D20191088390 - Quah Kah Chun
D20191088390 - Quah Kah Chun
D20191088390 - Quah Kah Chun
2023
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I, Quah Kah Chun (D20191088390) from Faculty Science and Mathematics hereby
declare that the thesis for Bachelor of Education in Physics with Honors titled “The
original work. I have not plagiarised from any other scholar’s work and any sources
that contains copyright had been cited properly for the permitted meanings. Any
quotations, excerpt, reference, or re-publication from or any works that has copyright
ACKNOWLEDGEMENT
I would like to express my heartfelt gratitude to Assoc. Prof. Dr. Tho Siew Wei, who
has served as my supervisor and provided invaluable guidance and input throughout the
research process. From the early stages of preparation to the final writing of my thesis,
Assoc. Prof. Dr. Tho Siew Wei has consistently offered valuable suggestions and
support. In addition, I would like to thank Assoc. Prof. Ts. Dr. Shahrul Kadri bin Ayop
and Dr. Mohd Syahriman bin Mohd Azmi for their helpful suggestions and advice
to all of the lecturers in the Physics department who consistently provide emotional
support to all of the physics students for the final year project. My thanks also go to
Puan Chee Mun Yin, the senior assistant of the science committee at SMJK Heng Ee,
for her assistance with my research survey. Above all, I am deeply grateful to my
beloved family for their unwavering love and support throughout my studies and my
entire life. Without their encouragement and guidance, I would not have been able to
ABSTRAK
Kajian ini bertujuan untuk membangunkan aplikasi web pendidikan "WebGSIM" untuk
topik Graviti dan menilai kebolehgunaannya di kalangan pelajar fizik tingkatan 4 di
daerah Jelutong. Ini adalah rekabentuk kajian pembangunan dan WebGSIM
dibangunkan berdasarkan model reka bentuk instruksional ADDIE. Model ADDIE
terdiri daripada lima fasa iaitu analisis, reka bentuk, pembangunan, pelaksanaan dan
penilaian. Selepas pembangunan, WebGSIM telah disahkan oleh dua pakar. Sampel
kajian ini terdiri daripada 67 pelajar fizik tingkatan 4 yang dipilih melalui pensampelan
rawak berkelompok daripada semua pelajar di daerah Jelutong. Kajian ini
menggunakan soal selidik kebolehgunaan 20 item yang disesuaikan daripada Model
Penerimaan Teknologi (TAM) untuk menilai kebolehgunaan WebGSIM. Data
dianalisis menggunakan statistik deskriptif min dan sisihan piawai. Data daripada dua
pakar menunjukkan bahawa WebGSIM yang baru dibangunkan mempunyai kevalidan
yang baik dengan persetujuan 100%. Min bagi konstruk mudah guna (M=4.43,
SD=0.664), kebermanfaatan (M=4.64, SD=0.532), sikap (M=4.69, SD=0.535), niat
perilaku penggunaan (M=4.62, SD=0.682) dan keupayaan diri (M=4.45, SD=0.622).
Min purata 4.57 diperoleh daripada keputusan yang menunjukkan bahawa WebGSIM
mempunyai kebolehgunaan yang baik. Kesimpulannya, WebGSIM adalah sah dan
boleh dipercayai, dengan tahap kebolehgunaan yang baik. Sebagai implikasi,
WebGSIM sesuai diimplementasikan ke dalam bilik darjah kerana WebGSIM boleh
membantu pelajar menggambarkan konsep abstrak dalam topik Graviti dengan
menggunakan simulasi 3D.
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ABSTRACT
This study aims to develop an educational web application ‘WebGSIM’ for the topic of
Gravitation and evaluate its usability among form 4 physics students in Jelutong District.
This is a developmental research design study and WebGSIM was developed based on
ADDIE instructional design model. ADDIE model has five phases which are analysis,
design, development, implementation, and evaluation. After development, WebGSIM
was validated by two experts. The research sample consisted of 67 form 4 physics
students that was selected through cluster random sampling from all the students in
Jelutong district. This research used a usability questionnaire of 20 items that was
adapted from Technology Acceptance Model (TAM) to evaluate the usability of
WebGSIM. The data was analysed using descriptive statistics of mean and standard
deviation. The data from two experts showed that the newly developed WebGSIM had
a good validity with 100% of agreement. The mean for the constructs of perceived ease
of use (M=4.43, SD=0.664), perceived usefulness (M=4.64, SD=0.532), attitude
(M=4.69, SD=0.535), behavioural intention (M=4.62, SD=0.682) and self-efficacy
(M=4.45, SD=0.622). An average mean score of 4.57 was obtained from the result
which showed that WebGSIM had a good usability. In conclusion, WebGSIM is valid
and reliable, with a good level of usability. For implication, WebGSIM is suitable to be
implemented into classroom because WebGSIM can help students to visualize abstract
concept in Gravitation topic by using 3D simulation.
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TABLE OF CONTENTS
Page
DECLARATION ii
ACKNOWLEDGEMENT iii
ABSTRAK iv
ABSTRACT v
TABLE OF CONTENTS vi
LIST OF FIGURES xi
CHAPTER 1 INTRODUCTION
1.9 Limitations
1.10 Summary
vii
2.8 Moodle
2.10 Glowscript
2.12 Summary
CHAPTER 3 METHODOLOGY
3.2.1 Validity
3.2.2 Reliability
3.3 Instrument
3.6 Summary
viii
4.1 Analysis
4.2 Design
4.2.1 UX Design
4.2.2 UI Design
4.3 Development
4.3.2 Deployment
4.3.3 Testing
4.4 Implementation
4.5 Evaluation
5.1 Introduction
5.2 Validity
Questionnaire
ix
5.3 Reliability
5.5 Conclusion
6.1 Introduction
6.4 Conclusion
REFERENCES
APPENDIXES
x
LIST OF TABLES
topic
WebGSIM
Constructs
Ease of Use
Intention
LIST OF FIGURES
Color Wheel
LIST OF ABBREVIATIONS
BI Behavioural Intention
PU Perceived Usefulness
SD Standard Deviation
SE Self-Efficacy
INTRODUCTION
Physics is one of the subjects in high school where student’s interest is significantly
less because it is very abstract and complex (Yunzal & Casinillo, 2020). As reported,
the status of the physics education in the Malaysia is facing challenges. According to
the present data, students' interest in STEM has faded, with only 44% of students taking
STEM in 2017 compared to 49% in 2012, a decline of nearly 6,000 students per year
(MOE, 2019).
(ICT) is on the rise nowadays (Prestridge, 2012). When computers were first employed
(Guven & Sulun, 2012). Specifically in physics education, Physics 2000 provides
science and math literacy (Maki, 2010). In contrast to Physics 2000 where their
simulations are just simulation videos, PhET simulations provide high level of
(Adams et al., 2008). Study showed that students' academic performance in Physics
At the same time, several studies were conducted to develop learning module
and its effectiveness was determined (Hamid et al., 2021; Lee & Osman, 2014).
Learning module is a tool that provides course materials in a logical and sequential
order to guide students through the content and assessments by the instructor.
Instructors can insert formatted text, files, weblinks, discussion topics, assignments,
However, most of the learning modules are soft copies of the print modules with little
interactivity which are not effective in online learning (Makokha & Mutisya, 2016).
Therefore, some interactive modules were introduced whose design and purpose is to
actively engage learners to search for knowledge independently (Mwaniki et al., 2016).
High level of interactivity allow learners to become engaged and involved in the
learning process. This shows the combination of interactive simulation and interactive
learning module are important to student’s learning. For these reasons, a study was
carried out to develop a web-based simulation interactive module for topic gravitation
WebGSIM is easy to use and useful to physics students in the future. Finally, most of
Physics is the branch of science to describe the dynamic real world. However, Physics
pedagogy frequently uses static representations such as text and drawing to illustrate
real-world dynamic processes. This teaching method changes dynamic reality to static
students (Saudelli et al., 2021). This situation becomes obvious during the teaching or
learning of gravitation topic. In fact, gravitation is one of the topics in physics which is
abstract and difficult to demonstrate which may cause misconceptions (Chmiel, 2012).
For example, several studies showed that both students and teachers have
misconceptions about the concept of gravity and motion (Desstya et al., 2021;
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learning outcomes safely, efficiently, and effectively while enjoying the learning
experience. However, several studies reported that PhET simulation had some usability
issues which affected the student’s learning experience and eventually the technology
usage (Adams et.al., 2008; Almeida & Bastos, 2018; Chong et al., 2012; Kriek & Stols,
For the aspect of perceived ease of use, there is a study reported that there were
some technical problems needed to be solved before usage because some of the PhET
simulation files are written in the format “.jar” which requires the installation of Java
Runtime Environment (JRE) (Khoiriyah, et al, 2015). Also, there is a study showed that
some students feel difficulty to perfom a task given at PhET interface (Almeida &
Bastos, 2018). Therefore, the technical issues in PhET simulation demotivate students.
For the aspect of perceived usefulness, there is a study showed that students
further explanation for the results shown in the simulation (Chong et.al., 2012). As a
result, perceived ease of use and usefulness will affect attitudes toward the usage of
PhET simulation. To illustrate, there is a study reported that some of the students were
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frustrated to learn electricity concept by using PhET simulation (Adams et.al., 2008).
When students have negative attitude’s toward PhET simulation, they are unlikely
to use PhET simulation for learning in the future. For example, study showed that some
of the students discouraged their professors to teach using PhET simulation due to their
negative behavioural intention (Taibu et.al., 2021). As a result, students’ attitude will
influence the actual use of PhET simulation in the classroom. For instance, a study
showed that some of the teachers did not use PhET simulation in the classroom due to
their low general technology proficiency (Kriek & Stols, 2010). Besides, a study from
Ummi and Tho (2021) found that teacher’s self-efficacy is lower than student’s self-
efficacy which might affect the usability and actual usage of the technology in
unfortunately, based on the database in PhET website, most of the teachers are still
usability issue of physics simulation is one of the challenging issues need to be solved.
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understanding on certain topic, but also increase interest, engagement, and motivation
provided by PhET are text-based and less interactive which will influence the
et al., 2013). For example, a study reported that some of the students were frustrated
with the worksheets provided and feeling demotivated to use PhET simulation in the
future learning (Taibu et al., 2021). As a result, the interactivity issue of learning
learning module, WebGSIM was developed to unify both physics simulation and
centered learning approach which allows students to control over learning method and
pace of learning.
students from a study claimed that PhET simulation is not attractive to them because
most of the simulations are based on 2D animation (Chong et al., 2012). The importance
al., 2016). This is because scientific data or information will be lost, distorted, or
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animation which further enhance physics student’s interest and motivation when
learning physics.
ii. To determine the usability of the developed Web Gravitation Simulation Interactive
ii. Are the newly developed Web Gravitation Simulation Interactive Module
This study is limited to topic gravitation which is one of the topics in form 4 physics
and only involves form 4 physics students because form 5 physics students have
examination (SPM).
educators, and researchers. For physics students, this study helped them to have
immersive learning environment which further motivate them to learn physics. Besides,
this study also helped physics students to visualize an abstract concept in physics,
specifically topic gravitation. For physics educators, this study allowed them to
study allowed physics educators to improve students’ attitude towards learning physics.
For researchers, this study helped them to uncover a new educational technology and
The focus of this study is to develop the content for WebGSIM. ADDIE model was
chosen as the instructional design model for the development of WebGSIM. During the
analysis phase, only one topic were selected as the content of this WebGSIM, namely
Gravitation. Learning theories were studied and applied when the content of the
and Constructivism. During the implementation phase, the WebGSIM were introduced
to experts and training teachers to check WebGSIM’s validity and reliability. Finally,
i) Development
evaluating instructional programs, processes, and products that must meet criteria of
internal consistency and effectiveness (Richey, 1994). WebGSIM was developed using
WebGSIM was validated by providing a video about operating procedure of the web
application to the experts. The reliability of WebGSIM was measured by form 4 physics
students who are not involved in this study during pilot test.
ii) Usability
Usability is the capacity of a system to provide a condition for its users to perform the
tasks safely, effectively, and efficiently while enjoying the experience (Lee et al., 2019).
(TAM) was adapated in the questionnaire. The five constructs involved are perceived
ease of use (PE), perceived usefulness (PU), attitude (AT), behavioural intention (BI),
and self-efficacy (SE) (Park, 2009). PE refers to the degree to which physics student
believes that using WebGSIM will be free of effort. PU refers to the degree to which
physics student believes that using a WebGSIM will enhance his or her job performance.
AT refers to physics student’s attitude toward the use of WebGSIM. BI refers to physics
use WebGSIM.
1.9 Limitations
One of the limitations of this study is lack of prior research studies on the topic. The
However, there is less prior research study on the comparison between Glowscript and
classroom.
1.10 Summary
This chapter begins with a general introduction of WebGSIM. The research background
includes the use of learning modules and computer simulation in physics education.
Next, the problem statement discusses the interactivity and usability issues of learning
Following the problem, 2 research objectives and research questions are clearly stated.
This is followed by research scope which discusses about the delimitation in this study.
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Next, the importance to conduct this study is discussed in research significance section.
used in this study. Next, operational definition section defines the terms in this study.
Lastly, limitations of the study are discussed to highlight the weakness in this study.
CHAPTER 2
LITERATURE REVIEW
The word physics comes from the Greek word ἡ φύσις, meaning "nature". Physics is
the branch of science which studies matter, fundamental constituents, motion, and
behavior through spacetime, and the related quantities of force and energy (Feynman
et al., 1977). There are three essential parts physics education, which are scientific
knowledge, scientific process, and scientific attitude (Kustijono, 2018). Being curious
and imaginative, as well as being enthusiastic about asking questions and solving
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skills and conceptual understanding on physics (Bao & Koenig, 2019). At the same
approaches to train students to be competent in the rapid technological change era and
prepared to face Industrial Revolution (IR) 4.0 challenges (MOE, 2018). In this
situation, learning process is as important as the content delivered and the final product.
physics. The learning theories which are suitable for physics education will be reviewed
Behaviourism was the dominant learning theory in education (Duit & Treagust, 1998).
The learning theory of behaviourism concerns how learners are learned through
interaction with the environment (Congelosi, 2003). For example, teachers reward
his/her students with special treat at the end of the the class for good behavior
throughout the day. The same concept is used with punishments. The teacher gives
punishment to students if the student misbehaves. There is a study showed that students
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who receive reinforcement and punishment after accomplishing a learning task can
behaviourism plays a vital role to enhance students’ scientific attitude and motivation
level. Therefore, the use of behaviourist elements such as reward and punishment in
game-based learning for physics education will engage the students actively in learning.
detail later.
make their own knowledge whereby the reality is determined by the experiences of the
learner (Kratochwill et al., 1999). For example, students are required to solve a
particular problem based on their prior knowledge and develop their own methods. One
solve a new problem, are much better than any external acknowledgment and
education will allow physics students to gain intrinsic motivation rather than extrinsic
motivation. Since constructivism and problem-based learning are closely related, the
detail later.
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Kolb's experiential learning theory (ELT) is one of the best ways to address
diversity of learning styles and engage students actively in learning (Manolas &
Kehagias, 2005). Kolb's experiential learning theory describes the ideal processes
where knowledge is created through experience (Kolb, 1983). The learning cycle
is of utmost importance to motivate people (Senge, 2006). Learning only has good
effects when learners are eager to absorb the knowledge. Experiential learning does a
experiential activities. The emotion and feelings in learning from experience is the most
experiential learning theory plays a vital role in improving the attitude of students
toward learning physics (Johari & Muslim, 2018). The implementation of simulation-
play vital role in increasing students’ attitude, engagement, extrinsic motivation and
instrinsic motivation toward learning physics. Learning only has good effects when
learners are eager to absorb the knowledge. In fact, the use of technology will help to
integrate all these learning theories and facilitate learning physics. Technology-
The very first phase of ADDIE model is analysis phase. Analysis phase is an
initial phase which gathers information in the context and environment to be studied
(Siraj et al., 2013). Need analysis needs to be carried out before learning material is
developed to determine problems and issues (Branch, 2009). Actions will be taken to
resolve existing problems (Reinbold, 2013). The next phase would be design phase. In
this phase, specifications of the learning materials requirements based on the planning
in analysis phase will be checked again (Hamid et al., 2021). Specifications of the
learning materials requirements may still be corrected if there is any problems. For
example, level and types of activity to be generated will be determined in this phase.
Next, the development phase is a phase to determine all the tools and process required
to create the learning materials. This phase involves the process of generating materials
needed to achieve the targeted objectives (Widyastuti & Susiana, 2019). Next, for the
implementation phase, the validity and reliability of the learning materials are estimated
during the pilot study. The last phase of the ADDIE model is evaluation phase. Final
testing will be carried out to evaluate things that were achieved of the entire project.
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The main goal of the evaluation stage is to determine whether the goals are achieved
and to establish what will be required moving forward to improve the efficiency and
play vital role in increasing students’ attitude, engagement, extrinsic motivation and
instrinsic motivation toward learning physics (Johari & Muslim, 2018; Prawat &
Floden, 1994; Rogti, 2021). Therefore, WebGSIM integrated all the learning theories
learning material for gravitation topic. For game-based learning, WebGSIM added
behaviourist elements such as playing correct sound effect when students select the
correct answer or playing clapping sound effect when students accomplished a learning
immersive learning experience. For simulation-based learning, all the activities which
because it is heavily associated with good quality design, clear learning objectives and
carefully structured content (Dick et al., 2005). In analysis phase, requirement analysis
was carried out to indentify and analyse the objectives, target users, content, and
development phase, tools and process used to develop WebGSIM was determined. For
example, programming languages used were HTML, CSS, Javascript and Python and
the intergrating development environment (IDE) used was Visual Studio Code. In
was determined by experts and form 4 physics students. In evaluation phase, all the
weaknesses, bugs, and problems faces during development of WebGSIM was identified.
(Kirkwood & Price, 2013). It also refers to the application of advanced technologies
such as computer and the internet in the process of teaching and learning. (Tayebinik
& Puteh, 2013). In general, the development of ICT not only changes communication,
drastically (Abdullah & Ward, 2016). For instance, massive open online courses utilize
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social media as a platform to engage students, which enable students to gain knowledge
in a collective learning process (Shen & Kuo, 2015). Besides, interactive whiteboards
are used as a teaching tool in any level of education (Sumak & Sorgo, 2016).
system (LMS) has been successfully implemented in classroom to enhance the quality
of education (Coskunçay et al., 2018). Also, study shows that the use of tablet
et al., 2018). In short, technology has changed education; education system needs to
multimedia learning module, website and web application in education will be reviewed
device (Oxford, 2011). Digital textbook is widely used for learning because they have
reflowable layout according to students’ preferences and tastes while the layout of
traditional textbook cannot be altered (Leverage Edu, 2017). However, studies have
shown that students still prefer print textbooks over their digital textbook because their
audio, narration, video, and text into multiple representation which allows student to
interact (Hazra et al., 2013). Interactive multimedia module was proven to be more
effective than traditional textbook in learning because it has higher level of interactivity
(Moore, 2018). However, most of the interactive multimedia module are installed as
desktop application or mobile application (Ibrahim et al., 2015; Rosli et al., 2019;
Sasongko et al., 2017). This leads to accessibility issues in learning because desktop
available in mobile device (Desai, 2022). To solve this problem, web application is
introduced in education because it can be used on multiple devices for learning without
any limitation (Gupta, 2022). Therefore, the use of web application is a growing trend
in education industry. The comparison between website and web application will be
A web-based learning offers the potential to support the development of the struggle in
the twenty-first century skills, which contributes to autonomous learning (Petra et al.,
2016). Currently, website is widely used in education and acts as tools to enhance
learning and supplement classroom teaching (Furner & Daigle, 2004; Qudah, 2016).
Website provides learning materials which allows students to read (Hamzah et al.,
2017). However, it consisted largely of static webpages with little room for real
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interactivity (Babic et al., 2016). Thus, it only behaves like a large reference book, or a
To solve this problem, web application is introduced in education (Lin & Jou,
2013). Web application is a computer program that uses a web browser to perform a
particular function (Dissanayake & Dias, 2017). The key difference between website
provides visual and text content that the user can see and read, but not affect in any way.
In the case of a web application, the user can not only read the page content but also
manipulate the data on this page (Nyakundi, 2021). This feature enables students to
Therefore, the use of web application with high level of interactivity is a growing trend
in education industry. The use of Moodle, PhET simulation and Glowscript in physics
2.8 Moodle
Some websites for physics learning were developed using Moodle as a learning
management system (Afrilia et al., 2021; Saehana et al., 2018). There is a study showed
However, there is a study showed that high time input was required due to
teacher’s low level of digital literacy, and this is one of the major issues in Moodle
(Egorov et al., 2021). This is due to the reason that teachers’ self-efficacy on technology
Rada, 2011). Currently, Moodle is heavily teacher centered which leads to a low
usability. In fact, there is a study show that teacher’s self-efficacy is lower than
student’s self-efficacy which might affect the usability and actual usage of the
of physics ideas (Taibu et al., 2021). PhET web application introduces simulation-based
mathematics (Habibbulloh, 2019; Mallari, 2020; Najib et al., 2022). For the aspect of
motivation and attitude, some studies found that students are motivated to learn physics
after using PhET simulation (Prima et al., 2018; Rahayu & Sartika, 2020).
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to them because most of the simulations are based on 2D animation (Chong et al., 2012).
Several studies reported better achievement results when students learnt in 3D learning
environment (Dede et al, 1999; Vogel et al, 2006). The importance of 3D physics
motivation and engagement level, there are several studies showed that students are
more motivated and engaged in immersive 3D learning environment (Koh et al., 2010;
application for physics education which allows students to immerse and engage in
learning.
2.10 Glowscript
a web-based version of visual Python (web VPython) that includes a wide variety of
visual objects and a graphing capability that can be used to display the results of a
numerical simulation while the simulation is running (Schreibeis et al., 2022). VPython
improving students’ interest in learning (Wu et al., 2021). This more realistic and
(Obsniuk, 2020).
However, Glowscript is notoriously difficult to use, and it lacks a guide for users
which leads to a low usability (Zhou, 2018). Besides, there is a study reported that most
of the students are demotivated, stressed, and frustrated after using Glowscript because
the usability issues specifically perceived ease of use of Glowscript should be solved.
Currently, most of the physics education websites only provide 2D simulation with low
learning physics which provided 3D simulation with high usability and high level of
interactivity.
26
students to control over the lesson content and learning method. Second, WebGSIM
used Glowscript library (open source) to render 3D simulation which allows student to
and guidance to improve users’ experience and perceived ease of use among physics
input the physical variable and formula to render their own 3D physics simulation.
2.12 Summary
Based on the findings from the current body of literature, most of the physics
educational websites have some usability issues which demotivate students to learn.
usable web application which provides 3D physics simulation to help students visualize
METHODOLOGY
The design of this quantitative research is research design to design and develop
simulation interactive module for gravitation topic via web application (WebGSIM).
This study also employed educational measure using assessment method by giving
questionnaire. This study consists of two main phases of implementation. The first
phase of the study is the development of WebGSIM for gravitation topic. The second
phase of the study measured the usability of WebGSIM among form 4 physics students
28
in Jelutong district. Assessment studies was carried out to measure the validity,
because it is heavily associated with good quality design, clear learning objectives and
carefully structured content. In analysis phase, requirement analysis was carried out to
identify and analyse the objectives, target users, content, and learning theories involved
in WebGSIM. In design phase, wireframe and storyboard was created to design and
development phase, tools and process used to develop WebGSIM was determined. For
example, programming languages used was HTML, CSS, Javascript and Python and
was determined by experts and form 4 physics students. In evaluation phase, all the
weaknesses, bugs, and problems faces during development of WebGSIM was identified.
29
The population involved in this study was form 4 physics students in Jelutong district,
Penang. The sample selected from the population was 67 form 4 physics students in
Jelutong district. Besides, two experts and 34 form 4 physics students who are not
involved in this study were the respondent to ensure the validity and reliability of
instruments used in this study. Next, cluster random sampling technique was used to
select sample from the population to answer the usability questionnaire after using
WebGSIM.
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3.2.1 Validity
This study involved experts to evaluate the face and content validity of WebGSIM and
usability questionnaire. The purposive sampling technique was used to select the
experts based on their knowledge and expertise in particular field (Yahaya et al., 2007).
In this study, two experts were selected to evaluate the face and content validity of
A pilot test was carried out among 20 form 4 physics students from the population who
were not involved in this study to estimate the reliability of the WebGSIM and usability
questionnaire. The reliability coefficient was calculated using Cronbach's alpha. This
all items on a test relate to all other test items and to the total test (Gay, Mills, and
Afrasian, 2009). If there is no ambiguous items, it could proceed to the evaluation phase
The target population is Form 4 physics students in Penang and the accessible
sampling method is used because this sampling technique is suitable to situations where
(Lampard et al., 1997). By using cluster random sampling technique, one secondary
school was chosen from five secondary schools in Jelutong district using lucky draw.
After a school is selected, all the physics classes in that school were labeled as A, B, C
and D in a piece of paper and put into a box. Two of the physics classes were selected
3.3 Instrument
The instruments used in this study are WebGSIM and a TAM-adapted usability
questionnaire. WebGSIM and the usability questionnaire were validated by two experts
using face and content validity questionnaire. The validity was analyzed by using
was verified by 34 form 4 physics students during the pilot study. The reliability was
items from Technology Acceptance Model (TAM) were adapated in the usability
constructs involved are perceived ease of use (PE), perceived usefulness (PU), attitude
(AT), behavioural intention (BI), and self-efficacy (SE). PE refers to the degree to
which physics student believes that using WebGSIM will be free of effort. PU refers to
the degree to which physics student believes that using a WebGSIM will enhance his
or her job performance. AT refers to physics student’s attitude toward the use of
future learning. SE, which is an external variable, refers to physics student’s confidence
level on their capabilities to use WebGSIM. All 20 items are adapted from previous
Table 3.1
Usability questionnaire
LIKERT
NO ITEM SCALE
1 2 3 4 5
1 Learning to use WebGSIM is easy for me.
in phyiscs.
33
The data collection was carried out after all research instruments are prepared. After
and usability questionnaire were verified by two experts to ensure the research
instruments are valid. Next, during pilot study, a pilot test was carried out among form
34
4 physics students who are not involved in this study to ensure all the research
instruments are reliable. During implementation phase, WebGSIM was distributed, and
all items in the usability questionnaire were analyzed descriptively by using SPSS.
For determining the validity, percentage of agreement was used. 75% of agreement was
the minimum cutoff (Hardesty & Bearden, 2004). For reliability, Cronbach’s alpha was
above 0.7 of Cronbach’s alpha indicates that research instruments all acceptable
(Streiner, 2003).
Table 3.2
α ≥ 0.9 Excellent
The collected data in this study was analysed using the Statistical Package for
the Social Sciences (SPSS). The measurement of usability of WebGSIM in the study
was interpreted using descriptive analysis based on mean score and standard deviation
for each of five constructs. The results of mean score were characterized into low,
moderate, and high usability from lowest scale of 1 to highest scale of 5. For low
usability, the mean score is ranged between 1 and 2.33. For moderate usability, the
mean score is ranged from 2.34 to 3.67. For high usability, the mean score is ranged
from 3.68 to 5.0. Cut-off point method is used to determine the range of usability (Yusof
et al., 2015).
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Table 3.3
There are two research questions in this study. First research question is “are
valid and reliable?” The percentage agreement and Cronbach’s alpha was used to
measure validity and reliability of WebGSIM. The second research question is “are the
mean and standard deviation was used to evaluate usability of WebGSIM. In short,
different data analysis methods were used to answer the research questions.
Table 3.4
Are the newly developed Web Gravitation Usability: Descriptive analysis based
3.6 Summary
This chapter discusses methodology which was employed to develop WebGSIM using
ADDIE model and to conduct usability study of developed WebGSIM. The first part
of methodology discusses about the research design involved in this study, which is
developmental research design. Next, the population and sample in this study are
mentioned. The validity, reliability, and usability were measured by experts and
students. Following that. all the research instruments are listed, and the usability
questionnaire based on the five constructs adapted from Technology Acceptance Model
(TAM) is shown. Next, data collection procedure section discusses the instruments
involved, activity, and time arrangement in this research. Lastly, different data analysis
DEVELOPMENT OF WEBGSIM
4.1 Analysis
During analysis phase, information gathering through literature review was carried out
to understand the problems faced by most of the students when learning physics and
the causes of the problems. From the literature review, the researcher knew that some
little interactivity and the 2D physics simulation provided are less stimulating to
students. Therefore, in this phase, the objectives of WebGSIM, target user, design
The objectives of WebGSIM were identified in analysis phase. The first objective of
The target user of WebGSIM are teachers or students who wish to teach or learn
gravitation topic at high school level especially form 4 physics students in Malaysia.
To focus and satisfy the needs of target user, a set of design principles were adapted in
To solve the problems faced by students and achieve the objectives of WebGSIM, a set
implemented when developing WebGSIM. The design principles of WebGSIM and its
Table 4.1
et al., 2016).
interest.
(Syatriana, 2019).
There are 13 learning standards for gravitation topic in physics curriculum Malaysia.
Due to the time contraint, only 5 learning standards were selected as the content of
WebGSIM. The selection of learning standards was based on students’ problems and
weaknesses when learning gravitation topic. The selected content and learning
Table 4.2
Gravitation Gravitation
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A Gantt chart is a type of bar chart that is used to represent and schedule project
activities. Gantt charts can be useful for web development projects, as they provide a
visual representation of the project schedule and help to coordinate the work of the
development team. A Gantt chart for a web development project might include tasks
such as planning and research, design and wireframing, coding and testing, and
deployment and maintenance. The Gantt chart can be used to track the start and end
dates of each task, as well as the dependencies between those tasks. During analysis
phase, Gantt chart was made as a project timeline to ensure that WebGSIM can be
developed on time. Gantt chart for development of WebGSIM is shown in Figure 4.1.
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4.2 Design
After analysis phase, WebGSIM was designed according to the design principles of
WebGSIM. In this phase, the features, and functions of WebGSIM were designed to
accomplish the goals of WebGSIM. The design phase was separated into third parts,
which are UX design and UI design of WebGSIM and multimedia design of teaching
materials.
44
4.2.1 UX Design
services with the user's needs and preferences in mind. It involves understanding the
user's goals, behaviors, and attitudes, and using that knowledge to create designs that
ensure that WebGSIM is easy to use according to the design principles mentioned above.
There are three parts in UX design, which are sitemap, wireframing and flowchart.
i) Sitemap
Sitemap is often used as a planning and design tool, to help website designers and
developers understand the overall structure and organization of the website, and to
identify any gaps or inconsistencies. During design phase, a site map was created to
illustrate the structure of WebGSIM, and its components were specified. The sitemap
ii) Flowchart
diagrams to show the steps and decisions involved in a process, and how they relate to
each other. Flowchart was used to structure the flow of learning process in WebGSIM.
There were five lessons in WebGSIM, and each lesson was separated into 4 sections.
The learning process in WebGSIM is nonlinear where the learner can explore the
material and learn at their own pace, without being constrained by a rigid curriculum
or set of instructions. Therefore, some buttons were designed where users can adjust
their learning process by skipping the lesson or returning to the previous lesson. The
iii) Wireframing
apps, and other digital products. Wireframes typically do not include colors, graphics,
47
or other visual design elements, and are often created using simple lines, shapes, and
labels. The goal of wireframing is to create a clear and concise blueprint of the product
that can be used to guide its development and ensure that all necessary elements and
features are included. examples of wireframing are shown in Figure 4.4, Figure 4.5, and
Figure 4.6.
4.2.2 UI Design
UI design, or user interface design, is the process of designing the visual elements and
websites, apps, and other digital products, and it is focused on creating designs that are
visually appealing, easy to use, and effective at achieving their intended goals. UI
There are three main components in UI design, which are color design, typography, and
layout design.
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i) Color Design
The colors used in the design of a website can have a significant impact on its overall
appearance and effectiveness. Choosing the right colors for a website can help to create
a cohesive, visually appealing design, and can also support the website's brand and
colors such as black, gray, and white were applied to WebGSIM. This creates a clean
and modern look that is often associated with technology products. The color design of
WebGSIM was based on 60-30-10 rule. 60-30-10 rule is a design guideline that
suggests using a specific color scheme to create a balanced and harmonious visual
design. The rule states that 60% of the space should be a dominant color, 30% should
be a secondary color, and 10% should be an accent color. Table 4.2 shows the color
Table 4.3
#0000ff is composed of 0%
red, 0% green, and 100%
blue.
The Adobe Color Wheel is a tool in Adobe Creative Suite that allows users to
create and experiment with color schemes. To ensure that the combination of colors of
WebGSIM were harmonious, Adobe Color Wheel was used when designing the color
of WebGSIM. Figure 4.7 shows the monochromatic color harmony of color #161b22
Figure 4.7: Monochromatic color harmony of color #161b22 in Adobe Color Wheel
ii) Typography
Typography is the art and technique of arranging type to make written language legible,
readable, and appealing when displayed. It involves choosing the typeface, font size,
51
line spacing, and other elements to create a hierarchical structure and a visual hierarchy
that guides the reader's eye. Typography is an important aspect of when designing
WebGSIM, as it can affect the readability and usability of the content in WebGSIM.
Table 4.4 shows the typography guidelines and how it was implemented in WebGSIM.
Table 4.4
1. Use a clear and legible font The font Sergeo UI was used in WebGSIM
small sizes.
2. Use appropriate font sizes The body text of WebGSIM is 18 pixels and
3. Use appropriate font color White color font was used to avoid clashing
content in WebGSIM.
Layout design is the process of arranging and organizing the visual elements on a page
or screen in a way that is aesthetically pleasing and effective. It involves arranging the
text, images, and other elements on the page in a hierarchy, using whitespace and other
design techniques to create balance and contrast. Layout design is an important aspect
when designing WebGSIM because it can affect readability and usability of content in
WebGSIM. 12 x 12 grid system was applied to the layout design of WebGSIM where
the page or screen was divided into 12 equal-sized columns and 12 equal-sized rows.
12 x 12 grid system was chosen as the layout design of WebGSIM because is divisible
have a wide range of different layout structures and patterns. Figure 4.8 shows the
Multimedia design is a field of design that involves the use of multiple media, such as
text, images, audio, and video, to create engaging and interactive experiences.
experiences for users. By using a combination of graphics, audio, video, and simulation,
i) Graphics
visual way, which can be particularly useful for complex or technical concepts. In
gravitation topic easily. At the same time, graphics were used in WebGSIM to make
learning more interactive and engaging, which can help to keep students interested and
motivated. Most of the graphics in WebGSIM were in SVG (Scalable Vector Graphics)
format because SVG can be scaled without losing quality. Besides, SVG files are
smaller in size than raster-based image formats, such as PNG or JPEG. This can
improve the performance of WebGSIM by reducing the amount of time it takes to load
the images. Before start developing WebGSIM, all the relevant graphics were made by
using Powerpoint or downloaded from internet. This makes the development process
ii) Audio
Audio refers to sound that is recorded or played back using electronic devices. This can
include music, speech, or other sounds that are captured and stored in a digital format.
Audio is an important element in WebGSIM because it can enhance the user experience
which makes WebGSIM more engaging and interactive. For example, a correct sound
effect will be played when student answers a question correctly. This creates an
interactive learning environment where students can get the response to a stimulus
knowledge through speech. For example, the text will be converted into audio or speech
when user change the slide when learning in WebGSIM. This benefits auditory learners
who are more likely to remember information if they hear it spoken aloud. The speech
cloud-based speech recognition and natural language processing service that is part of
the Microsoft Azure AI platform. During design phase, all the audio or speech were
prepared first before developing the website because it saves more time. Figure 4.9
shows how the text was translated into speech by using Microsoft Azure AI Speech.
iii) Video
which makes the website more engaging and interesting for visitors. By adding video
content in WebGSIM, students can learn with a more interactive and dynamic learning
experience.
iv) Simulation
analyzing the behavior of a system or process by creating a virtual version of it that can
uses mathematical equations and algorithms to model the behavior of physical systems.
The equations and algorithms are based on the laws of physics. GlowScript is a web-
based programming environment that allows users to create interactive 3D graphics and
designed to be easy to use, even for those with little to no programming experience.
With GlowScript, you can create a wide range of graphical simulations, from simple
which is a JavaScript API for rendering interactive 3D graphics within a web browser,
57
to display the output of its programs. WebGL is built on top of the HTML5 canvas
element and allows for the creation of high-performance 3D graphics without the need
for plug-ins. GlowScript uses the VPython library, which is built on top of WebGL, to
provide a simple and intuitive interface for creating and manipulating 3D graphics
within a web browser. This allows users to create interactive 3D simulations and
Glowscript library.
Convert Python
Generate Python
code into
code based on
JavaScript code
user input
(by compiler.js)
Adjust parameter
for simulation in
WebGSIM Execute
Render 3D
JavaScript code
WebGL
using Glowscript Web page
animation
library
(by WebGL)
(by glow.js)
physics simulation in WebGSIM because flowchart can serve as a reference during the
coding process, providing a clear and concise description of the steps involved ensure
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that the simulation can be displayed accurately. Figure 4.11 shows the flowchart of the
simulation in WebGSIM.
4.3 Development
design and multimedia design decided earlier by using programming. The main part of
development phase was developing web pages for the learning content. After all the
web pages were successfully developed, WebGSIM was deployed to web hosting
server which made WebGSIM live and accessible to users on the internet. Then,
WebGSIM was tested to ensure that WebGSIM follows all the design principles, and it
functioned as expected. Lastly, expert validation was done on WebGSIM to ensure that
WebGSIM was valid and reliable. Changes were made on WebGSIM based on the
expert’s comment.
There were 6 web pages in WebGSIM, with 1 page for the home page and 5 pages for
lesson pages. Web pages in WebGSIM were developed by the programming language
markup language that is used to structure and format content on the web. HTML uses
a set of tags and attributes to define the structure and layout of web pages, including
headings, paragraphs, lists, links, and other elements. CSS (Cascading Style Sheets) is
document written in a markup language, such as HTML. CSS is used to control the
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appearance and layout of web pages and allows developers to separate the content of a
web page from its presentation and design. JavaScript is a programming language that
is commonly used to create interactive and dynamic elements on web pages. JavaScript
is used to add functionality and interactivity to web pages, such as responding to user
input, updating content, and controlling animations and other visual effects.
The code editor, Visual Studio Code (VS Code) was selected to develop
WebGSIM due to its fast performance, intuitive user interface, extensibility and it
supports wide range of languages and platforms. Figure 4.12 shows the interface of VS
code.
i) Home Page
A home page is the main page of a website and is typically the first page that users see
when they visit the site. A home page is important because it serves as the entry point
to the rest of the website and provides users with a starting point for exploring the site's
content and features. The home page in WebGSIM was developed to be user-friendly
and easy to navigate, with clear and concise information about the courses available on
Lesson 311 covers the learning standard of “Explain Newton’s Universal Law of
in Figure 4.14. Swiper API is a set of programming instructions that allow developers
to access and integrate the functionality of Swiper, a mobile touch slider and framework,
with other applications and websites. The Swiper API allows developers to control
aspects of the user interface, such as the transition effect, pagination, navigation, and
other features. It can be used to create mobile-friendly sliders and carousels for
displaying images, videos, and other content on a website or in an app. For every slide
This lesson was separated into four sections. The first section of this lesson tells
the history of gravity. The second section of this lesson explains the definition and
formula of Newton’s Universal Law of Gravitation. The third section of this lesson
showed an example on how to calculate gravitational force using the formula. The final
section of this lesson is quiz to test students’ understanding (as shown in Figure 4.15).
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Lesson 312 covers the learning standard of “Solve problems involving Newton’s
(PBL) was used as an instructional method which allows students to learn problem
that focuses on using real-world problems and scenarios to engage learners and
encourage them to apply their knowledge and skills to solve complex problems. In this
resembles the real world. They were given a problem or challenge to solve which will
Similarly, lesson 312 was separated into four sections. The first section of this
lesson tells the fact that mass of Earth is decreasing by asking students to watch a video,
as shown in Figure 4.16. The second section of this lesson was separated into two parts.
The first part of this section aroused a question that the mass of Earth is decreasing, is
there any effect on the gravitational force, to the students by using storytelling method
as shown in Figure 4.17. The second part of this section asks students to fill in their
calculations in the table as shown in Figure 4.18. The third and fourth section were like
the previous sections, but it investigates the effect of distance on gravitational force.
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Lesson 321 covers the learning standard of “Explain Kepler’s Laws”. In this lesson, 3D
The 3D simulation was interactable where students can manipulate and interact with
the virtual objects and systems in real time. For example, students can adjust the
position and angle of camera by dragging the simulation. Besides, students were also
which allowed students to actively engage with and explore virtual environments and
systems. There were two key components in this 3D simulation: concrete experience
and reflective observation. In this lesson, students are allowed to interact with the 3D
simulation, which provided students with a concrete experience for them to develop a
deeper understanding of the underlying principles and concepts. Next, students will
reflect on the simulation of Kepler's second law which helped them to understand the
relationship between a planet's position, velocity, and area of the. For example, students
will record their observations by answering the quiz as shown in Figure 4.20.
Lesson 322 covers the learning standard of “Express Kepler’s Third Law”. In this
allowed students to derive the formula of Kepler’s Third Law step by step by answering
the question as shown in Figure 4.21. ID applies the concept of interactive video, where
timeline of the video is determined by the viewer's actions and choices. First, ID
displayed the question, and the video was paused. When students answer the quiz
correctly, the video will be played until the next derivation process. The cycle will be
repeated until students successfully made a conclusion for Kepler’s Third Law.
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Lesson 331 covers the learning standard of “Describe how an orbit of a satellite is
simulation was used as an instructional technology which allowed adjust the velocity
of satellite and observe the change of orbit as shown in Figure 4.22. This lesson was
divided into four sections. The first section of this lesson limited the range of satellite
velocity from 0 to 10 m/s for students to observe the satellite if it moved with zero
velocity. The first section of this lesson limited the range of satellite velocity from 0 to
10 m/s for students to observe the satellite if it moved with zero velocity. After this,
students had to answer the questions based on their observation for this section. The
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next three sections were low velocity (below than orbital velocity), orbital velocity and
4.3.2 Deployment
available to users on the internet. This typically involves transferring the files and code
that make up the website from a local development environment to a remote web server.
WebGSIM was deployed to GitHub by using GitHub Pages which was a web hosting
server. All the source codes or files in WebGSIM were upload to GitHub Pages through
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GitHub Desktop as shown in Figure 4.23. GitHub Pages was chosen to deploy
WebGSIM because it is free to host the website, easy to setup and relatively stable.
However, the size of GitHub Pages cannot be larger than 1 GB, individual file larger
than 100 MB will be blocked from upload and the bandwidth is limited to 100 GB per
month.
4.3.3 Testing
Since WebGSIM was a static website, then testing WebGSIM involves verifying that
all of the website's pages and features are working properly and as expected. This also
included checking the WebGSIM's content and design, as well as testing its
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website's content and design to ensure that all of the text, images, and other elements
are displayed correctly and look as intended. Next, WebGSIM’s functionality was
tested by clicking on all of the links, buttons, and other interactive elements to make
sure they work properly and take the user to the correct pages or locations. WebGSIM’s
performance was checked by testing it on different devices and browsers to make sure
it loads quickly and smoothly on all the platforms and configurations that it is intended
to support. Finally, the source code of WebGSIM was reviewed and restructured to
ensure that it was well-written, organized, and followd best practices for web
development. This can help to ensure WebGSIM was maintainable and scalable.
Testing helped WebGSIM to identify and fix any issues or bugs before the website was
WebGSIM was reviewed and validated by two experts to ensure that the website was
valid and reliable before proceeding to pilot test. Both face and content of validity of
WebGSIM were 100%, which meant that WebGSIM was valid and reliable. However,
some modifications were made based on the experts’ comments and suggestions. For
example, the size of WebGSIM was reduced because it took a lot of time to load the
digital content.
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4.4 Implementation
During implementation phase, pilot test was carried out on a group of students who
were not involved in the study. In pilot test, the students were required to learn
gravitation topic using WebGSIM and answer the usability questionnaire. This phase
was the phase to ensure WebGSIM, usability questionnaire and user manual were in
4.5 Evaluation
During evaluation phase, the usability questionnaire was distributed to students after
they learned gravitation topic using WebGSIM. This phase was the phase to measure
the usability of WebGSIM. After the survey, all the items in usability questionnaire
were analyzed by SPSS. Also, all the weaknesses, bugs and problems faced during the
5.1 Introduction
This chapter will discuss about the results and analysis of the research. First, this
chapter will report the face and content validity of WebGSIM and usability
questionnaire. Next, this chapter will show the reliability of items for each construct in
the usability questionnaire for the pilot test. Then, this chapter further explains the
constructs for the usability. Last, this chapter ends with the summary of the findings.
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5.2 Validity
According to Sidek and Jamaludin (2005), the validity of product or instrument should
exceed 70 percent. The validity was calculated by using the formula in Figure 5.1.
Table 5.1 shows the percentage of agreement from two experts about the face
and content validity of WebGSIM. The face validity of WebGSIM is 100 % while the
Some recommendations for WebGSIM were given by the experts in the expert
validation process. Firstly, the font in WebGSIM should be consistent because there are
many types of fonts were used in WebGSIM. Second, WebGSIM took long time to be
loaded because there are a lot of digital content. Third, the graphics quality of
WebGSIM can be improved to attract students’ interest. Based on the suggestions from
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experts, some modifications were made to improve WebGSIM before conducting pilot
study.
Table 5.1
Table 5.2 shows the percentage of agreement from two experts about the face and
experts in the expert validation process. First, “learning performance” and “academic
physics” are not equivalent. Therefore, some modifications were made to improve
Table 5.2
Expert 1 100 95
5.3 Reliability
During the pilot study, the usability questionnaire was distributed answered by 34 form
4 physics students, who were not involved in the study. The data from the pilot study
was analyzed for reliability as shown in Table 5.3. Then, the reliability was calculated
using Cronbach's alpha method. For this pilot test, the calculated Cronbach's alpha
coefficients were found to be between 0.85 and 0.97. Since Cronbach’s alpha is over
Table 5.3
Attitude 0.93
Self-Efficacy 0.85
form 4 physics students in Jelutong district. The usability questionnaire consists of two
sections. Section A is demographic information which collects the gender and ethnicity
information of the respondents while section B collects the data for the usability of
WebGSIM.
The total number of form 4 physics participated in this survey was 67, where 48
students (71.64%) were male, and 19 students (28.36%) were female. Besides that, the
respondents consists of 64 Chinese (95.52%), 2 Malay (2.99%) and 1 Indian (1.49 %).
Table 5.4
Female 28.36 19
Malay 2.99 2
Indian 1.49 1
To determine the usability of WebGSIM, twenty items from the usability questionnaire
were analyzed using SPSS sofware. Five-point Likert scale answers were used in the
(Agree) and 5 (Strongly Agree). Descriptive analysis was used to determine mean and
standard deviation for each item. The mean and standard deviation of usability
constructs and overall mean for usability are shown in Table 5.5.
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Table 5.5
The first construct in measuring the usability of WebGSIM is perceived ease of use.
Perceived ease of use refers to the degree to which physics student believes that using
WebGSIM will be free of effort. In the usability questionnaire, the students were asked
whether WebGSIM is easy to use. Table 5.6 shows the percentage and frequency of
response, mean and standard deviation for each item in the construct of perceived ease
of use.
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Table 5.6
me.
understandable.
mental effort.
E4 The instruction given 4.37 0.832 0.0 1.5 17.9 22.4 58.2
For item E1, there were 67.2 % or 45 of respondents strongly agreed learning
to use WebGSIM is easy. The mean for this item was 4.57 and the standard deviation
was 0.679. For item E2, there were 58.2 % or 39 of respondents strongly agreed that
their interaction with WebGSIM is understandable. The mean for this item was 4.43
and the standard deviation was 0.743. For item E3, there were 53.7 % or 36 of
respondents strongly agreed that using WebGSIM does not require mental effort. The
mean for this item was 4.33 and the standard deviation was 0.805. For item E4, there
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WebGSIM is clear. The mean for this item was 4.37 and the standard deviation was
Perceived usefulness refers to the degree to which physics student believes that using a
WebGSIM will enhance his or her job performance. In the usability questionnaire, the
students were asked whether WebGSIM is useful to their physics learning. Table 5.7
shows the percentage and frequency of response, mean and standard deviation for each
Table 5.7
learning performance
in phyiscs
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U2 Using WebGSIM will 4.64 0.620 0.0 0.0 7.5 20.9 71.6
productivity in
physics learning.
learning.
physics quickly.
For item U1, there were 70.1 % or 47 of respondents strongly agreed that using
WebGSIM would improve their learning performance in phyiscs. The mean for this
item was 4.63 and the standard deviation was 0.624. For item U2, there were 71.6 % or
48 of respondents strongly agreed that using WebGSIM will improve their academic
productivity in physics learning. The mean for this item was 4.64 and the standard
deviation was 0.620. For item U3, there were 65.7 % or 44 of respondents strongly
agreed that WebGSIM is useful for their physics learning. The mean for this item was
4.60 and the standard deviation was 0.605. For item U4, there were 74.6 % or 50 of
respondents strongly agreed that using WebGSIM enables them to learn physics
quickly. The mean for this item was 4.67 and the standard deviation was 0.613. The
5.4.2.3 Attitude
The third construct in measuring the usability of WebGSIM is attitude. Attitude refers
to physics student’s attitude toward the use of WebGSIM. In the usability questionnaire,
the students were asked whether they like to use WebGSIM to learn physics. Table 5.8
shows the percentage and frequency of response, mean and standard deviation for each
Table 5.8
interesting.
WebGSIM
good idea.
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For item A1, there were 74.6 % or 50 of respondents strongly agreed that
WebGSIM makes physics learning more interesting. The mean for this item was 4.75
and the standard deviation was 0.586. For item A2, there were 76.1 % or 51 of
respondents strongly agreed that they enjoyed learning physics using WebGSIM. The
mean for this item was 4.69 and the standard deviation was 0.633. For item A3, there
were 74.6 % or 50 of respondents strongly agreed that they like using WebGSIM. The
mean for this item was 4.67 and the standard deviation was 0.637. For item A4, there
WebGSIM is a good idea. The mean for this item was 4.66 and the standard deviation
learning. In the usability questionnaire, the students were asked whether they will use
WebGSIM to learn physics in the future. Table 5.9 shows the percentage and frequency
of response, mean and standard deviation for each item in the construct of behavioral
intention.
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Table 5.9
B1 I will use WebGSIM 4.58 0.856 1.5 3.0 6.0 14.9 74.6
learning.
WebGSIM.
For item B1, there were 74.6 % or 50 of respondents strongly agreed that they
will use WebGSIM for future physics learning. The mean for this item was 4.58 and
the standard deviation was 0.856. For item B2, there were 76.1 % or 51 of respondents
strongly agreed that they plan to use WebGSIM regularly. The mean for this item was
4.61 and the standard deviation was 0.797. For item B3, there were 74.6 % or 50 of
respondents strongly agreed that they are motivated to use WebGSIM. The mean for
this item was 4.60 and the standard deviation was 0.718. For item B4, there were 74.6 %
or 50 of respondents strongly agreed that they will recommend others to use WebGSIM.
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The mean for this item was 4.67 and the standard deviation was 0.613. The overall
5.4.2.5 Self-Efficacy
WebGSIM. In the usability questionnaire, the students were asked whether they are
confident to use WebGSIM without guidance. Table 5.10 shows the percentage and
frequency of response, mean and standard deviation for each item in the construct of
self-efficacy.
Table 5.10
S1 I feel confident to use 4.49 0.704 0.0 1.5 7.5 31.3 59.7
learning physics.
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S2 I have the necessary 4.42 0.721 0.0 0.0 13.4 31.3 55.2
WebGSIM.
S3 I feel confident to use 4.43 0.802 0.0 0.0 19.4 17.9 62.7
guidance.
S4 I feel confident to use 4.46 0.659 0.0 0.0 9.0 35.8 55.2
guidance
For item S1, there were 59.7 % or 40 of respondents strongly agreed that they
feel confident to use WebGSIM for learning physics. The mean for this item was 4.49
and the standard deviation was 0.704. For item S2, there were 55.2 % or 37 of
respondents strongly agreed that they have the necessary skills for using WebGSIM.
The mean for this item was 4.42 and the standard deviation was 0.721. For item S3,
there were 62.7% or 42 of respondents strongly agreed that they feel confident to use
WebGSIM without guidance. The mean for this item was 4.43 and the standard
deviation was 0.802. For item S4, there were 55.2 % or 37 of respondents strongly
agreed that they feel confident to use WebGSIM without guidance. The mean for this
item was 4.46 and the standard deviation was 0.659. The overall mean for this construct
is 4.45.
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5.5 Conclusion
extremely valid as the percentage agreement given by experts is 100% for both face
and content validity of WebGSIM. In the survey, the respondents had given an overall
mean of 4.43 for perceived ease of use, 4.64 for perceived usefulness, 4.69 for attitude,
4.62 for behavioral intention and 4.45 for self-efficacy. This shows that WebGSIM is
6.1 Introduction
This chapter starts with the discussion of the product, WebGSIM. Then the discussion
of the survey based on the research questions. The conclusion is written in section 6.4.
After that, the implication of study will be dicussed in detail. At the end of this chapter,
The web application, WebGSIM was developed based on HTML,CSS, JavaScript, and
Python by using ADDIE model. WebGSIM was developed to solve two problems. The
first problem is most of the students feel that gravitation topic is an abstract topic and
difficult to visualize. The second problem is some of the students were demotivated
when learning gravitation topic because most of the educational technologies are less
attractive to them. Hence, there are two main objectives of WebGSIM. The first
students to learn gravitation topic by adding a lot of interactivities into their learning
process. Based on the results of expert validation, both face and content validity of
WebGSIM were 100 %. This means that WebGSIM has a very high validity. Therefore,
the first research question was answered, where the newly developed Web Gravitation
The usability of the developed WebGSIM for the teaching and learning purpose was
surveyed based on the five constructs, namely perceived ease of use, perceived
usefulness, attitude, behavioural intention, and self-efficacy. From the table, the mean
and standard deviation of every construct is shown. The construct perceived ease of use
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received good response from the respondents where the mean is 4.69. However, the
lowest mean within the 5 constructs was the perceived ease of use. Overall, the
respondents believed that WebGSIM had a good usability because the overall mean
was 4.57.
The mean for the construct of perceived ease of use was 4.43. So, the
respondents believed that WebGSIM was easy to use. This finding is supported by
Lederer (2000) where he found that users would feel easy to use if the users could easily
to perform such tasks as visualizing where they had been and could go to find
information in the page. According to Brown (2022), websites should be designed and
structured in a way that makes them easy to navigate. Similarly, WebGSIM was
designed with simple navigation and a user-friendly interface, making it easy for users
to find their way around and learn gravitation topic without using much mental effort.
However, the mean score of construct perceived ease of use was the lowest among 5
constructs. This finding is supported by Venkatesh (2000) where users will feel
uncomfortable when they perform diffcult task. The perceived ease of use of WebGSIM
was the lowest among the construct might be due to some of the educational
Furthermore, the mean value for the construct of perceived usefulness was 4.64.
This result showed that the respondents feel that WebGSIM was useful to their physics
learning. This finding is consistent with prior research by Chaikivskyi (2009) where he
believed that 3D simulation will make students feel useful especially when learning a
difficult and abstract topic or concept. Besides that, the enjoyment that a person gets
93
from exploring a website can certainly enhance their perception of its usefulness (Wang
& Li, 2019). This means that the game-based learning elements such as reward in
WebGSIM will make students felt WebGSIM were useful for their learning.
Moreover, the mean value for the construct of attitude was 4.69. This mean was
the highest among 5 constructs and this showed that the respondents had a positive
attitude towards using WebGSIM. This finding is supported by Weng (2018) where the
attitude was influenced positively by perceived ease of use and perceived usefulness.
Besides that, the font type, color scheme, design elements, animation, layout, and
organization of the interface can all influence the user's attitudes and emotions
(Alcántara-Pilar et al., 2018). Similarly, the user interface of WebGSIM has been
carefully designed to provide an intuitive and enjoyable experience for users. Every
aspect of the interface, from the layout and organization to the font type and color
scheme, has been carefully considered to ensure that it is easy to use and visually
appealing.
Besides, the mean value for the construct of behavioural intention was 4.62. So,
the respondents had a strong intention and high motivation level to use WebGSIM in
their future. This finding is supported by Humida (2021) where he found that perceived
using the technology. Besides that, the interactivity can affect the behavioral intention
of students towards using websites (Jin & Oh, 2019). Therefore, educational websites
should add interactive elements into the learning environment to ensure that the
The mean value for the external variable self-efficacy was 4.45. This result
showed that the respondents were confident that they are capable to use WebGSIM for
learning physics. This finding was parallel with the study by Pan (2020) which showed
that people with high self-efficacy in using technology are more likely to use
technology more frequently and effectively, as they feel confident and capable in their
ability to do so. Besides, a study from Ummi and Tho (2021) found that teacher’s self-
efficacy is lower than student’s self-efficacy which might affect the usability and actual
usage of the technology in classroom. This research is important because the suitability
and relevance of target user will affect the actual usage of educational technology.
6.4 Conclusion
The researcher had successfully developed the educational web application, WebGSIM
which focuses on gravitation topic. WebGSIM was developed based on ADDIE model
which consists of five phases, namely analysis, design, develop, implement, and
evaluate. WebGSIM was made up of 1 home page and 5 lesson pages with 5 distinct
where both the face and content validity were 100%. From the pilot test, the Cronbach's
alpha coefficients were found to be between 0.85 and 0.97 which were over 0.7.
Therefore, the first research question was answered, where the newly developed
Technology Acceptance Model (TAM). The five constructs were perceived ease of use,
perceived usefulness, attitude, behavioural intention, and self-efficacy. From the survey,
the respondents agreed that WebGSIM is easy to use (mean=4.43), WebGSIM is useful
for them in learning physics (mean=4.64), they like to use WebGSIM (mean=4.69),
they intended to use WebGSIM in their future (mean=4.62) and they are confident to
use WebGSIM (mean=4.45). These findings showed that WebGSIM had a good
usability (mean=4.57).
In conclusion, it can be concluded that this research had achieved all the
research objectives and all the research questions were answered. The new and
regular teaching and learning process because it can help students to visualize abstract
concept in gravitation topic and increase students’ motivation level in learning physics.
This study could be significant for educators, students, and developers. There are
several implications of this study. Firstly, educators may consider using WebGSIM as
course material to teach gravitation topic. This is due to the reason that WebGSIM can
second implication of this research is students may benefit from the use of the
WebGSIM as a tool for learning because WebGSIM has high level of interactivity
which creates engaging environment for students to learn physics. The third implication
of this study is the developers may use the study's findings to inform the design and
development of future interactive learning websites. For example, the design principles
learning website. The fourth implication of the study is developers may use the source
code in WebGSIM to create 3D interactable simulations and embed into their websites.
This means that there would be more 3D interactable simulations for educational
purposes in the future. Lastly, the study's findings may be used to promote the usability
website could be valuable for those looking for effective and engaging ways to learn
and for those involved in the development and design of educational technology.
gravitation topic. However, because of budget, time and technical limitations, there are
still many features and improvements that could be explored and implemented in the
future. Several recommendations for future research are provided and discussed.
97
Currently, this research focused on a perception study that revealed the usability and
research to evaluate the effectiveness of the system in teaching and learning through
quantitative methods. This could include administering pre and post achievement tests
or conducting interviews with users to gather feedback on their experience using the
WebGSIM to learn about the topic of gravitation. These types of studies could provide
valuable insights into the performance and impact of the WebGSIM in the learning
process.
Currently, the 3D simulation in WebGSIM only allows users to adjust camera’s position,
stop the simulation and change the parameter in simulation. However, the simulation
would be more interactive if users can drag the 3D objects existed in the simulation.
by providing options for changing the appearance or behavior of the simulation. Besides
WebGSIM is a static website where it consists of fixed HTML pages, and it appears the
same to all the users. The functionality is limited, and its interactivity is lower than
MySQL and PHP language. For example, the database can save users’ learning progress
and displayed to the users in the form of progress bar or dashboard. As a result, this
Almost all the learning materials and educational technologies in WebGSIM are
educators can develop the same learning materials or educational technologies used in
WebGSIM without using programming. A user interface with drag and drop
functionality allows educator to click on an element and drag it to a new location within
the interface. This can be used to rearrange items, move items between lists or
containers, or perform other actions. This means that the educational technologies such
students.
99
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