
Tengku Shahrom Tengku ShahdanUNISEL | Universiti Selangor | unisel · Faculty of Education and Social Sciences
Tengku Shahrom Tengku Shahdan
Doctor of Philosophy
About
18
Publications
5,236
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60
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Citations since 2017
Introduction
Areas of Interests:
ICT in Education, ELearning, Gamification, Instructional Technology
Additional affiliations
Education
September 1990 - June 1994
Publications
Publications (18)
As the rate of technology development is concurrently increasing with the number of elderly people, it is necessary for people to be digitally literate and be able to use technology to its full capacity. However, research has found that the digital divide is still happening within the community, as not everyone has fully accepted technology in thei...
The rapid growth of urbanisation has brought significant benefits to the world economy and cultural and societal development and increased social problems worldwide. The nature of crime is not uniform but varies from geographical region to another. In some areas, property crime is more common, while crime against a person (violent) is prevalent in...
Living in a world of unstable and fluctuating economy has put children’s development at risk particularly children from low-income families. Hence their development should be on alert. The concern regarding online learning is crucial towards children’s emotional development as it can positively or negatively affect them. In the volatility, uncertai...
Gamification carries the element of fun and creativity into classroom teaching. It is not an unusual fact that playing games varied among learners and created an effective classroom environment. In the 21st-century teaching era, learners’ fun and creative learning environment are prioritized. Lessons filled with fun games are believed to produce a...
Elderly learning is needed to be implemented in today's world as the number of elders is increasing quickly, followed by the development of technology that is expanding non-stop. Encouraging the elders to participate in elderly learning or lifelong learning programs is considered a necessity, as quite a number of older adults do not know how to man...
With the increasing usage of technology in this era of change, education is one of the most affected fields. Schools and institutions have now moved on to use Learning Management Systems for learners’ education and teachers are forced to come up with new exciting ways to teach their learners. One of the most common ways is by using Digital Educatio...
An ageing population is a universal phenomenon experienced worldwide. In parallel with these demographic changes, a significant breakthrough in digital devices has also influenced this digital age. Designing instructional strategies to promote meaningful learning among older adult learners has been a long-standing challenge. To enhance older adults...
Technological advances offer a new shift of change for society. In this era, it is almost impossible to come by without its help. The Malaysian government has invested highly in information and communications technology (ICT) for online teaching and learning at the current time. Digital technologies have been integrated into the teaching and learni...
The concept of gamification has spread widely in recent years supported by the development of technology, especially due to the plethora of computers and video games and game apps for other devices. Gamification is the use of game thinking and game mechanics in non-game contexts that support play to engage users in solving problems or created for t...
Learners’ communicative in English language has been unsatisfactory due to the factors that affect their self-confidence and motivation to speak. However, the problem persisted even though ways were used to overcome the lack of communicative ability among learners in Malaysia. Therefore, this study was conducted to address learners’ perceptions of...
Selangor is leading in the economy and contributes towards 23% of the Gross Domestic Product (GDP) of Malaysia. Does its social status equate to its economic status? This paper examined the element of Quality of Life (QoL), underpinning the twelve domains provided by the state across all of its town municipals. A total of 1500 questionnaires were d...
Planning a creative learning environment is not an easy task. Teachers prefer to teach traditionally in chalk-and-talk approach during language teaching. However, this does not fit learners of the 21st Century as they prefer game-like activities instead of pen-and-paper lessons. Hence, the introduction of gamification in classroom would result in i...
Developments in gaming and entertainment technology seem to flourish with the increasing of thousand applications and software in the market. At the same time, world scenario shows drastically increasing number of older people in majority countries around the world including Malaysia. Elderly as going through ageing process, will face some deterior...
This paper is an extension of critical dimension of Selangorians' quality of life research.
Describes efforts to introduce computers into Malaysian education during the past decade. Topics discussed include computer clubs as extramural activities; Ministry of Education initiatives, including developing a national policy and a national network; college and university initiatives; private sector initiatives; and future challenges. (Contains...
Projects
Project (1)