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This feasibility study intend to develop an interactive kit media to help low achievers in reading activites. Interactive kit media tools will be an appropriate learning tools to enhance reading skills among low achievers. 46 participants who teach reading skills to low achievers were selected through random sampling technique to answer the feasibility questionnaire. Findings show that there were no significant difference in requirements to develop interactive kit media for low achievers based on participants' education levels with a value of [t = 2.64, p = .749 (p> .05)]. Ho1 indicates that low achievers need interactive kit media to learn reading skills. Findings also show that there were no significant difference in the content of interactive kit media by education levels with [t =-1.00, p = .752 (p> .05)]. This means that graduate and non-graduate teachers have the same opinion on the proposed interactive kit media and Ho2 was accepted. MANOVA results revealed a significant difference between participants' education level with low achievers [F(1) = 6.98, p= 0.01(p< 0.05)] and interactive kit media [F (1) = 1.00, p = .323 (p> 0.05)], Pillai's Trace [F(2, 43.0)=5.95, p<0.5]. In conclusion, there is a strong need to develop an interactive kit media learning tools to enhance reading skills among low achievers. This study recommends that low achievers need a better environment to learn reading skills and interactive kit media which consist of interactive games, augmented reality cards and e-book has a significant impact to improve their ability in accordance with Education 4.0.
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International Journal of Psychological Rehabilitation, Vol.24, Issue 07, 2020
ISSN: 1475-7192
7432
Need Analysis on Improving Reading Skills
Using Interactive Kit Media Among Low
Achievers
Noor Aini Ahmad
1
,Khoo Yin Yin
Abstract: This feasibility study intend to develop an interactive kit media to help low achievers in reading activites.
Interactive kit media tools will be an appropriate learning tools to enhance reading skills among low achievers. 46
participants who teach reading skills to low achievers were selected through random sampling technique to answer the
feasibility questionnaire. Findings show that there were no significant difference in requirements to develop interactive
kit media for low achievers based on participants' education levels with a value of [t = 2.64, p = .749 (p> .05)]. Ho1
indicates that low achievers need interactive kit media to learn reading skills. Findings also show that there were no
significant difference in the content of interactive kit media by education levels with [t = -1.00, p = .752 (p> .05)]. This
means that graduate and non-graduate teachers have the same opinion on the proposed interactive kit media and Ho2
was accepted. MANOVA results revealed a significant difference between participants' education level with low
achievers [F(1) = 6.98, p= 0.01(p< 0.05)] and interactive kit media [F (1) = 1.00, p = .323 (p> 0.05)], Pillai’s Trace
[F(2, 43.0)=5.95, p<0.5]. In conclusion, there is a strong need to develop an interactive kit media learning tools to
enhance reading skills among low achievers. This study recommends that low achievers need a better environment to
learn reading skills and interactive kit media which consist of interactive games, augmented reality cards and e-book
has a significant impact to improve their ability in accordance with Education 4.0.
Keywords: low achievers, reading skills, interactive kit media
I. INTRODUCTION
Successful remediation depends on specific terms used to describe their weaknesses or strength (Lancheros-Cuesta,
Carrillo-Ramos & Pavlich-Mariscal, 2019). Their needs can be identified and fulfilled by providing appropriate teaching and
learning materials according to their cognitive levels (Siti Barokah, Hasnah & Anuar, 2012). Struggling readers demonstrates
early reading problems due to lack of basic reading skills and obviously they are poor readers too (Young and Shin, 2019).
Abdul Rashid & Rashidah (2012) found that teaching aids had a significant impact in improving children achievement
especially in reading skills. According to Ahmad, Anis Fatima & Jeffry (2016); Ahmad, 2017). Information and
Communication Technology (ICT) accelerate children in learning reading skills and is suitable for daily teaching and learning.
Therefore, it is important to find out what are their needs and how teachers can assist them to improve their reading skills.
One type of support to assist low achievers to get involve in reading activities is interactive kit media.
II. BACKGROUND OF STUDY
1
Universiti Pendidikan Sultan Idris
*noor.aini@fpm.upsi.edu.my
International Journal of Psychological Rehabilitation, Vol.24, Issue 07, 2020
ISSN: 1475-7192
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It is less known about the extent to which reading skills are implemented in classrooms (Walker & Stevens, 2017). Many
children experience difficulties in reading and writing (Kang, McKenna, Arden, & Ciullo, 2016). Children with learning
disabilities are heterogeneous with different diversity (Brina, Rampoldi, Rossetti, Penge, & Averna, 2018) and needs. They
typically manifest problems in reading skills (Kim, Bryant, Bryant, & Park, 2017) and they need individual screening (Ashraf
& Najam, 2014). Low achievers show difficulties and weaknesses in one or more of these distinct skills (Avitia, Pagirsky,
Courville, DeBiase, Knupp, & Ottone-Cross, 2017). Low achievers usually unable to think about the sound structure of words.
Thus, they need more opportunities in academic success and most of the time it closely related with having a well prepared
teachers who understand their strengths and welcome individual limitations they bring along to the classroom.
III. PROBLEM OF STATEMENT
Social studies instruction includes complex literacy skills and it requires teachers attention to support children in learning
(Ciullo & Dimino, 2017). Well trained teachers develop academic skills of students with reading difficulties (Lerkkanen,
Holopainen, Eklund & Aro, 2018). Teachers too need support to use a variety of pedagogical models as they are moving to
the direction of adopting student-centered approaches (Keskitalo, 2011). Teachers can use dynamic or interactive test to assess
children knowledge in a specific area by using scaffolding techniques or guided assistance (Wormald, Rogers & Vialle,
2015). They need to show passion and empathy for the children and make the teaching environment fun (Goh, 2019). Thus,
learning to read will be awaited by children if they are able to connect words they are trying to read with their real life
experiences. This can be accomplish with interactive kit media. It will be more enjoyable if teachers and parents can be with
them to learn and to explore the world of technology. The current study sought the answer to the following question: Does
low achievers needs interactive kit media in learning reading skills?
IV. LITERATURE REVIEW
Reading difficulties
Reading disability also preferred as dyslexia in recent years which refers to children who are having difficulty in acquiring
literacy skills (Shalaby, Khalil, Elkabariti, Mahmoud, Nada and Khattab, 2017). Reading is an important skill and remains
controversial on how reading skills or reading difficulties develop (Noor Z. Al Dahhan, Kirby & Munoz, 2016). Children
with reading difficulties encounter memory deficit and processing disorder that need intervention in both auditory and visual
modalities (Giménez, Ortiz, López-Zamora,Sánchez & Luque, 2017). Deficit in reading performance will lead them to be a
passive learner. Therefore, we need to develop more interactive kit media to attract and motivate them to get involved in
variety of cognitive and linguistic activities. A better understanding on the children needs and ability will be helpful towards
identification and remediation in reading.
Interactive Kit Media
In our daily life, many barriers still exist even with the use of ICT and due to this, some students are not able to participate
in learning activities (Ting-Fang Wu, Cheng-Ming Chen, Hui-Shan Lo, Yao-Ming Yeh & Ming-Chung Chen (2018). To
improve student outcomes in reading skills, they need to read with interest and attention (Hitchens & Tulloch, 2018; Ahmad
& Khoo, 2019). Many parents and teachers believe computer games can hold children’s attention (Ronimus, Kujala, Tolvanen
& Lyytinen, 2014). Gamification or interactive games obviously attract and improve children engagement in reading (Zeng,
Tang & Wang, 2017). It include graphics, audio clips, virtual items and artificial characters (Tang & Zhang, 2018) and
interactive multimedia also includes graphics, video, text, virtual reality, animation and many others (Ahmad, 2018; Ahmad,
& Rosmanizam, 2017)). The 21st century education is becoming more open-ended whereby children are being exposed to
more alternatives ways in learning (Chachila, Engkamatb, Sarkawic & Awang Rozaimi, 2015). As reading activities is a
International Journal of Psychological Rehabilitation, Vol.24, Issue 07, 2020
ISSN: 1475-7192
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complex process and deficits in any cognitive ability will lead children to deficits in reading performance. Children that
demonstrate reading difficulties need more chances to be engage in reading activities using interactive kit media. Among the
limitations of this study is the number of words that need to be included in the application development as each student is
different in terms of their abilities. Words selection also need to be clarify and carefully selected for daily use purposes.
V. METHODOLOGY
46 Special Education teachers were selected randomly as participants to answer online questionnaire via Google forms.
All participants teach reading skills and low achievers in primary schools. This study employed survey as its research method.
The questionnaire has three parts and it uses Likert five rating scales. Content and face validity of the questionnaire showed
a strong value and high in quality. Data were analyzed using multivariate analysis of variance test (MANOVA). Before
performing the MANOVA, linearity, multivariate normality and homogeneity of variances were tested and it showed that
there are no serious violation of the assumptions. Thus, the MANOVA was performed.`
VI. FINDINGS
Table 1: Need Analysis Result on Requirements to Develop Interactive Kit Media for Low
Achievers based on Participants' Education Levels
Education levels
n
mean
SD
t-value
p
Graduate
43
4.27
.492
2.64
.749
Non graduate
3
3.50
.440
P<.05
Table 1 shows that there was no significant difference in requirements to develop interactive kit media for low achievers
based on participants' education levels with a value of [t = 2.64, p = .749 (p> .05)]. Thus, Ho1: there is no significant difference
between the requirements to develop interactive kit media for low achievers based on education level was accepted. This
indicates that low achievers need interactive kit media to learn reading skills.
Table 2: Need Analysis Result on Content of the Interactive Kit Media based on ParticipantsEducation
Levels
Education levels
n
mean
SD
t-value
p
Graduate
43
4.12
.509
-1.00
.752
Non graduate
3
4.42
.490
P<.05
Table 2 shows that there was no significant difference in the content of interactive kit media by education levels with [t =
-1.00, p = .752 (p> .05)]. This means that graduate and non-graduate teachers have the same opinion on the content of the
interactive kit media. Thus, Ho2: there was no significant difference in the content of the interactive kit media based on the
service group was accepted.
Ho3 There were no significant differences in mean of low achievers and interactive learning tools according to
participants' education level
Table 3: Box’s M Test Result for Low Achievers and Interactive Kit Media based on
Participants' Education Level
International Journal of Psychological Rehabilitation, Vol.24, Issue 07, 2020
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Independent Variable
Box’s
M
F
df 1
df 2
p
Education level
3.501
.720
3
139.9
.542
P<.05
Table 3 shows the results of the Box’s M test on participants' education level. Findings found no significant differences
and covariance between low achievers and interactive kit media with participants' education level (F = .720, p = .542, p>
0.05). This means that low achievers and interactive kit media are homogeneous across participants' education level. Box's M
test showed insignificant results (p> 05). This indicates that the data comply with the covariance condition of the MANOVA
test, that the variance of the two dependent variables across independent variables is similar to the population.
Table 4: Levene Test Result for Low Achievers and Interactive Kit Media based on Participants Education
Level
Independent variable
Dependent variable
F
df 1
df 2
p
Participants education
level
Low achievers
.103
1
44
.749
Interactive kit media
.101
1
44
.752
P<.05
Table 4 shows the Levene test of variants and covariates for low achievers, p = .749 (p> 0.05) and interactive learning
tools, p = .752 (p> 0.05). Based on these results, there is a similar effect of education level with low achievers and interactive
kit media. It shows all variables met the assumptions that the MANOVA test can be perform (Pallant 2005).
Table 5: MANOVA Analysis of Differences in Low Achievers and Interactive Kit Media based
on Participants' Education Level
Effect
Pillai’s
Trace
F
Hypothesis df
Error df
p
Participants'
education level
.217
5.95
2
43.0
.005
P<.05
Table 5 shows the results of the MANOVA test conducted to determine whether there are differences in low achievers
and interactive kit media based on participants' education level. The findings show that there are significant differences in
overall low achievers and interactive kit media based on participants' education level differences. Values of these differences
were expressed using Pillai’s Trace = .217, F = 5.95 and p = .005, p <0.05. This indicates that the null hypothesis is rejected.
This means that there are significant differences in low achievers and interactive kit media based on participants level of
education.
VII. DISCUSSION AND RECOMMENDATION
MANOVA results showed a significant difference between participants' education level with low achievers needs and
interactive media kit. Successful reading among low achievers requires language processing skills and also identification of
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words that assemble into messages. These findings correspond to Ting-Fang Wu, Cheng-Ming Chen, Hui-Shan Lo, Yao-Ming
Yeh & Ming-Chung Chen (2018). If they do not show outstanding in academic performance because of their reading
difficulties, a suitable intervention with interactive kit media need to be plan. These findings are in line with Ahmad (2019)
and Chachila, Engkamat, Sarkawic & Awang Rozaimi (2015). Low achievers who fail to acquire reading skills in their early
grades are more likely to struggle as they continue their schooling path.
VIII. CONCLUSION
To facilitate learning among low achievers, various ways in ICT can be integrate to stimulate learning and academic
improvement. Children need to employ different types of activities and knowledge while enjoying their reading activities.
Low achievers must gain information and get involved in learning by watching, listening and reading. This article coincides
with the aspirations of the education demands that ensure holistic and sustainable development.
Acknowledgements
This grant work was supported by The Malaysia Ministry of Higher Education, Universiti Pendidikan Sultan Idris (UPSI),
the Research Management and Innovation Centre of UPSI and the Faculty of Human Development, UPSI (through GPUBP
1/2019: 2019-0076-107-01 and FRGS/1/2019/SS04/UPSI/02/1)
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... Based on the 30 documents analysed, ten of them (f=10; 33%) discussed the approaches, methods and techniques used by teachers. Among them are game-based learning, edutainment, multisensory, differentiated pedagogy, 21st century learning, teacher-centred strategies, Language Learning Strategies (SPB) and intervention programmes as shown in table 2. (2020), the mobile learning application by Azid et al (2020), the interactive media kit consisting of interactive games and AR cards as proposed by Ahmad & Khoo (2020). The integration of AR technology by Ayob et al (2020), allows remedial students to see three-dimensional (3D) objects when the AR card is scanned using a camera. ...
... Furthermore, the findings of the study found that the use of teaching aid based on digital technology is dominated by the application of immersive technology, namely AR. Based on a study by Ahmad & Khoo (2020), there is a high need for the use of interactive media kits in teaching basic reading skills to low-achievement students. Interactive media kits consisting of interactive games, AR cards and electronic books have a significant impact on improving students' proficiency levels in reading skills. ...
... Game-based learning using multisensory Ball Game SENS Game-based learning using the concept of learning while playing was extensively studied involving 10 of the 31 previous studies identified. There are four games that utilize digital technology, namely the Augmented Reality (AR) application by Ayub et al (2020), the serious game by Abidin et al (2020), the mobile learning application by Azid et al (2020), the interactive media kit consisting of interactive games and AR cards as proposed by Ahmad & Khoo (2020). The integration of AR technology by Ayob et al (2020), allows remedial students to see three-dimensional (3D) objects when the AR card is scanned using a camera. ...
... Furthermore, the findings of the study found that the use of teaching aid based on digital technology is dominated by the application of immersive technology, namely AR. Based on a study by Ahmad & Khoo (2020), there is a high need for the use of interactive media kits in teaching basic reading skills to low-achievement students. Interactive media kits consisting of interactive games, AR cards and electronic books have a significant impact on improving students' proficiency levels in reading skills. ...
... They continue to add that the learners are highly heterogeneous and do not display the same type of reading impairment. Students with early reading issues have been proven to have challenges in academic achievement, according to Metsala and David (2012), as reviewed by Ahmad and Khoo (2020), causing underperforming students with reading abilities to be more likely to drop out of high school (McArthur & Castles, 2017). As reading is a crucial skill due for its lifetime benefit, learners need to learn and acquire the foundation and development of reading skills, leading to overall attainment and future success both in school and life. ...
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Purpose Students have learning difficulties, mainly in processes that involve attention and interpretation of written or spoken language. Technological tools allow to create computational platforms with adaptation aspects depending on the student’s characteristics. It is also important to highlight the progress of the measurement of cognitive processes such as attention through NeuroSky’s MindWave EEG sensors. This paper aims to present the results of analyzing attention levels of children with learning difficulties, based on the acquired brain waves. As a final result, an adaptive computational system that displays educational activities regarding educational profiles of children is obtained. Design/methodology/approach The Kamachiy–Idukay platform was chosen to make the validation. The platform generates the educational activities according to the students’ profile. The validation phases were identification of the test environment, the first environment required a scenario that involved students with learning difficulties, to verify the functionality of the system, when analyzing cases of the students with learning difficulties; identification of two validation criteria, type of educational activity and attention difficulties of the students; and analysis of the brain signal when children interact with the educational content. Findings The adaptation of contents that include music and animations generate higher levels of attention in students with difficulty. The analysis of signals from the NeuroSky sensor to determine the attentional levels in children allowed a generation of content adapted to the characteristics of the difficulty in each child. Research limitations/implications For the validation, it was necessary at the beginning of the activity to determine the stability of the signal emitted by the NeuroSky sensor. Two cases were studied in children with difficulty and their measure of attention versus adaptive contents. Practical implications A k-means algorithm was used to establish the attention levels of the children. Social implications Children with learning difficulties have different learning styles, which implies an adaptation of content that generates an attentional process according to their characteristics. Originality/value Evaluation content adaptation taking into account the signal brain sensor NeuroSky for learning process. The signal brain of the student when interacting with the activities is include in the student profile.
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The purpose of this study was to investigate the contribution of decoding and reading fluency to reading comprehension and how it differs across different types of comprehension measures among 4th-grade students with reading difficulties and disabilities (M age = 9.8, SD = 0.6). Results indicated that decoding and reading fluency predicted 8.1% to 43.3% of the variance in reading comprehension. Decoding and reading fluency accounted for 8.1% of the variance associated with performance on the Comprehension subtest of the Gates–MacGinitie Reading Test, 22.5% for the Test of Silent Reading Efficiency and Comprehension (TOSREC), and 43.3% for the Woodcock–Johnson III Passage Comprehension subtest (WJ3–PC). Decoding explained −0.2% of the variance for the Gates–MacGinitie, 3.1% for the TOSREC, and 15.1% for the WJ3–PC. Reading fluency individually accounted for 3.9% of the variance for the Gates–MacGinitie, 4.5% for the TOSREC, and 1.9% for the WJ3–PC. We discuss the limitations and practical implications of these findings.
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Purpose The research described here presents an approach to gamification for the classroom. The purpose of this paper is to determine whether students would perceive the gamification activities in a positive light. Previous research has contended that students need a positive mental attitude for effective learning. The core question was to examine student attitudes to gamification, not the success of the gamification itself. Design/methodology/approach Based on a survey of the gamification literature, and particularly drawing on the work of Groh (2012), this system is designed with three key principles in mind: relatedness, competence and autonomy. Classroom activities and associated software were designed and implemented. Almost 200 students were surveyed to determine their attitude to the gamification. The survey included both Likert-scale and qualitative responses. Findings A majority of the students reported that they found the gamification useful and enjoyable, only a minority of students (around 15 per cent) disagreeing with such statements. However, only a minority of students perceived a relationship between the gamification activities and games. The authors conclude that well-designed gamification systems can be well-received by students and suggest that the success of gamification projects may not lie in their ability to recreate the experience of a video game, but in the strength of the relatedness, competence and autonomy of the student experience. Research limitations/implications The research is limited by the nature of the participants, who were drawn from videogame and media units and who may be predisposed to game-like activities. Originality/value This research demonstrates that students are able to perceive value in gamification in the classroom.