Zamzami Zainuddin

Zamzami Zainuddin
Flinders University · College of Education, Psychology and Social Work

Doctor of Philosophy

About

74
Publications
116,420
Reads
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3,367
Citations
Introduction
Dr. Zamzami Zainuddin is a senior lecturer at the College of Education, Flinders University, Australia. Prior to this, he served as a senior lecturer at the Faculty of Education, University of Malaya (UM), Malaysia. He earned his Ph.D. in Information and Technology Studies in Education from the Faculty of Education at the University of Hong Kong (HKU). The central focus of his research centres around technology-enhanced learning.
Additional affiliations
September 2016 - December 2016
University of Malaya
Position
  • Research Assistant
July 2014 - June 2015
University of Malaya
Position
  • Research Assistant
Education
January 2017 - August 2020
The University of Hong Kong
Field of study
  • Educational Technology

Publications

Publications (74)
Article
The adoption of gamification in learning and instruction is perceived to have mass appeal among the learners in stimulating motivation, learner engagement and social influence. This study is an attempt to present a summary of the empirical findings of state-of-the-art literature in the emerging field of gamification within the educational domain of...
Chapter
The present chapter narrates the historical trajectory of flipped classrooms from the pedagogical ideas of John Dewey in the twentieth century to the contemporary era of Khan Academy, Sams, and Bergman. This chapter will overview various flipped classroom implementations, including micro-flipped, demonstration-based, faux-flipped, and virtual flipp...
Chapter
This chapter presents valuable insights regarding the roles and theoretical perspectives of incorporating gamification into the educational context. It delves into the crucial aspect of implementing gamification by utilizing interactive digital technologies in game-based learning activities. This integration aims to heighten engagement levels and s...
Chapter
This chapter presents a detailed and all-encompassing overview of three significant elements of the execution of flipped classrooms, gamified learning, and gamified flipped learning.
Chapter
This chapter discusses the significance of gamification in a flipped classroom environment, highlighting the essence of meaningful interaction and high engagement for active learning and data-driven outcomes. It scrutinizes a few theories commonly employed in related research, such as self-determination theory, flow theory, cognitive load theory, s...
Chapter
This chapter explores the fascinating world of gamification platforms and their possible applications in implementing the flipped classroom model. Specifically, it examines the numerous advantages of integrating gamification platforms and provides an exhaustive list of notable examples from prior research. The chapter sheds light on the pervasive a...
Article
Full-text available
This study utilised scale development analysis to evaluate the effectiveness of gamification based on Knowles' andragogical principle in facilitating online learning for adult students. An exploratory sequential mixed-method research design was employed, incorporating interviews and field notes to gather qualitative data for scale construction. The...
Article
In the realm of education, there has been an increasing emphasis on developing analytical thinking (AT) in the past few years. This systematic review focuses on an analysis of journal publications that have explored AT within the context of science, technology, engineering and mathematics (STEM) education. This analysis investigated four primary is...
Article
Full-text available
Given the crucial role of writing in both academic and workplace settings, teachers should constantly seek effective ways to improve their students' writing skills. The use of games or their elements to support the teaching and learning of writing has gained much attention in language education studies. Despite the increasing number of empirical st...
Article
Full-text available
This article outlines the trajectory of China’s higher education and its strategy of pioneering a brand-new smart e-learning environment that has functionally molded China into a hybrid educational hub. This paper chronicles the almanac of China’s offline campus education, depicting how it technologically evolved into an e-learning home-campus nexu...
Article
Increasing student engagement and improving learning outcomes are ongoing issues in higher education worldwide. These issues were particularly pertinent during the COVID-19 pandemic when remote learning was selected as the primary instructional learning setting. This study aims to assess the impact of gamification-based quiz instruction in driving...
Article
Purpose A lack of research has reported how playful gamification is applied to adult learners as an idea of andragogical instruction. Thus, this study aims to identify how the concept of gamification was used for adult learners in an online class during the COVID-19 pandemic and its impact on learning performance and motivation with the guidance of...
Article
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This study attempts to investigate and comprehend more in-depth information about students' daily lives in the Wi-Fi coffee shops, specifically in Aceh, a province of Indonesia. The study explores how the wireless Internet in coffee shops relates to college students' activities. The surveys of 619 students were conducted as a preliminary report. An...
Article
Full-text available
During the COVID-19 pandemic, all lecturers had to replace their physical classroom teaching mode with online learning, albeit with challenges experienced by students and lecturers. Drawing upon Hofstede's cultural dimensions theory, this study attempted to unearth Indonesian students' learning culture by analysing written reflections on their lear...
Article
In order to address the rising concerns about undergraduates’ plagiarism in academic writing practices, a blended learning scenario (a combination of face-to-face learning with online learning) was designed and the effectiveness of it was tested. Results indicated that the students became more capable of distinguishing plagiarism cases in different...
Article
Full-text available
Purpose This study aims to construct a scale and identify the factors that might affect the implementation of gamification and Bloom's Digital Taxonomy-based assessment of students' learning, guided by the Goal-Setting Theory. Design/methodology/approach This study used a sequential exploratory mixed-methods design where data were collected qualit...
Article
Full-text available
Gamification is typically implemented digitally. However, digital gamification is not always possible because of limited resources and logistical problems. It is thus necessary to explore low‐threshold gamification methods that can be easily adopted in classrooms. One such method is non‐digital gamification using physical game design elements. Curr...
Article
Full-text available
The technology-enhanced instructional approach has been proven to stimulate active learning and advance the teaching-learning process. The flipped classroom (FC) instructional method, an instructional technology part of blended learning, has gained remarkable popularity in recent years due to its promising and positive impacts on different aspects...
Article
Full-text available
This study aims to implement an innovative and fun learning strategy, namely a formative evaluation based on the game "Kahoot and Quizizz" to increase student learning motivation during the Covid-19 pandemic period. The study was conducted for Islamic Economics courses at Sekolah Tinggi Ilmu Ekonomi Lhokseumawe. Mixed-method research was employed i...
Article
Full-text available
Purpose This study aims to present research evidence on the relevance of online gamification flip learning as a pedagogical instruction in promoting learning engagement when college students are impacted by the coronavirus pandemic. In this study, a gamified formative assessment was used to examine learner engagement and to evaluate the effectivene...
Article
Full-text available
The temporary closure of schools around the world to limit the spread of the COVID-19 has induced a new challenge for parents. Particularly, for those working remotely, making sure the children follow the learning schedule given by the school and keeping them occupied at home until bedtime is no obvious duty to make efforts to boost their enthusias...
Article
Purpose This paper aims to evaluate the students’ perception of their learning experiences concerning serious gaming and gamification instructions and determines whether they were motivated enough and engaged during the educative process in a resource-poor context. Moreover, the study evaluated the impact of interactive instructional environment ou...
Article
Full-text available
This study aims to determine the management of digital archives at the Syar'iyah Court Office of East Aceh Regency, Indonesia, as well as finding obstacles encountered in their implementation. This research is a qualitative analysis where the subjects of this research were officers who managed digital archives at the Syar'iyah Court office. The dat...
Article
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This study aims to picture intergroup relationships between Muslim Acehnese and non-Muslim Chinese communities in the Peunayong-regulated province Aceh, Indonesia. A descriptive phenomenological case study methodology was employed to examine the lived experiences of a particular group of people, and at the same time to explore a particular place in...
Article
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Cheating has been a significant issue over the years throughout the world, including in Indonesian Higher Education. In this study, we aimed to explore students’ perceptions of cheating, the practices they engage in when they cheat, the factors influencing their behavior, and possible solutions to stop cheating in the context of Islamic Higher Educ...
Article
This study evaluates the effect of game mechanics by employing serious games and gamification for improving learning outcomes. This is done by considering the performances of the students in terms of the test scores. In the quasi-experimental set-up, which consists of 108 students in their intact three classes attended a series of lessons on sexual...
Article
Full-text available
Welcome to this special issue titled "COVID-19 and Education" of Journal of Pedagogical Research. The COVID-19 Pandemic seriously affects life in all countries and causes changes that are likely to be permanent in the long term. Especially, the regular delivery of education and training has been impacted dramatically. According to the UNESCO (2020)...
Article
Full-text available
Purpose The purpose of this study is twofold. Firstly, this research aims at helping countries implement an equitable, innovative and context-appropriate stay-home game plan for the millions of disadvantaged and under-privileged students severely affected by the forfeiture of school closures; and secondly, this study proclaims that the burgeoning p...
Article
Due to the challenges of all-round development, higher-education students are increasingly demanding more flexible learning that goes beyond the on-campus/online dichotomy. However, university students miss learning opportunities because of the conflict of time and space. Blended learning is an effective way to create more learning opportunities an...
Preprint
BACKGROUND Over the past few decades, unhealthy sexual behaviour presents to be a severe problem that disproportionately affects adolescents, and there is an increasing need for more effective ways of teaching them about sexual health. Majority of adolescents are exposed in the use of digital technologies; hence these digital tools can be useful an...
Article
Full-text available
Background Sexual education has become increasingly important as unhealthy sexual practices and subsequent health risks become more prevalent during adolescence. Traditional sex education teaching methodologies are limiting for digital natives exposed to various digital technologies. Harnessing the power of technology applications attractive to the...
Article
Full-text available
Teachers of urban higher education institutions often explore new methods of teaching using innovative techno-pedagogical approaches. This study reports on postgraduate students’ perceptions of the blended learning mode of delivery, co-taught by two lecturers concurrently during the “Qualitative Research” elective course offered for the Master of E...
Article
Full-text available
This study aims to develop and understand what motivates university students to use asynchronous pre-class online video lectures (AOVL) for flipped classroom instruction. The study was conducted using a mixed-method research approach. A post-questionnaire survey and a focus group interview were employed in collecting qualitative data. A total of 31...
Article
Full-text available
Traditional learning instruction puts students in a passive learning role such as listening to lectures in the classroom. One of the contemporary innovative instructional approaches is the "flipped classroom", which employs pre-class video-recorded lectures and critical in-class discussion. This instruction leads students to remember and understand...
Article
Purpose This study aims to assess students’ learning performance and perceived need satisfaction between a gamified flipped classroom (GFC) and flipped classroom (FC) instruction in a low-tech setting. The iSpring Learn learning management system was used as a low-tech gamification application in gamifying the flipped learning class. Design/method...
Article
This study aims to provide the design of the flipped learning instructional model for teaching Indonesian Political System course at an Indonesian higher education institution. A bottom-up of flipped learning model based on Blooms’ taxonomy of cognitive domain was developed. Social media WhatsApp group was employed as a platform to share the record...
Article
Purpose Digital technology has great potential for educating today’s digitally oriented adolescents on health. In particular, digital health gamified learning can make the promotion of the sexual well-being of adolescents more effective. Although venereal diseases such as HIV/AIDS have become a greater problem in Sub-Saharan African (SSA) countries...
Article
Full-text available
This study proposes to present a sample design of a flipped learning instructional model for teaching Islamic Studies course at an Indonesian higher education institution. A bottom-up flipped learning model was developed in this study, based on Bloom's taxonomy of educational objectives. A Learning Management System (LMS), Schoology, was employed a...
Article
Full-text available
Purpose – This paper aims to analyze the trends and contents of flipped classroom research based on 48 selected empirical articles published during 2017 and 2018. Design/methodology/approach – The inductive content analysis was used as a methodology to investigate the content of flipped classroom research, including subject-specific areas, methodol...
Article
Full-text available
Purpose Despite the enhanced popularity of flipped classroom research, there is a lack of empirical evidence reported about the different impacts revealed by the implementation of this concept. Therefore, to respond to this issue, this study aims to review and analyze the trends and contents of flipped classroom research based on 48 studies recent...
Conference Paper
Full-text available
This study aims to provide a design of the flipped learning instructional model for teaching a Cross-Cultural Understanding course for EFL students. A bottom-up of the flipped learning model based on Blooms’ taxonomy of the cognitive domain has been produced. A Learning Management System (LMS), known as ‘Schoology’ adopted as a platform to share th...
Conference Paper
Full-text available
This is a preliminary study aimed at examining students' learning performance and perceived motivation between flipped-classroom and gamified flipped classroom instruction in a low-tech information environment. The iSpring Learn LMS was employed as a low-tech tool in gamifying the flipped classroom. This study employed a quantitative research appro...
Article
Full-text available
The purpose of this study was to identify the impact of implementing a Learning Management System (LMS) 'TES Teach' on students' learning experiences in a computer-assisted language learning (CALL) course with flipped-class instruction. For the data collection procedure, an individual interview with ten undergraduate students from an Indonesian col...
Article
Full-text available
The purpose of this study was to identify the impact of implementing a Learning Management System (LMS) ‘TES BlendSpace’ to promote students’ self-directed learning in EFL flipped-class instruction. For the data collection procedure, an individual interview with ten undergraduate students from an Indonesian college was conducted to demonstrate the...
Poster
Full-text available
Gamification has been applied to different fields and is found to dramatically transform people's behavior positively. Numerous studies have reported on the use of various digital platforms in gamification research, however, gamified systems in a non-tech information environment have been inadequately discussed and investigated by researchers. Thus...
Article
Full-text available
This study aimed at identifying the differences between a flipped classroom and a non-flipped classroom instructional model, based on the Self-Determination Theory (SDT). This study employed a mixed-method research approach, using post-tests, questionnaires and focus group interviews during the data collection process. Sixty-one students were the r...
Conference Paper
Full-text available
Gamification is known to facilitate learner's engagement and motivation. However, whether gamification has positive long-term effects on students' learning habits and interests remains an under-explored topic in education. This study, in examining learners' performance on a gamified e-learning platform named Reading Battle, aims to analyse the long...
Article
Full-text available
Purpose This paper aims to examine the impact of the learning management system (LMS), in promoting students’ self-directed experiential learning using the flipped classroom approach. This study further evaluates the effectiveness of integrating video lectures, perceived as a social interface, for students to watch, prior to their class session co...
Article
Full-text available
p>As an agricultural country, attention to the welfare of farmers in Indonesia is considered very strategic. One of the measuring tools for farmers’ welfare that is used today is Farmer’s Exchange Rate (FER). This study aims to examine and explore some of the problems with the exchange rate experienced by farmers, including; Farmer’s Exchange Rate...
Article
Full-text available
Context: This research studied student’s perception of using SPeCTRUM (as a platform for blended learning) at a university in Malaysia. Methods: A mixed method design was employed to collect data on students’ perception and experience of using SPeCTRUM in learning activities. A questionnaire, individual interviews, focus group discussion, and clas...
Conference Paper
Full-text available
The paper aims to explore the potential of the flipped classroom approach for higher education in Aceh. This paper is a conceptual paper that attempts to provide the concept and theory of implementing flipped learning approach for students and lecturers at a college level. Findings reported that the flipped classroom has been highlighted as an emer...
Conference Paper
Full-text available
This is a design-based research, in which the designed BSTL mode of teaching and learning enabled students who were unable to attend a classroom lecture to take the online class through live broadcasting. We carried out this research in two courses (the course "Children Literature" in summer 2016 and the course "Information Society Issues and Polic...
Conference Paper
Full-text available
In response to increasing plagiarism in higher education, exploring educational solutions to it has drawn intensive attentions from researchers. Concerning instructional approaches of preventing plagiarism, while previous research has provided insights into teaching of plagiarism, there is a lack of research on systematic review of previous empiric...
Conference Paper
Full-text available
Social media has been widely researched and embraced by higher education institutions as a platform to promote a ubiquitous learning environment, enabling any individual to learn anywhere and anytime, and to engage with social communities outside of the classroom. Purpose: This study aims to explore the impact of two social media platforms that sup...
Article
Full-text available
The present study aimed to identify the first year college students' learning and experiences in an EFL flipped classroom at the State Islamic University of Ar-Raniry in Indonesia. 27 students who enrolled in English 2 course participated as samples of this study. The data were collected from diverse sources including questionnaire surveys, focus g...
Article
Full-text available
Dayah is the oldest Islamic education institution in Aceh. It has contributed not only to teaching Islamic studies but also struggling against the Dutch in the colonial era. This paper describes and summarises the development and modernisation of dayah in Aceh from the 10 th to 21 st centuries. The study employed a qualitative method through field...
Article
Full-text available
This paper aims to analyse the trends and contents of flipped classroom research based on 20 articles that report on flipped learning classroom initiatives from 2013–2015. The content analysis was used as a methodology to investigate methodologies, area of studies, technology tools or online platforms, the most frequently keywords used and works ci...
Article
Full-text available
This study was carried out in order to investigate the Knowles (1980) adult learning principles preferred by adult learners using collaborative tool in teaching and learning process. The theoretical foundation for this study is the andragogy theory by Knowles (1980) that holds a set of adult learning principles such as learners' self-concept; motiv...
Article
Full-text available
The purpose of this study was to identify secondary students' perceptions on the use of Information, Communication and Technology (ICT) in promoting students' self-directed learning in Malaysia. Survey design was used to gather quantitative data through the questionnaires. 100 students were chosen randomly as the samples from two private Secondary...
Article
Full-text available
The purpose of this study was to evaluate a class in University of Malaya where flipped learning was applied, and to examine students’ perceptions and feedback towards flipped classroom. Data were collected using both quantitative and qualitative methods, i.e. survey, focus group and individual interviews. The results indicated that most students h...
Article
Full-text available
The paper aims to explore the potential of the blended learning approach for higher education in Aceh. This is a conceptual paper that attempts to provide the concepts and theories associated with implementing the blended learning approach on college level students and lecturers. Blended Learning is a learning model that is enriched with traditiona...
Article
Full-text available
Flipped classroom is an element of blended learning and it is the reverse of the traditional classroom. The students do not listen to the lectures delivered in the classroom but outside the classroom through online video lecture. The teachers record themselves explaining the subject or get videos from free website such as Youtube to share with stud...

Questions

Questions (3)
Question
A scale development study:
Dear respected researchers, please let me know if there is any reference for a scale development study for four types of students' interactions based on Moore (1989) and Hillman et al. (1994).
Question
Dear researchers,
Anyone knows the questionnaire of Higher-Order Thinking Skills (HOTS), based on Bloom's Taxonomy (revised), that can be adapted? preferably Likert-scale
Thanks.
Question
Dear researchers and experts,
Is there any difference between Social networking site (SNS) and Social media?
Some mention that they are different and some others said that they are the same. Sometimes, the terms also used interchangeably.
Thanks,

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