
Maizatul Hayati Mohamad Yatim- Phd in Computer Science
- Professor (Associate) at Sultan Idris Education University
Maizatul Hayati Mohamad Yatim
- Phd in Computer Science
- Professor (Associate) at Sultan Idris Education University
About
60
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Introduction
Current institution
Additional affiliations
September 2000 - January 2017
February 2014 - February 2018
January 2006 - June 2009
Publications
Publications (60)
Robotik pendidikan digunakan dalam pendidikan dan
aktiviti kokurikulum untuk meningkatkan minat,
penglibatan dan prestasi akademik pelajar dalam pelbagai
mata pelajaran. Bilangan kajian yang meneroka
pembelajaran berasaskan robot dan kesannya terhadap
akademik telah meningkat secara beransur-ansur. Oleh itu,
Tinjauan Literatur Sistematik ini bertuj...
This study examined Teachers' readiness to use mobile gamification in teaching and learning (T&L) activities at primary schools in the South Kinta District. A quantitative approach with a questionnaire as a research instrument had been selected for this study. The sample consisted of 180 primary school teachers at South Kinta District. Study variab...
Learning through game scene is considered a game-based learning approach. Teaching and learning process using game scene is deemed interesting and effective due to the nature for this approach which seems alive with asserted activities. Students experience their own game via narration through the virtual world they undertook. This investigation is...
This study examined the existing use of cultural design elements in design guidelines for mobile applications. Cultural design elements are used to include cultural values in the development of mobile applications. A review of existing design guidelines was conducted to identify cultural design elements practicality pertaining to the mobile applica...
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...
This article explains the results of a study that focuses on measuring Sustainable Development (SD) education for Information Technology Education (ITE) program review in UPSI. A Sustainable Development Education Model (SDEM) was constructed in this study using two integration approaches, namely a horizontal integration and a vertical integration....
Childhood obesity is a global health issue that should be resolved in order to prevent obesity prolonged into adulthood. This chapter presents a framework of childhood obesity prevention through game-based learning among preschool children. A provisional framework was developed by adopting to the obesity treatment algorithm set by the National Inst...
The high percentage of students who are still struggling with the English language is worrisome, even though there are many well-planned strategies and education policies that are developed to resolve this problem. It is a universal belief that learning a foreign language at a young age through reading plays an important role. Accordingly, the aim...
This paper presents the design, implementation and evaluation of a kindergarten based prevention on childhood obesity among preschool children. The prevention applies motivational game-based learning and behaviour change theories during design. Preschool children are the main target group for this study because preschool childhood obesity has been...
This article reports a structural classification taxonomy on computational thinking abilities among tertiary students in game-based learning activities focusing on the playing games approach. The computational thinking abilities among tertiary students involves with the two main constructs which are solving problem creatively and making decision in...
This article reports the findings of a study that aimed to evaluate gamers’ experiences in playing MOBA and DOTA2 games using gameplayexperience instruments. This study was based on a qualitative approach involving interviews and observations. The study sample consisted of 10 participants who were divided into two teams comprising five players who...
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)...
The article discusses a study to measure the effectiveness of Indian Folklore Animation among Year Five SJK(T) pupils in the Kulim district. The study uses qualitative data for exploring twelve principles of animation and quantitative data for the research methodology approach. For qualitative data, ten animators were selected to analyse the twelve...
This paper discusses learning theories, STEM, educational robotics as well as the current generation of students found in classrooms by reviewing previous and current academic literature on these topics, to assist in ascertaining the current advancements and theories related to the Robot-based learning approach as well as how these advancements hav...
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...
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...
Kemahiran metakognitif memainkan peranan penting bagi kanak-kanak untuk belajar bagaimana mengurus, mengawal dan memikirkan cara belajar. Artikel ini menerangkan kajian mengenai penggunaan peranti input tanpa sentuhan dalam mengembangkan kemahiran metakognitif kanak-kanak dalam persekitaran pembelajaran. Kajian ini menggunakan kajian kes deskriptif...
This study was conducted to study the Effectiveness of Applying Computational Thinking in Game-Based Learning (GBL) to Year Three Basic Multiplication. This study used a purposive sampling method to obtain 42 Year Three students from Sekolah Kebangsaan Sentul Utama as a sample of the study. The design of the study used to find the relationship betw...
At present there is no Game-based learning (GBL) assessment framework that could assess the student performance and understanding on Ubiquitous Computational Thinking (UCT) accurately. Therefore this paper aims to discuss the development of a novel assessment framework based on GBL to assess the student understanding toward UCT properly. The model...
This study examined the effectiveness of MOOC in the blended learning of Computer Architecture and Organization course based on the integration of online learning using MOOC and face-to-face learning. Specifically, the aim of the study was to identify factors that could influence student acceptance of MOOC in terms of immersion (IM) and intention t...
This paper presents a study that analyzes hospitalized pediatric cancer patients' routines and activities to inform the game design to be used for the development of a digital game to empower them. This study focuses on discovering patients' experiences while being hospitalized. The patients' activities throughout their hospital stay are recorded t...
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...
Storytelling is an alembicated and unique human experience in the emotional aspect of conveying or narrating message. The usage of media in the educational process can elevate the level of concentration and understanding thus creates dissimilitude during the teaching and learning process. This study is based on the problem of low usage of digital s...
The intention of formative assessment tools usage is mainly to assess learning outcomes easily and quickly in a classroom environment. However, the tools need to be accurate and informative for teachers and students. At the end of any learning process, students certainly need to know their level of understanding in the learning process and what are...
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...
Despite the rapid progress of the Science, Technology, Engineering, and Mathematics (STEM) subjects in developed countries, in Malaysia, STEM is still lagging. Malaysia also lacks the local digital content for STEM, including mobile learning. Furthermore, from previous studies, the Human Computer Interaction (HCI) of local cultural aspects has been...
The human computer interaction which includes user experience and usability for culturally aspects are generally overlook for mobile application interfaces design. Additionally there is scarcity of digital content for mobile learning and its evaluation. For an instance the mobile learning require special attention in terms of their usability aspect...
Childhood obesity is a global health issue that should be resolved in order to prevent obesity prolonged into adulthood. This chapter presents a framework of childhood obesity prevention through game-based learning among preschool children. A provisional framework was developed by adopting to the obesity treatment algorithm set by the National Inst...
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...
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...
p class="0abstract">The growing popularity of mobile devices, together with the constant technological improvement of mobile websites and applications informed about the quality of the user interface design. However, the particularities of mobile devices require special attention in terms of their usability aspects, such as culture. Therefore, this...
Kajian ini bertujuan untuk mengkaji keberkesanan kaedah Persekitaran Pembelajaran Maya Frog (Frog VLE) terhadap pencapaian Matematik pelajar Tahun Dua di Sekolah Jenis Kebangsaan Tamil Mahathma Gandhi Kalasalai. Frog VLE merupakan sistem pembelajaran maya secara Web yang digunakan sebagai sistem pengurusan pembelajaran di semua sekolah di Malaysia....
This study aims to determine the effectiveness of persuasive graphic game as compared to game without persuasive graphic on the attitude change on selection of healthy foods among year two students. This study is a quasi-experimental with pre and post test for the non-equivalent group. The study sample comprised of 62 students consisting of 32 stud...
Abstrak Artikel ini dihasilkan bagi membincangkan keupayaan murid sekolah rendah dalam menerokai bahasa pengaturcaraan visual. Bahasa pengaturcaraan visual sedang mula diperkenalkan di dalam kurikulum Tahun Enam di bawah Kurikulum Standard Sekolah Rendah (KSSR). Satu kajian berkaitan melibatkan pengumpulan data kuantitatif dan kualitatif telah dija...
Understanding the significant of object-oriented programming, a propriety game-based learning game has been designed and develops as a learning tool to improve the student understanding toward object-oriented programming and self-motivation to learn. The proposed game is a simple role-playing game named ZTECH that motivates users to learn Object-Or...
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...
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...
The purpose of this study is to identify and evaluate how a computer game could be applied as a tool for learning Object-Oriented programming in computer science courses. The study aims to reduce the complexity of learning object-oriented programming for the students and provide efficient object-oriented design learning environment for them.
The purpose of this study is to identify and evaluate how the computer game could apply as a tool for teaching and learning object-oriented programming in higher education institution. Nowadays, computer games have widely applied in learning process due to the burgeoning computer use in the market. Therefore it is necessary to conduct a study on th...
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 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...
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...
The thesis is based on implementing a child-centered design approach in the creation of a game authoring tool for children to be used in the classroom as one of their learning tools. Indeed, research in designing such educational software is primarily focused on the learning outcomes, but not on the usability. However, the usability of such softwar...
This paper discusses findings from tests of usability and fun in evaluating a game authoring tool named Gatelock. The tests were conducted with five children from different schools and each child was interviewed and observed previous to the use of the game authoring tool. For the usability test, the effectiveness, efficiency and children's satisfac...
This paper proposes a game authoring tool especially designed for children that concentrates: 1) flexibility of interaction and game construction activity for children, and 2) the possible implementation of the tool for children to learn programming in schools.
The creation of good software for children poses a particular challenge to interface designers. This paper explores lessons learned during the design and development of a 3D drawing application for children with children. It focuses on the user-centered design approach especially towards children- designer experiences in conducting the evaluation p...
The educational software has tremendous value especially for helping to nurture children's intelligence. It is about time the educational technology looks into what have been offered by another increasing technology - the computer games. We present the significance of visual-spatial intelligence among children, especially in the domain of teaching...
This paper discuss on a field of children and learning while designing games using an educational game authoring tool. Two ideas will be proposed in this paper. Firstly, the educational benefits of abstract, algorithmic representations for game development and secondly, the requirements for computational media environments that promote creative thi...