
Norah Md NoorUniversiti Teknologi Malaysia | UTM · Faculty of Science Sosial and Humanities
Norah Md Noor
Doctor of Philosophy
About
35
Publications
30,259
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Introduction
Norah Md Noor is an academic staff from the Department of Educational Sciences, Mathematics and Creative Multimedia, Faculty of Social Sciences and Humanities, Universiti Teknologi Malaysia. For more details, please visit:
http://people.utm.my/norah
Additional affiliations
August 2011 - July 2013
August 2002 - December 2018
Education
December 2008 - May 2015
September 2002 - December 2003
September 1997 - May 1999
Publications
Publications (35)
Game-based learning applications are becoming increasingly popular as an effective means of enhancing student motivation to learn. Jawi, a subject often viewed as uninteresting by students, has decreased motivation to learn due to a lack of technology resources. To address this issue, the "Dunia Jawi" mobile application was developed as a game-base...
Studies examining students’ learning behavior predominantly employed rich
video data as their main source of information due to the limited knowledge of
computer vision and deep learning algorithms. However, one of the challenges
faced during such observation is the strenuous task of coding large amounts of
video data through repeated viewings. In...
The purpose of this study is to investigate the level of educational technology skills from pedagogical and technical aspects in teaching and learning of science and mathematics teachers in secondary schools in the Federal Territory of Kuala Lumpur. The study employs a simple random sampling method to select 320 science and mathematics teachers fro...
Over the last few decades, computer programming has become an important
field of endeavor due to rapid development in the information sector. Despite
the importance of programming, there is a growing concern that it is relatively
difficult. In the process, researchers have started employing media tools to
reduce programming difficulties and motivat...
Lay Description
What is currently known
There are numerous scales developed to measure students' attitude toward computer programming, such as the computer programming attitude scale (CPAS).
The development of these inventories stemmed from the elusive nature of attitude and the lack of specific construct to measure attitude.
These instruments mea...
This study aimed to investigate whether the experience of learning using a visual interactive learning environment through visualization impacts performance and dimensions of creative potential in terms of creative thinking. Sixteen (16) non-random non-major undergraduate computer science students learning computer programming subjects were exposed...
This study was conducted to identify the effect of learning methods using the Edpuzzle interactive video application on students' interest, engagement, and achievement in science subjects. The purposive sampling technique was used in this study to select the sample. A total of 40 students were selected as a sample in this study. The selected sample...
This research measures the effect of gamification on learners’ academic performance, investigate their self-directed learning level within an online gamification learning environment and identify the relationship between learners self-directed learning level and their gamification learning experience. Pre-experimental research (single group) was ca...
Mobile learning (or m-learning) is the ability to learn anywhere and at any time using a portable electronic device. Mobile technologies gradually integrate into learnedness. Mobile devices and apps are changing the way learners acquires English. This study aims to develop a mobile Apps based on the Keller Plan Personalized system of instruction (P...
- With the current needs of shaping 21st-century classroom in schools, the use of technology has now become compulsory for teachers to incorporate in the classroom. The exposure to technology is highly necessary for the current generation to prepare them for the future ahead. Digital storytelling is one of the tools available in the market for lear...
p class="0abstract"> In the past, Jawi script was the main medium of intermediation in Malaya. However, since the emergence of the Roman script, the use of Jawi script has been marginalized causing less awareness among some of the younger generation on the uniqueness of Jawi script. Therefore, a mobile application has been developed to attract stud...
It is my great pleasure to present to you this special issue containing selected extended papers originally presented at the International Conference on Creative and Innovative Technology Education 2018 (iCITE2018), which took place in Johor Bahru, Malaysia from July 24 to July 25, 2018. iCITE2018 received 176 abstracts. 141 Authors of accepted abs...
The existence of a game-based mobile application in the field of education has largely helped students to be more interested and motivated to learn due to the presence of game elements in the apps which makes learning more interesting. The Jawi script is one of the subjects that is difficult to learn by younger generation since they do not apply th...
Soft skills are important criteria in preparing for a viable future employment, the lack of which, may result in a low employment rate among university graduates. These skills can be acquired via the use of Computational Thinking (CT) to cultivate problem solving and thinking skills. Since the inception of CT, however, not a single unified model ha...
In this review, game elements in mobile learning game application was investigated due to the rising number some mobile learning game apps are actually not effective for the reason that the developer does not include proper game elements beside there is no educational theory were applied and only for profit. The aim was to identify each game elemen...
The objectives of this research are to identify students’ critical thinking abilities in answering an assessment test which is based on Ennis Critical Thinking Abilities and to investigate the effects of video learning on critical thinking abilities. The respondents were selected based on purposive sampling and consisted of 23 students from mechani...
The purpose of this research is to identify the effects of teaching duet among social sciences students on the frequency of the critical thinking abilities used. This research are conducted in order to employ the current tools of conventional methods with integration of group activities and learning video in order to deliver the teaching and learni...
Over the years, video has been adopted as one of the effective learning materials. Ranging from usability to attraction, video has been increasingly used today in line with the current technological developments. The introduction of video websites such as Youtube, Google video, Vimeo and TeacherTube has led to the growth of number in digital video...
Multimedia materials are becoming more commonly used in curricula. Multimedia learning tools that integrate text, graphics, audio, video, and animation make learning more interesting and easier for understanding a concept. These tools have been used in different ways over the years to support student learning in all branches of education. Diverse t...
Cognitive conflict is one of the important factors in conceptual change process of student learning. It is effective to create more meaningful knowledge, exciting learning process, improving performance and correcting student's misconception. Apart from that, video-based learning environments also can help to stimulate students' interest towards le...
Advanced Differential Equation is a subject offered by Universiti Teknologi Malaysia involving many theories which require students to understand and visualize their concepts. Thus, understanding of each concept puts forward will take relatively long time. So, the objective of this project is to produce a learning video about Picard's Method based...
In this article, we attempt to investigate the affordances of e-leaming in supporting tertiary teaching and learning. Using an interpretive qualitative study, we analyzed a total of 46 students from three different programme, namely Chemistry, Physics and Mathematics education through questionnaires and interviews. The findings revealed that studen...
Many research studies have shown that using video as an instructional material in class has a positive impact on the students. However, it is still an open question as to whether learning using video works with all type of students and as to who actually gains more than other types of students when learning using video. Chen, Czerwinski, and Macred...
This study identified the pedagogical and and ragogical learning orientations preferred by non-major Computer Science students in one of the higher education institutions in Malaysia. The pedagogical and and ragogical learning orientation model differs in six assumptions about learners, which are: the learner's need to know, self concept, existing...
Using video for learning is no longer extraordinary in the world of education. Many researchers have shown that visual learners enjoy the use of video. However, which video will best grab their attention? This research was conducted to investigate the best framework for learning using video among visual learners. In order to do so, three different...
This paper reports on a research project that investigated the pedagogical and/or andragogical orientation preferred by undergraduate student in one of the Higher Institution in Malaysia. To gather the data, questionnaires were distributed among 323 undergraduate students who took the Introduction to Programming Language course and descriptive anal...
Universiti Teknologi Malaysia has a standard instrument for gathering data from students about their response to teaching and learning. Besides rating, written comments provide further explanation such as on standards, quality, teacher preparation and personality. This paper reports on the comments made by student to the 5% top rated and 5% bottom...
Tujuan kajian ini dijalankan adalah untuk mengenal pasti hubungan di antara tahap penguasaan bahasa Inggeris dengan pencapaian Matematik di kalangan pelajar tahun dua fakulti Pendidikan, Universiti Teknologi Malaysia, Skudai. Kajian ini memfokuskan kepada empat aspek utama iaitu pendengaran, pertuturan, pembacaan dan penulisan. Seramai 176 orang (N...
Bab vektor - halaju relatif sangat sukar dikuasai oleh para pelajar kerana ia bukan sahaja melibatkan magnitud dan arah tetapi melibatkan “relatif” antara dua vektor. Pelajar sukar untuk memahami konsep yang digunakan kerana pelajar sukar untuk membayangkan dua objek yang bergerak serentak dengan kelajuan dan arah yang berbeza, tetapi pelajar berad...
The problem of handwritten character recognition is made more difficult by the fact that scanned, isolated characters are rotated or slanted in either direction and by a variable amount. This paper provides a possible solution to the problem of character rotation in the offline recognition of isolated handwritten English alphabets. The proposal inv...
University’s lecturers need to focus on learning theory in the design of instruction so
that they can create lessons that are not only technology effectiveness but also are
meaningful from the learner’s perspectives. The appropriate learning theory that
web-based developers should consider in designing web-based learning for
university’s stud...
Tujuan kajian ini dijalankan adalah untuk membuat penambahbaikan terhadap laman web pendidikan yang bertajuk Introduction to Javascript yang mana telah dibina oleh saudara Wong Kiong Seng sesi 2005/2006. Seramai 50 orang pelajar 4SPT, 4SPK, 4SPP, 4SPN, 4SPL, 4SPS dan 4SPI yang telah mengikuti Subjek Bahasa Pengaturcaraan 2 (SPM 3112) dan Bahasa Pen...