UPSI Digital Repository (UDRep)
Start | FAQ | About

QR Code Link :

Type :thesis
Subject :QA76 Computer software
Main Author :Suhairun Nizam Supal
Title :Penilaian penggunaan peranti input tanpa sentuhan terhadap kemahiran Meta Kognitif dalam kalangan kanak-kanak
Place of Production :Tanjong Malim
Publisher :Fakulti Seni, Komputeran dan Industri Kreatif
Year of Publication :2020
Notes :With cd\r\nPAKK
Corporate Name :Universiti Pendidikan Sultan Idris
PDF Guest :Click to view PDF file
PDF Full Text :Login required to access this item.

Abstract : Universiti Pendidikan Sultan Idris
Kajian  ini  bertujuan  mengukur  penggunaan  peranti  input  tanpa  sentuhan  dalam meningkatkan   kemahiran  meta  kognitif  dalam  kalangan  kanak-kanak.  Pendekatan kualitatif dengan reka bentuk  kajian lapangan dilaksanakan dalam kajian ini. Data dari lapangan  dikumpulkan  menggunakan  teknik   temu  bual,  pemerhatian  dan  analisis dokumen.   Proses   triangulasi  dilakukan   bagi   mengesahkan   data   dari  tiga  teknik pengumpulan data yang dijalankan. Responden terdiri  daripada sepuluh orang kanak- kanak berumur di bawah empat tahun dari NCDRC, UPSI bersama empat  orang guru taska. Data dianalisa menggunakan kaedah tipologi dengan pengkelasan data mengikut  kategori  bersistematik.  Inventori  Kesedaran  Meta  Kognitif  diadaptasikan  sebagai instrumen   kajian  untuk  menentukan  tahap  strategi  kesedaran  meta  kognitif  dalam kalangan kanak-kanak.  Hasil menunjukkan penggunaan peranti input tanpa sentuhan meningkatkan   kemahiran   skil   motor    halus   kanak-kanak   dari   segi   pengawalan pergerakan  tangan.  Wujud  perbezaan  meta-tumpuan   mengikut  umur  dan  terdapat peningkatan meta-pemahaman dari aspek penerimaan dan adaptasi  terhadap interaksi penggunaan  peranti  berkenaan.  Hasil  kajian  menyatakan  bahawa  masih   terlalu  awal untuk menilai hubungan pengalaman kanak-kanak dalam setiap fasa meta kognitif yang  dikaji (menilai, memantau dan regulasi). Hasil kajian ini turut menyokong teori Model Penerimaan   Teknologi  dari  aspek  meningkatkan  kemahiran  meta  kognitif  (menilai, memantau  dan   regulasi).  Kesimpulannya,  kajian  ini  telah  mengenal  pasti  tiga  tema utama iaitu  meta-tumpuan, meta-pemahaman dan refleksi dalam memberi kesan yang positif terhadap peningkatan  kemahiran kemahiran meta kognitif. Kajian ini memberi implikasi bahawa peranti input tanpa sentuhan  sesuai digunakan untuk meningka kan kemahiran meta kognitif dan kemahiran motor halus dalam kalangan kanak-kanak.  

References

Abas,  W.A.W.  &  Hamzah,  A.  (2017).  Media  dalam  kehidupan  dan  perkembangan

kanak-kanak. Malaysian Journal of Media Studies. 15(2), 27-39.

 

Abdalla, M.K.T.M. (2019). Three dimensional virtual laboratories and simulations for education:   

classification,   criteria   for   efficacy,   benefits,   and   criticism.   In: Handbook    of    

Research    on    Immersive    Digital    Games    in    Educational Environments. 167-200. IGI 

Global.

 

Abduh, M. (2017). Bermain dan regulasi diri (kajian Teori Vygotsky). In proceedings of  the  

Seminar Nasional  Pendidikan  Berkemajuan  dan  Menggembirakan  (The Progressive & Fun Education 

Seminar).

 

Abdul  Rahman  Daud  (2000).  Faktor-faktor  yang  mempengaruhi  penggunaan  alat teknologi 

pendidikan (ATP) dalam pengajaran matematik dalam kalangan guru sekolah rendah. In proceedings of 

the International Conference on Teaching and Learning: Strategising Teaching and Learning in the 

21st Century. 2, 772-784.

 

Abdul,  N.S.  &  Maat,  S.M.  (2019).  Pengaruh  persekitaran  pembelajaran  terhadap kesedaran 

metakognitif dalam kalangan pelajar sekolah menengah. International Journal of Education and 

Pedagogy. 1(1), 11-20.

 

Abdullah, A.H., Hamzah, M.H., Zaid, N.M., Baharudin, A.F., Kohar, U.H.A., Rahman, S.N.S.A., & Amin, 

S.H.M. (2018). Development of the “ThinkHOTS” software based on thinking maps to increase 

higher-order thinking skills. In proceedings of the   2018   IEEE   10th   International   

Conference   on   Engineering   Education (ICEED), 39-44.

 

Abdullah, R. (2003). Panduan kognitif kanak-kanak prasekolah. Kuala Lumpur: PTS.

Affandi,  N.  &  Islam,  M.F.  (2012).  Communication  learning  through  smartphone application 

for autism. Universiti Teknologi Petronas.

 

Ahmad    Junedy    (2015).    Kesimbangan    dalam    pendidikan    gen    Z.    Konsultan 

Pembangunan Manusia, QR Consulting.

 

Alba,  A.,  Coden,  A.R.,  Drews,  C.,  Gruhl,  D.F.,  Lewis,  N.R.,  Mendes,  P.N.,  ...  & 

Terdiman, J.F. (2019). U.S. Patent Application No. 10/176,164.

 

Ali, A.M., Karim, N.A., Mohamed, A., & Ismail, N. (2018). Aplikasi gaya pengajaran dan  

pembelajaran  aktif  dalam  subjek  kemahiran dinamika  bagi  merealisasikan pendidikan abad ke-21. 

Sains Humanika. 10, 3-2.

 

Ali, A.R., Endut, A., & Embong, R. (2018). Attitude of undergraduate students towards gamification: 

A case study of Northwest Geo-Political Zone, Nigeria. Journal of ICT in Education. 5(1), 9-13.

 

Altmann, J. (1974). Observational study of behavior: Sampling methods. Behaviour.

49(3-4), 227-266.

 

Andarini, L., Ayuningtyas, A., & Santoso, K. (2013). Computer based learning device for children 

with cerebral palsy. Transactions of Japanese Society for Medical and Biological Engineering. 51, 

U-18.

 

Anthony,  L.  (2019).  Physical  dimensions  of  children’s  touchscreen  interactions: Lessons 

from five years of study on the MTAGIC project. International Journal of Human-Computer Studies. 

128, 1-16.

 

Anthony, L., Brown, Q., Tate, B., Nias, J., Brewer, R., & Irwin, G. (2014). Designing smarter 

touch-based interfaces for educational contexts. Personal and Ubiquitous Computing. 18(6), 

1471-1483.

 

Arnett,  J.,  Chapin,  L.,  &  Brownlow,  C.  (2018).  Human  development:  A  cultural approach. 

Australia: Pearson.

 

Atif,  A.  &  Richards,  D.  (2012).  A  technology  acceptance  model  for  unit  guide 

information   systems.   In   proceedings   of   the   Pacific   Asia   Conference   on Information 

System (PACIS) on Assiociation for Information System.

 

Baharudin, S.N., Zulkiflei, K., & Yunus, M.M. (2019). Using multimedia to promote students’  

learning  and  understanding  of english  literature  in  secondary  school. International  Journal 

 of  Academic  Research  in  Business  and  Social  Sciences. 9(2).

 

Bahiyah, L., Sudarmin, S., & Hartono, H. (2019). Analysis of student metacognitive skill in solving 

problem on guided inquiry learning model. Journal of Innovative Science Education. 8(1), 493-499.

 

Bakar, M.A.A. & Ismail, N. (2019). Impak pelaksanaan strategi pembelajaran regulasi metakognitif 

dalam pembelajaran matematik: Satu kajian literatur. Jurnal Dunia Pendidikan. 1(1), 18-26.

 

Bakhir,   N.M.   &   Mukti,   M.F.A.   (2014).   Penghasilan   muzik   interaktif   melalui 

pergerakan: MOMANCE. In proceedings of the 1st International Conference on Creative Media, Design & 

Technology (REKA2014).

 

Bakhir. N.M. & Mukti M.F. (2014). Penghasilan muzik interaktif melalui pergerakan: Momance. In 

proceedings of the 1st International Conference on Creative Media, Design & Technology (REKA2014) 

Universiti Sains Malaysia.

 

Bauernschmidt, A. (2013). Interest and metacognition: The effectiveness of interest as a   

metacognitive   monitoring   process   in   metacognitive   control.   Doctoral Dissertation: 

Purdue University, West Lafayette, Indiana.

 

Benbasat,  I.  &  Barki,  H.  (2007).  Quo  vadis  TAM?  Journal  of  the  Association  for

Information Systems. 8(4), 7.

 

Bernstein, A., Hadash, Y., & Fresco, D.M. (2019). Metacognitive processes model of decentering: 

Emerging methods and insights. Current Opinion in Psychology. 28, 245-251.

 

Berraies, S., Ben Yahia, K., & Hannachi, M. (2017). Identifying the effects of perceived values of 

mobile banking applications on customers: Comparative study between baby  boomers,  generation  X  

and  generation  Y.  International  Journal  of  Bank Marketing. 35(6), 1018-1038.

 

Bevan, C., Green, D.P., Farmer, H., Rose, M., Cater, K., Stanton Fraser, D., & Brown,

H.  (2019).  Behind  the  curtain  of  the"  Ultimate  Empathy  Machine":  On  the composition of 

virtual reality nonfiction experiences. In proceedings of the 2019 CHI Conference on Human Factors 

in Computing Systems (506). ACM.

 

Bogdan,   R.C.   &   Biklen,   S.K.   (1992).   Qualitative   research   for   education:   An 

introduction of theory and methods. Boston: Allyn and Bacon.

 

Bogdan,  R.C.  &  Biklen,  S.K.  (2007).  Qualitative  research  for  education.  Boston: Pearson.

 

Borkowski,   J.,   Carr,   M.,   &   Pressely,   M.   (1987).   "Spontaneous"   strategy   use: 

Perspectives from metacognitive theory. Intelligence, 11, 61-75.

 

Bourne,  J.E., Ivanova, E.,  Gainforth,  H.L., & Jung,  M.E. (2019). Mapping  behavior change  

techniques  to  characterize  a  social  cognitive  theory  informed  physical activity 

intervention for adults at risk of type 2 diabetes mellitus. Translational Behavioral Medicine. 

DOI: 10.1093/tbm/ibz008

 

Brabazon, T. (2017). From revolution to revelation: Generation X, popular memory and cultural 

studies. New York: Routledge.

 

Breslauer, N., Galic, I., Kukec, M., & Samardzic, I. (2019). Leap Motion sensor for natural user 

interface. Tehnicki Vjesnik. 26(2), 560-565.

 

Brown,  A.L.  (1978).  Knowing  when,  where,  and  how  to  remember:  A  problem  of 

metacognition. In: Glaser, R. Eds. Advances in Instructional Psychology. 77-165. Hillsdale, New 

Jersey: Lawrence Erlbaum Associates.

 

Brown, A.L. (1987). Metacognition, executive control, self-regulation, and other more mysterious 

mechanisms. In: F.E. Weinert & R.H. Kluwe (Eds.), Metacognition, Motivation,   and   Understanding. 

65-116.   Hillsdale,   New   Jersey:   Lawrence Erlbaum Associates.

 

Butcher,  K.R.  (2006).  Learning  from  text  with  diagrams:  Promoting  mental  model 

development and inference generation. Journal of Educational Psychology, 98(1), 182.

 

Cachon, G. (2019). Teaching and Learning for the 21st Century. Dimuat turun daripada

https://www.wharton.upenn.edu/teaching-excellence/

 

Cai, S., Zhu, G., Wu, Y. T., Liu, E., & Hu, X. (2018). A case study of gesture-based games in 

enhancing the fine motor skills and recognition of children with autism. Interactive Learning 

Environments, 26(8), 1039-1052.

 

Cano  J.,  Hernandez  R.,  Pastor  R.,  Ros  S., Tobarra  L.,  &  Robles-Gomez,  A.  (2018) 

Developing metacognitive skills for training on information security. In: Auer M., Zutin  D.  (eds) 

 Online  Engineering  &  Internet  of  Things.  Lecture  Notes  in Networks and Systems, 22. 

Springer.

 

Capelo, D. C., Sánchez, M. E., Hurtado, J. S., & Chicaiza, D. B. (2018). Multisensory virtual game 

with use of the device leap motion to improve the lack of attention in  children  of  7–12  years  

with  ADHD.  In  proceedings  of  the  International Conference on Information Theoretic Security. 

897-906.

 

Cardullo,   V.M.,   Wilson,   N.S.,   &  Zygouris-Coe,   V.I.   (2018).  Enhanced  student 

engagement through active learning and emerging technologies. In proceedings of the Student 

Engagement and Participation: Concepts, Methodologies, Tools, and Applications. 399-417.

 

Cham Cowen N. (2011). Microsoft’s Kinect Brings Playful Learning to the Xbox 360.

Microsoft.        Dimuat        turun        daripada        http://www.theguardian.com/

/2011/oct/19/microsoft-kinect-xbox-playful-learning.

 

Chandra, Y. & Shang, L. (2019). Qualitative research using R: A systematic approach.

Singapore: Springer.

 

Chau, K.T., Samsudin, Z., & Yahaya, W.A.J.W. (2018). Physical Multimedia: Strategic Ways to Attract 

Children's Focus in Multimedia Learning. Journal of Innovative Technologies in Education (JITE). 1, 

15-21.

 

Cheng, E.W. (2019). Choosing between the theory of planned behavior (TPB) and the technology  

acceptance  model  (TAM).  Educational  Technology  Research  and Development. 67(1), 21-37.

 

Cheok,  M.J., Omar, Z., & Jaward, M.H. (2019). A  review of hand  gesture and  sign language 

recognition techniques. International Journal of Machine Learning and Cybernetics. 10(1), 131-153.

 

Ching-En,  C.  (2018)  Metacognitive  experience  modeling  using  eye-tracking.  In: Penstein  

Rosé  C.  et al. (eds). Artificial Intelligence  in Education. AIED 2018. Lecture Notes in Computer 

Science, 10948. Springer, Cham.

 

Cho, O.H. & Lee, S.T. (2014). A study about honeybee dance serious game for kids using   hand   

gesture.   International   Journal   of   Multimedia   and   Ubiquitous Engineering. 9(6), 397-404.

 

Clark, C. & Peterson, P. (1986). Teachers’ thought processes. In: Wittrock, M.C. (ed.). Handbook of 

Research on Teaching. New York: Macmillan Publishing

Company.

 

Cooper, C. (2010). Ethnography essential: A review. The Qualitative Report. 15. Nova

Southeastern University, Fort Lauderdale, FL, USA.

 

Corray,  H.  (2016,  December  2016).  Kanak-kanak  bermasalah  pendengaran  timba pengalaman    

baharu.    Utusan    Borneo    (Sabah),    Dimuat    turun    daripada 

http://www.pressreader.com/malaysia/utusanborneosabah/20161208/282123521 135343

 

Creswell, J.W. (2012). Qualitative inquiry and research design: Choosing among the five tradition. 

(3rd ed.). Thousand Oaks, CA: Sage.

 

Dalakov,  G.  (2015).  History  of  Computers  and  Computing,  Birth  of  the  Modern Computer,  

The  bases  of  Digital  Computers,  DATAR.  Dimuat  turun  daripada 

http://history-computer.com/index.html.

 

De Lisi, R. (2019). Preparing the Next Generation: A leadership academy for doctoral students    

focusing    on    competencies    and    competency    development.    In Competencies for 

Effective Leadership: A Framework for Assessment, Education, and Research. 59-69. Emerald 

Publishing Limited.

 

Doherty, J. & Brennan, P. (2008). Physical education and development 3-11: A Guide for Teachers. 

London: Routledge.

 

Dörr,  L.  &  Perels,  F.  (2019).  Improving  metacognitive  abilities  as  an  important 

prerequisite  for  self-regulated  learning  in  preschool  children.  International Electronic 

Journal of Elementary Education. 11(5), 449-459.

 

Dörr,  L.  &  Perels,  F.  (2019).  Improving  metacognitive  abilities  as  an  important 

prerequisite  for  self-regulated  learning  in  preschool  children.  International Electronic 

Journal of Elementary Education. 11(5), 449-459.

 

Duhaney, L.M.G. & Duhaney, D.C. (2000). Assistive technology: Meeting the needs of learners  with  

disabilities.  International  Journal  of  Instructional  Media.  27(4), 393-393.

 

Dwivedi, Y. K., Rana, N. P., Jeyaraj, A., Clement, M., & Williams, M. D. (2019). Re- examining  the 

 unified  theory  of  acceptance  and  use  of  technology  (UTAUT): Towards a revised theoretical 

model. Information Systems Frontiers. 21(3), 719- 734.

 

Eisner,  S  P.  (2005).  Managing  generation  Y.  SAM  Advanced  Management  Journal.

70(4), 4.

 

Elliott,  L.J.,  Lum,  H  C.,  Aqlan,  F.,  Zhao,  R.,  &  Lasher,  C.D.  (2019).  A  study  of 

metacognitive   problem   solving   in   undergraduate   engineering   students.   In proceedings  

of  the  International  Conference  on  Applied  Human  Factors  and

Ergonomics. 95-102. Springer, Cham.

 

Escobar, I., Acurio, A., Pruna, E., Mena, L., Pilatásig, M., Bucheli, J., ... & Robalino,

R.  (2018).  Fine  motor  rehabilitation  of  children using  the  leap  motion  device: 

Preliminary   Usability   Tests.   In   proceedings   of   the   World   Conference   on 

Information Systems and Technologies. 1030-1039.

 

Firman, F. (2018). Analisis data dalam penelitian kualitatif. Jurusan Bimbingan dan Kaunseling: FIP 

Universiti Negeri Padang. Indonesia.

 

Fitri, R. (2017). Metakognitif pada proses belajar anak dalam kajian neurosains. Jurnal Pendidikan 

(Teori dan Praktik). 2(1), 56-64.

 

Flavel, J.H., Miller, P.H., & Miller, S.A. (1993). Cognitive development. New York: Pearson.

 

Flavell, J.H. (1979). Metacognition and cognitive monitoring: A new area of cognitive- 

developmental inquiry. American Psychologist. 34, 906-911.

 

Flavell, J.H. (1987). Speculations about the nature and development of metacognition. In:   F.E.   

Weinert   &   R.H.   Kluwe   (Eds.),   Metacognition,   Motivation   and Understanding (21-29). 

Hillside, New Jersey: Lawrence Erlbaum Associates.

 

Flavell, J.H., Friedrichs, J.G., Hoyt, A., & Jane, D. (1970). Developmental changes in memorization 

process. Cognitive Psychology. 1(4), 324-340. DOI: 10.1016/0010- 0285(70)90019-8.

 

Flick, U. (2018). An introduction to qualitative research. Sage Publications Limited.

 

Flick, U. (2018). Triangulation in data collection. The SAGE handbook of qualitative data 

collection. London, UK: SAGE Publications.

 

Gerling,  K.M.,  Kalyn,  M.R.,  &  Mandryk,  R.L.  (2013).  Kinect  Wheels:  Wheelchair accessible 

motion–based game interaction. University of Saskatchewan. Canada.

 

Ghobakhloo, M., Zulkifli, N.B., & Aziz, F.A. (2010). The interactive model of user information 

technology acceptance and satisfaction in small and medium-sized enterprises.European Journal  

 of Economics,   Finance   and   Administrative Sciences. 7-27.

 

Gibbs, G.R. (2018). Analyzing qualitative data (Vol. 6). Sage.

 

Glaveanu V.P., Ness I.J., Wasson B., & Lubart T. (2019) Sociocultural perspectives on creativity, 

learning, and technology. In: Mullen C. (eds) Creativity under Duress in Education? Creativity 

Theory and Action in Education. Springer, Cham.

 

Greeno, J.G., Collins, A.M., & Resnick, L.B. (1996). Cognition and learning. Handbook

of Educational Psychology. 77, 15-46.

 

Hakim,  B.A.  (2010).  Hubungan  antara  kemahiran  metakognitif,  efikasi  kendiri  dan usaha 

dengan pencapaian akademik pelajar sekolah menengah. Master Thesis: Universiti Kebangsaan Malaysia.

 

Hamdan,  R.A.  &  Yasin,  M.H.  (2010).  Penggunaan  alat  bantu  mengajar  (ABM)  di kalangan 

guru-guru teknikal di sekolah menengah teknik Daerah Johor Bahru, Johor. 1-8.

 

Harding, J. (2018). Qualitative data analysis: From start to finish. SAGE Publications Limited.

 

Hargrove, R.A. (2012). Assessing the long-term impact of a metacognitive approach to creative  

skill  development.  International  Journal  of  Technology  and  Design Education, 23(3), 489–517.

 

Hashim,  R.  (2019).  Hubungan  antara  motivasi  dengan  pencapaian  akademik  dan penerimaan 

pelajar terhadap m-pembelajaran di kolej vokasional. Master Thesis: Universiti Pendidikan Sultan 

Idris.

 

Hayati,    N.    (2009).    Kemahiran    metakognitif    dan    pemupukan    perkembangan 

metakognitif dalam bilik darjah. Master Thesis. Universiti Kebangsaan Malaysia.

 

Helen,  N.  (2009).  Metacognitive  strategies  on  classroom  participation  and  student 

achievement in senior secondary school science classrooms. Science Education International. 20(1), 

25-31.

 

Heraz, A. & Clynes, M. (2018). Recognition of Emotions Conveyed by Touch Through Force-Sensitive 

Screens: Observational Study of Humans and Machine Learning Techniques. JMIR Mental Health, 5(3).

 

Hewitt,  T.T.,  Baecker,  R.,  Card,  S.,  Carey,  T.,  Gasen,  J.,  Casen,  J.,  Mantei,  M., 

Perlman,G.,  Strong,  G.,  &  Verplank,  W.  (1992).  ACM  SIGCHI  Curricula  for Human-Computer 

Interaction. ACM Technical Report. 1-173.

 

Hidalgo,  J.C.C.,  Bykbaev,  Y.R.,  Delgado,  J.D.A.,  Coyago,  T.P.,  &  Bykbaev,  V.R. (2018).  

Serious  game  to  improve  fine  motor  skills  using  Leap  Motion.  In proceedings  of  the  

2018  Congreso  Argentino  de Ciencias  de  la  Informática  y Desarrollos de Investigación 

(CACIDI). 1-5.

 

Hidayah, N. & Zanaton (2017). Strategi Metakognitif Untuk Kemahiran Berfikir Aras Tinggi  Dalam  

Proses  Pengajran  dan  Pembelajaran.  Universiti  Kebangsaan Malaysia.

 

Holloway,  C.L.,  Kuester,  E.F.,  Gordon,  J.A.,  O'Hara,  J.,  Booth,  J.,  &  Smith,  D.R. 

(2012). An overview of the theory and applications of metasurfaces: The two- dimensional  

equivalents  of  metamaterials.  IEEE  Antennas  and  Propagation

Magazine. 54(2), 10-35.

 

Howard, B.C., Mcgee, S., Shia, R., & Hong, N.S. (2000). Metacognitive self-regulation and 

problem-solving: expanding the theory base through factor analysis. Aera, America Educational 

Research Association, 304.

 

Ibharim, L.F.M., Zaki, N.A.A., & Yatim, M.H.M. (2015). Touch gesture interaction of preschool  

children  towards games application  using  touch  screen  gadjet. Asia- Pacific Journal of 

Information Technology and Multimedia, 4(1).

 

Ismail, M.A.I., Razali, N., & Ghazali, M. (2010). Impact of training and experience in using  ict  

on  in-service  teachers’  basic  ICT  literacy.  Malaysian  Journal  of Educational Technology. 

10(2).

 

Ismail,  M.N.  &  Mamat,  N.  (2019).  Multimedia  web-based  constructivist  learning application  

for  information  literacy  skills  development.  Journal  of  ICT  in Education. 6(1), 16-27.

 

Jaafar,  J.L.S.  (2008).  Pengenalan  kepada  psikologi  kanak-kanak  dan  remaja.  Kuala Lumpur. 

Arah Publication.

 

Jamian,    A.R.,    Hashim,    N.    &    Othman,    S.    (2012).    Multimedia    interaktif 

mempertingkatkan  pembelajaran  kemahiran  membaca  murid-murid  PROBIM. Jurnal Pendidikan Bahasa 

Melayu. 2(2).

 

Jausovec,  N.  (1994).  Flexible  thinking:  An  explanation  for  individual  differences  in 

ability. New Jersey: Hampton.

 

Jayasingh,  S.  &  Eze,  U.  (2010).  The  role  of  moderating  factors  in  mobile  coupon 

adoption: An extended TAM perspective. Communications of the IBIMA. DOI: 10.5171/2010.596470.

 

Jen, W., Lu, T., & Liu, P.T. (2009). An intergrated analysis of technology acceptance behaviour 

models: Comparison of three major models. MIS Review. 15, 89-121.

 

Jercic, P. & Sundstedt, V. (2019). Practicing emotion-regulation through biofeedback on   the   

decision-making   performance   in  the   context   of   serious   games:   A systematic review. 

Entertainment Computing. 29, 75-86.

 

Jonassen, D.H. (1996). Computers in the classroom: Mindtools for critical thinking.

New Jersey: Prentice-Hall, Inc.

 

Jones,  J., Souchay, C., Moulin, C.,  Reynolds, S., & Adlam, A.L. (2019). Children’s CBT skills, 

metacognition, empathy, and theory of mind. Journal of Children's Services. 14(1), 16-26.

 

Juanga, J.M.V. & Ressureccion, A.C. (2015). Comparison of academic performance and attention span 

of children between montessori and traditional: pedagogical approaches   of   preschools.   In   

proceedings   of   International   Conference   on

Information Communication Technologies in Education (ICICTE2015). 336-347.

 

Kabiawu, O.O.  (2012). Kellers Motivational Model - IS Theory. Dimuat turun daripada

http://is.theorizeit.org/wiki/ Kellers_Motivational_Model.

 

Kamps, D.M., Barbetta, P.M., Leonard, B.R., & Delquadri, J. (1994). Classwide peer tutoring:  An  

integration  strategy  to  improve  reading  skills  and  promote  peer interactions among students 

with autism and general education peers. Journal of applied behavior analysis. 27. 49-61. DOI 

10.1901/jaba.1994.27-49.

 

Kang,  Y.S.  &  Chang,  Y.J.  (2019).  Using  a  motion-controlled  game  to  teach  four 

elementary school children with intellectual disabilities to improve hand hygiene. Journal of 

Applied Research in Intellectual Disabilities. 32(4).

 

Karnain, R., Surat, S., Rahman, S., & Ali, M.T. (2019). Design and development of teachers’ 

metacognitive skills training module in teaching and application of 21st century basic skills. In 

proceedings of Asia Proceedings of Social Sciences. 3(1), 10-13.

 

Kasim, N. (2001). Proses metakognitif dalam penyelesaian masalah matematik. Master Thesis: UTM.

 

Kaswan,   K.S.   &   Sangwan,   O.P.   (2018).   Essentials   of   information   technology.

Chhattisgarh, India: Educreation Publishing.

 

Kautzmann, T.R. & Jaques, P.A. (2019). Effect of adaptive trainng on metakognitive knowledge 

monitoring ability in computer based. Computer & Education. 129, 92-105.

 

Kavousi, S., Miller, P.A., & Alexander, P.A. (2019). Modeling metacognition in design thinking  and 

 design  making.  International  Journal  of  Technology  and  Design Education.  1-27Cho,  Y.  S., 

 &  Linderman,  K.  (2019).  Metacognition-based process improvement practices. International 

Journal of Production Economics. 211, 132-144.

 

Kementerian Pendidikan Malaysia (2017). Pelan Pembangunan Pendidikan Malaysia (PPPM)   2013-2025:   

Laporan   2017.   Putrajaya:   Kementerian   Pendidikan Malaysia.

 

Kennedy,  E.B. (2019). Why they’ve immersed: A  framework for understanding and attending to 

motivational differences among interactional experts. In proccedings of the the Third Wave in 

Science and Technology Studies. 217-234.

 

Kripanont, N. (2007). Examining a technology acceptance model of internet usage by academics   

within   Thai   business   schools.   Doctoral   Dissertation:   Victoria University.

 

Kuhlenschmidt,  R.E.  (1997).  Children  Computer  Keyboard.  United  State  Patent. Dimuat         

turun daripada https://docs.google.com/viewer?url=patentimages.storage.googleapis.com/pdfs/

US5700097.pdf.

 

Kulik,  C.C. & Kulik, J.A. (1986). Effects of  computer-based  education  in  Colleges.

AEDS Journal. 19, 81-106.

 

Kulik, J., Bangert, R., & Williams G. (1983). Effects of computer-based teaching on secondary 

students. Journal of Education Psychology. 75(1), 19-26.

 

Kulik, J., Bangert, R., & Williams G. (1984). Effects of computer-based education in elementary 

schools. Computer in Human Behaviour. 1(1), 59-74.

 

Lai, J.W. & Bower, M. (2019). How is the use of technology in education evaluated? A systematic 

review. Computers & Education. 133, 27-42.

 

Lakulu, M.M, Yatim, M.H.M, & Supal, S.N. (2018). Pengenalan pembelajaran teradun. In:  Maizatul,  

H.M.Y.  &  Ummu,  H.A.  Pembelajaran  Teradun:  Trend,  Isu  dan Amalan. Tanjong Malim: Pejabat 

Karang Pengarang.

 

Lamas, D. (2013). Foundation of human computer interaction. Dimuat turun daripada 

https://foundationsofhci.wordpress.com/2013/04/

 

Leap       Motion.       (2019).       Leap       Motion.       Dimuat       turun       daripada 

https://www.leapmotion.com/

 

Lebar,  O.  (2017).  Penyelidikan  kualitatif:  Pengenalan  kepada  teori  dan  metode.

Tanjong Malim: Pejabat Karang Mengarang UPSI.

 

Li, K.C. & Wong, B.T.M. (2019). Enhancing learners' metacognition for smart learning: effects of 

deep and surface learning, disorganisation, achievement goals and self- efficacy. International 

Journal of Smart Technology and Learning. 1(3), 203-217.

 

Lidwin, A., Aulia, A., & Santoso, K.N. (2013). Computer based learning device for children with 

ceberal palsy.

 

Lin, C.C. & Chang, C.H. (2018). Evaluating skill requirement for logistics operation practitioners: 

 Based  on  the  perceptions  of  logistics  service  providers  and  and academics in Taiwan. The 

Asian Journal of Shipping and Logistics.  34(4), 328- 336.

 

Lippmann, M., Schwartz, N.H., Jacobson, N.G., & Narciss, S. (2019). The concreteness of titles 

affects metacognition and study motivation. Instructional Science. 47(3), 257-277.

 

Loh,  M.Y.  &  Lee,  N.H.  (2019).  The  impact  of  various  methods  in  evaluating metacognitive 

strategies   in   mathematical   problem   solving.   Mathematical Problem Solving. 155-176.

 

Louca, E.P. (2019). Do children know what they know? Metacognitive awareness in

preschool children. New Ideas in Psychology. 54, 56-62.

 

Louho, R., Kallioja, M., & Oittinen, P. (2006). Factors affecting the use of hybrid media

applications. Graphic Arts in Finland. 35(3), 11-21.

 

Lu, W., Lai, C.C., Tse, T., Aibinu, A., Venkatesh, S., Agrawal, A., ... & Leidner, D.E. (2019). A 

framework-based approach to utility big data analytics. In BIM and Big Data for Construction Cost 

Management. 140(3), xiii-xiv. Harlow: McGraw-Hill Osborne Media.

 

Mackenzie,  D.S.  &  Jansen,  D.G.  (1998).  Impact  of  multimedia  computer-based instruction on 

student comprehension of drafting principles. Journal of Industrial Teacher Education. 35(4), 

61-81.

 

Mai,  M.Y. (2015).  Science  teachers self  perception  about  metacognition. Journal  of 

Educational and Social Research. 5(1 S1), 77.

 

Majid,  L.A,  Abdullah,  W.N,  &  Zakhi, A.N.H. (2012).  Penerapan  nilai  murni  dan pembentukan 

jati diri kanak-kanak prasekolah melalui penggunaan multimedia. Jurnal Hadhari Special Edition. 

51-65.

 

Marican, S. (2005). Kaedah penyelidikan sosial. Edisi Pertama Petaling Jaya: Prentice Hall Pearson.

 

Marin,  G., Dominio, F. &  Zanuttigh,  P. (2014). Hand  gesture  recognition  with  leap motion and 

kinect devices. In proceedings of the IEEE International Conference on Image Processing (ICIP).

 

Markopoulos,  P.,  Read,  J.C.,  Macfarlane,  S.,  &  Hoysniemi,  J.  (2008).  Evaluating 

children’s interactive products: Principles and practice for interaction designers. Massachusetts: 

Morgan Kaufmann.

 

Mat,  N.A.C.  &  Halim,  L.  (2012).  Reka  bentuk  dan  keberkesanan  pembelajaran berbantukan 

multimedia pendekatan konstruktivisme bagi sains KBSM. Jurnal Teknologi. 36(1), 19-38.

 

McCrindle, M. & Wolfinger, E. (2011). The ABC of XYZ: Understanding the global generations. New 

South Wales: University of New South Wales Press.

 

Merriam, S.B. (2009). Qualitative research: A guide to design and implementation. San Francisco: 

John Wiley & Sons, Inc.

 

Mihas,  P.  (2019).  Qualitative  data  analysis.  University  of  North  Carolina:  Oxford 

Research Encyclopedia of Education.

 

Mir,  H.Y.  &  Khosla,  A.K.  (2018).  Kinect  based  game  for improvement  of  sensory, motor and 

learning skills in autistic children. In proceedings of the 2018 Second International   Conference  

 on   Intelligent   Computing   and   Control   Systems

(ICICCS). 1670-1674.

 

Miswan, M. & Adnan, M.H. (2015). Pembangunan aplikasi peranti mudah alih untuk kemahiran membaca 

kanak-kanak: Aplikasi literasi LINUS (LiLIN). Malaysian Journal of Media Studies. 17(2). 64-78.

 

Mohamad, N.A., Mahamod Z., & Subramaniam, S. (2013). Kemahiran meta kognitif dan  hubungannya  

dengan  jantina,  jenis  sekolah  dan  pencapaian  murid  dalam pembelajaran bahasa melayu. Jurnal 

Pendidikan Malaysia. 38(2), 23-32.

 

Moseley,  C.,  Summerfold,  H.,  Paschke,  M.,  Park,  C.,  &  Utley,  J.  (2019).  Road  to 

collaboration:  Experience  learning  theory  as  a  framework  for  environmental education    

program    development.    Journal    Applied    Environmental    and Communication. DOI: 

10.1080/1533015X.2019.1582375

 

Moshman, D. (2018). Educ Psychol Rev. 30: 599. DOI: 10.1007/s10648-017-9413-7.

 

Moyles, J. (2005). The excellence of play. New York: Open Press University.

 

Nguyen,  V.T.  (2014).  Enhancing  touchless interaction  with  the  leap  motion  using  a haptic 

glove. Comput. Sci.

 

Ni  Pt.  Diana  Septiari,  I  G.  N.  Japa,  A.  A  Gede  Agung,  (2013).  Pengaruh  model 

pembelajaran   metakognitif   berbasis   masalah   terbuka   terhadap   kemampuan memecahkan 

masalah matematika siswa Kelas IV Sd No. 1 Denbantas. Jurnal Jurusan Pendidikan Guru Sekolah Dasar, 

Mimbar PGSD.

 

Noor,  S.F.M.,  Judi,  H.M.,  &  Rahim,  N.S.  (2018).  Teknik  Visualisasi  Maklumat Syarah Hadis. 

Fakulti Teknologi & Sains Maklumat, UKM.

 

Paivio, A. (1991). Dual coding theory: Retrospect and current status. Canadian Journal of 

Psychology/Revue canadienne de psychologie. 45(3), 255-287.

 

Parkes, C.M., Hinde, J.S., & Routledge, P.M. (2006). Attachment across the life cycle: 

Metacognitive knowledge, metacognitive monitoring, and singular (coherent) vs. multiple  

(incoherent)  model  of  attachment:  Finding  and  directions  for  future research. London and 

New York: Routledge.

 

Pintrich,  P.R.  &  DeGroot,  E.V.  (1990).  Motivational  and  self-regulated  learning components 

  of   classroom   academic   performance.   Journal   of   Educational Psychology. 82, 33-40.

 

Pintrich, P.R. (1989). The dynamic interplay of student motivation and cognition in the college 

classroom. In: M. Maehr & C. Aimes (Eds.). Advances in motivation and achievement: Motivation 

enhancing environments. 6. 117-160.

 

Prensky, M. (2001). Digital natives, digital immigrants Part 1. On the Horizon. 9(5), 1– 6. 

DOI:10.1108/10748120110424816

 

Pribadi,   D.A.,   Jonemaro,   E.   M.A.,   &   Setyawan   G.E.   (2017).      Implementasi

pengendalian  quadcopter  dengan  prinsip  virtual  reality  menggunakan  google

cardboard. Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer. E- ISSN: 2548-964X, 1(12), 

1451-1458 Dimuat turun daripada http://j-ptiik.ub.ac.id

 

Rachmadtullah,   R.   &   Sumantri,   M.S.   (2018).   Development   of   computer-based 

interactive multimedia: Study on learning in elementary education. Int. J. Eng. Technol. 7(4), 

2035-2038.

 

Rafiza   A.R.   &  Maryam  A.R.   (2017).   Pembinaan   media   pengajaran  berasaskan multimedia 

di kalangan guru ICTL. Jurnal Kurikulum & Pengajaran Asia Pasifik, Universiti Malaya.

 

Razak,  R.A.  &  Nordin,  S.Z.S.  (2017).  Projek  pembangunan  perisian  multimedia: strategi  

pengajaran  yang  membentuk  keperibadian  guru  pelatih.  JuKu:  Jurnal Kurikulum & Pengajaran 

Asia Pasifik. 1(1), 42-52.

 

Razali,  F.M., Aziz,  N.A.A.,  Salim, S.A.,  Rasli, R.M.,  & Zulkefly,  N.F. (2017). The effects   

of   free   rotate  gestures   in   multi-touch  screen   design   on   children's achievement  in  

learning  shape  for  pre-school  children.  In  proceedings  of  the International Journal of 

Early Childhood Education and Care, 6, 19-26.

 

Razhiyah,  K.A.  (2006).  Mengapa  kanak-kanak  sukar  belajar?  PTS  Siri  Pendidikan Khas.

 

Reich,  S.M.,  Yau,  J.C.,  &  Warschauer,  M.  (2016).  Tablet-based  ebooks  for  young children: 

What does the research say? Journal of Developmental & Behavioral Pediatrics. 37(7), 585-591.

 

Renaningtyas, L. (2013). Ruang virtual dan ruang realitas. Universitas Kristen Petra. Dimuat        

                                        turun                                                

daripada http://repository.petra.ac.id/16030/1/Publikasi1_09013_549.pdf

 

Rideout. V.J, Vanderwater, E.A., & Wartella, E.A. (2003). Zero to six electronic media in  the 

lives of  infants, toddlers and  pre-schoolers  report.  Texas: The  Henry J. Kaiser Family 

Foundation and Children’s Digital Media Center (CDMC).

 

Ridley,  D.S.,  Schutz,  P.A.,  Glanz,  R.S.  &  Weinstein,  C.E.  (1992).  Self-regulated 

learning: the interactive influence of metacognitive awareness and goal-setting. Journal of 

Experimental Education. 60(4), 293-306.

 

Robert,  K.Y.  (2014).  Research  design  and  methods.  Fifth  Edition.  London:  SAGE 

Publications, Inc.

 

Roblyer, M.D. & Edwards, J. (2000). Integrating educational technology into teaching. (2nd ed.). 

USA: Prentice Hall.

 

Rosmiza  Bidin  (2000).  Media  richness,  social  influences  and  electronic  mail  in  the

workplace. Universiti Putra Malaysia.

 

Rusdin, N.M. & Dollah, M.U. (2018). The ability of standard 3 primary school pupils in  solving  

mathematical  word  problem  by  draw  a  diagram  strategy.  Jurnal Pendidikan Sains dan Matematik 

Malaysia. 8(2), 74-85.

 

Saad, A. & Daud, E.D. (2016). Kepelbagaian model penerimaan teknologi dan sistem maklumat. In 

proceedings of the International Conference on ICT in Education 2016. Universiti Pendidikan Sultan 

Idris.

 

Sadoski, M. & Paivio, A. (2013). Imagery and text: A dual coding theory of reading and writing. 

Boston: Routledge.

 

Salles, A., Ais, J., Semelman, M., Sigman, M., & Calero, C.I. (2016). The metacognitive abilities 

of children and adults. Cognitive Development. 40, 101-110.

 

Samat, K.R. (2012). Design and development of rehabilitation device for hemiparetic patients. 

Universiti Teknologi Mara.

 

Sanip, F.A. & Che Ahmad C.N. (2014). Kesedaran strategi metakognitif dan kemahiran berfikir   aras  

 tinggi   dalam   kalangan   pelajar   biologi.   Jurnal   Penyelidikan Pendidikan (KPM). 15.

 

Sapounidis,  T.,  Demetriadis,  S.,  Papadopoulos,  P.  M.,  &  Stamovlasis,  D.  (2019). Tangible  

and  graphical  programming  with  experienced  children:  A  mixed methods analysis. International 

Journal of Child-Computer Interaction. 19, 67- 78.

 

Scherer, R., Siddiq, F., & Tondeur, J. (2019). The technology acceptance model (TAM): A  

meta-analytic  structural  equation modeling approach  to  explaining teachers’ adoption of digital 

technology in education. Computers & Education. 128, 13-35.

 

Schraw,    G.   &    Dennison,   R.S.   (1994).    Assessing    metacognitive    awareness.

Contemporary Educational Psychology, 19, 460-475.

 

Schunk,  D.H.  &  Zimmerman,  B.J.  (2012).  Motivation  and  self-regulated  learning: Theory, 

research and application. New York: Routledge.

 

Schunk,  D.H.  (1996).  Learning  theories  –  An  educational  perspective.  New  Jersey: Prentice 

Hall.

 

Setiawan, A., Nugraha, A. S., Haryanto, H., & Gamayanto, I., (2018).  Game virtual reality 

turn-based untuk pelatihan permainan tradisional benthik. In proceedings of the Seminar Nasional 

Geotik. Universiti Dian Nuswantoro.

 

Shahlan,  S.  &  Rahman,  S.  (2017).  Strategi  metakognitif  dalam  penulisan.  Bangi, Selangor: 

UKM Press.

 

Shukri, S.R.M. & Howes, A. (2019). Children adapt drawing actions to their own motor variability  

and  to  the  motivational  context  of  action.  International  Journal  of

Human-Computer Studies. 130, 152-165.

 

Shulman, H.C. & Bullock, O.M. (2019). Using metacognitive cues to amplify message content: a new 

direction in strategic communication. Annals of the International Communication              

Association.              43(1),              24-39.              DOI: 

10.1080/23808985.2019.1570472

 

Slavin,  R.E.  (2011).  Instruction  based  on  cooperative  learning.  In:  Handbook  of research 

on learning and instruction. 358-374. Routledge.

 

Snyder, C. (2003). Paper prototyping: The fast and easy way to design and refine user interfaces. 

New York: Morgan Kaufmann.

 

Spiegelmock,   M.   (2013).   Leap  Motion  development  essentials.   Amazon  Digital Services 

LLC.

 

Srujana,  C.L.,  Daimi,  S.N.,  Watanabe,  K.,  Saha,  G.,  &  Bhattacharya,  J.  (2018). 

Reconfiguration ability of functional brain network in the cognitive development of      young      

preschool      children.      SSRN     Electronic      Journal.      DOI: 10.2139/ssrn.3195358

 

Stake,  R.E.  (2010).  Qualitative  research:  Studying  how  things  work.  New  York: Guilford 

Press.

 

Stoyanova, S. (2011). Attitudes towards young people in Bulgaria. Psychology. 2, 669- 673. DOI: 

10.4236/psych.2011.27102.

 

Sumardianta, J. & Kris. W. (2018). Mendidik generasi Z dan A. Jakarta, Indonesia. PT Grasindo, 

Jalan Palmerah Barat.

 

Sun, M., Wu, X., Fan, Z., & Dong, D. (2019). Augmented reality based educational design for 

children. International Journal of Emerging Technologies in Learning. 14(3), 51-60.

 

Sundari,  K.A.  &  Bai, G.S.  (2019). Effectiveness of  computer  assisted  instruction  in 

enhancing    achievement    of    English    among    secondary    school    students. 

International Journal of English Language, Literature in Humanities. 7(2).

 

Sutaji,  S.S.  (2015).  Kesan  penggunaan  koswer  multimedia  animasi  visual  terhadap pencapaian 

 pelajar  dalam  mata  pelajaran  matematik.  Doctoral  dissertation: Universiti Tun Hussein Onn 

Malaysia.

 

Sutarna,  N.  (2018).  Strethening  character  education  based  on  Islam  for  milennial 

generation in digital era. In proceedings of the 3rd International Conference on Education. Teacher 

in the Digital Age. STKIP Muhammadiyah Kuningan.

 

Swanzen,  R.  (2018).  Facing  the  generation  chasm:  the  parenting  and  teaching  of 

generations Y and Z. International Journal of Child, Youth and Family Studies.

9(2), 125-150.

 

Swanzen,  R.  (2018).  Facing  the  generation  chasm:  the  parenting  and  teaching  of 

generations Y and Z. International Journal of Child, Youth and Family Studies. 9(2), 125-150.

 

Taheri  M.,  Mayer  L.,  von  Schmieden  K.,  &  Meinel  C.  (2018).  The  DT  MOOC prototype: 

Towards teaching design thinking at scale. In: Plattner H., Meinel C., Leifer L. (eds). Design 

Thinking Research: Understanding Innovation. Springer, Cham.

 

Talu,  E.  (2019).  Reflections  of  fears  of  children  to  drawings.  European  Journal  of 

Educational Research. 8(3), 763-779. DOI: 10.12973/eu-jer.8.3.763

 

Tan, K.E. (2013). Interactive mathematics game using kinect. Project Paper: University Malaysia 

Pahang.

 

Tapscott, D. (2008). Grown up digital: How the net generation is changing your world.

India. McGraw-Hill Education Pvt Limited.

 

Tarakci, E., Arman, N., Tarakci, D., & Kasapcopur, O. (2019). Leap Motion controller– based 

training for upper extremity rehabilitation in children and adolescents with physical  

disabilities:  A  randomized  controlled  trial.  Journal  of  Hand  Therapy. DOI: 

10.1016/j.jht.2019.03.012

 

Terdiman, D. (2012). Leap Motion; 3D hands free motion control, unbound. Dimuat turun   daripada   

http://www.cnet.com/news/leap-motion-3d-hands-free-motion- control-unbound/

 

Thaiheimer, W. (2015). Debunk this: People remember 10 percent of what they read. Dimuat turun 

 daripada      https://www.td.org/insights/debunk-this-people- 

remember-10-percent-of-what-they-read

 

Thomas, G.P. (2002). Conceptualisation, development and validation of an instrument for  

investigating  the  metacognitive  orientation  of  science  classroom  learning environments:  The 

 metacognitive  orientation  learning  environment  scale  – science (MOLES-S). Learning 

Environments Research. 6, 175-197.

 

Tober,  B.  (2016).  Envisioning  design  futures  via  practice-led  speculative  design research. 

  Networking   Knowledge:   Journal   of   the   MeCCSA   Postgraduate Network. 9(3).

 

Tondreau, B. (2019). Layout essentials revised and updated: 100 design principles for using grids. 

Boston: Rockport Publishers.

 

Torres-Carrión,  P.,  González-González,  C.,  Bernal-Bravo,  C.,  &  Infante-Moro,  A. (2018). 

Gesture-based children computer interaction for inclusive education: A systematic literature 

review. In proceedings of the International Conference on

Technology Trends. 133-147.

 

Tracy,   S.J.   (2019).   Qualitative   research   methods:   Collecting   evidence,   crafting

analysis, communicating impact. New York: John Wiley & Sons.

 

Tsalas, N.R., Müller, B.C., Meinhardt, J., Proust, J., Paulus, M., & Sodian, B. (2018). An   ERP  

study   on  metacognitive  monitoring  processes   in   children.   Brain Research. 1695, 84-90.

 

Turner,  A.  (2015).  Generation  Z:  Technology  and  social  interest.  The  Journal  of 

Individual Psychology. 71(2), 103-113.

 

Valentine, B.D., & Powers, L.T. (2013). Generation Y values and lifestyle segments.

Journal of consumer marketing. 30(7), 597-606.

 

Vasquez,  M.A.I.  (2019).  Reflective  thinking,  A  New  Skill  in  English  Pedagogy Curriculum. 

Playa Ancha’s University.

 

Vogel, M.W. (2017). Japanese independent game development. Doctoral Dissertation: Georgia Institute 

of Technology.

 

Vos, H. (2001). Metacognition in higher education. Doctoral Dissertation: University of Twente, 

Netherlands.

 

Vosmeer, M. & Sandovar, A. (2018). Circus Noel: A case study into interaction and interface design 

for cinematic VR. In proceedings of the International Conference Entertainment Computing 

(ICEC2018). 223-227.

 

Vulliamy, G. & Webb, R. (2018). Analysing and validating data in teacher research.

Teacher Research and Special Education Needs. 215-229.

 

Webster, C. (2018). Enabling learning through a creative use of resource. Early Years Educator. 

20(3), 32-34.

 

Wells, T., Fishman, E.K., Horton, K.M., & Rowe, S.P. (2018). Meet Generation Z: Top 10 trends of 

2018. Journal of the American College of Radiology. 15(12), 1791-

1793.

Wilson. T.S. (2010). A study on the impact of computer animation on children in three cities of  

Kerala  (Calicut,  Cochin  &  Tvm).  Doctoral  Dissertation:  Universiti  of Calicut.

 

Yaacob, B.B. (2003). Pemikiran pendidik guru terhadap hasrat dan pelaksanaan inovasi kurikulum di 

maktab perguruan: Satu kajian kes. Jurnal Penyelidikan MPSAH.

 

Yaakob,  M.F.M.  &  Hashim,  N.  (2018).  Meneroka  pengurusan  pengetahuan  dalam kalangan   guru: 

  Kajian   di   sekolah   berprestasi   tinggi.   Jurnal   Kepimpinan Pendidikan. 5(4), 34-41.

 

Yahaya, A., Voo, P., Maakip, I, & Malek, M.D.A. (2017). Kaedah penyelidikan dalam

pendidikan. Tanjong Malim: Pejabat Karang Mengarang UPSI.

 

Yalchin,  S.A.,  Turgut,  U.,  &  Buyukkasap,  E.  (2009).  The  effect  of  project-based learning 

science undersgraduate’ learning of Electricity: Attitude towards physic and scientific process 

skills. International Online Journal of Education Science. 1(1), 81-105.

 

Yasin,  M.S.M.  (2019).  Multimedia  grafik  interaktif  meningkatkan  daya  kefahaman pembelajaran 

 dalam  kalangan  kanak-kanak  pra  sekolah:  Fun  learning  with technology. Jurnal Dunia 

Pendidikan. 1(1), 35-44.

 

Yatim, M.H.M. & Azizan, U.H. (2018). Pembelajaran teradun: Trend, isu dan amalan.

Tanjong Malim: Pejabat Karang Pengarang.

 

Yatim, M.H.M. (2019). Lessons learned in game playing activities using playtesting in a   

game-based   learning   approach.   In   proceedings   of   the   8th   UPI-UPSI International      

Conference (UPI-UPSI2018),DOI: https://dx.doi.org/10.2991/upiupsi-18.2019.22

 

Yu, K., Tang, H., Gong, R., Dong, J., & Hu, S. (2018). Effects of the application of multimedia   

to   library   use   education   on   learning   motivation   and   learning satisfaction. Eurasia 

Journal of Mathematics, Science and Technology Education. 14(7), 2987-2994.

 

Yusof.  S.  (2011).  Kemahiran  metakognitif  dan  pemupukan  kemahiran  metakognisi dalam mata 

pelajaran Kimia. Universiti Kebangsaan Malaysia.

 

Yusop, Y.M. & Rahman, S. (2018). Kesedaran metakognisi dan prestasi pelajar aliran vokasional.   

Politeknik   &   Kolej   Komuniti   Journal   of   Social   Sciences   and Humanities. 3(1), 

136-152.

 

Zhao, Y., Lian, C., Zhang, X., Sha, X., Shi, G., & Li, W.J. (2019). Wireless IoT motion- 

recognition  rings  and  a  paper  keyboard.  IEEE  Access.  7,  44514-44524.  DOI: 

10.1109/ACCESS.2019.2908835

 

Zhu,  Y.,  Saeidi,  S.,  Rizzuto,  T.,  Roetzel,  A.,  &  Kooima,  R.  (2018).  Potential  and 

challenges  of  immersive  virtual  environments  for  occupant  energy  behavior modeling and 

validation: A literature review. Journal of Building Engineering.

19, 302-319.

 

 


This material may be protected under Copyright Act which governs the making of photocopies or reproductions of copyrighted materials.
You may use the digitized material for private study, scholarship, or research.

Back to previous page

Installed and configured by Bahagian Automasi, Perpustakaan Tuanku Bainun, Universiti Pendidikan Sultan Idris
If you have enquiries with this repository, kindly contact us at pustakasys@upsi.edu.my or Whatsapp +60163630263 (Office hours only)