About
41
Publications
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Introduction
I am a senior lecturer in Computing Department, Faculty of art, computing and creative industry, Sultan Idris Education University (Universiti Pendidikan Sultan Idris). Malaysia.
Current institution
Additional affiliations
November 2010 - present
November 2009 - July 2015
Universiti Pendidikan Sultan Idris (UPSI), Malaysia
Position
- Research Assistant
Publications
Publications (41)
This chapter investigates the enhancement of pre-service teacher training through the virtual reality integrated teacher training (VIRTT) environment, which leverages immersive pedagogy and VR technology. The VIRTT environment offers realistic classroom simulations, enabling future educators to practice essential skills such as classroom management...
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...
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...
This study discusses the context of interactive stories centered around the legendary character of Tun Mamat, with a specific focus on their capacity to preserve cultural traditions among kids. Thus, this digital game, named Tun Mamat Adventure Mission, was created to introduce children to Malaysian folklore. It proposes a new alternative for story...
The growing popularity of online learning has spurred educators, students, and parents to investigate its potential as a learning environment for various professions. A parent's role and influence on student progress are just as vital in the online learning environment as it is in the traditional learning environment. Several evaluations of literat...
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...
Today's Alpha generation have high competency playing digital games. This privileged ability demands creativity in terms of cognitive and higher order thinking skills when it comes to designing and developing digital games. Therefore, this study aims to delineate the process of developing a rubric to measure primary school children's (age 7 to 12)...
Teachers, parents, and the Ministry of Education Malaysia (MOE) have taken proactive initiatives to support the Special Needs Student (SNS) who are weak in reading through inclusive education program. This concept paper is intended to provide a guideline for multimedia application developers regarding the arrangement and content layout for an appli...
Abstrak Bagi mengatasi cabaran pendidik untuk menghasilkan generasi muda yang mempunyai fikiran aras tinggi, berdaya saing, dan kompeten dalam pendidikan berteraskan teknologi, bidang pendidikan memerlukan lebih banyak inovasi. Kertas konsep ini membincangkan tentang pembelajaran berasaskan permainan dalam kursus Kaunseling Pelbagai Budaya mengguna...
Permainan atas talian semakin menjadi pilihan pelajar untuk mengisi masa terluang seiring dengan perkembangan dalam teknologi maklumat. Penggunaan aplikasi permainan atas talian menggunakan telefon pintar banyak mempengaruhi dan membentuk budaya hiburan pelajar pada masa kini. Kajian ini bertujuan untuk membincangkan pengaruh sikap terhadap pelajar...
Mathematics is vital in our life and society. However, gamification of mathematics is rare for topics such as fractions and decimals. This paper presents the development of an educational mathematics game called one slash one hundred percent (1 Slash 100%). It is the hybridization of the conventional card game and quick response (QR). This research...
Bagi mengatasi cabaran pendidik untuk menghasilkan generasi muda yang mempunyai fikiran aras tinggi, berdaya saing, dan kompeten dalam pendidikan berteraskan teknologi, bidang pendidikan memerlukan lebih banyak inovasi. Kertas konsep ini membincangkan tentang pembelajaran berasaskan permainan dalam kursus Kaunseling Pelbagai Budaya menggunakan mode...
This study aims to explore urban farming activities that could improve the quality life of B40 groups in Malaysia. At the end of the study, a framework of the quality life example (i.e social, economic, lifestyle and health) will be developed. This study has applied a mix method by combining three approaches including structured literature reviews,...
This study aims to depict how academic expert evaluation was conducted to develop a rubric for measuring children's 21 st century skills when designing digital games. The 21 st century skills that are related to game design are i) learning skills and innovation; ii) information, media and technology skills; and iii) life and career development skil...
This study presents the results of a year-long project focused on analysis and reflection on working with comics by Year One students in Hulu Langat districts. This study presents the use of science, technology, engineering and mathematics (STEM) comics to help children understand certain physical phenomena and try to make students interested in ma...
The purpose of this study is to analyze the game elements based on Gagne Nine Events of Instruction and to develop instrument which will be use to analyze the game elements needed in the development of digital educational games. The study was conducted using qualitative design where the interview and observation involved. A total of 20 students fro...
This study was conducted to characterise the Biology teaching practices in a teacher education institution so as to inform us the existing practices which could then be compared with the aspired practices, uncovering the pedagogical hiatuses. This study employed a form of implementation study using classroom observation. A total of three lessons dr...
The activities of urban farming in Southeast are still limited and scattered. In order to give valuable insights into the urban agriculture of Southeast Asia and to support researchers, we need to know in details the available options and gaps in this research direction that will serve future researchers. Thus, in this study, a review is conducted...
This study aims to give clear picture about the development of a rubric with the purpose to measure skills that empirically involve towards children in the process of designing digital games based on academic expert evaluation. The 21st century skills that are focused in this study are i) learning and innovation; ii) information skills, media and t...
Abstrak Kajian ini bertujuan untuk mengenal pasti kesan penggunaan aplikasi Kahoot dalam mengukur pencapaian murid bagi mata pelajaran Sejarah Tingkatan 1. Objektif kajian ini adalah i) membangunkan alat pengujian pencapaian menggunakan aplikasi Kahoot untuk mata pelajaran Sejarah; dan ii) mengenal pasti perbezaan penggunaan aplikasi Kahoot dan uji...
Kajian ini bertujuan untuk membangunkan Komik STEM tahun satu untuk mata pelajaran sains dan matematik. Komik STEM ini dibangunkan berdasarkan kepada model Pengetahuan Teknologi, Pedagogi dan Kandungan (TPACK). Pembangunan kandungan komik ini melibatkan dua fasa iaitu fasa pembinaan komik STEM dan fasa penilaian Komik STEM. Walaubagaimanapun, artik...
The idea of applying gamification approach is very beneficial to the 21 st century education especially to teacher and student. However, this approach is still a stigma in our society today in terms of acceptance, implementation and implication in the classroom setting for children. In this paper, we present a qualitative study through participant...
Kajian ini bertujuan mengenal pasti dan memahami kemahiran kanak-kanak dalam proses reka bentuk permainan penceritaan digital menggunakan Tablet. Kajian memberi fokus kepada tiga elemen kemahiran abad ke-21 iaitu i) kemahiran pembelajaran dan inovasi; ii) kemahiran maklumat, media dan teknologi; serta iii) kemahiran hidup dan kerjaya.
This study seeks to investigate the touch interaction of preschool children in using the touch screen gadget (iPad) for edutainment games application. This paper focuses on three objectives: (i) to identify the tauch interaction efficiency of preschool children in game application activities; (ii) to identify the level of touch screen gadgets inter...
The development and rapidity on the usage of the Information and Communication Technology (ICT)
in the community showed that the education system in this region is utilizing more of ICT in managing
various challenges in the world’s education system. Learning by design approach has the potential to
be one of the most popular approaches among teacher...
ABSTRAK Kemajuan dan kepesatan penggunaan Teknologi Maklumat dan Komunikasi (TMK) dalam masyarakat menunjukkan bahawa sistem pendidikan di rantau ini semakin memanfaatkan penggunaan TMK dalam mengendalikan banyak cabaran dalam sistem pendidikan di seluruh dunia. Tambahan pula, dengan adanya pendekatan pembelajaran melalui reka bentuk (learning by d...
There are a variety of authoring tools for game design in our market nowadays that
can be accessed via online or software installation. However, the main question is if the authoring
tools are child-friendly, especially in using the touch screen device? This paper describes the
preliminary development process of authoring tool for game design known...
Abstrak— Kreativiti dan kemahiran merupakan antara aspek yang menjadi nilai tambah bagi seorang pembangun dan pereka bentuk permainan digital. Kertas kerja ini membincangkan tinjauan awal empat fokus utama dalam pembentukan set indikator kreativiti dan set kemahiran kanak-kanak dalam mereka bentuk permainan digital untuk tujuan pembelajaran di dala...
The main purpose of the study is to evaluate the heuristic inspection of children’s authoring tools to develop games. The researcher has selected 15 authoring tools for making games specifically for educational purposes. Nine students from Diploma of Game Design and Development course and four lecturers from the computing department involved in t...
The main purpose of the study is to evaluate the heuristic inspection of children’s authoring tools to develop games. The researcher has selected 15 authoring tools for making games specifically for educational purposes. Nine students from Diploma of Game Design and Development course and four lecturers from the computing department involved in thi...
This paper discusses the implementation of a case study on capacitive touch technology for child's knowledge, skills and interaction. The case study was done with 20 children aged 8 years old in the Games Lab at Universiti Pendidikan Sultan Idris. The objectives were (1) to identify children's knowledge on the capacitive touch technology; (2) to id...
Model DIDEA merupakan salah satu model yang boleh diguna pakai di dalam bidang pendidikan dan latihan contohnya untuk menghasilkan koswer. Model ini adalah ciptaan kami sendiri yang diadaptasi dari model ADDIE dan model DDD-E
Model ini mengandungi 5 (lima) fasa utama iaitu fasa penentuan, fasa penciptaan, fasa pembinaan, fasa perlaksanaan dan fasa...
Objective of this paper is :
To evaluate the usability of Smartboard application as a new tool to collect and gather data for usability testing with children.
The paper describes a usability study on a new method of collecting and gathering data for children using Smartboard technology. The usability study focuses on three main aspects which are children, interaction and the features of Smartboard itself. Nine children from a primary school in Tanjung Malim aged 7-12 years old have participated in this u...
In this paper we describe a study on children and their ability to design icons based on the tasks given using two activities - (1) drawing icons based on their own interpretation, (2) mix-and-match task on icons and their meaning. A total of nine children participated in the study. The study aimed to analyze three variables - age, gender and exper...