Conventional approaches to tackling malware attacks have proven to be futile at detecting never-before-seen (zero-day) malware. Research however has shown that zero-day malicious files are mostly semantic-preserving variants of already existing…
Recently, the adoption of smart home technology has been on the rise and becoming a trend for home residents. The development of Internet-of-Things (IoT) technology drives the smart home authentication system with biometric systems such as facial…
Augmented reality (AR) is an emerging technology that has permeated different spheres of life, one of them is education, and specifically the teaching-learning process at different educational levels and objects of study. For this reason, this paper…
Mathematics learning innovations in teaching materials used in schools are still in the form of printed books from the government. In 4.0 era, the use of technology can be used to make teaching materials in the form of e-modules or electronic modules…
Motor learning in preschool education is very important to be a concern because it has an impact on the growth and development of children, and their mental abilities. This study aims to design and implement motor learning measuring tools using…
This paper presents the design and implementation of DLMA_NEU, adigital literacy mobile application for Android that targets children between ages 7 and 18. It is a developmental study aimed at designing a digital literacy mobile application the…
Smart devices like smartphones and smartwatches have made this world smarter. These wearable devices are created through complex research methodologies to make them more usable and interactive with its user. Various interactive mobile applications…
Students experience various essential changes related to their psychological conditions during their education in college. Students' adaptability to the demands of these changes will give birth to new skills for the next stage of psychological…
The use of virtual reality (VR) applications has grown tremendously in recent years. This paper focuses on the review of existing virtual reality applications in higher educational institutions. The VR applications are still not widely used although…
The objective of this research was to develop a Problem-Based Learning (PBL) Model which used a cloud-based constructivist learning environment to enhance Thai undergraduate creative thinking and digital media skills. Initially using a mixed-methods…