TY - GEN
T1 - Comic-Based Personalized Learning using 4D Competencies Framework for 21st Century
AU - Ramachandiran, Chandra Reka
AU - Chong, Mien May
AU - Subramanian, Preethi
AU - Maria Mahmud, Malissa
AU - Li, Boyue
N1 - Publisher Copyright:
© 2025 IEEE.
PY - 2025
Y1 - 2025
N2 - The 21st century learning defines the acquisition of highly valued skill set which are flagged as the core element in digital and evolving economy in Malaysia. Aligned with this ideology, the learning environments and instructional designs have proven to have a great impact on their learning process. These learning process requires educators to embrace new teaching and learning technologies that engage and empower the young learners. Hence, this study aims to determine the efficacy of the comic learning tool for the undergraduates on software requirement elicitation methods. The learning tool was developed using Pixton, a comic creation website that promotes personalized learning beyond the classroom. The activity is then captured via the University's Learning Management System for feedback purpose. The development process of the learning tool adapts the Four-Dimensional (4D) Competencies Framework, and the focal point is personalized learning. Four-Dimensional (4D) Competencies Framework captures the four dimensions, such as Knowledge, Skills, Character, and Meta-Learning, that are needed in the 21st Century. In summary, 87% of the respondents indicated that comic-based personalized learning is effective and has increased their satisfaction level. In addition, the relatively high percentage of scores in the tutorial task and overall course evaluation confirmed this finding. The paper concludes with the recommendations to address the challenges associated with the infusion of comic-based personalized learning in the curriculum to stimulate learning in this era.
AB - The 21st century learning defines the acquisition of highly valued skill set which are flagged as the core element in digital and evolving economy in Malaysia. Aligned with this ideology, the learning environments and instructional designs have proven to have a great impact on their learning process. These learning process requires educators to embrace new teaching and learning technologies that engage and empower the young learners. Hence, this study aims to determine the efficacy of the comic learning tool for the undergraduates on software requirement elicitation methods. The learning tool was developed using Pixton, a comic creation website that promotes personalized learning beyond the classroom. The activity is then captured via the University's Learning Management System for feedback purpose. The development process of the learning tool adapts the Four-Dimensional (4D) Competencies Framework, and the focal point is personalized learning. Four-Dimensional (4D) Competencies Framework captures the four dimensions, such as Knowledge, Skills, Character, and Meta-Learning, that are needed in the 21st Century. In summary, 87% of the respondents indicated that comic-based personalized learning is effective and has increased their satisfaction level. In addition, the relatively high percentage of scores in the tutorial task and overall course evaluation confirmed this finding. The paper concludes with the recommendations to address the challenges associated with the infusion of comic-based personalized learning in the curriculum to stimulate learning in this era.
KW - 4D Competencies Framework
KW - Comic
KW - Personalized Learning
UR - https://www.scopus.com/pages/publications/105015696198
U2 - 10.1109/ISET65607.2025.00059
DO - 10.1109/ISET65607.2025.00059
M3 - Conference contribution
AN - SCOPUS:105015696198
T3 - Proceedings - 2025 International Symposium on Educational Technology, ISET 2025
SP - 261
EP - 266
BT - Proceedings - 2025 International Symposium on Educational Technology, ISET 2025
A2 - Chui, Kwok Tai
A2 - Jaikaeo, Chaiporn
A2 - Niramitranon, Jitti
A2 - Kaewmanee, Wattana
A2 - Ng, Kwan-Keung
A2 - Ongkunaruk, Pornthipa
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 11th International Symposium on Educational Technology, ISET 2025
Y2 - 22 July 2025 through 25 July 2025
ER -