Journal of Digital System Development (JDSD) is a refereed academic journal published biannually (April and October) by UUM Press and managed by the School of Computing (SOC), Universiti Utara Malaysia. A manuscript submitted to the Editorial Board must be an original work. JDSD is an open-access journal that practices the principle of double-blind review by experts from abroad and local referees. Scope The scope of the journal includes the following topics, but is not limited to: Digital System Technology: Web-Based Systems, Mobile-Based Systems, IoT Systems, Robotics Systems, Embedded Systems, Smart/Intelligent Systems, Standalone Systems, Digital Support Systems, etc. Domain Applications of Digital Systems: Businesses, Enterprises, Domestics, Manufacturing, Agriculture, Commerce, Construction, Environmental, Legal, Digital Government, Health, etc. Methodology for the Development of Digital Systems Evaluation of Digital Systems The entire manuscript should be written between 3,000 and 5,000 words. CONTACT US jdsd@uum.edu.my
A MOBILE APPLICATION FOR PERSONALIZED DIET PLAN USING ARTIFICIAL INTELLIGENCE
Despite the growing awareness of healthy eating habits, many individuals, especially college students, struggle to maintain a balanced diet due to a busy schedule filled with academic responsibilities and extracurricular activities. Due to the limited time for meal preparation, they may skip meals or opt for high-calorie and low-nutrition food choices. Thus, this GenZDiet mobile application leverages Artificial Intelligence (AI) to provide personalised diet plans tailored to individual health goals, dietary preferences, and nutritional needs. To evaluate its usability, a survey was conducted with 30 respondents aged between 18 and 24 years old using a Google form based on the Computer System Usability Questionnaire (CSUQ) framework. Key evaluation criteria include ease of use, clarity of information and security assurance, navigation and interface design, usefulness, and satisfaction. The findings indicated intense user satisfaction, with over 50% of respondents strongly agreeing that the app is intuitive and easy to navigate. Notably, 53.3% of respondents strongly agreed that the interface was user-friendly, and 50% respondents reported high satisfaction in meeting dietary expectations. However, minor improvements were identified, such as AI-driven recommendations, expanding the meal database, and refining the user interface. Overall, the study demonstrates that GenZDiet achieves a positive result and has potential as a practical tool for supporting healthier eating habits in the long term.
Copyright (c) 2025 WAN AIDA NADIA WAN ABDULLAH, Emily Koay Si Ying https://creativecommons.org/licenses/by/4.0
A WEB-BASED ANNOUNCEMENT SYSTEM: A CASE STUDY OF UNIVERSITI UTARA MALAYSIA
Communication is essential for the operation of any learning institution, particularly in keeping students informed about institutional matters and engaged with activities within the university environment. Currently, Universiti Utara Malaysia uses a decentralised approach, with multiple platforms for disseminating information to students. This approach has frequently led to issues such as information overload, redundancy, and uneven message reach. To address these challenges, this paper develops and evaluates a prototype web-based announcement system that serves as a centralised platform for educational, administrative, and club-related announcements. The development process employs the Rapid Application Development methodology to accelerate progress and adapt to user feedback. Usability testing involving 33 respondents revealed high satisfaction with the system’s usefulness, ease of use, smooth communication flow, elimination of duplicate postings, and improved accessibility and information retrieval. The results suggest that the system can effectively mitigate the identified problems and enhance information dissemination within the university environment. Its design and functionality offer broader applicability to other higher education institutions facing similar challenges in managing and communicating student-related information. In conclusion, the proposed prototype demonstrates the potential to streamline communication processes and improve the overall information experience for students across universities.
Copyright (c) 2025 Mohd Zabidin, Ms Rubbini, Ts Ali Yusny https://creativecommons.org/licenses/by/4.0
DEVELOPMENT AND EVALUATION OF MY MONEY MANAGER: AN INTELLIGENT MOBILE APP FOR PERSONALIZED FINANCIAL INSIGHT
Personal finance management has become increasingly critical in today's digital economy, yet existing mobile applications often lack the intelligence to provide personalised financial guidance. This article presents the development of "My Money Manager Mobile App," an Android-based personal finance management system that addresses current limitations through intelligent expense categorisation and personalised financial insights. The application distinguishes between fixed and variable expenses using algorithmic analysis and provides tailored savings recommendations based on user spending patterns over 90 days. Unlike existing solutions that offer generic financial advice, this system analyses individual spending behaviour to detect anomalies and provide dynamic, evolving financial guidance. The app employs an iterative and incremental development methodology, ensuring continuous improvement based on user feedback. Key features include automated expense categorisation, visual representation of financial flows, balance tracking, and personalised savings advice. The system addresses significant gaps in current personal finance applications by providing intelligent analysis rather than simple expense tracking, ultimately empowering users to make more informed financial decisions and develop healthier spending habits. A usability evaluation involving 35 participants was conducted. The results demonstrate that 71.4% of respondents agreed that the financial insights helped guide their financial decision-making. In terms of personal finance habits, 74.3% of users reported that the app encouraged them to manage their finances more effectively, pointing to the usefulness of budget planning and savings recommendations. The strongest validation was observed in income and expense tracking, where 82.8% of respondents confirmed that the feature was efficient and reliable in monitoring their daily financial activities.
Copyright (c) 2025 Sharwin Parameswaran, Sharhida Zawani Saad https://creativecommons.org/licenses/by/4.0
DESIGNING FOR EMOTIONAL WELL-BEING: A KANSEI-BASED APPROACH TO DEVELOPING A MENTAL HEALTH APP FOR UNIVERSITY STUDENTS
University students experience increasing mental health difficulties because of academic load, emotional shifts, and limited access to personalised wellness resources. This paper presents MoodBloom, a mobile mental health application designed with Kansei Engineering (KE), a methodology that converts feelings into specific design specifications. The study used a three-stage Kansei process — Kansei Research, Kansei Analysis, and Product Design — to integrate functional demands with emotional design components. During early development, a formative evaluation was conducted to understand expert perceptions of functional usability of the Moodbloom prototype through task-based testing. The summative evaluation used a high-fidelity prototype with 35 university students to validate the application’s emotional effectiveness and assess the presence and strength of each Kansei element in the user experience. The study identified seven Kansei elements—calm, supportive, reassured, peaceful, comforted, joyous, and connected—and applied them as evaluation criteria. Results demonstrated that MoodBloom's design effectively produced a digital space that is not only useful in a functional sense but also emotionally calming and resonant. The evaluation confirmed that all seven Kansei elements were consistently present and effectively expressed in the app's design. The research shows the need for emotionally sensitive design in preventive mental health aids. It provides a framework for future development in higher education settings, despite being restricted to a non-clinical student population.
Copyright (c) 2025 SITI MAHFUZAH SARIF, Ivy Wong Kah Wei https://creativecommons.org/licenses/by/4.0
BRIDGING INNOVATION AND IMPACT: A WEB-BASED CROWDFUNDING SOLUTION FOR SOCIAL ENTREPRENEURSHIP
This paper presents the design, development, and usability evaluation of a web-based Crowdfunding Platform tailored for Social Entrepreneurs, aimed at supporting IT-driven initiatives with measurable social impact. The platform features campaign creation tools, real-time funding tracking, and simulated payment processing functionalities, enabling aspiring entrepreneurs to secure financial support for community-oriented projects. A field test involving 30 purposively selected participants, including IT students, recent graduates, and young professionals, was conducted to assess the platform’s usability. Participants engaged with the prototype and completed a structured online questionnaire featuring Likert-scale and open-ended items. Findings revealed moderate satisfaction with the campaign management components. However, critical issues were identified related to interface navigation, payment simulation accuracy, and data security, where over 70% of respondents expressed dissatisfaction. Key user recommendations included enhancing user interface intuitiveness, strengthening authentication processes, and incorporating interactive features such as live Q&A sessions and AI-generated feedback. Despite its limitations, the prototype demonstrates significant potential to address financing gaps among tech-based social innovators. This study offers valuable insights for the future refinement of digital crowdfunding ecosystems, particularly in fostering accessible, user-friendly solutions for the next generation of social entrepreneurs.
Copyright (c) 2025 Ummi Syahirah Husna Amurad, ABDUL RAZAK RAHMAT, BAHARUDIN OSMAN, Azizol Abdullah https://creativecommons.org/licenses/by/4.0
MINING SOCIAL MEDIA FOR MENTAL HEALTH INSIGHTS: A TEXT ANALYTICS STUDY ON UUM STUDENTS
This study explores the application of sentiment analysis using a BERT-based model on confession texts from a university social media platform to understand student mental health at Universiti Utara Malaysia (UUM). Mental health issues among university students are often shared anonymously through platforms like UUM Confession. This research aims to identify prevailing emotional trends and sentiments expressed by students. The methodology involves data crawling from Telegram, data preprocessing, and classification into positive, negative, and neutral sentiments using a fine-tuned BERT model. The study also uses keyword extraction and visualisation techniques to support straightforward interpretation of a massive dataset. Results reveal a high occurrence of negative sentiments, often associated with stress, anxiety, and relationship issues, highlighting the urgent need for mental health interventions. The findings contribute to the broader field of educational data mining and provide actionable insights for university counsellors and administrators.
Copyright (c) 2025 Farzana Kabir Ahmad, Nurul Farrah Bahazir https://creativecommons.org/licenses/by/4.0
FLUFFY'S LEARNING JOURNEY: DESIGN OF AN INTERACTIVE ANIMATION FOR GAME-BASED ENGLISH LEARNING
In recent years, interactive animation has become a standard teaching method in classrooms, especially with game-based learning, as traditional methods are less effective for this generation of students. Interactive media learning is absent for standard two students at SJK(C) Ave Maria Convent Ipoh, and the students are relatively weak in English due to their reliance on their mother tongue. The purpose of this project is to develop a game-based interactive animation to serve as a teaching tool for English teachers and engage students’ learning interests. The application was developed based on the Standard 2 syllabus using the SuperMinds textbook, covering Chapters 5 to 9. The design and development process of Fluffy’s Learning Journey followed the ADDIE model, encompassing five key stages: Analysis, Design, Development, Implementation, and Evaluation. The evaluation phase was conducted in two parts: formative and summative assessments. Formative evaluation involved expert reviews to gather feedback for refining the application during its development. Summative evaluation, conducted post-development, aimed to collect user responses through an interview and observation with Standard 2 students in SJK(C) Ave Maria Convent Ipoh. The survey assessed the animation's performance in terms of effectiveness, ease of use, and overall user satisfaction. The results indicate that despite the introduction of the animation, many students were satisfied with learning English through the media. The findings affirm the satisfaction with Interactive Animation and Game-Based English Learning in enhancing motivation for learning the English language.
Copyright (c) 2025 Vicky Teh, Nur Sauri Yahaya, Dr. Nurulnadwan https://creativecommons.org/licenses/by/4.0
ENHANCING ALUMNI EVENTS MANAGEMENT WITH DIGITAL TOOLS: DEVELOPMENT AND EVALUATION OF ALUMNI EVENTS MANAGEMENT SYSTEM
The Alumni Events Management System was created to overcome the limitations of manual alum event management, where data is frequently stored in unstructured files, record-keeping is inefficient, and report generation is time-consuming and error-prone. Using a structured prototyping methodology, the system creates a centralised, secure, and user-friendly platform accessible via desktop and mobile devices. Staff administrators can manage events, register participants, update alum profiles, and generate automated reports, whereas alums can easily register, update their information, and view event details. A usability test with 30 participants, including alums and administrators, revealed high satisfaction with the system's usability, dependability, and ability to improve communication and administrative efficiency. The findings highlight the system's potential to increase alum engagement, reduce operational costs, and serve as a modern digital alternative to traditional paper-based processes, thereby contributing to long-term institutional development.
Copyright (c) 2025 Nurain Ahmad Nasri, Lily Julenti Abu Bakar, Amelia, Dr Kang https://creativecommons.org/licenses/by/4.0
USER SATISFACTION OF THE ZAKAT SYSTEM IN THE KEDAH STATE: FROM A QUALITY-IN-USE PERSPECTIVE
Lembaga Zakat Negeri Kedah (LZNK) has adopted two types of Zakat management systems: Jom Zakat and Zakat-on-Touch. The aim is to increase Zakat collection through online platforms. However, although Jom Zakat (adopted in 2018) and Zakat-on-Touch (adopted in 2019) have been in use for over five years, neither system has been evaluated from a Quality-in-Use perspective, which may impact user satisfaction. These evaluations are crucial to guarantee that the systems meet the necessary and established standards for quality in ISO/IEC 25010. Thus, the main objective of this study is to evaluate the Zakat systems’ user satisfaction from the Quality-in-Use perspective. The study was carried out in three stages using the quantitative approaches, involving literature reviews, instrument development, and survey distribution to 53 respondents. The data was analysed using SPSS. In general, the respondents are satisfied with the Quality-in-Use of the Zakat systems. The findings indicate that the study is highly significant by illustrating the correlations between User Satisfaction with Efficiency (mean=4.2, r=0.933, p=0.001) and effectiveness (mean=4.1, r=0.902, p<0.001) of the zakat systems. The study supports LZNK decision-makers in formulating IT strategic plans, particularly on the long-term maintenance of the Zakat systems. It will also assist developers in making improvements to the systems. Most importantly, more related studies are necessary to create a comprehensive assessment model of the Zakat Systems to guarantee their sustainability.
Copyright (c) 2025 Haslina Mohd, Fauziah Baharom, Shafinah Farvin Packeer Mohamed, Yuhanis Yusuf, Nur Hani Zulkifli Abai, Samera Obaid Barraod, Bakr Ba-Quttayyan https://creativecommons.org/licenses/by/4.0
EVALUATING THE EFFECTIVENESS OF A COMPREHENSIVE LIGHTWEIGHT APPLICATION SECURITY PROCESS FRAMEWORK IN CAPTURING SECURITY REQUIREMENTS AMONG NOVICE DEVELOPERS
Existing evaluations of the security requirement framework often have a limited focus on capturing security requirements, leaving gaps in understanding their effectiveness and usability. This study investigates the effectiveness and usability of the Comprehensive, Lightweight Application Security Process (CLASP) framework in capturing and documenting security requirements, particularly for novice developers. This research examines how effective and usable the CLASP framework is in assisting novice developers in identifying security requirements. This study employed an experimental methodology, dividing participants into groups, providing structured educational materials, and guiding them through the CLASP framework using a controlled case study. Participants prepared security requirements by completing the CLASP templates, and CLASP framework effectiveness was evaluated using task completion rates and “task with error” analysis. CLASP’s usability was evaluated based on the System Usability Scale (SUS). Using an online bakery system as a case study, 55 undergraduate students assessed CLASP's effectiveness and usability regarding documentation quality and overall usability in enhancing security requirements identification. Results indicate high usability scores, particularly for novice developers, and validate the efficiency of the CLASP frameworks. However, limitations such as a small sample size, reliance on self-reported feedback, and the focus on a single case study are acknowledged. The findings from this study contribute to the existing body of knowledge by providing empirical evidence of CLASP’s impact on improving security documentation practices.
Copyright (c) 2025 Mohamad Hafizal Ahmad Fauzi, Nor Laily Hashim https://creativecommons.org/licenses/by/4.0
AN INVENTORY MANAGEMENT SYSTEM FOR SMALL BUSINESSES
Effective inventory management is crucial for the success and profitability of small businesses, yet many struggle with outdated manual processes or overly complex systems that are not tailored to their needs. This study addressed this gap by developing a web-based inventory management system called "EzStock" specifically for small businesses. The system provides real-time visibility into inventory levels, automates key processes, and offers cross-platform accessibility. An Agile methodology guided the development process, with requirements gathered through surveys of 30 participants and a comprehensive literature review. The system was developed using web technologies, including HTML, CSS, JavaScript, and PHP, with a Mysql database backend. Key findings revealed high user satisfaction rates, with 93.3% of users expressing overall satisfaction with the system, 96.7% likelihood of recommendation, and 90% finding the user interface intuitive. The system significantly improved inventory management processes, data accuracy, and time savings. This study contributes an affordable, user-friendly solution that streamlines inventory management for small businesses, with identified areas for future development, including enhanced search functionality, improved reporting features, and product bundling capabilities.
Copyright (c) 2025 Lim Hui Qi , Abdul Razak Rahmat, Shukli Suban@Ani https://creativecommons.org/licenses/by/4.0
ASSESSING USER SATISFACTION OF SMART PARKING PAYMENT SYSTEM IN SELANGOR
The Smart Selangor Parking (SSP) app aims to enhance digital adoption in Selangor's journey toward becoming a livable smart state. However, user satisfaction with the app remains unclear, raising concerns about its effectiveness in fostering economically productive and environmentally conscious communities. The research question is: What factors significantly influence user satisfaction with the SSP application? Thus, the objectives are to identify the factors influencing user satisfaction with SSP and determine which factors have the most significant impact. This analysis aims to provide insights into areas that require improvement to enhance the app's effectiveness and adoption. This study follows a quantitative design to assess user satisfaction with the SSP app. It includes three phases: definition, exploratory, and confirmation. In the definition phase, the research problem and objectives are set. The exploratory phase involves collecting data and refining the research questions. The confirmation phase rigorously tests hypotheses using statistical techniques. Validation activities ensure the reliability and validity of the findings, such as ensuring accurate measurements and testing the consistency of data collection methods. The findings revealed that user satisfaction with the Smart Selangor Parking app is most influenced by learnability, which ensures ease of use and minimises distractions. Helpfulness also plays a significant role, as providing relevant information enhances user satisfaction. Emotional attachment, controllability, and efficiency were also factors, though efficiency had the least impact. Overall, this study emphasises the importance of usability, clear information, and user-centred design in enhancing satisfaction. This study contributes to understanding factors influencing user satisfaction with mobile parking payment applications in Malaysia, offering valuable insights for developers and policymakers. It highlights the importance of usability, user perceptions, and barriers to adoption, guiding future research and enhancing the effectiveness of mobile payment systems for parking.
Copyright (c) 2025 Maslinda Mohd Nadzir, Siti Aslinda Mahat https://creativecommons.org/licenses/by/4.0
A USER-CENTERED DIGITAL REPOSITORY: DESIGNING AND EVALUATING HOBBYHAVEN FOR COLLECTORS
Collecting physical and digital items has become increasingly popular, but many collectors struggle with keeping their collections organised, accessible, and easy to manage. Traditional methods, such as manual record-keeping or essential digital tools, often fail to meet their needs. This study introduces HobbyHaven, a web-based repository designed to simplify collection management. The platform allows users to store, organise, and track their collectables more efficiently. The goal is to create a simple, intuitive, and customisable system, making it accessible to collectors of all experience levels. HobbyHaven was developed using the Waterfall methodology, which follows a structured approach that includes gathering user requirements, designing the system, and building a functional prototype. To evaluate its usability, we applied the Website Analysis and Measurement Inventory (WAMMI) framework, which assesses key factors such as attractiveness, ease of use, helpfulness, efficiency, and learnability. A total of 35 participants tested the system and provided feedback through a five-point Likert scale questionnaire. The results showed high user satisfaction, particularly with navigation (85.8%) and helpfulness (85.7%), indicating that users found the platform well-structured and easy to use; however, some areas required improvement. For instance, only 45.7% strongly agreed that the visual design was appealing. In comparison, 37.1% felt neutral about the need for better introductory guidance, and a further 37.1% agreed that some features were difficult to locate. HobbyHaven has the potential to significantly enhance collection management by providing an organised, user friendly, and accessible platform. Reducing reliance on outdated methods allows collectors to track and manage their items more effectively, fostering knowledge sharing and community engagement. Its open-access feature enables users to explore collections without requiring registration, making it more inclusive. With further improvements—such as AI-driven categorisation and integrated social networking features—HobbyHaven could evolve into a leading digital repository for collectors, transforming how collections are documented, shared, and preserved.
Copyright (c) 2025 Maisarah Nadiah Razali, Ts. Wan Hussain Wan Ishak https://creativecommons.org/licenses/by/4.0
PERSONALISED INFORMATION SYSTEM FOR HEALTH EATING AND WEIGHT LOSS
The rise in health awareness has driven the need for digital solutions to support personalised dietary management and weight loss. Existing digital health solutions lack personalised dietary and weight management strategies, which limits their effectiveness. This study develops and evaluates a Personalised Information System for Healthy Eating and Weight Loss, incorporating structured health assessments, AI-driven meal planning, and exercise recommendations tailored to user-specific data such as BMI, dietary preferences, and activity levels. Using the Waterfall model, the system was designed and tested through an online survey involving 30 respondents, which assessed five key factors: ease of Use, Usefulness, User Interface Design, User Satisfaction, and System Performance. Results indicate that 78.7% of users found the system highly useful, 86.7% praised its intuitive interface, and 90% expressed overall satisfaction. Correlation analysis reveals a strong positive relationship (r = 0.72) between ease of use and perceived usefulness, underscoring the potential of this relationship to foster long-term engagement. While digital health tools often lack adaptive recommendations, this study addresses this gap by integrating real-time feedback and AI-driven customisation. Future enhancements include integrating wearable devices and expanded meal plan options to optimise the user experience.
Copyright (c) 2025 Nurul Aminah Kamarudin, Rafidah Razak, Rohaya Dahari https://creativecommons.org/licenses/by/4.0
UNIVERSITY SMART FOOD BANK APPLICATION TOWARDS DEVELOPING A HUNGER-FREE CAMPUS
Food insecurity, a pervasive global challenge, extends its reach to university campuses, posing a pressing concern that affects the well-being of both individuals and entire academic communities. Within the academic realm, campuses grapple with the multifaceted issue of ensuring food security for students, a challenge that demands attention and concerted efforts. Addressing the complexities of this problem involves exploring sustainable solutions and fostering a campus environment where every student has reliable access to nutritious and affordable food options, promoting not only physical health but also overall academic success and well-being. To address this issue, a Smart Food Bank application has been developed for the Android platform, aiming to efficiently manage the university food bank and contribute to achieving zero hunger within the university community. The application encompasses key functions such as food stock management, food allocation, food applications, food donations, and user registration management. Users can track their application status and request food by sharing their location through a map, while donors can specify their donation drop-off points. Designed to streamline interactions among administrators, applicants, and donors, the application aligns with Sustainable Development Goals (SDGs) by targeting hunger eradication and promoting health and well-being. This innovative food bank application not only has the potential to enhance the quality of life for less fortunate members of the university community but also supports broader SDG objectives. Serving as a platform for providing healthy meals, it addresses the university's specific challenges while contributing to global sustainability goals. The application's success suggests its potential for scalability, allowing it to be extended to other food bank facilities or similar organisations. With positive findings, feedback, and impactful outcomes, the Smart Food Bank application stands as a promising tool in the collective effort to achieve zero hunger on a larger scale.
Copyright (c) 2025 Noraziah ChePa, Nur Azzah Abu Bakar, Rajwani Md. Zain, Laura Lim Sie-Yi https://creativecommons.org/licenses/by/4.0
FOOD HUNTER: HYPERLOCAL FOODIES' EXPERIENCE
Food Hunter: Hyperlocal Foodies' Experience addresses the problem of decision fatigue and untrustworthy restaurant reviews by offering personalised, community-based dining recommendations. The platform targets users within hyperlocal communities, providing suggestions tailored to individual preferences and supported by trusted feedback from friends and locals. The system was developed using a structured methodology, including planning, user research, agile development, and iterative testing. Data was collected through on-site observations and interviews in a community housing area to ensure the platform aligns with user needs. Findings reveal that personalised recommendations and community-driven reviews enhance user trust and satisfaction, while also promoting the discovery of local food culture. The platform fosters stronger community engagement and supports local food businesses by celebrating nearby culinary experiences.
Copyright (c) 2025 Nor Farzana Abd Ghani, Ooi Yau Ming, Azian Muhamad https://creativecommons.org/licenses/by/4.0
PROJECTION MAPPING AS A MEDIUM FOR CULTURAL HERITAGE: THE CASE OF THAI MENORA
Projection mapping is a video projection technology in which video is mapped onto a surface. Then, it turns everyday objects such as buildings, walls, runways, stages, or any surface that can be manipulated in interactive displays and graphical videos. Projection mapping is very suitable for presenting creative content based on historical storytelling. It provides uniqueness to attract the public's attention to get a new experience in projection mapping and add general knowledge about history today. However, traditional methods of presenting historical narratives often struggle to capture public interest, especially among younger audiences, resulting in declining awareness and appreciation of cultural heritage. The main objective of this paper is to develop an interactive and creative storyline of the history of Thai Menora as a projection mapping for people interested in knowing about history. Next, the methodology used to make this projection mapping is the ADDIE model, which consists of analysis, design, development, implementation, and evaluation. The completed projection mapping has been successfully developed using Adobe After Effects, Adobe Audition and Filmora software, which uses content and audio elements to map the historical content. Based on the results from the usability testing on the public, all the feedback from the respondents agreed that projection mapping is very effective in presenting the storyline history of Thai Menora. Overall, the research investigated the interactive storyline history of Thai Menora through projection mapping.
Copyright (c) 2025 Ruzinoor Che Mat, Wilinda A Wan https://creativecommons.org/licenses/by/4.0
ENHANCING CHILDREN’S ARTISTIC CREATIVITY THROUGH ARTIFICIAL INTELLIGENCE TECHNOLOGY IN CHINESE PRIMARY SCHOOLS
Existing studies lack discussion on challenges in fostering Chinese children's artistic creativity and offer no clear conclusions on AI's impact. This study explores the challenges in cultivating children's artistic creativity in primary schools in China and the impact of digital technology on this process. This study will be conducted through a systematic literature review and induction, current problems will be analysed, strategies will be proposed from a theoretical perspective, and future development trends will be analysed. The finding reveals that through a scoping review of 16 relevant studies, it was found that AI technology plays three leading roles in enhancing children's artistic creativity: as a tool, tutor, and medium. AI as a tool helps generate creative ideas, as a tutor provides guidance and support, and as a medium facilitates learning and collaboration. The study highlights the significant role of AI in stimulating children's interest and enhancing their artistic creativity while noting potential risks, such as increased cognitive load and copyright issues. The research concludes that while digital technology, especially AI, offers substantial benefits for children's artistic creativity, its application requires careful consideration of pedagogical strategies and ethical issues. Future research should continue to explore the effective integration of AI in art education to enhance children's creative abilities.
Copyright (c) 2025 Shi Feng He, Adzrool Idzwan Ismail, Chen Zhang Meng https://creativecommons.org/licenses/by/4.0
Development Framework for Social Circle Relationship Learning Software for Children with Autism
Autism, also called Autism Spectrum Disorder (ASD), is a complex condition that includes problems with communication and behaviour. Due to the increasing awareness among parents, these children are increasing every year. The safety of children is a crucial subject in family life both inside and outside the home. All parents want the best for their children, especially when they are away from the family. Recognising this situation, an application proposal was developed to expose their level of security when meeting the people around them. The social circle relationship was first introduced as an aid for students with special needs to categorise the people they meet. This study implemented the social circle relationship as an application for an early-stage prototype to be tested on selected respondents. Five autistic children, with their parents as instructors, modified the prototype to suit their child. The built-in framework was used as a guide and reference for developing the application that fits this concept of social circle relationship. The study employed a mixed method, mainly implying a quantitative methodology to analyse the collected data. The effectiveness of the proposed framework was validated using two experts’ judgments and learners’ feedback through interviews and experimental evaluation, respectively. The results indicated that the proposed framework effectively taught social boundaries and provided autistic children with satisfaction.
Copyright (c) 2024 Nazean Jomhari, Rabiatul Adawiyyah Asmoin , Norziana Yahya https://creativecommons.org/licenses/by/4.0
A Web-Based Industrial Training Management System: A Case Study of the School Of Computing
Implementing an internship program is an integral part of an educational institution's academic operations, providing students with valuable experience in their chosen fields. However, effective program management ensures seamless collaboration between students and the university. This paper aims to develop and evaluate a prototype of a web-based industrial training management system tailored specifically for a university to address this need. Currently, the school uses online storage and an instant messaging application to manage student internships. Consequently, this implementation causes confusion, repeated questions, and redundant announcements that must be organised systematically. This development focuses on managing documentation, announcements, and communication among students and school members. The project employs a Rapid Application Development methodology to streamline the entire process from initiation to completion. The findings show high satisfaction with the system’s usefulness, ease of use, and learning in improving the management of industrial training processes. In conclusion, the resulting prototype demonstrates the potential benefits, including improved accessibility, streamlined internship management processes, and efficiency within the university.
Copyright (c) 2024 Mohd Zabidin Husin, Pravin Raj Ganes, Nurnasran Puteh https://creativecommons.org/licenses/by/4.0
PERCEPTION OF POLYTECHNIC STUDENTS TOWARDS THE SMARTPHONE APPLICATION ISLAMIC STUDIES MADE EASY (ISME)
Malaysia is ranked 10th globally for the highest number of smartphone users, with around 24 million users. Every student in higher education institutions owns a self-purchased or government-provided smartphone. The advancement in facilities necessitates a comprehensive transformation, especially in education. Traditional teaching methods using thick, costly notebooks are burdensome and outdated. Therefore, researchers and colleagues have developed an Islamic Studies Made Easy (IsMe) smartphone application for students taking Islamic Studies courses. To determine the effectiveness of this application, a study was conducted on polytechnic students enrolled in Islamic Studies courses using quantitative methods by distributing questionnaires to 67 respondents. The study's findings indicate that students are more interested in learning Islamic Studies because it is easier to refer to, discuss with lecturers, and save costs using the developed IsMe application. For improvement, the researchers must address non-Android users' inability to download the application. In conclusion, these findings indicate the need for 21st-century learning that leans towards using information technology in teaching and learning, aligning with the IR 4.0 education revolution.
Copyright (c) 2025 Mohd Fadhil bin Aziz, Nur Adhwa Farahin Saparudin, Mohammad Zamri Jusoh, Nor Naematul Saadah Ismail https://creativecommons.org/licenses/by/4.0
The Design and Development of Mobile Application Navigation: UUM Navigate Campus Companion
In recent years, the proliferation of mobile devices has revolutionised the accessibility and functionality of location-based applications, rendering traditional computer devices less effective for real-time location tracking and navigation. Recognising this shift, this paper presents the design and development of "UUM Navigate: Campus Companion," a mobile application specifically tailored for students at Universiti Utara Malaysia (UUM). The application is designed to assist new and lower-semester students in navigating the campus, accessing essential service facilities information, and find answers to frequently asked questions (FAQs) about UUM. The development process of UUM Navigate followed the ADDIE model, encompassing five key stages: Analysis, Design, Development, Implementation, and Evaluation. The evaluation phase was conducted in two parts: formative and summative assessments. Formative evaluation involves expert reviews to gather feedback for refining the application during its development. A summative evaluation was conducted post-development and aimed to collect 35 user responses through a survey distributed to UUM students via Google Forms. The survey assessed the application's usefulness, ease of use, and overall user satisfaction. The results indicate that despite the introduction of the application, many new and lower-semester students still need help locating classrooms and often need to be made aware of available campus services and facilities. However, most users provided positive feedback regarding the application's performance, highlighting its value as a practical tool for new students. The findings affirm the usefulness of the UUM Navigate: Campus Companion in enhancing campus navigation and accessibility for students, particularly those in their early semesters.
Copyright (c) 2024 Nur Sauri Yahaya, Hon Weng Yeck, Thai Weng Lee https://creativecommons.org/licenses/by/4.0
DysScreen: A Mobile-Based Application for Screening of Dyslexia for Young Children
Early identification of dyslexia is crucial for timely intervention to mitigate the disorder's impact on the affected individuals. Despite its prevalence, dyslexia often goes undetected, especially in its early stages, leading to various academic and psychological well-being issues. This paper presents the development and evaluation of DysScreen, a mobile-based application designed for screening dyslexia in children from 4 to 9 years old. The development involved a comprehensive project lifecycle, including planning, requirement gathering, design, and implementation. Essential requirements were identified through questionnaires and a review of the literature and the Paediatric Protocol, creating functional features such as multilingual support, screening test questions, and detailed result reports. The design was visualised using Unified Modeling Language (UML) diagrams to ensure clarity and precision in functionality. Findings from 30 respondents during user testing indicated that DysScreen holds significant potential to aid parents, guardians, and educators in the early detection of dyslexia among the target age group, providing valuable insight for early intervention. This work contributes to the field by offering a scalable and accessible solution to addressing a critical need in dyslexia screening.
Copyright (c) 2024 Nur Azzah Abu Bakar, Hui Yi Ooi, Noraziah Che Pa https://creativecommons.org/licenses/by/4.0
ELEVATING THE STAMP COLLECTING EXPERIENCE THROUGH DIGITAL STAMP ALBUM
Philately, commonly known as stamp collecting, is a globally embraced and culturally rich hobby with historical significance. This study delves into the transformative influence of StampAlbumCollect, a web-based personalised stamp album application, on the traditional practice of stamp collecting. Departing from conventional reliance on physical albums, collectors now grapple with opportunities and challenges introduced by Information and Communication Technology (ICT) in the digital era. StampAlbumCollect, a user-friendly platform harnessing ICT advancements, redefines how collectors engage with stamp collections, offering a seamless experience regardless of location. Beyond organisational advantages, StampAlbumCollect becomes a dynamic hub for knowledge sharing among collectors, acting as a catalyst for community-building in this time-honoured hobby. The study follows an iterative model, collaborating with stamp collectors and analysing existing stamp collection websites to develop StampAlbumCollect's requirements meticulously. This iterative approach ensures adaptability, responsiveness, and continuous improvement based on user feedback, maintaining dynamic alignment with user needs. Feedback from respondents on StampAlbumCollect overwhelmingly reflects positive perceptions concerning practical experience, usability, usefulness, ease of learning, and overall satisfaction. The application receives notable acclaim for its ease of use, user-friendliness, and efficiency. While a few instances of neutrality are present, the predominant sentiment is positive, affirming StampAlbumCollect's success and providing insights for potential enhancements. Future enhancements for StampAlbumCollect may encompass expanded customisation tools, advanced data analytics for user behaviour insights, and the creation of a dedicated mobile application. These advancements further enhance user satisfaction, ensuring StampAlbumCollect's ongoing success and valuable contribution to the evolving landscape of digital stamp collecting.
Copyright (c) 2025 Ts. Wan Hussain Wan Ishak, Low Xin Yin https://creativecommons.org/licenses/by/4.0
A Mobile Application For Personalised Car Information
The high rate of car ownership in Malaysia may lead to difficulties for owners in remembering all the details of their vehicles. Therefore, an application called CarBuddy, which provides personalised information about users' cars, would help them manage and maintain their vehicles more efficiently. The project adopted a waterfall methodology during the application development to produce a prototype based on the requirements gathered during the analysis phase. Field-testing for the application involved 30 participants who installed the application and provided feedback through a questionnaire distributed via Google Forms after using the application. The respondents’ feedback is based on four dimensions of the prototype: user-friendliness, usefulness, ease of learning, and satisfaction. The test's overall result indicates that most respondents are satisfied with this application. Usability tests revealed that the application significantly improved the user experience by providing reminders and detailed insights into vehicle performance. This application can benefit car owners in Malaysia by enhancing vehicle maintenance and the overall user experience.
Copyright (c) 2024 Nurnasran Puteh, Qian Yu Choong , Mohd Zabidin Husi, Che Wan Shamsul Bahri B C.W.Ahmad https://creativecommons.org/licenses/by/4.0
Paessler Router Traffic Grapher (PRTG) Network Monitoring: An Implementation Process in Vitrox
Network monitoring is crucial for providing network administrators with the information to ensure optimal real-time performance. The expansion of ViTrox from Campus 2.0 to Campus 3.0 requires a network monitoring system for better management and analysis of its infrastructure. Paessler Router Traffic Grapher (PRTG) Network Monitor has been selected to oversee ViTrox's network traffic using SNMP to address this need and ensure comprehensive network oversight. ViTrox can effectively manage and analyze its network traffic, ensuring optimal performance and reliability as it transitions to the new campus setup. The SNMP manager initiates communication using this communication protocol, and the agent responds. PRTG employs a sensor-based approach, defining a single metric on a device based on the required data volume, which allows for real-time monitoring and analysis. To implement PRTG, the waterfall model methodology is employed to ensure the project's step-by-step completion. Critical devices are selected for monitoring, and alarm notifications are configured to alert administrators when a sensor falls below the threshold. Utilizing this network monitoring tool allows for prompt tracking of any network downtime, providing details such as time, location, and duration. Performance metrics analysis is used as the project evaluation method to measure the key performance indicators (KPIs) such as system uptime and the accuracy of alerts. The project's significance is in providing real-time visibility, enabling proactive issue detection, and optimizing resource management. The future direction of implementing PRTG Network Monitor involves expanding its capabilities to adapt to evolving network needs and technological advancements.
Copyright (c) 2024 Ali Yusny Daud, Jia Xiang Tan, Wooi Jin Ooi https://creativecommons.org/licenses/by/4.0
Malay Named Entity Recognition System Using Machine Learning for Tourism in Malaysia
Analysing unstructured textual data has become increasingly common due to its rich informational value across various fields. Named Entity Recognition (NER) is crucial for identifying entities in open-domain text documents. Current NER techniques often rely on manually labelled documents, which are timeconsuming and prone to inaccuracies. While methods such as Spacy and Polyglot have been used, more research is needed on applying machine learning techniques to this problem. This work addressed this gap by developing a Malay language NER system using machine learning. The system used available Malay corpus resources to identify, learn, tag, and store entities from Malay texts. It was designed to handle structured and unstructured data, extracting names of people, places, organisations, and other entities. The Malay NER System using Machine Learning was developed as a web-based application. It employed advanced machine learning models, specifically BERT and ALXLNET, to process and analyse data. This study shows good agreement among the respondents regarding the usability, perception, and feedback on the specific pages, with the lowest mean score being 76.67%. Regarding system functionalities, there is room for refinement to ensure more accurate and reliable output. The system featured a web interface allowing users to input Malay text and receive recognised entities as output. Performance was assessed using standard evaluation metrics. This work advanced natural language processing capabilities in Malay by creating a user-friendly, efficient tool for NER in Malay.
Copyright (c) 2024 Juhaida Abu Bakar https://creativecommons.org/licenses/by/4.0
MyMathly: A Persuasive Mobile Game Application in Enhancing Mathematics Learning for School Learners
The growing reliance on technological devices among children, mainly through mobile games, poses risks such as addiction while also offering opportunities for educational enhancement. In Malaysia, only 36% of primary school students achieve excellence in mathematics, a situation worsened by negative attitudes and anxiety towards the subject. Traditional teaching methods have proven inadequate in addressing these challenges. To tackle this issue, MyMathly, a gamified persuasive mobile game prototype, is developed to motivate students and improve their proficiency in mathematics. A pilot study has been conducted to evaluate the persuasiveness and effectiveness of the MyMathly prototype using the Computer System Usability Questionnaire (CSUQ) as an instrument. It has been evaluated across four key elements: ease of use, ease of learning, information structure, and user satisfaction. The findings indicate that MyMathly successfully engages students, improves their motivation, and positively influences their behaviour towards learning mathematics. This study contributes valuable insights into designing and implementing gamified educational tools that align with the Malaysian curriculum, addressing cultural relevance and educational needs.
Copyright (c) 2024 Airul Syazwan Norshahimi, Izzatul Syamim Mohamed Maharoof, Sobihatun Nur Abdul Salam https://creativecommons.org/licenses/by/4.0
Toronto Cupcakes E-Commerce Powered by React JS Frameworks for User-Centric Design
In 2013, Facebook introduced React.js to the world, and it has since gained widespread popularity as a tool for front-end development. React.js is a JavaScript library that allows developers to build user interfaces using a component-based approach. This means developers can break down complex UIs into smaller, reusable components, making it easier to manage and update the codebase. In addition, React.js utilises a virtual Document Object Model (DOM), which allows for faster rendering and better performance compared to traditional methods. This paper emphasises the vital role of user-centric design in boosting customer satisfaction and business success in e-commerce. It examines current challenges and proposes a solution, showcasing how addressing usability issues can benefit small businesses like Toronto Cupcakes by prioritising essential features and creating a responsive, mobile-friendly website prototype.
Copyright (c) 2024 Yousef Fazea https://creativecommons.org/licenses/by/4.0
A DESIGN OF MOBILE APPLICATION REPOSITORY FOR MALAYSIAN HERBS
This paper describes Repository for Malaysia Herbs, a mobile application system used to view information on Malaysian herbs and make purchases through this platform. This project aims to develop a mobile application that provides information to everyone interested in Malaysian spices. The methodology used in this project is known as the Agile method, which involves six phases: planning, designing, developing, testing, reviewing, and launching. Besides, this project will increase people's knowledge about and expand Malaysian herbs abroad. In conclusion, this project has successfully developed all the basic features that allow users to search for and understand the information on herbs herbsand purchase them through this platform.
Copyright (c) 2024 Noor Izzah Yahya, Zhun Wei Lim https://creativecommons.org/licenses/by/4.0