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The Use of Addie Model For Designing Blended Learning Application at Vocational Colleges in Malaysia

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https://doi.org/10.

17576/apjitm-2019-0801-05

http://www.ftsm.ukm.my/apjitm
Asia-Pacific Journal of Information Technology and Multimedia
Jurnal Teknologi Maklumat dan Multimedia Asia-Pasifik
Vol. 8 No. 1, June 2019: 49 – 62
e-ISSN: 2289-2192

THE USE OF ADDIE MODEL FOR DESIGNING BLENDED LEARNING


APPLICATION AT VOCATIONAL COLLEGES IN MALAYSIA.

MUHAMAD AZHAR STAPA


NAZERI MOHAMMAD

ABSTRACT

Teaching is a highly complex occupation, which needs to adapt to a great deal of variety in context, subject matter
and learners. It does not lend itself to broad generalization. However, academic knowledge is not the only kind of
knowledge that is important in today's society, and as teachers we have to be aware of other forms of knowledge
and their potential importance to our students, and make sure that we are providing the full range of contents and
skills needed for students in a digital age. E-learning strategies are still not explored extensively in the system of
vocational education for the learning process in Malaysia. Nevertheless it i possible to provide guidelines or
principles based on best practices, theory and research, which must then be adapted or modified to local
conditions. This study discusses the instructional design and development of e-Iearning prototype called
Vocational Learning (Voc-Learning) by using ADDIE model and implemented via blended learning method.
ADDIE model is one of the instructional design models used by many researchers to develop software or
applications related to the field of education.The design of application development based on the ADDIE is
explained as Analysis, Design, Development, Implementation and Evaluation. The strength of concerned is
according to the variables have been devided into several items such as; teaching design, content, user controls
and technical. Implementation phase involves formative evaluation of a prototype developed and make
adjustments and improvements where necessary. The percentage of expert approval percentage becomes a
benchmark in comparison. This study highlights the development of blended Voc-Learning model based on the
relevant theories of teaching and learning.

Keywords: Voc-Learning, blended learning, ADDIE model, vocational colleges.

INTRODUCTION

Technical and Vocational Education Training (TVET) is a practice-oriented approach to


education and emphasises on what to do in the workplace as a result of either learning to meet
the requirements of the job or improving students’ performance on the skill level to be
possessed (Ismail et al., 2019). However, academic knowledge is not the only kind of
knowledge that is important in today’s society, and as teachers we have to be aware of other
forms of knowledge and their potential importance to our students, and make sure that we are
providing the full range of contents and skills needed for students in a digital age. The role of
the TVET should be considered as a medium that can be combined with elements of e-learning
in educational technology and gives a better impression on the students, vocational colleges
(VC), and also in terms of careers (Muhamad Azhar, Mohamad & Amri, 2014b). The
phenomenon at work today is different from the past. As more academic content becomes
openly and freely available, students will look increasingly to their local institutions for support
with their learning, rather than for the delivery of content. This puts a greater focus on teaching
skills and less on subject expertise. The issue is not so much the nature of knowledge, but how
students or learners come to acquire that knowledge and learn how it can be used. It is

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characterised by global competition, cultural diversity, new technology, and new management
processes that require employees to have problem solving and critical communication skills
and high level of workmanship according to the study done by Jamaliah, Rohana, and Aede
Hatib (2012).
In line with this development, the government has taken a step forward and in line with
Vision 2020, which aims to develop Malaysia into a developed nation by 2020. Therefore, the
development of human capital that can generate new sources of wealth in technology and
knowledge-intensive sectors such as ICT (Information Computer & Technology) and skills-
based services have been given priority (Kementerian Pendidikan Malaysia, 2013b). The rapid
growing changes in the industries have brought a lot of competitions and challenges in the
world today especially in the technology sector. Therefore, graduates in these areas are
expected to be highly competent in terms of ‘hand-on skills’ and ‘soft generic skills’ for them
to serve and remain in the industry.
The current student generation has been exposed to the technology of the Internet and smart
phones since early teenage years as stated by Gialamas, Nikolopoulou, and Koutromanos,
(2013) that most of the students have experience using the Internet before they enter the
educational institution (Gialamas et al., 2013). A study by Sandars and Murray (2009) showed
that students prefer to use technologies that they are familiar with such as mobile network,
social media, and blogs to interact and get information. Valtonen, Hacklin, Dillon, Vesisenaho,
Kukkonen and Hietanen (2012) suggested if teachers have their own environment to negotiate
the learning needs of students and how it is supposed to connect with students and in what form
should the communication between students and the learning environment that teachers need
to take, then teachers need to maximise of existing facilities. A method for more effective
communicative learning should be sought and practiced in VC so it is more relevant to the
needs of the students and teachers present (Muhamad Azhar, Mohamad, & Amri, 2014a).
This study aims to design and develop the application e-learning using web technology based
applications in terms of T&L effective among vocational students and teachers in VC under
the management of the Ministry of Education (MOE). The training program for vocational
students has been greatly changed by the passage of time in the curriculum and teaching
methods in the classroom (Ahmad, Syed, Mohd & Mohammad, 2012). Career excellence
vocational education will be achieved through work-based learning oriented training programs
(Battistelli et al., 2019). Work-based learning (WBL) allows content knowledge and skills
available to students and constantly being adjusted to conform to the new requirements in the
industry, business and society (Kementerian Pelajaran Malaysia, 2011).

LITERATURE REVIEW

In the system of vocational education, e-learning strategy is still not thoroughly exploited to
enhance the teaching and learning process. An effort should be made to develop
recommendations to explore new technologies that are accepted and used in learning systems
at VC. There is a decline in the number of students enrolled in secondary vocational schools
due to the decreasing number of students who apply for admission to the school, from 62,200
in 2008 to 51,500 in 2011. The Figure decrease from 2.7% to 2.2% in the overall secondary
enrolment (Kementerian Pendidikan Malaysia, 2013a). However, the demands of industry for
graduates of vocational students are high and will continue to increase each year. By the year
2020, of the 3.3 million jobs created under the National Key Economic Areas (NKEA), at least
46% require vocational qualification certificate or diploma, compared to 22% who require a
degree university (Kementerian Pendidikan Malaysia, 2013a). To address the problem, MOE
has provided Vocational Transformation Plan to strengthen training for skilled students.The
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implementation process of education transformation requires new approaches and strategies
that the students are able to own and master the skills needed in the 21st century. Therefore,
this study is an ideal platform to be exposed the vocational students in VC on T&L new uses
Vocational Learning applications (Voc-Learning) based on blended learning model.

ADVANTAGES OF BLENDED LEARNING

The research for this study is based on the model that has proven as blended learning. Köse
(2010) did a research on blended learning model supported by popular Web 2.0 technologies
and used it in a Mathematics course at a high school in Afyonkarahisar (Köse, 2010). The
students’ academic achievement improved with blended learning and this activity was good for
the students. Figure 1 shows the model of blended learning, which is the combination two types
of learning, face to face learning and e-learning. In this paper, e-learning can be a web based
and face to face will as a classroom or workshop. Ginns and Ellis (2007) studied the
relationship between online and face-to-face teaching and learning. They found that student
learning outcomes were better when there is student interactions, a favourable workload, a
quality of online teaching and resources. They also found that students’ learning outcome are
more favourable when instructors clarify the value of student postings and interactions as well
as seeking to understand their students’ perceptions in the online part of a blended learning
course (Ginns & Ellis, 2007). For a blended learning course to be successful, the students must
be motivated to engage in online activities as well as made to understand that they are
acknowledged and heard (Feiz, Hooman, & Kooshki, 2013; Shivetts, 2011).

FIGURE 1. Blended learning

Blended learning is an educational approach that mixes online and offline learning and
teaching. This Teaching Topic gives us a step by step guideo, experiences and best practices to
show how to blend our course. Blended learning is also an alternative way of education that
depends on the use of information technology in the form of online active learning strategies
that improve T&L strategy based (Lothridge, Fox, & Fynan, 2013). In general, blended
learning has several features of face to face learning and e-learning which makes it a new
approach for creating educational programs that can take into account the individual
differences between students and bring different learning methods (Ho, Nakamori, Ho, & Lim,
2014).
Studies carried out by Kazu and Demirkol (2014) found students who have gone through
the learning process in a suitable environment according to blended learning were more
successful after study compared to the learning techniques practised earlier. Looking at this
situation, it can be said that learning adapted to the environmental conditions and technology
has become more effective than traditional learning throughout the research process as shown
in Table 1.

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TABLE 1. Differences in traditional and blended learning method
Traditional Blended learning
Classroom Face to face Face to face / Online
Practical Face to face Face to face / Online
Assignments Individual Individual
Group Group
Workshop College College
Online
Learning Teacher Teacher
Materials Group of teacher
Online support None Conversations
Talks
Submitting assignments online
Decision assignments online

The issue of costs should be taken into account for each particular technology when
integrating information technology into teaching and learning (Sife, Lwoga, & Sanga, 2007).
Blended learning has the potential to revolutionize the educational system of quality and cost
(Dankbaar, Storm, Teeuwen, & Schuit, 2014; Hollands et al., 2013; Taplin, Kerr, & Brown,
2013). Using blended learning model gives teachers more time to focus on learning activities
that engage students and improve their own skills (Hamilton & Tee, 2013). A study by
Mckenzie, Perini, Rohlf, Toukhsati, Conduit, and Sanson, (2013) showed a reduction in time-
to-face classes which gave impact on the organisation to improve time efficiency of the learning
session. Perceptions of students from the class will be presented with an open comment on the
web learning. Teachers and students can enhance the experience in the classroom in person to
address the inconsistency between teachers and teachers' approaches to the different learning
content and synchronise content between class sessions and online learning (Mckenzie et al.,
2013).
ADDIE MODEL

ADDIE model design is an instructional model that serves as a guide to the construction of
software and learning materials based on needs (Wang & Hsu, 2009). This model is the models
of teaching that often form the basis of models of other instructional design. ADDIE is the
generic process to be modified before it can be used. Figure 2 shows the purpose of this model
is designed to produce lesson plans and learning materials so that the presentation of the
teaching will be more effective and efficient. ADDIE Instructional Model covers the phases of
analysis, design, development, implementation and evaluation. ADDIE model is one model
design (instructional design) application used by many researchers to develop software or
applications related to the field of education.

Evaluation

Analysis Design Development Implementation

FIGURE 2. ADDIE Model

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METHODOLOGY VOC-LEARNING

Voc-Learning applications designed based Voc-Learning Development Model as seen in


Figure 3 Model is developed based on ADDIE.The model consists of three layers namely: the
first layer (L1); the second layer (L2) and third layer (L3). L1 is the first inner layer which is
the main basis for the development of application Voc-Learning Comprehensive Assessment.
L1 layer is to emphasize the characteristics of assessment which includes cognitive,
psychomotor and affective. L2 layer is the inner layer, which involves the use of constructivism
as an approach in determining teaching strategies in Voc-Learning applications. This model
was first introduced in the 1970s and experienced a number of changes to date. Maimun Aqsha
et al., (2013) argue that the ADDIE model fits in the design and development of educational
software Smart Prayer. Theories can be applied in the design and development of software in
an effective and meet user requirements (Maimun Aqsha et al., 2013). This reflects very
positively to the researcher to use the ADDIE model.

FIGURE 3. Voc-Learning development model

Through the work flow of the above model, the following is a framework that needs to be
followed during the development of applications such Voc-Learning;
1. The process of designing and analyzing purposes application courses, namely
coaching application concepts and related data collection subject. Included in this
category is the provision of a computer system needs and software-related application.
2. They process the application form Voc-Learning, ie. Determine how implementation,
T&L strategy, the overall structure and produces a storyboard.
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3. Development process, namely coaching ratings application courses based on the
overall structure and storyboard (storyboard).
4. Implementation process, ie. Test runs Voc-Learning applications that outcome and
assess fluency to conform to the specifications as multimedia applications is based on
the web.
5. The process of assessing the application, that is, test and assess the application based
on the web through summative assessment to target users.

An analysis phase involves objectives related to the educational process and to identify
the characteristics of students, the scope of the proposal, among other elements. Design phase
shift in the definition of learning, study education strategy to be adopted, feedback mechanisms
and interactive, interface usability aspects, and so on. Development phase aims to implement
the proposed building is structured based on the specification in the previous two steps. The
implementation phase is a step in which the elements are placed in a learning platform
available, as well as tests performed. Finally, the assessment phase aims to analyze the
evolutionary process involved, ie. seeks to work and structuring tool for measuring the
effectiveness of the plans are developed and implemented. With it is possible to make
adjustments and analyze how the procedures work cycles occur to achieve the objectives of a
project (Rossi & Mustaro, 2013).
Constructivism theory and comprehensive assessment are integrated in the
development of learning material Voc -Learning to produce a material that meets the
requirements of vocational students. The design and development of an application is a very
important element in creating effective learning materials. All learning material will be
produced if effective theoretical foundations of learning are taken into account while designing
such materials. Entity during the analysis phase are teaching and learning objectives using Voc-
Learning applications; learning outcomes to be achieved; the characteristics of the target users
and the content of education. Entity during the design phase is a blended learning model and
design of the course module and sub module network system.

ANALYSIS PHASE

In the design and application development Voc-Learning based on ADDIE model, it begins
with the analysis phase. In this phase (see Figure 4) researchers need to make an analysis of
what actually needs or things you want to achieve in the development of this application. The
analysis needs to be done to get the real problems and needs in the next process. Needs analysis
and front-end analysis is performed to see all the things that can affect the study.

An analysis of the learning


environment

Analysis of users

Need Analysis The goal of teaching

Duration time

Front-end Analysis Learning Tools

Assessment

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FIGURE 4. Analysis phase
This phase determines the objectives related to the educational process and to identify
the characteristics of students and the scope of the proposal, among other elements. At this
stage it involves a number of decisions and identifies problems to be resolved. Once a problem
is identified the process of analysis is performed to find the cause or a factor related or
presenting problem. The analysis process involves many aspects including;

ANALYSIS OF THE LEARNING ENVIRONMENT

Learning environment refers to the diverse physical locations, contexts, and cultures in which
students learn. VC learning sessions starting from 8.00 am to 5.00 pm. Since students may
learn in a wide variety of settings, such as an outside-of-school locations and outdoor
environments, the term is often used as a more accurate or preferred alternative to the
classroom, which has more limited and traditional connotations a room with rows of desks and
a chalkboard, for example. The term also encompasses the culture of a college or class its
presiding ethos and characteristics, including how individuals interact with and treat one
another as well as the ways in which teachers may organize an educational setting to facilitate
learning example, by conducting classes in relevant natural ecosystems, grouping desks in
specific ways, decorating the walls with learning materials, or utilizing audio, visual, and
digital technologies. Educators may also argue that learning environments have both a direct
and indirect influence on student learning, including their engagement in what is being taught,
their motivation to learn, and their sense of well-being, belonging, and personal safety. For
example, learning environments filled with sunlight and stimulating educational materials
would likely be considered more conducive to learning than drab spaces without windows or
decoration, as would schools with fewer incidences of misbehavior, disorder, bullying, and
illegal activity. How adults interact with students and how students interact with one another
may also be considered aspects of a learning environment, and phrases such as “positive
learning environment” or “negative learning environment” are commonly used in reference to
the social and emotional dimensions of a college or class.

ANALYSIS OF THE STUDENT

The number of students enrolled in colleges and courses network system. Average number of
students in each college from 15 to 20 per class. The number of students who are not too many
give an advantage to the use of blended learning model.
IDENTIFY INSTRUCTIONAL GOALS

At this stage some of the analysis will be done as a learning environment analysis, user analysis
and determine instructional goals. There are some questions that can be asked during the
analysis process; (a). Who are the users and what are their properties? (b). In determining the
new attitude that will be exhibited? (c). What types of learning barriers that exist? (d). The
choice of delivery system? (e). What is the length of time required to complete the project?
This involves the study of techniques such as requirements analysis; need analysis and front-
end analysis (refer Fig. 4). The output of this phase includes instructional objectives and a list
of tasks that need to be taught. All output will be the input for the design phase.

LEARNING TOOLS

Equipment used by VC in the T&L also be considered in determining the effectiveness of the
study. They have computer laboratories dedicated and not shared with other vocational
students. Complete ICT equipment in VC helps students and teachers to the T&L. The
equipment is like; computers, printers, scanners, servers and network equipment.
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ASSESSMENT

Assessment is divided into two forms of theoretical and practical. While the assessment will
take place in two ways, namely continuous assessment and final assessment.

DESIGN PHASE

Design phase shifts to the definition of learning, the study of educational strategies to be
adopted, feedback mechanisms and interactivity, usability aspects of the interface, and so on.
This stage is carried out after the completion of the needs analysis process. It describes the
overview of the shape, structure, theory, types of media and technology to be used. Among
others it also involves the process; (a) the formation of specific objectives for teaching, (b)
construction of the items for testing (c) selection of teaching strategies. This phase is important
for planning strategies in developing teaching and outline ways to achieve the goal of teaching.
Among the elements in the design phase, including writing that the targeted, lead learning
analysis, writing objectives and test items, selecting and arranging the delivery system of
teaching.

Analysis of users Network System Modul

Blended Learning Model


An analysis of the learning
environment
Constructivisme social
The goal of teaching Comprehensive
assessment

Duration time
Web base platform

Learning Tools
Social media

Assessment

FIGURE 5. Design phase.

DEVELOPMENT PHASE

The development phase is intended to implement the proposed structured building based on the
specifications in the two previous steps. This stage involves the actual system build using all
elements of the media and technology chosen based on need. Built on the analysis and design
phase. The purpose of this phase is to produce a plan of teaching and learning materials. During
this phase of development, the teaching and the media that will be used in teaching and other
required documents. Work on the development of multimedia projects will be carried out in
accordance with an agreed specification requirement. Each building will be tested so that it can
operate consistently and effectively.

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Class Diagrams

Instructional design

Storyboard

Design application
User interface

FIGURE 6. Development phase.

IMPLEMENTATION PHASE

Implementation phase at this stage, instructional materials have been provided to be used or
implemented in practice. Projects that have been completed will be tested on real users to
identify errors in the process of project development occurs. If things go wrong, the repair will
be done before it is left entirely to the target consumer to use. The four parts of the ADDIE
model (see figure 7) are doing an evaluation of Voc-Learning systems that have been
developed.

prototype system

Prototype Applications
Voc-Learning Alpha test

Beta test

FIGURE 7. Implementation phase

Two types of tests will be performed alpha and beta testing for its impact on the look of views
of experts;
1. Alpha testing is simulated operational testing by potential users or an independent test
team appointed by the developer of the application. Alpha testing is often used to test
the application in-house, before the application goes into beta testing. Alpha testing is
done by involving content experts and web application experts. Content expert
evaluation is related to the content aspects of the application that has been produced.
2. Beta testing is a pilot study to find out the applicability and usefulness of the software
that has been produced. Beta testing sessions are usually tested at the highest level of
real user needs (Keengwe & Georgina, 2011). Use is related to the use of applications
in support of learning. Meanwhile, usability is relevant to the application operation that
covers the interface and interaction. Beta testing is done by involving the users who
have the same background with the target user. With the planned move of the ADDIE
model it can make room for adjustment and analyze cyclical nature of work for a project
(Rossi & Mustaro, 2013).

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EVALUATION PHASE

Evaluation Phase is divided into two parts: formative and summative evaluation (see Figure 8).
Formative assessment covers every phase of the ADDIE process. Formative assessment should
be done on all levels to ensure their effectiveness. Summative assessment only involved the
design of a specific test that requires user feedback such as content, strategy and multimedia
elements by means of interviews, questionnaires, monitoring and testing. Summative
evaluation usually occurs at the end of a project completed production of teaching materials.

Alpha testing and beta testing A pilot study

Summative evaluation Usability-V questionnaire

FIGURE 8. Evaluation phase

INTERFACE DESIGN

Voc-Learning has integrated constructivism theory and evaluation theory into the content
development and learning material to produce a material that meets the requirements of
vocational students. Design and development of an application is a very important element in
creating effective learning materials. All effective learning materials will be produced if the
fundamental of learning theory is taken into account during the design of these materials. Web
2.0 has gradually become a must-have necessity in teaching and learning due to its ability in
sharing, interaction and collaboration among students in their daily lives. With the right content,
this technology can be a suitable choice for enhancing the skills and a motivation tool for
improving class attendance and participation vocational students. Figure 9 shows the interface
of Voc-Learning applications and developing using Web 2.0 technologies. Social media refers
to the means of interfaces among people in which they create, share and exchange information
and ideas in a virtual environment and networks (Danciu & Grosseck, 2011).

FIGURE 9. Main page Voc-learning

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Social media constitute an increasingly important context where individuals utilize
them regularly in their everyday lives. Therefore, this poses a potential benefit in assessments,
curriculum, and teaching practices in the vocational school today. Figure x shows the main
page of a prototype system that is easily accessible to students, in which the screen display is
designed based on the preliminary design phase of the design of the interface and the main
template which has been discussed as each phase of the design and development phase. This
application can be accessed at the address http://www.voc-learning.net. Menu contained in this
web site are logged in, sign up, home and contact us.

RESULT

The findings of expert analysis are descriptively shown in Table 2. The percentage of expert
approval percentage becomes a benchmark in comparison. The strength of consent is according
to the variables that have been divided into several items such as; design, content, consumer
and technical controls.
TABLE 2. Analyze the results of a content rating expert

Item Expert Total % M


1 2 3 4 5* %
Teaching design
The teaching method is in line with the student's level 0 1 1 1 1 4 80 85.7
The teaching strategy is in line with the content 1 1 1 1 1 5 100
The language used is in line with the student's level 0 1 1 1 1 4 80
The use of graphics helps learning 1 1 1 1 1 5 100
The interactive level is sufficient 1 0 1 1 0 3 60
Student feedback is sufficient 1 0 1 1 1 4 80
Presentation of learning materials is in order 1 1 1 1 1 5 100
Content
No spelling mistake 0 1 1 1 0 3 60 90.0
Content is accurate 1 1 1 1 1 5 100
No gender or race bias 1 1 1 1 1 5 100
Content is in accordance with the learning objectives 1 1 1 1 1 5 100
User Controls
Users can control learning speed 0 0 1 1 0 2 40 80.0
Interesting app interface 1 1 1 1 1 5 100
The menu user is appropriate 1 1 1 1 1 5 100
Technical
Applications can be used without problems 1 0 1 1 1 4 80 86.7
technical to computer system
This application is free of error program that can affect its 1 1 1 1 1 5 100
use
The quality of the media (text, graphics, video and 1 0 1 1 1 4 80
animation) used in this app is satisfactory

CONCLUSION

Education has become one of the clearest indicators of life outcomes such as employment,
income and social status, and is a strong predictor of attitudes and wellbeing. Education can
equip learners with the agency, the competencies and the sense of purpose to shape their own
lives and contribute to the lives of others. What matters is whether classroom design meets the
changing needs of a digital age. However, just adding technology to the mix, or delivering the
same design online, does not automatically result in meeting changing needs. It is important
then to look at the design that makes the most of the educational affordances of new

59
technologies, because unless the design changes significantly to take full advantage of the
potential of the technology, the outcome is likely to be inferior to that of the physical classroom
model which it is attempting to imitate. The study of e-learning typically focuses on the factors
of achievement, attitude, knowledge base, socioeconomic status and learning strategy. This
study is important to be implemented in developing application, because these factors are
important factors associated with the achievement of vocational students in a particular field of
study skills to be acceptable as the practice of their craft.
Overall, this paper has proposed a new innovation in teaching and learning process that
involves the transfer of knowledge from teacher to the student; it is not only theoretical but also
the practical form of training based or hands-on. What matters is whether classroom design
meets the changing needs of a digital age. The use of technology and support can encourage or
impede student engagement in online activities. Many supporting studies such as Carter,
Cooper, Adcock dan Branh, (2013); Conde et al. (2012;) Haghparast, Nasaruddin dan Abdullah
(2014); Taneja, Vitrano dan Gengo (2014) found that the usability of application facilities
greatly influenced the student's decision to engage in online activities. In addition, studies by
Malawski and Kuzniar (2013); Mohamed Amin (2011) and Muhamad Azhar et al. (2014a)
demonstrating the technical support, support of classmates and encouraging adequate teachers
is essential in enhancing students' motivation to use online applications. This paper is part of
an on-going study that finally aims to enhance the evaluation, implementation and applications
of Voc-Learning in vocational education.

ACKNOWLEDGEMENTS

Sincere apperception and thank you are extended to the Ministry of education Malaysia (MOE) the
opportunity and space to pursue this research.

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Muhamad Azhar Stapa


Fakulti Seni,Komputeran dan Industri Kreatif,
Universiti Pendidikan Sultan Idris,
muhamadazhar@iab.edu.my
Nazeri Mohammad
National Institute of Educational Management and Leadership
Institut Aminuddin Baki. Genting Highlands Branch,
nazeri@iab.edu.my

Received: 16 August 2018


Accepted: 11 April 2019
Published: 30 June 2019

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