL) is an essential component of various literacies mentioned in the field of health and education, including cultural, technological, media and scientific literacies. It is important for motivating higher consumer engagement. Health literacy (HL) describes an intermediate outcome of health education and health promotion and refers to an individual's capacities, skills and motivation to make judgments and decisions in everyday life concerning healthcare, disease prevention and health promotion. The aim of this study was to systematically review the literature on health literacy and health outcomes as an evidence-based review of plausible causal pathways that could best explain well-established associations between limited health literacy and health outcomes globally. This research is based on past researches by employing the systematic review approach. 8 out of 825 articles has been identified for analytical purposes in tandem with the observed theme; the influence of health literacy on health outcomes.
  • Publication
    Kepentingan Literasi Maklumat dan Media (MIL), kesediaan digital dan keselamatan siber terhadap kesejahteraan digital belia
    Perkembangan teknologi dan transformasi digital memberikan impak yang signifikan kepada kehidupan belia pada masa kini. Oleh itu, pelbagai inisiatif dilaksanakan bagi menjayakan perubahan tersebut menerusi pemerkasaan literasi maklumat dan media (MIL), kesediaan digital, dan keselamatan siber terhadap golongan belia. Tindakan ini bagi memastikan amalan digital mereka berdaya tahan dalam persekitaran digital yang semakin mencabar. Kecekapan-kecekapan ini penting untuk membantu para belia menjadi pengguna yang kritis dan beretika, sekaligus mencipta kesejahteraan digital yang holistik dalam pelbagai aspek seperti kerjaya, keusahawanan, sosial, ekonomi, mental, dan psikologi. Demikianlah, betapa pentingnya setiap individu mempunyai tanggungjawab dalam menyumbang kepada kesejahteraan digital melalui aktiviti yang dilakukan dalam talian secara bersepadu dan holistik. Tambahan pula, penguasaan pengetahuan dan kecekapan berkaitan digital menjadi tunjang kepada pemerkasaan kecerdasan digital (DQ) dan membentuk kesiapsiagaan kemahiran masa depan dalam kalangan belia.
  • Publication
    Media literacy in Malaysia: A systematic review
    Media literacy encompasses the practices that allow people to access, critically evaluate, and create or manipulate media. Media literacy has been defined differently in past studies, and it can be applied in traditional (print media, television, radio) and new media (Internet, video games, mobile telephony). There is a various study about media literacy in different demographic backgrounds and contexts. This present paper is designed to review media literacy in Malaysian contexts. This analysis has used a systematic literature review to map up the media literacy in Malaysia. A total of 13 articles were related to the research of media literacy in Malaysia. There are various methodologies used in that particular study as well the focus group of respondents also varied according to the contexts of the study. None articles have been published about the measurement of media literacy in the Malaysian context. Therefore there is a need for Malaysian researchers to explore and established the framework of media literacy by considering all important indicators to address issues and challenges related to the media environment.
  • Publication
    Factors contributing to online gaming addiction: A cross-sectional survey among university students
    In the new era of technology, an increasing number of people are starting to use the internet and at the same time, online gaming or online video games have become extremely popular among the young generation of youths, especially students. Online gaming will give the youths or students an escape from reality and most of them will get an addictive, adrenaline rush when they are facing a new challenge in a game. Online gaming addiction is still a mysterious problem in social life and people find it hard to regulate their time spent online and this situation even develops symptoms of compulsive online gaming players. The researcher referred to two theories, which are Uses and Gratification Theory (UGT) and Theory of Planned Behavior (TPB) to conduct the three main factors (independent variables), which are social factors, psychological factors, and media factors. Therefore, this research study is to investigate the factors students addicted to online gaming or online video games among university students. This qualitative research has involved 100 respondents and the questionnaire was distributed by using a Google Form to the targeted respondents. The respondents were among Universiti Utara Malaysia (UUM) specifically the College of Business Faculty-student who were randomly selected. The results show that social factors, psychological factors, and media factors have been contributed to online gaming addiction among university students. The online gaming addiction among College of Business Faculty-student was moderate and not too addictive. Hopefully, this research also can suit as a reference to be used for various people such as parents, educators, school administers, researchers and the society to provide strategic and initiative guidance in playing online gaming.
  • Publication
    Used of Motion Graphics to Create Awareness on Handling Stress
    ( 2020-06-17)
    Azahari N.A.
    ;
    Ali W.N.W.
    ;
    Yaakob T.K.S.T.
    ;
    ;
    Yusoff N.I.K.M.
    The development of the interactive motion graphic is to spread awareness to the people about the correct ways to handle stress. This is because many people face stress in daily life, but they do not know the correct way to manage stress. An interactive motion graphic is used as the medium because it is easy to understand and can attract the viewers' attention. The model used to help develop this product is Alessi and Trollip Model. The model contains 3 phases which are planning, design and development phase. Alpha test is conducted to test the effectiveness of the product and to make sure that the objectives of the project are achieved. The test is conducted by interviewing a multimedia expert, a content expert and 5 users which are students that reside at KolejKediamanTuankuFauziah (PFi2). The results obtained from conducting this test were positive as the feedback from the users suggests that the information given in this video is relevant and useful thus, help them to manage their stress. In conclusion, the development of this product can help people manage their stress.
  • Publication
    Use of interactive video based on motion graphics to create awareness on handling stress
    The development of the interactive video based on motion graphic is to spread awareness to the people about the appropriate ways to handle stress. This is because many people face stress in daily life, but they do not know the correct way to manage and handling the stress. An interactive based on motion graphic used as the medium due to easy to understand and able to attract the patient's attention. The model used to develop this product is Alessi and Trollip Model. The model contains 3 phases which are planning, design and development phase. Alpha test is conducted to test the effectiveness of the product and to make sure that the objectives of the project are achieved. The test is conducted by interviewing a multimedia expert, a content expert and 5 users which are students that reside at Kolej Kediaman Tuanku Fauziah (PFi2). The results obtained from conducting this test were positive as the feedback from the users suggests that the information given in this video is relevant and useful thus, help them to manage their stress. In this research, interactive multimedia learning based on motion graphic is effective toward the improvement of people to manage their stress in digital format.
  • Publication
    Memory inhibition and later retrieval
    Forgetting is adaptive because it decreases future interference (a conflict between information in memory), and it enables selectivity of information recollection. Thus, relevant information can be activated, and irrelevant information can be inhibited. Memory inhibition is the ability to override memory as a whole or a part of it, with or without intention. This conceptual paper will provide an in-depth literature review based on a few empirical types of research that provide evidence that information in memory can be inhibited and the attempt to impede memory would hinder the information retrieval later. Within this study, the author identified various empirical research that inhibition of the memory is possible through (a) retrieval-induced forgetting, (b) directed forgetting, and (c) direct suppression: think and no-think paradigm. In addition, research gaps and limitations are identified, which would provide additional information for extended research in future.
  • Publication
    Privacy concerns as predictor in online self-disclosure: A concept
    A large number of online interaction and sharing of personal information on social media networking sites has raised new privacy issues. This is said to be due to online users' lack of privacy concerns, thus promoting online self-disclosure in social media. Against this concern, this paper will provide a conceptual understanding on the predictor towards online self-disclosure, which is privacy concerns among the users. According to the summary of literatures, it is hypothesized that privacy concerns will hamper self-disclosure online. Based on the proposed framework, propositions are formulated as a basis for the study that will follow.