MODEL-Based Performance Quality Assessment for IoT Applications
subject: internet of things
subject: IoT
subject: prediction
subject: MBT
subject: quality assurance
subject: performance prediction.
description: The number of applications incorporating Internet of Things (IoT) concepts increases extraordinarily. This increase cannot continue without high-quality assurance. There are some difficulties in testing IoT applications; the system heterogeneity, test cost and time are taken to test the system, and the precision percentage of test results.A well-known and possibly the best solution to overcoming these difficulties is to model the system for evaluation purposes, known as model-based testing (MBT). This paper aims to design a model-based testing approach to assess IoT applications performance quality attributes. The ISO 25000 quality model is used as a standard for software quality assurance applications. IoTMaaS is used as a case study to implement the methodological approach. The possible test cases were generated using the ACTS combinatorial test generation tool. The performance metrics of each test case were monitored until the optimum test case was identified, with the shortest response time and the least amount of resources used. The proposed testing method appears to be successful, according to the results.
creator: Kh., Teeba Ismail
creator: Hamarash, Ibrahim I.
source: International Journal of Interactive Mobile Technologies (iJIM); Vol. 15 No. 12 (2021); pp. 4-20
source: 1865-7923
publisher: International Association of Online Engineering (IAOE), Vienna, Austria
date: 2021-06-18
rights: Copyright (c) 2021 Teeba Ismail Kh., Ibrahim I. Hamarash
format: application/pdf
language: eng
type: info:eu-repo/semantics/article
type: info:eu-repo/semantics/publishedVersion
type: Peer-reviewed Article

Design an Adaptive Mobile Scaffolding System According to Students’ Cognitive Style Simplicity vs Complexity for Enhancing Digital Well-Being
subject: adaptive mobile scaffold system (AMSS)
subject: Cognitive style simplicity vs complexity (CSSC)
subject: digital will-being (DWB)
description: The present study is aimed to design an adaptive mobile scaffolding System (AMSS) to provide educational scaffolding to students that is compatible with their cognitive style simplicity vs complexity (CSSC), and to measure the effectiveness of the model in enhancing students' digital well-being (DWB) in the Faculty of education, University of XXXX. Semi-experimental design of two groups was used: the first experimental group received unified mobile scaffold regardless of their cognitive styles. The second experimental group received mobile scaffold that was organized and directed to the students based on their characteristics related to their CSSC. Both experimental groups received mobile scaffold as a complementary component to the lectures delivered for the Technological Innovations in Education course in the General Diploma in Education. The study sample consisted of (71) students who met the requirements and they were randomized to two experimental groups. To examine the effectiveness of the AMSS, a DWB scale was developed. Kelly's scale of CSSC was used to identify students who fell within the scope of this style. The results were statistically analyzed using T-test to compare between the groups and to determine the significance of differences. The results showed the effectiveness of the proposed model of AMSS in developing the students’ DWB compared to the unified scaffold model.
creator: Alhalafawy, Waleed Salim
creator: Najmi, Ali Hassan
creator: Zaki, Marwa Zaki Tawfiq
creator: Alharthi, Majed Hamed
source: International Journal of Interactive Mobile Technologies (iJIM); Vol. 15 No. 13 (2021); pp. 108-127
source: 1865-7923
publisher: International Association of Online Engineering (IAOE), Vienna, Austria
date: 2021-07-13
rights: Copyright (c) 2021 waleed salim alhalafawy, Ali Hassan Najmi, Marwa Zaki Tawfiq Zaki, Majed hamed Alharthi
format: application/pdf
language: eng
type: info:eu-repo/semantics/article
type: info:eu-repo/semantics/publishedVersion
type: Peer-reviewed Article

Designing Cuckoo Based Pending Interest Table for CCN Networks
description: Content Centric Networking (CCN) is a modern architecture that got wide attention in the current researches as a substitutional for the current IP-based architecture. Many studies have been investigated on this novel architecture but only little of them focused on Pending Interest Table (PIT) which is very important component in every CCN router. PIT has fundamental role in packet processing in both upstream process (Interest packets) and downstream process (Data packets). PIT must be fast enough in order to not become an obstruction in the packet processing and also it must be big enough to save a lot of incoming information. In this paper, we suggest a new PIT design and implementation named CF-PIT for CCN router. Our PIT design depends on modifying and utilizing an approximate data structure called Cuckoo filter (CF). Cuckoo filter has ideal characteristics like: high insertion/query/deletion performance, acceptable storage demands and false positive probability which make it with our modification convenient for PIT implementation. The experimental results showed that our CF-PIT design has high performance in different side of views which make it very suitable to be implemented on CCN routers.
creator: Alhisnawi, Mohammad
creator: Abdulhassan, Aladdin
source: International Journal of Interactive Mobile Technologies (iJIM); Vol. 15 No. 07 (2021); pp. 140-153
source: 1865-7923
publisher: International Association of Online Engineering (IAOE), Vienna, Austria
date: 2021-04-09
rights: Copyright (c) 2021 Ahmed J. obaid
format: application/pdf
language: eng
type: info:eu-repo/semantics/article
type: info:eu-repo/semantics/publishedVersion
type: Peer-reviewed Article

Gamification Design Elements to Enhance Adolescent Motivation in Diagnosing Depression
subject: adolescent depression
subject: adolescent motivation
subject: gamification
subject: model development
subject: human-computer interaction
description: Depression is a critical public health problem, mainly when it affects young people (adolescents). This condition is most challenging to detect in this group because they tend to think about other people's negative assumptions. Adolescents with depressive symptoms refuse to seek professional help due to their stigma and their future if they were labeled as depressed teenagers. Depression is a severe mental issue that should be detected from an early stage so that the problem can be curbed and resolved immediately. Diagnosis should be carried out to assess mental health, followed by referral to professional help. This study aims to motivate adolescents to diagnose depression levels through gamification techniques. Fifty-three secondary students participated in a survey designed in this study to measure motivation enhancement factors. The result of this study was used to develop a depression diagnosis model. The proposed model applied a gamification design technique consisting of three main ideas: gamification elements, user types, and motivational elements. This model will serve as the foundation to develop a mobile application system that can benefit users, especially adolescents, in self-diagnosing depression.
creator: Jamaludin, Nurul Fasihah
creator: Tengku Wook, Tengku Siti Meriam
creator: Mat Noor, Siti Fadzilah
creator: Qamar, Faizan
source: International Journal of Interactive Mobile Technologies (iJIM); Vol. 15 No. 10 (2021); pp. 154-172
source: 1865-7923
publisher: International Association of Online Engineering (IAOE), Vienna, Austria
date: 2021-05-25
rights: Copyright (c) 2021 Nurul Fasihah Jamaludin, Tengku Siti Meriam Tengku Wook, Siti Fadzilah Mat Noor, Faizan Qamar
format: application/pdf
language: eng
type: info:eu-repo/semantics/article
type: info:eu-repo/semantics/publishedVersion
type: Peer-reviewed Article

Adoption of Mobile Learning: The Influence And Opportunities For Learning During The Covid-19 Pandemic
subject: Adoption of mobile learning
subject: covid pandemic 19
subject: online learning
subject: student inter-ests
description: Research It is designed using quantitative and qualitative approaches. The sampling technique used in this study was purposive sampling. The samples in this study were lecturers and students. Data collection techniques using questionnaires and interviews. Interviews were conducted by interviewing lecturers at several different campuses. The results of the interview show that mobile learning is the learning that students are most interested in because it can be accessed through their cellphones. Quantitative data analysis used the product-moment correlation test. The research subjects consisted of 110 students. The significance level of 0.001 (p <0.05) indicates that there is a significant influence between the adoption of mobile learning on student interest in learning during the Covid pandemic 19.
creator: Pebriantika, Leni
creator: Wibawa, Basuki
creator: Paristiowati, Maria
source: International Journal of Interactive Mobile Technologies (iJIM); Vol. 15 No. 05 (2021); pp. 222-230
source: 1865-7923
publisher: International Association of Online Engineering (IAOE), Vienna, Austria
date: 2021-03-16
rights: Copyright (c) 2021 Leni Pebriantika, Basuki Wibawa, Maria Paristiowati
format: application/pdf
language: eng
type: info:eu-repo/semantics/article
type: info:eu-repo/semantics/publishedVersion
type: Non-refereed Article

The Use of AR Technology to Overcome Online Shopping Phobia: A Systematic Literature Review
subject: Online Shopping
subject: Augmented Reality
subject: AR Technology
subject: Shopping Phobia
description: With every year’s start being a new beginning and a source of happiness, reigniting hopes and optimism around the world, the happiness and enjoyment of the year 2020 faded away quite earlier. It was not long into the year 2020 that the notorious COVID-19 hit the world. Millions of people died of it and billions of people got affected by it either directly or indirectly. With its impact on everybody, it drastically affected the business world as well; individuals lost their jobs and companies lost their businesses. However, companies learned to respond to the pandemic by converting their businesses to the online business model and the customers also shifted to online shopping. With this compelling shift, the customers still had the phobia of online shopping and tried to abstain from it as much as possible. To respond to this, a systematic review in accordance with the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) was developed to offer a systematic and holistic literature review of the research regarding customer confidence in online shopping particularly by the use of Augmented Reality (AR) technology. The database of this review includes a set of 54 systemically selected state-of-the-art articles from Scopus database covering empirical and theory research conducted in different countries with different resource endowments. The results show that the use of AR technology can help customers in overcoming their shopping phobia and thus, it can be a source of enhanced online business for companies. Some possible opportunities for future research are also illustrated in this paper.
creator: Shah Kazmi, Syed Sibtain Ali
creator: Hassan, Muhammad
creator: Khawaj, Shahid Ali
creator: Falindah Padlee, Siti
source: International Journal of Interactive Mobile Technologies (iJIM); Vol. 15 No. 05 (2021); pp. 127-139
source: 1865-7923
publisher: International Association of Online Engineering (IAOE), Vienna, Austria
date: 2021-03-16
rights: Copyright (c) 2021 Syed Sibtain Ali Shah Kazmi, Muhammad Hassan, Shahid Ali Khawaj, Dr. Stit Falindah Padlee
format: application/pdf
language: eng
type: info:eu-repo/semantics/article
type: info:eu-repo/semantics/publishedVersion
type: Peer-reviewed Article

Predictive Analytic on Human Resource Department Data Based on Uncertain Numeric Features Classification
subject: Predictive Analytic
subject: Naïve Bayes
subject: Business Intelligence
subject: Human Resource
description: Business Intelligence is very popular and useful for a better understanding of business progress these days, and there are many different methods or tools being used in Business Intelligence. It uses combination of artificial intelligence, data mining, math, and statistic to gain better understanding and insight on the business process performance. As employees have an important role in business process, the desire to have a tool for classifying and predicting their wages are desirable. In this research, we tried to analyzed dataset from Human Resource Department, and this dataset can be used to analyst the data in order to draw a conclusion about whether any employees would prematurely leave the company, and then, a preventive action based on those parameters can be proposed. This is a kind of predictive analytic system which bases on Naïve Bayes, and it can predict whether an employee would leave or stay according to his or her characteristics. But the Naïve Bayes itself does not enough. So we develop a way to solve the problem using uncertain Numeric features classification on it. The accuracy of the result is depended on the amount and effectiveness of the training sets.
creator: Huda, Asrul
creator: Ardi, Noper
source: International Journal of Interactive Mobile Technologies (iJIM); Vol. 15 No. 08 (2021); pp. 172-181
source: 1865-7923
publisher: International Association of Online Engineering (IAOE), Vienna, Austria
date: 2021-04-23
rights: Copyright (c) 2021 Asrul Huda, Noper Ardi
format: application/pdf
language: eng
type: info:eu-repo/semantics/article
type: info:eu-repo/semantics/publishedVersion
type: Non-refereed Article

Augmented Reality Technology as a Complement on Graphic Design to Face Revolution Industry 4.0 Learning and Competence: The Development and Validity
subject: Augmented Reality
subject: Revolution Industry 4.0
subject: Graphic Design
subject: Validity
description: This study aims at developing the augmented reality application technology, a complementary learning on graphic design to face the skills and learning of the industrial revolution 4.0. This study uses a 4D (four-D) development method for the development of augmented reality application technology and uses a survey method for validity. This AR application will be validated by 12 experts, while the respondents used in filling out the needs analysis questionnaire at the define stage (four-D) are students and lecturers of Informatics Engineering Education, Padang State University. The results of this study indicate that on the analysis of the achievement of the learning process, it can be seen that there are still expectations and advantages in the achievement of the learning process desired by lecturers and students, where the learning process is still in the sufficient category and 80%, students need development of technology as complement reality to be used as learning media in the learning process. The validation test also shows that the augmented reality application technology is included in the valid category with an average value of V value of 0.933. So, it cannot be denied that the augmented reality application technology is valid to be used in the learning process.
creator: Huda, Asrul
creator: Azhar, Nelda
creator: Almasri, Almasri
creator: Wulansari, Rizky Ema
creator: Mubai, Akrimullah
creator: Sakti, Rizki Hardian
creator: Firdaus, Firdaus
creator: Hartanto, Suryo
source: International Journal of Interactive Mobile Technologies (iJIM); Vol. 15 No. 05 (2021); pp. 116-126
source: 1865-7923
publisher: International Association of Online Engineering (IAOE), Vienna, Austria
date: 2021-03-16
rights: Copyright (c) 2021 Asrul Huda, Nelda Azhar, Almasri Almasri, Rizky Ema Wulansari, Akrimullah Mubai, Rizki Hardian Sakti, Firdaus Firdaus, Suryo Hartanto
format: application/pdf
language: eng
type: info:eu-repo/semantics/article
type: info:eu-repo/semantics/publishedVersion
type: Peer-reviewed Article

Students’ Perception Towards Engaging Factors of Extreme e-Service Learning Design for Computer Network Course
subject: e-Service Learning
subject: Online Service Learning
subject: Student Engagement
subject: Extreme E-Service Learning
description: Impact brought by COVID-19 changes the whole classroom culture from face to face to the extreme online learning and this includes a course that normally implements traditional face-to-face Service Learning. Educators are required to shift the learning into the online platform which is also known as Extreme e-Service Learning and it must be prepared in a proper way. In keeping students engaged with their learning, Extreme e-Service Learning needs to be designed based on engaging factors to encourage and support student engagement with their learning. Thus, in this study, researcher designed the Extreme e-Service Learning online platform based on the engaging factors and at the same time, investigating students’ perceptions towards this learning design. A set of questionnaires were distributed and analyzed. Semi-structured interviews with students in a smaller group were conducted to have a deeper insight. Research findings suggest that students have positive views and perceptions in regard of using Extreme e-Service Learning mainly because of the learning activities and interesting features in this online platform. This study contributed to the design of Extreme e-Service Learning based on engaging factors that help e-Service Learning instructors in planning their teaching and learning process and ensure engaging experience for the students.
creator: Marcus, Valerie Bukas
creator: Atan, Noor Azean
creator: Yusof, Sanitah Mohd
creator: Mastura, Umi
source: International Journal of Interactive Mobile Technologies (iJIM); Vol. 15 No. 05 (2021); pp. 100-115
source: 1865-7923
publisher: International Association of Online Engineering (IAOE), Vienna, Austria
date: 2021-03-16
rights: Copyright (c) 2021 Valerie Bukas Marcus, Noor Azean Atan, Sanitah Mohd Yusof, Umi Mastura
format: application/pdf
language: eng
type: info:eu-repo/semantics/article
type: info:eu-repo/semantics/publishedVersion
type: Peer-reviewed Article

Performing Communicative Language Teaching in Mandarin Mobile Learning
subject: Communicative Tasks
subject: Smartphone Applications
subject: Oral Competency
description: Students should be able to develop their communication abilities instead of just concentrating on translation methods. As a result, Communicative Teaching Language (CLT) had become the most favored approach to achieving the verbal goal as it was known as the most effective strategy to enhance learners' communicative competence. However, it was not a one-size-fits-all approach, and language instructors were advised to integrate educational technology to develop learning for students. Hence, CLT Mandarin mobile learning via personal action research was conducted to determine the extent of the approach on students' oral learning attainment, attitudes, and learners' recommendations during the learning process. The communicative task used in this study was Chatting to Mandarin Native Speakers programme. Pre- and post-oral assessments had been conducted in response to research inquiries. In verifying the reliability and validity of the study, data were triangulated through students' oral assessments, Students' Diaries, Self-Reflective Journals and Focus Group Interviews. The outcomes showed that students enjoyed the activity and improved their confidence and oral competence. Also, they suggested that there should be more language activities. The findings indicated that, when designing CLT technology-integrated projects, an instructor needed to consider students' learning preferences which make the project a success.
creator: Chua, Nurul Ain
creator: Soon, Goh Ying
source: International Journal of Interactive Mobile Technologies (iJIM); Vol. 15 No. 05 (2021); pp. 87-99
source: 1865-7923
publisher: International Association of Online Engineering (IAOE), Vienna, Austria
date: 2021-03-16
rights: Copyright (c) 2021 Nurul Ain Chua, Goh Ying Soon
format: application/pdf
language: eng
type: info:eu-repo/semantics/article
type: info:eu-repo/semantics/publishedVersion
type: Peer-reviewed Article