Achievement

DISLEKSIABELAJAR: JUNE 2017 UNTIL PRESENT

DisleksiaBelajar Honeycomb Framework has continued to expand and improve with the

contribution of academic reseachers from UPM's Faculty of Computer Science and

Information Technology, as well as university students supervised by the Director.






RESEARCH



Best Paper Award in International
Conferences



The Applied Informatics International Conference 2019 (AiIC 2019)

The International Conference on Innovations in Computer Science and Engineering (iCiCSE 2018)

Certificate


Citation Indexed
Journal

A Context Aware Learning Application using Semantic-Based Approach, 2021

Dynamic Service Adaptation Framework for Context Aware Mobile Cloud Learning Using Semantic-Based Approach, 2018

Cognitive-Behaviour Intervention in Developing an Adaptive Learning Model for Students with Dyslexia, 2018

Exploring Design Guidelines of Tangible Interaction in Learning for Children with Dyslexia, 2018

A Review of Dynamic Adaptation in Context Aware System Using Semantic- Based Approach, 2018




UPM, InnoHub & FRGS MoE Grants



1. Fundamental Research Grant Scheme (FRGS) by Ministry of Higher Education

2. Geran Kajian Validation Pasaran by InnoHub, Putra Science Park UPM



3 Graduated
Students



Postgraduate Students

Dr. Siti Suhaila Abdul Hamid
Ts. Dr. Sufri Muhammad

Bachelor Final Year Project

Chan Kai Fung




Experts' Acknowledgement

Dr Aida Jaffar

FAMILY MEDICINE

• National Defence University of Malaysia,
   UPNM
• Faculty of Medicine and
• Defence Health (FPKP)
• M.D (USM)
• MMed (Fam Med), UKM



Dr. Ezura Madiana Monoto

FAMILY MEDICINE

• BCLC (Family Medical Specialist,
   Pusat Perubatan UKM)
• MMed (Fam Med)(UKM), MBBS (IIUM)



Dr. Yang Wai Wai

CHILD CLINICAL PSYCHOLOGY

• Doktor Falsafah, Clinical Child
   Specialization, University of Melbourne
• Sarjana Psikologi Klinikal, UKM
• Bacelor Sains (Pembangunan Manusia),
   UPM




Collaborators and Partners


Innohub Putra Science Park

Universiti Putra Malaysia
43400 Serdang, Selangor,
Malaysia







Persatuan Dyslexia Malaysia

349, Jalan Ampang,
Desa Pahlawan,
50450 Kuala Lumpur



Awards

Putra
InnoCreative
Carnival in
Teaching
& Learning,
PICTL 2020



3x GOLD Medal

Certificate

International Conference & Exposition
on Inventions IHL,
PECIPTA by Institutions of Higher Learning, 2019


GOLD Medal

Certificate

Putra
InnoCreative
Carnival in
Teaching
& Learning,
PICTL 2018



GOLD Medal

Certificate

Invention
Innovation &
Design on e-
learning,
IIDEL 2018




SILVER Medal

Certificate








Graduated Students



ADAPTIVE LEARNING MODEL IN SUPPORT OF
LEARNING THE MALAY LANGUAGE AMONGST
PRIMARY SCHOOL STUDENTS WITH DYSLEXIA
By SITI SUHAILA BINTI ABDUL HAMID




Abstract
Besides facing difficulties with language skills, students with dyslexia also have difficulties in engagement behaviour such as inattention and constantly needing the teacher’s assistance. Existing learning models focus on cognitive difficulties such as confusion, spelling or reading. Such models failed to incorporate adaptation with engagement behaviour. The adaptive learning model (ALMo-DML) aimed to address cognitive difficulties and engagement behaviour in dyslexics through adaptive learning experiences that address the unique needs of an individual through just-in-time feedback, pathways, and resources. The ALMo-DML focuses on cognitive difficulties by identifying the number of errors made in the phonology, spelling, reading, and writing exercises. The engagement behaviour is incorporated through frontal face engagement prediction from image classification using machine learning approach. The ALMo-DML is evaluated using expert validation for the correctness of the adaptation and experiment for the effect of the adaptation. The results showed that the ALMo-DML is able to support the students' learning through adaptation of cognitive and engagement behaviour with minimal teacher intervention.

SEMANTIC-BASED DYNAMIC SERVICE ADAPTATION
FRAMEWORK FOR CONTEXT-AWARE MOBILE CLOUD
LEARNING
By SUFRI MUHAMMAD




Abstract
With the growth of the web service paradigm, there is a need for an efficient mechanism in the dynamic service adaptation process to offer users a better service experience. Context awareness in the Mobile Cloud Learning (MCL) environment helps in the reasoning process to provide personalised education resources for learners. Contextual information is represented using the semantic-based approach for better expressiveness and formal representation for the reasoning process. However, dynamic adaptation frameworks in previous research are still inadequate in terms of contextual information about the learner and device, semantic expressiveness, and Quality of Services (QoS). This research contributes to a dynamic service adaptation framework that leverages a semantic-based approach for context-aware MCL. The framework aims to support dynamic service adaptation by considering contextual information and QoS using ontologies and rule-based algorithms. Evaluation of the framework is conducted by experts and end-users to measure the correctness of the adapted educational services and the effectiveness of the framework. The statistical results showed that DACAMoL is a promising framework to be used for dynamic service adaptation in a context-aware environment.

MOBILE LEARNING APPLICATION FOR DYSLEXIC CHILDREN
By CHAN KAI FUNG




Abstract
Dyslexic children have significant difficulty in reading, spelling, writing and listening with the conventional techniques. They learn better with visual, auditory and kinesthetic learning styles. More than often, students in rural and remote regions have limited access to educational resources. Although various mobile learning applications are available, most of them were designed for learning English or Mathematics. On top of these, Malaysian working mothers found it difficult to give full attention to their dyslexic children. Therefore, the objective of this project is to design and develop a mobile learning application in Android platform for dyslexic children at the age of 7 to 12 years old to learn Malay language (National language of Malaysia). A set of requirements of the application has been derived via the reviews of relevant literature and meetings with the dyslexic children research group in order to generate suitable content for the phonology, spelling, reading and writing modules. All modules and user interfaces are designed according to the specific chosen design guidelines for dyslexics. A pilot study and usability testing are conducted in the application evaluation stage.

CODIBEE 1.0: GAME-BASED LEARNING FOR CHILDREN
WITH DYSLEXIA TO LEARN PROGRAMMING

By HANISAH NAZARUDDIN & NUR ERNA ALIA AZMAN




Abstract
In recent years, coding and computer literacy have become recognized as important parts of childhood education for many young learners. Empirical studies show coding learning teaches children about coping with distress through problem-solving, creativity, and computational thinking. In this project, we developed CodiBee, a game-based mobile app for children aged 6 - 12 years old to learn programming in a fun and interactive way. CodiBee is designed based on dyslexia-friendly user interface design guidelines to ensure children with special needs like dyslexia are not left behind in learning programming. Two important concepts of programming i.e., sequencing and looping are introduced to the children while they are playing the game . The app has been evaluated for its usability and user satisfaction with a number of children both in the mainstream and with special needs. The results show positive outcomes and received good feedback from the teachers.

CODIBEE 2.0: GAME-BASED LEARNING FOR CHILDREN
WITH DYSLEXIA TO LEARN PROGRAMMING

By NOOR SYAHIRAH MOHD SABRI & NURUL IZZAH NASUHA MOHD FAITH




Abstract
Dyslexia is the brain's inability to convert textual pictures seen by the eyes into meaningful ideas. They struggle with reading, writing, and mathematics. Children can learn programming at a young age when given developmentally appropriate tools, which support open-ended play and reduce cognitive effort in a fun and enjoyable way. In the context of Malaysia, the Ministry of Education has been emphasizing the importance of STEM (Science, Technology, Engineering, and Mathematics) education, as outlined in the Malaysian Education Blueprint (2013–2025). This blueprint sets clear targets for quality, equity, and access to be achieved within 13 years, with a particular focus on preparing students for global challenges through STEM education. In line with the goals of the Malaysian Education Blueprint, CodiBee aims to make programming accessible to all children, regardless of their learning needs. CodiBee1.0 is an interactive game that teaches fundamental programming concepts through problem-solving and logical thinking techniques. It is designed for children aged 6 to 12, with a particular focus on those with learning impairments like dyslexia. Our latest project, CodiBee2.0, builds on this basis by introducing two more programming ideas: function and conditional concepts. Additionally, thorough evaluations of the system were conducted, including system testing and integration testing. Subsequently, usability testing was conducted using the System Usability Scale (SUS).








MEDIA & COPYRIGHT


DisleksiaBelajar, Trademark (TM2019032297) - Filed,
Principal Inventor, 2019


(Fono-Eja-Baca-Tulis) Mobile App - Filed,
Copyright (LY2018006891), Principal Inventor, 2018