Che Soh Said

Che Soh Said
  • Phd (Instructional Technology) USM, Malaysia
  • Senior Lecturer at Sultan Idris Education University

About

36
Publications
18,058
Reads
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314
Citations
Current institution
Sultan Idris Education University
Current position
  • Senior Lecturer

Publications

Publications (36)
Article
Full-text available
Virtual reality (VR) is an innovative technology that immerses users within its environment, holding significant potential across various sectors, including education. Developing a VR-based application in the form of a game for educational purposes necessitates a usability evaluation. This study aims to develop and evaluate the usability of a VR ga...
Article
Full-text available
In the digital age, where programming prowess is increasingly crucial, the enhancement of Computational Thinking (CT) skills becomes essential. This study ventures into the scarcely explored domain of leveraging game-based learning (GBL) within virtual reality (VR) settings to bolster CT skills. Specifically, it introduces "CT Saber," a VR game ins...
Article
Full-text available
Over recent years, the sharing of personal data among students is uncontrolled, especially on the social media networks, resulting in widespread data intrusions that compromise their privacy and confidentiality. Against this backdrop, this study was conducted to identify the level of knowledge of personal data protection among students. This resear...
Article
Full-text available
This study emphasized the challenges involved in teaching and learning fundamentals of programming as a consequence of the lack of metacognitive awareness, which is associated with problem solving abilities. These abilities can be enhanced through the use of thinking maps, but they are typically used only in school and under the supervision of a te...
Article
Full-text available
This study emphasized the challenges in teaching and learning fundamentals of programming as a consequence of the lack of metacognitive awareness, which is associated with problem-solving abilities. These abilities can be enhanced through the use of thinking maps, but they are typically used only in school and under the supervision of a teacher. Ad...
Article
Full-text available
The purpose of this study paper is to characterise the user experience (UX) and aesthetic experience (AX) of augmented reality comics (AR comics). The researcher used a methodology review approach on six models of each of the three AX models and the rest were UX models in order to assemble the constructs and elements of both models. Principally, AX...
Article
Full-text available
This study proved the design and content validity process of a computational thinking game-based learning module. The process involved a two-step method: instrument design and judgmental evidence. Content domain identification, item generation, and instrument construction were included in the former step while the latter involved seven experts to r...
Chapter
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This research paper aims to report the development of a synergy model from two different fields of knowledge, namely Aesthetic Experience (AX) and User Experience (UX) using Fuzzy Delphi Method (FDM). This model was put forward in order to fill the theoretical gaps in the context of technology-based arts application, such as augmented reality comic...
Article
Full-text available
Abstrak Kemahiran penyelesaian masalah adalah suatu kemahiran yang diperlukan di semua peringkat umur bagi membolehkan penyelesaian masalah dalam pelbagai perkara sama ada dalam kehidupan sehari-harian mahupun bidang pembelajaran dan pekerjaan. Dalam konteks keperluan kemahiran penyelesaian masalah yang diperlukan oleh para pelajar kemahiran penyel...
Article
Full-text available
Research trends on computational thinking (CT) and its learning strategies are showing an increase. The strategies are varying, for example is using games to provide enjoyment, engagement, and experience. To improve the high level of immersion and presence of game objects, learning strategies through games can be improved by virtual reality (VR) te...
Article
The purpose of the study was to develop and investigate the effect of i-think embedded virtual chemistry classroom (ITVC) on students’ higher order thinking skills (HOTS). This study also differentiates the effect of ITVC on interest among students with high and low spatial ability. The development phase involved the use of ADDIE Model in designing...
Article
Usability is an important aspect that every website should focus more. It tells us how well and success website will function with real users. Many people often think usability tests are expensive and time-consuming. It can be a cost-effective and time saver with usability testing instead of spending more time fixing an unusable website. This study...
Article
Full-text available
Abstrak Tujuan kajian ini adalah bagi mengenalpasti kesan penggunaan perisian multimedia interaktif terhadap prestasi kognitif sains biologi bagi pelajar yang berbeza tahap keupayaan spatial. Perisian multimedia interaktif dihasilkan dengan berpandukan kepada prinsip-prinsip reka bentuk mesej multimedia yang digubal daripada teori kognitif pembelaj...
Article
Full-text available
This paper discusses the application of Fuzzy Delphi Method (FDM) to obtain the expert consensus in Aesthetic Experience (AX) and User Experience (UX) elements for Augmented Reality Comic (AR Comic). Theoretically, AR and comics are two distinctive fields that represent the technology and art. The former is Human Computer Interaction (HCI) for AR a...
Article
Full-text available
The purpose of this paper is to explore the potential of synergising of two major theories that sprang from two entirely different disciplines, namely the human-computer interaction (HCI) and the arts. Indeed, there are vast and diverse gaps when two different theories, such as technology and art, are to be combined to develop a new element that co...
Article
Full-text available
Computational thinking is a new concept that is hardly known by most ordinary Malaysians. On a positive note, in 2017, the Ministry of Education of Malaysia implemented a new curriculum by introducing two new secondary school subjects, namely Fundamental of Computer Science and Computer Science. These subjects contain five components of computation...
Article
Full-text available
Computational thinking is a new concept that is hardly known by most ordinary Malaysians. On a positive note, in 2017, the Ministry of Education of Malaysia implemented a new curriculum by introducing two new secondary school subjects, namely Fundamental of Computer Science and Computer Science. These subjects contain five components of computation...
Article
Full-text available
Learning Introductory Programming has always been challenging to computer science and information technology undergraduates and such problems, most notably comes from the lack of metacognitive awareness. Other important factors are multiple intelligences, gender, and motivation in using learning tools can also have a huge impact on learning the sub...
Article
Full-text available
Studies have shown that many Malaysian non-technical students have low motivation in learning ICT course due to a number of reasons, such as a lack of learning practice and effective learning applications. In view of such a problem, the researchers carried out a quasi-experimental study to examine the impact of a novel mobile augmented reality lear...
Article
Full-text available
This study was carried out to improve student learning in ICT course using a collaborative mobile augmented reality learning application (CoMARLA). This learning application was developed based on the constructivist framework that would engender collaborative learning environment, in which students could learn collaboratively using their mobile pho...
Article
Full-text available
Photography is one of the major disciplines for graphic students. This course is usually conducted during the early semesters of studies and students are usually exposed to a basic level. Only after years of training and in the field studies, students are able to acquire the correct skills and techniques in photography. Therefore, early photographs...
Article
Full-text available
Abstrak Tujuan kajian ini adalah bagi mengenalpasti kesan perbezaan tahap keupayaan spatial pelajar terhadap prestasi kognitif dalam pembelajaran subjek biologi sel dengan menggunakan perisian visualisasi tiga dimensi. Perisian visualisasi tiga dimensi dihasilkan dengan menggunakan teknologi realiti maya dalam persekitaran web. Prestasi kognitif di...
Article
Full-text available
Graphical abstract Abstract Photography is one of the major disciplines for graphic students. This course is usually conducted during the early semesters of studies and students are usually exposed to a basic level. Only after years of training and in the field studies, students are able to acquire the correct skills and techniques in photography....
Conference Paper
Full-text available
One of the educational aspects of learning Anatomy at the secondary school level involves learning dimensional structure of human organs. The current learning practice uses a two-dimensional (2D) visualization tool that complicates the construction of mental models of three-dimensional (3D) anatomical structure, which typically comprises elements o...
Article
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Article
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This paper reports the findings from an experimental study involving thirty three secondary school students (mean age = 15.5 years) in spatial visualization (SV) training through an interactive desktop virtual environment spatial trainer (iDVEST). Stratified random sampling was used to assign students into two experimental groups and one control gr...

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