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Syamsul Bahrin Zaibon

Syamsul Bahrin Zaibon
Universiti Utara Malaysia, Kedah, Malaysia · School of Creative Industry Management & Performing Arts

Ph.D Multimedia
School of Creative Industry Management & Performing Arts, UUM

About

44
Publications
29,422
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270
Citations
Introduction
Syamsul Bahrin Zaibon is an Associate Professor in Creative Media received his PhD (Multimedia) from Universiti Utara Malaysia (UUM). His research is diverse and focuses on multimedia & mobile applications, web design & development, game-based learning, comics for learning, and edutainment. He has a number of research outputs and publications in these areas and presented papers at national and international conferences.
Additional affiliations
January 2007 - present
Universiti Utara Malaysia
Position
  • Mobile game-based learning
January 2000 - January 2017
Universiti Utara Malaysia
Position
  • Professor (Associate)
Education
December 2007 - June 2011
Universiti Utara Malaysia
Field of study
  • Multimedia
May 1997 - May 2000
Universiti Utara Malaysia, Sintok, Malaysia
Field of study
  • Information Technology

Publications

Publications (44)
Article
A video-based learning (VBL) has long practically been used in the education environment to help students enhance their level of understanding. Educational content for VBL has been widely produced on various platforms to support achieving the optimum level of student performance. Additionally, the concept of edutainment using video in education is...
Article
This study aims to identify the game-based learning component (GBL) and the concept of computational thinking (CT) that can be integrated together in a design model. GBL and CT concept components are obtained through analysis of previous research and specialist consultancy. The method of analytical analysis is based on the Kitchenham method, (2004)...
Article
It is very important for each individual to have a good emotional control in human well-being. In children level, they can manage their lives in a more orderly and harmonious if they have a good level of emotional intelligence (EI). However, in previous studies, there is no specific rubric developed to assess children EI. Therefore, the purpose of...
Article
Full-text available
Kertas kerja ini adalah berkaitan Systematics Review Article dalam bidang Pembelajaran Berasaskan Permainan dan Pemikiran Komputasional. Tujuan kajian tinjauan literatur sistematik ini adalah untuk mendapatkan gambaran penyelidikan-penyelidikan dalam bidang pendidikan yang telah dilaksanakan berkaitan bidang Pembelajaran Berasaskan Permainan dan Pe...
Article
Full-text available
p>This paper discusses a unique business model of eatery recommender system based on local knowledge using mobile platform. The business model is developed to define the business concept of the innovation which is a rural innovation involving multiple entities (locals, eatery owners and users who are searching for eatery). The innovation highlights...
Article
Computational thinking (CT) is a fundamental skill which is not limited to professional computing or programming scientists. Instead, CT skill assists teachers and students to think of new ways to understand problem and try to solve it. By using computational thinking skills, students will be guided step-by-step strategy to solve real problems whic...
Presentation
Full-text available
Research Methods in Multimedia, Research Terminologies, Research Classification, Scientific Methods, Research Process
Article
Full-text available
A considerable amount studies in the area of user-generated content (UGC) have highlighted the advancement of learner-generated content. Essentially, learner-generated comics (LGC) production refers to a technology-enhanced educational approach of empowering learners to creatively innovate digital comics. This paper describes a work in progress dev...
Article
Full-text available
Recent advancement of authoring tools has fostered a widespread interest towards using comics as a Digital Storytelling medium. This technology integrated learning approach is known as learner-generated comic production; where learners constructively produce digital stories in a form of educational comics. However, there were concerns towards the o...
Conference Paper
Full-text available
There is an emerging interest in using instructional comics as a digital storytelling medium where students' knowledge and ideas on various subjects are synthesized in a form of sequential art. In web programming course, retaining student engagement due to the breadth and depth of web technology remains as one of the classroom challenges. Therefore...
Article
Full-text available
Similar to computer games which are formerly intended copiously for amusement purpose, the adoption of comics in education has also been a subject of great interest among the scientific community. An abundance of research have been conducted on the cognitive and affective effects of comics in the past. However, few of these studies aimed at extendi...
Article
Full-text available
This paper reports on an ongoing study, which intends to propose a principle of interactive algorithm visualization on hybrid mobile application (INAVOHMA) that is created in order to help IT students learn data structure and algorithm (DSA) subject. Totally, 8 existing AV guidelines and models were reviewed comprehensively with the main purposes (...
Conference Paper
The instrument of evaluation of measuring enjoyable informal learning at cultural heritage site was produced by validity and reliability analysis. It involved two cycles of steps, content validity and face validity and content validity and reliability analysis. From the analysis, it was found out that the instrument is reliable to be measure enjoya...
Article
Full-text available
Web 2.0 technologies and innovation of social and interactive authoring tools have garnered rapid transformation towards the practice of blended-learning approach. With learner-generated content projects, broad set of knowledge, media literacies, and soft skills are cultivated when learners actively produce their own educational materials; moving b...
Article
An instrument of evaluation to measure enjoyable informal learning at cultural heritage site is proposed and discussed in this paper. Content and face validity (first cycle) was conducted and then followed by a reliability analysis (second cycle). From both analyses, it was found that the proposed instrument was reliable to be used to measure enjoy...
Article
AbstrakSebagai warisan seni tanah air yang tidak ternilai, sebilangan besar pelan tindakan bagi mengangkatmartabat komik di Malaysia telah direalisasikan oleh pelbagai pihak. Namun begitu, masih wujud stigmanegatif terhadap komik di kalangan masyarakat. Bagi menyokong usaha pembangunan komik pendidikansebagai salah satu solusi memantapkan sokongan...
Article
Full-text available
Conceptual model of mobile augmented reality (AR) for cultural heritage site based on enjoyable informal learning aspect is proposed to help technical or content developers to develop mobile AR application specifically for cultural heritage site that include enjoyable learning aspect. The conceptual model provides appropriate content, navigation an...
Article
Full-text available
This article presents an approach to user testing of mobile game-based learning (mGBL) applications by adapting four testing components: Game Usability, Mobility, Playability, and Learning Content. Each of the components represents the issues to be considered and evaluated for a mGBL. Therefore, the testing will know whether mGBL applications are w...
Conference Paper
Full-text available
The adoption of interactive digital storytelling environments for learner-generated comics development has been established by prior researchers. As a powerful visual storytelling medium, the literature on comics in education often emphasizes on their affective and cognitive benefits. However, there have been a deficiency of studies that evaluates...
Article
Full-text available
Cultural heritage is the asset of tourism industry to attract tourist for visiting a country. Cultural heritage needs to be conserved in order to prolong the life from being deterioration. However, conservation needs huge financial cost and this reason becomes the major obstacles for cultural heritage to be maintained its existence in a country. No...
Article
Full-text available
Comics are among the notable medium in the creative industry. Comic Studies is an academic field that focuses on comics that examines comics from the point of view of critical analysis in terms of genre, style, formal properties, history and various more. This paper is intended to illustrate the important insight of comic studies which purposely de...
Article
Full-text available
As far as the development of youth community is concerned, the implementation of a dedicated decision aid is believed to have ample potentials in building their skillsin making decisions. Theabsence of proper guidance in making crucial decisions could cause irreversible effects to youth's future and consequently to the development plan of the count...
Article
Full-text available
Learning experience at cultural heritage site is highly necessary needed to visitor when visiting cultural heritage sites. However, it is not adequately provided with the existing of traditional media. Augmented Reality is an alternative of the current emerging technologies to be applied at cultural heritage sites to facilitate learning experience....
Conference Paper
Full-text available
Mobile game-based learning (mGBL) is a game played on any handheld devices such as mobile phones. Although many game methodologies have been introduced, studies show that customized phases and steps to develop games for learning in mobile environment are substantially required. Therefore, this study addresses this gap by proposing a mGBL Engineerin...
Article
Full-text available
Portal originally came to exist to help users to find information on the World Wide Web (WWW). A conference is a kind of forum for discussion of some broad subject. This project attempts to develop a web-based information centre that specializes in promoting new conference. Therefore, a portal for conferences is seemed to bridge up the communicatio...
Article
Full-text available
The e -management application in organizing a conference is vital to help users whether they are organizers, reviewers, or authors who will make benefit from the Internet or web. The application is linked with the conference website that contains t he conference information (such as the important dates, conference venue and the organizer) and the g...
Article
Full-text available
Evaluation of learning media is necessary for determining the effectiveness of the produced media. When evaluating mobile game-based learning (mGBL), conventional usability heuristics evaluations lack comprehension and difficult to be directly implemented. Therefore, heuristics evaluation strategy is proposed to evaluate specifically for mGBL. The...
Conference Paper
Full-text available
The learning experiences through mobile device can be expected from the learning activities and the mobile contents such as games and mobile applications. This paper presents an approach to develop a mobile game-based learning (mGBL) by adapting a review of learning theories and approaches. The review reveals a few characteristics that interconnect...
Article
Purpose – This article presents an approach to developing a mobile game-based learning (mGBL) application by adapting unified characteristics of learning theories and approaches. In addition, the study also identified the strategy to evaluate mGBL. Method – The study utilized the design research approach in information systems. The research methodo...
Article
Full-text available
In tapping the thriving mobile business, a study on mobile content development, specifically local ones is urgently required. Highly wanted local contents development is indeed for education, entertainment and games. Thus, we develop a mobile game-based learning (mGBL) about local content, called MaCMoG. It was technically tested for its functional...
Conference Paper
Mobile game-based learning (mGBL) is a game purposely employed for learning which is played on mobile devices such as mobile phones. The development of mGBL is indeed a crucial task in ensuring the player to be motivated enough to keep playing until the game goal has been achieved. Various game development methodologies have been introduced for dif...
Article
Full-text available
Two studies to find out Malaysian students' preferences towards learning using mobile space are conducted. This first study is a survey gathered from 591 secondary school students, age 13 to 17 years old. The main objective of the survey is to acquire relevant data to support a mobile game-based learning (mGBL) development. The outcome of this surv...
Article
Two studies to find out Malaysian students' preferences towards learning using mobile space are conducted. This first study is a survey gathered from 591 secondary school students, age 13 to 17 years old. The main objective of the survey is to acquire relevant data to support a mobile game-based learning (mGBL) development. The outcome of this surv...
Chapter
Studies on the use of mobile payment (m-payment) method for buying electronic book (e-book) are very scarce, possibly not yet available. Consequently, a study was undertaken to accomplish the main aim of proposing an m-payment model for marketing and purchasing e-books. A number of process flow models are proposed to serve as diagrammatic represent...
Article
In this paper, we describe the process flow model in implementing mobile payment (mPayment) as the payment method for buying eBook. The model serves as a diagramatic representation of the processes that are involved. In addition, the WAP site features to browse eBook are also identified and produced to enable eBook Providers to market their product...

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Projects (4)
Archived project
A mobile augmented reality (AR) is one of the evolving technologies that provides interactive content to tourists at cultural heritage sites. Various mobile AR applications have been developed for that purpose, however an enjoyable informal learning experience is not considered. Therefore, this study proposes a conceptual model of mobile AR where it enriches the components of enjoyable informal learning experience at cultural heritage site. In order to achieve the objective, design science research methodology was followed and implemented. At the end, this study has proposed the conceptual model which has been reviewed and validated through expert review. In addition, as a proof-of-concept, the prototype (named as AR@Melaka) was developed and then evaluated on its enjoyable informal learning aspects to 200 tourists in Melaka heritage sites. From the user perspective, it is proven that AR@Melaka provides the enjoyable informal learning. In conclusion, these findings proved that the conceptual model is useful for assisting tourists in learning at cultural heritage site in enjoyable way. This study contributes a conceptual model to serve as guidelines for developing a mobile augmented reality which considers enjoyable informal learning components.
Project
PROPOSED MODEL FOR NON-VISUAL OVERVIEWS OF COMPLEX DATA TABLE USING TOUCH SCREEN DISPLAY WITH AUDIO FEEDBACK