UPSI Digital Repository (UDRep)
Start | FAQ | About
Menu Icon

QR Code Link :

Type :thesis
Subject :MT Musical instruction and study
Main Author :Abdul Rahman Safian
Title :Pembangunan dan penilaian modul interaktif realiti maya (E-MARZ) komponen apresiasi muzik menengah rendah
Place of Production :Tanjong Malim
Publisher :Fakulti Muzik dan Seni Persembahan
Year of Publication :2022
Corporate Name :Universiti Pendidikan Sultan Idris
PDF Guest :Click to view PDF file

Abstract : Universiti Pendidikan Sultan Idris
Objektif kajian ini adalah untuk membangunkan dan menilai Modul Interaktif Realiti Maya (E-MARZ) Komponen Apresiasi Muzik Menengah Rendah. Kajian ini menggunakan reka bentuk dan pembangunan DDR (design and development research) yang diperkenalkan oleh Richey dan Klein (2007) yang melibatkan tiga fasa. Data fasa pertama iaitu analisa keperluan dikutip melalui edaran soal selidik terhadap 186 orang responden iaitu pelajar aliran muzik sekolah menengah dari empat buah sekolah berbeza. Data dianalisis secara deskriptif menggunakan perisian Statistical Packages for the Social Science (SPSS). Dapatan bagi fasa kedua iaitu fasa reka bentuk elemen modul menggunakan kaedah Fuzzy Delphi yang melibatkan 15 orang pakar bidang. Fasa pembangunan modul bersandarkan kepada proses produksi video dan model pembangunan m-ADDIE. Dapatan fasa ketiga iaitu fasa penilaian mengukur kebolehgunaan modul menggunakan kaedah temu bual serta soal selidik kebolehgunaan ke atas lima pakar bidang dan 82 pelajar. Dapatan fasa pertama menunjukkan terdapat keperluan untuk membangunkan E-MARZ berdasarkan aspek tahap akses ke atas peranti dan penerimaan pelajar. Dapatan fasa kedua iaitu reka bentuk modul menunjukkan senarai elemen yang melepasi syarat nilai ambang ‘d’ ≤ 0.2 dan melebihi 75% kesepakatan pakar bagi setiap elemen yang mewakili domain pengetahuan Teknologi, Pedagogi dan Kandungan (TPACK). Dapatan fasa pembangunan memaparkan proses terperinci modul E-MARZ dibangunkan berpandukan model sandaran. Dapatan fasa penilaian menunjukkan tahap kebolehgunaan E-MARZ adalah tinggi berdasarkan pandangan pakar dan tinjauan pelajar melalui kaedah temu bual dan soal selidik kebolehgunaan. Hasil daripada kajian ini diharap dapat memberi sumbangan sebagai bahan bantu mengajar dan belajar yang menerapkan elemen teknologi media baharu Realiti Maya (VR) dalam bidang pendidikan muzik. Modul ini berpotensi untuk membantu guru dan pelajar untuk mewujudkan suasana pembelajaran yang lebih aktif dan menyeronokkan. Modul ini juga berperanan sebagai medium pendedahan awal pelajar terhadap teknologi VR yang akan digunakan secara meluas pada era revolusi industri 4.0 yang mendatang.

References

Abdelmagid, M. (2018). The Pedagogical Potentials of Integrating Augmented Reality:

Revisiting Gagné ISD Framework. Advances in Social Sciences Research

Journal, 5(11).

 

Abdullah, N., Mohamed Noh, N., Yusuff, N., Azmah, N., & Mansor, R. (2013).

Aplikasi persekitaran pengajaran maya (Frog VLE) dalam kalangan guru

Sains. Jurnal Pendidikan Sains & Matematik Malaysia, 3(2), 63.

 

Abdullah, Muhammad Ridhuan Tony Lim (2014) Development of activity-based

mLearning implementation model for undergraduate English Language

learning / Muhammad Ridhuan Tony Lim bin Abdullah. PhD thesis, University

of Malaya.

 

Adams Becker, S., Freeman, A., Giesinger Hall, C., Cummins, M., & Yuhnke, B.

(2016). NMC/CoSN horizon report: 2016 K. New Media Consortium.

 

Adam, R & Hussain, Y. (2017). Pendidikan Muzik Tingkatan 2. Kementerian

Pendidikan Malaysia Putrajaya,: Aras Mega.

 

Adler, M., & Ziglio, E. (1996). Gazing into the oracle: The Delphi method and its

application to social policy and public health. Jessica Kingsley Publishers.

 

Ahmad Zamzuri, (2018). Multimedia dan Perisian Pendidikan. Panduan Praktikal Reka

Bentuk dan Penyelidikan. Perak: Penerbit Universiti Pendidikan Sultan Idris.

 

Akbari, R., & Yazdanmehr, E. (2014). A critical analysis of the selection criteria of

expert teachers in ELT. Theory and practice in language studies, 4(8), 1653-

1659.

 

Al-Shalabi, H., Andraws, S., Alrabea, A. I., & Kumar, A. S. (2012). V model of elearning

using Gagne nine steps of education.

 

Alhabeeb, A., & Rowley, J. (2018). E-learning critical success factors: Comparing

perspectives from academic staff and students. Computers & Education, 127,

1-12.

 

Alhalabi, W. (2016). Virtual reality systems enhance students’ achievements in

engineering education. Behaviour & Information Technology, 35(11), 919-

925.

 

Ali, N., Ullah, S., Alam, A., & Rafique, J. (2014). 3D interactive virtual chemistry

laboratory for simulation of high school experiments. Proceedings of

EURASIA GRAPHICS, 1-6.

 

Alias, N., Siraj, S., DeWitt, D., Attaran, M., & Nordin, A. B. (2013). Evaluation on the

Usability of Physics Module in a Secondary School in Malaysia: Students'

Retrospective. Malaysian Online Journal of Educational Technology, 1(1), 44-

53.

 

Alijah, U. (2016). Pembangunan modul pembelajaran webquest pendidikan kesihatan

untuk guru pelatih murid bermasalah pembelajaran/Alijah Ujang (Doctoral

dissertation, University of Malaya).

 

Almaiah, M. A., Alamri, M. M., & Al-Rahmi, W. (2019). Applying the UTAUT model

to explain the students’ acceptance of mobile learning system in higher

education. IEEE Access, 7, 174673-174686.

 

Almomen, R. K., Kaufman, D., Alotaibi, H., & Al-rowais, N. A. (2016). Applying the

ADDIE — Analysis, Design , Development , Implementation and Evaluation

— Instructional design model to continuing professional development for

primary care physicians in Saudi Arabia. International Journal of Clinical

Medicine, 7(8): 538–546. http://doi.org/.

http://dx.doi.org/10.4236/ijcm.2016.78059.

 

Alves Fernandes, L. M., Cruz Matos, G., Azevedo, D., Rodrigues Nunes, R., Paredes,

H., Morgado, L., ... & de Carvalho, F. (2016). Exploring educational

immersive videogames: an empirical study with a 3D multimodal interaction

prototype. Behaviour & Information Technology, 35(11), 907-918.

 

Alwi, N., & Shaari, A. (2017). Kesahan dan Kebolehpercayaan Intervensi Modul

Kaunseling Rasional Emosi Tingkah Laku. Jurnal Pembangunan Sosial, 20,

63-75.

 

Amineh, R. J., & Asl, H. D. (2015). Review of constructivism and social

constructivism. Journal of Social Sciences, Literature and Languages, 1(1), 9-

16.

 

Andreoli, R., Corolla, A., Faggiano, A., Malandrino, D., Pirozzi, D., Ranaldi, M., ... &

Scarano, V. (2016, October). Immersivity and playability evaluation of a game

experience in cultural heritage. In Euro-Mediterranean Conference (pp. 814-

824). Springer, Cham.

 

Anjuman, J., & Hussain, W. R. B. W. (2013). ICT dan kelestarian penggunaanya dalam

pengajaran dan pembelajaran geografi di sekolah.

 

Argyriou, L., Economou, D., & Bouki, V. (2017, July). 360-degree interactive video

application for Cultural Heritage Education. In 3rd Annual International

Conference of the Immersive Learning Research Network. Verlag der

Technischen Universität Graz.

 

Aufegger, L., Perkins, R., Wasley, D., & Williamon, A. (2017). Musicians’ perceptions

and experiences of using simulation training to develop performance skills.

Psychology of Music, 45(3), 417-431.

 

Awang, H., Mat Aji, Z., Sheik Osman, W. R., Kamaruddin, E., Al-Mashhadani, A. F.

S., & Khamis, S. (2020). Cabaran dalam melaksanakan teknologi maklumat

dan komunikasi: analisis kes persekitaran pembelajaran Maya-Frog serta

strategi untuk melestarikan penggunaan google classroom dalam kalangan

guru. Journal of Educational Research & Indigenous Studies, 1(1), 1-18.

 

Azizan, U. H., Yatim, M. H. M., Ibharim, L. F. M., & Zain, N. Z. M. (2019). Analysis

of game elements in digital educational game according to Gagne nine events

of instruction. International Journal of Academic Research in Business and

Social Sciences, 9(7), 131-135.

 

Baceviciute, S., Terkildsen, T., & Makransky, G. (2021). Remediating learning from

non-immersive to immersive media: Using EEG to investigate the effects of

environmental embeddedness on reading in Virtual Reality. Computers &

Education, 164, 104122.

 

Bada, S. O., & Olusegun, S. (2015). Constructivism learning theory: A paradigm for

teaching and learning. Journal of Research & Method in Education, 5(6), 66-

70.

 

Baharun. K., Siraj, S., & Ghani, M. F. A. (2017). Penerimaan M-Pembelajaran Dalam

Kalangan Pensyarah Institut Pendidikan Guru Malaysia Melalui the Unified

Theory of Acceptance and Use of Technology (Utaut): Satu Kajian

Awal. JuPiDi: Jurnal Kepimpinan Pendidikan, 4(2), 56-73.

 

Barnum, C. M. (2021). Usability testing essentials: ready, set... test!. (2nd ed.). Morgan

Kaufmann.

 

Bauer, W. I., & Mito, H. (2017). ICT in music education. In The Routledge companion

to music, technology, and education (pp. 115-126). Routledge.

 

Berliner, D. C. (2004). Describing the behavior and documenting the accomplishments

of expert teachers. Bulletin of Science, Technology & Society, 24(3), 200-212.

 

Bernacki, M. L., Greene, J. A., & Crompton, H. (2020). Mobile technology, learning,

and achievement: Advances in understanding and measuring the role of mobile

technology in education. Contemporary Educational Psychology, 60, 101827.

 

Bernhard, J. P. (2019). Investigating people's intention to use virtual reality in the

context of victim-offender mediation using the UTAUT model (Bachelor's

thesis, University of Twente).

 

Best, J. W. (1977). Research in education. New Jersey: Prentice Hall.

 

Bharathi, A. K. B. G., & Tucker, C. S. (2015, August). Investigating the impact of

interactive immersive virtual reality environments in enhancing task

performance in online engineering design activities. In ASME 2015

International Design Engineering Technical Conferences and Computers and

Information in Engineering Conference (pp. V003T04A004-V003T04A004).

American Society of Mechanical Engineers.

 

Birch, H. J. (2017). Potential of SoundCloud for mobile learning in music education: a

pilot study. International Journal of Mobile Learning and

Organisation, 11(1), 30-40.

 

Birnie, K. A., Kulandaivelu, Y., Jibb, L., Hroch, P., Positano, K., Robertson, S., ... &

Stinson, J. (2018). Usability testing of an interactive virtual reality distraction

intervention to reduce procedural pain in children and adolescents with

cancer. Journal of Pediatric Oncology Nursing, 35(6), 406-416.

 

Bissonnette, J., Dubé, F., Provencher, M. D., & Moreno Sala, M. T. (2015). Virtual

reality exposure training for musicians: Its effect on performance anxiety and

quality. Medical problems of performing artists, 30(3), 169-177.

 

Blazauskas T., Maskeliunas R., Bartkute R., Kersiene V., Jurkeviciute I., Dubosas M.

(2017) Virtual Reality in Education: New Ways to Learn. In: Damaševičius

R., Mikašytė V. (eds) Information and Software Technologies. ICIST 2017.

Communications in Computer and Information Science, vol 756. Springer,

Cham

 

Booker, J. M., & McNamara, L. A. (2004). Solving black box computation problems

using expert knowledge theory and methods. Reliability Engineering &

System Safety, 85(1-3), 331-340.

 

Bower, M. (2017). Design of technology-enhanced learning: Integrating research and

practice. Emerald Group Publishing.

 

Branch, R. M., & Kopcha, T. J. (2014). Instructional design models. In Handbook of

research on educational communications and technology (pp. 77-87).

Springer, New York, NY.

 

Brooke, J. (1996). SUS: a “quick and dirty'usability. Usability evaluation in industry,

189.

 

Burdea G, Coiffet P (2003) Virtual reality technology, (2nd edn.). Wiley, New York.

 

Buchner, J., & Zumbach, J. (2020). Augmented reality in teacher education. a

framework to support teachers'technological pedagogical content

knowledge. Italian Journal of Educational Technology, 28(2), 106-120.

 

Bucher, J. (2017). Storytelling for virtual reality: methods and principles for crafting

immersive narratives. Taylor & Francis.

 

Branch, R. M. (2009). Instructional design: The ADDIE approach (Vol. 722). Springer

Science & Business Media.

 

Caine, K. (2016). Local standards for sample size at CHI. In Proceedings of the 2016

CHI conference on human factors in computing systems (pp. 981-992).

 

Castaneda, L., & Pacampara, M. (2016, March). Virtual reality in the classroom-An

exploration of hardware, management, content and pedagogy. In Society for

Information Technology & Teacher Education International Conference (pp.

527-534). Association for the Advancement of Computing in Education

(AACE).

 

Casu, A., Spano, L. D., Sorrentino, F., & Scateni, R. (2015). RiftArt: Bringing

Masterpieces in the Classroom through Immersive Virtual Reality. In

Eurographics Italian Chapter Conference (pp. 77-84).

 

Cellan-Jones, R. (2016, January 1). 2016: the year when VR goes from virtual to reality.

BBC News. https://www.bbc.com/news/technology-35205783.

 

Çetin, E., & Solmaz, E. (2020). Gamifying the 9 Events of Instruction with Different

Interactive Response Systems: The Views of Social Sciences Teacher

Candidates. Malaysian Online Journal of Educational Technology, 8(2), 1-15.

 

Chan, C.J., Evawanialisza, M., & Jaehnichen, G. (2012). Pengajaran Yang Ditonton:

Kesan tayangan instruksi audio visual terhadap pembelajaran caklempong di

sekolah menengah. Malaysian Journal of Music, 1(1), 41-57.

 

Chao, C. M. (2019). Factors determining the behavioral intention to use mobile

learning: An application and extension of the UTAUT model. Frontiers in

psychology, 10, 1652.

 

Che Ahmad, C. N. (2020). Pembangunan modul Video Amali (V-Lab) bagi

mempertingkatkan pengajaran dan pemudahcaraan biologi tingkatan empat.

Jurnal Pendidikan Sains Dan Matematik Malaysia, 10(2), 1-7.

https://doi.org/10.37134/jpsmm.vol10.2.1.2020

 

Chen, J. J., & Johannesmeyer, H. J. (2019). Gagné’s 9 Events of Instruction With

Active Learning: Teaching Student Pharmacists How to Measure Blood

Pressure. Journal of pharmacy practice, 0897190019875610.

 

Chen, K. S., Monrouxe, L., Lu, Y. H., Jenq, C. C., Chang, Y. J., Chang, Y. C., & Chai,

P. Y. C. (2018). Academic outcomes of flipped classroom learning: a metaanalysis.

Medical education, 52(9), 910-924.

 

Chen, Y., Klaus, A., Liang, Y., & Zhang, C. (2018). Improving Music Practice with a

Mobile Learning Smartphone Application. International Association for

Development of the Information Society.

 

Cheng, B., Ritz, C., & Burnett, I. (2008, March). A spatial squeezing approach to

ambisonic audio compression. In 2008 IEEE International Conference on

Acoustics, Speech and Signal Processing (pp. 369-372). IEEE.

 

Cheng, C. H., & Lin, Y. (2002). Evaluating the best main battle tank using fuzzy

decision theory with linguistic criteria evaluation. European journal of

operational research, 142(1), 174-186.

 

Cheok, M. L., Wong, S. L., Ayub, A. F., & Mahmud, R. (2017). Teachers' Perceptions

of E-Learning in Malaysian Secondary Schools. Malaysian Online Journal of

Educational Technology, 5(2), 20-33.

 

Chi, M. T. (2009). Active‐constructive‐interactive: A conceptual framework for

differentiating learning activities. Topics in cognitive science, 1(1), 73-105.

 

Cho, D. R., & Lee, S. H. (2019). Effects of virtual reality immersive training with

computerized cognitive training on cognitive function and activities of daily

living performance in patients with acute stage stroke: A preliminary

randomized controlled trial. Medicine, 98(11).

 

Chu, H. C., & Hwang, G. J. (2008). A Delphi-based approach to developing expert

systems with the cooperation of multiple experts. Expert systems with

applications, 34(4), 2826-2840.

 

Chung, S. M., & Wu, C. T. (2017). Designing music games and mobile apps for early

music learning. In Serious Games and Edutainment Applications (pp. 57-75).

Springer, Cham.

 

Civelek, T., Ucar, E., Ustunel, H., & Aydın, M. K. (2014). Effects of a Haptic

Augmented Simulation on K-12 Students' Achievement and their Attitudes

towards Physics. Eurasia Journal of Mathematics, Science & Technology

Education, 10(6).

 

Clark, R. C., & Mayer, R. E. (2016). E-learning and the science of instruction: Proven

guidelines for consumers and designers of multimedia learning. john Wiley &

sons.

 

Cochrane, T. (2016). Mobile VR in education: From the fringe to the

mainstream. International Journal of Mobile and Blended Learning

(IJMBL), 8(4), 44-60.

 

Cox, G. (2001), “Teaching Musics in Schools: Some Historical Reflections”, in C.

Philpott&C. Plummeridge (eds.), Issues in Music Teaching; London:

RoutledgeFalmer.

 

Craig, A. B., Sherman, W. R., & Will, J. D. (2009). Developing virtual reality

applications: Foundations of effective design. Morgan Kaufmann.

 

Crawford, R. (2013). Evolving technologies require educational policy change: Music

education for the 21st century. Australasian Journal of Educational

Technology, 29(5).

 

Creager, J. G., & Murray, D. L. (1971). The use of modules in college biology teaching.

 

Creswell, J. W., Fetters, M. D., & Ivankova, N. V. (2004). Designing a mixed methods

study in primary care. The Annals of Family Medicine, 2(1), 7-12.

 

Creswell, J. W. (2007). Qualitative inquiry and research design: Choosing among five

approaches (2nd ed.). Thousand Oaks, CA, US: Sage Publications, Inc.

 

Crompton, H., Burke, D., & Gregory, K. H. (2017). The use of mobile learning in PK-

12 education: A systematic review. Computers & Education, 110, 51-63.

 

Dahaman, Amani (2014) Pembangunan modul m-pembelajaran Bahasa Arab di

Institut Pendidikan Guru / Amani Dahaman @ Dahlan. PhD thesis, University

of Malaya.

 

Dalgarno, B., & Lee, M. J. (2010). What are the learning affordances of 3‐D virtual

environments?. British Journal of Educational Technology, 41(1), 10-32.

 

Dalkey, N. C. (1969). The Delphi method: An experimental study of group opinion.

Rand Corp Santa Monica Calif.

 

Damiani, L., Demartini, M., Guizzi, G., Revetria, R., & Tonelli, F. (2018). Augmented

and virtual reality applications in industrial systems: A qualitative review

towards the industry 4.0 era. IFAC-PapersOnLine, 51(11), 624-630.

 

Dane-Staples, E. (2019). Assessing a Two-Pronged Approach to Active Learning in

Sport Sociology Classrooms. Sport Management Education Journal, 13(1),

11-22.

 

Davis, L. L. (1992). Instrument review: Getting the most from a panel of

experts. Applied nursing research, 5(4), 194-197.

 

Davis, M. L., Witcraft, S. M., Baird, S. O., & Smits, J. A. (2017). Learning Principles

in CBT. In The Science of Cognitive Behavioral Therapy (pp. 51-76).

Academic Press.

 

Davis, S., Nesbitt, K., & Nalivaiko, E. (2014, December). A systematic review of

cybersickness. In Proceedings of the 2014 Conference on Interactive

Entertainment (pp. 1-9). ACM.

 

Dawes, J. (2008). Do data characteristics change according to the number of scale

points used? An experiment using 5-point, 7-point and 10-point

scales. International journal of market research, 50(1), 61-104.

 

Dawley, L., & Dede, C. (2014). Situated learning in virtual worlds and immersive

simulations. In Handbook of research on educational communications and

technology (pp. 723-734). Springer, New York, NY.

 

Dede, C. J., Jacobson, J., & Richards, J. (2017). Introduction: Virtual, augmented, and

mixed realities in education. In Virtual, augmented, and mixed realities in

education (pp. 1-16). Springer, Singapore.

 

De Nunzio, C., Lombardo, R., Tema, G., Cancrini, F., Russo, G. I., Chacon, R. &

Tubaro, A. (2019). Mobile phone apps for the prediction of prostate cancer:

External validation of the Coral and Rotterdam apps. European Journal of

Surgical Oncology, 45(3), 471-476.

 

de Vet, H. C., Mokkink, L. B., Mosmuller, D. G., & Terwee, C. B. (2017). Spearman–

Brown prophecy formula and Cronbach's alpha: different faces of reliability

and opportunities for new applications. Journal of Clinical Epidemiology, 85,

45-49.

 

Dewan Bahasa dan Pustaka. (2021). Prpm.dbp.gov.my. Carian Umum. [online]

Available at: [Accessed

20 May 2021].

 

Dewan Bahasa dan Pustaka. (2019). Prpm.dbp.gov.my. Carian Umum. [online]

Available at:

[Accessed 10 Jun 2019].

 

Dewitt, D. (2010). Development of a collaborative mlearning module on nutrition for

Form 2 students (Doctoral dissertation, Universiti Malaya).

 

Dokumen standard kurikulum dan pentaksiran pendidikan muzik tingkatan 1. (2015).

Bahagian Pembangunan Kurikulum. Kementerian Pendidikan

Malaysia.Putrajaya, Malaysia.

 

Dokumen standard kurikulum dan pentaksiran pendidikan muzik tingkatan 2. (2016).

Bahagian Pembangunan Kurikulum. Kementerian Pendidikan

Malaysia.Putrajaya, Malaysia.

 

Dokumen standard kurikulum dan pentaksiran pendidikan muzik tingkatan 3. (2017).

Bahagian Pembangunan Kurikulum. Kementerian Pendidikan

Malaysia.Putrajaya, Malaysia.

 

Dooley, K. (2017). Storytelling with virtual reality in 360-degrees: a new screen

grammar. Studies in Australasian Cinema, 11(3), 161-171.

 

Dubovi, I., Levy, S. T., & Dagan, E. (2017). Now I know how! The learning process of

medication administration among nursing students with non-immersive

desktop virtual reality simulation. Computers & Education, 113, 16-27.

 

Dumont, E., Syurina, E. V., Feron, F. J., & van Hooren, S. (2017). Music interventions

and child development: a critical review and further directions. Frontiers in

psychology, 8, 1694.

 

Dunham, R. S. (2020). Artificial Intelligence, Virtual Reality and Computer-Driven

Storytelling. In Multimedia Reporting (pp. 355-367). Springer, Singapore.

 

Eisenlauer, V. (2020). Digital literacies in virtual reality learning contexts.

In Augmented Reality and Virtual Reality (pp. 269-281). Springer, Cham.

 

Elena Laudante (2017) Industry 4.0, Innovation and Design. A new approach for

ergonomic analysis in manufacturing system, The Design Journal, 20:sup1,

S2724-S2734, DOI:10.1080/14606925.2017.1352784

 

Elkoubaiti, H., & Mrabet, R. (2018). Key Elements of Educational Augmented and

Virtual Reality Applications. In International Conference Europe Middle East

& North Africa Information Systems and Technologies to Support

Learning (pp. 100-105). Springer, Cham.

 

Ellis, T. J., & Levy, Y. (2010, June). A guide for novice researchers: Design and

development research methods. In Proceedings of Informing Science & IT

Education Conference (InSITE) (Vol. 10, pp. 107-118).

 

Fabris, C. P., Rathner, J. A., Fong, A. Y., & Sevigny, C. P. (2019). Virtual Reality in

Higher Education. International Journal of Innovation in Science and

Mathematics Education, 27(8).

 

Falsafah Pendidikan Kebangsaan. (n.d.). Retrieved February 25, 2019, from

https://www.moe.gov.my/index.php/my/dasar/falsafah-pendidikankebangsaan.

 

Farag, M., & Shemy, N. (2011). Course delivery through the web: Effects of

linear/nonlinear navigation and individual differences in online

learning. International Journal on E-Learning, 10(3), 243-271.

 

Fautley, M. (2010). Assessment in music education. Oxford: Oxford University Press.

 

Fernandes, L., Nunes, R. R., Matos, G., Azevedo, D., Pedrosa, D., Morgado, L., &

Cardoso, B. (2015). Bringing user experience empirical data to gesture-control

and somatic interaction in virtual reality videogames: an exploratory study

with a multimodal interaction prototype. In SciTecIn15-Conferência Ciências

e Tecnologias da Interação 2015.

 

Ferreira, V. M. P. (2020). Analysis of digital learning materials for music education in

Portugal. In Music education and didactic materials (pp. 125-132). Grupo de

Investigación Stellae.

 

Flink, C. A., & Searns, R. M. (1993). Greenways: A guide to planning, design, and

development.

 

Fosnot, C. T. (2013). Constructivism: Theory, perspectives, and practice. Teachers

College Press.

 

Fosnot, C. T. (1989). Enquiring teachers, enquiring learners: A constructivist

approach for teaching. Teachers College Press.

 

Freina, L., & Ott, M. (2015, April). A literature review on immersive virtual reality in

education: state of the art and perspectives. In The international scientific

conference elearning and software for education (Vol. 1, No. 133, pp. 10-

1007).

 

Friend, J., & Militello, M. (2015). Lights, camera, action: Advancing learning, research,

and program evaluation through video production in educational leadership

preparation. Journal of Research on Leadership Education, 10(2), 81-103.

 

Fuller-Tyszkiewicz, M., Richardson, B., Klein, B., Skouteris, H., Christensen, H.,

Austin, D., ... & Ware, A. (2018). A mobile app–based intervention for

depression: End-user and expert usability testing study. JMIR mental

health, 5(3), e54.

 

Gagne, R. M., Wager, W. W., Golas, K. C., Keller, J. M., & Russell, J. D. (2005).

Principles of instructional design. Performance Improvement, 44(2), 44-46.

 

Garcia-Ruiz, M. A., Santana-Mancilla, P. C., & Gaytan-Lugo, L. S. (2017, June). A

usability study on low-cost virtual reality technology for visualizing digitized

Canadian cultural objects: Implications in education. In EdMedia+ Innovate

Learning (pp. 259-264). Association for the Advancement of Computing in

Education (AACE).

 

Ghazali Darusalam & Sufian Hussin. (2016). Metodologi Penyelidikan dalam

Pendidikan: Amalan dan Analisis Kajian. Kuala Lumpur: Penerbit Universiti

Malaya.

 

Giddings, L. R. (1985). Module Utilization in College Teaching.

 

Goode, P. (2018). Procedure for Cannulating a Dialysis Access: Using the ASSURE

Model and Gagne's Events of Instructions.

 

Gorgoretti, B. (2019). The use of technology in music education in North Cyprus

according to student music teachers. South African Journal of Education,

39(1).

 

Gorisse, G., Christmann, O., Amato, E. A., & Richir, S. (2017). First-and third-person

perspectives in immersive virtual environments: Presence and performance

analysis of embodied users. Frontiers in Robotics and AI, 4, 33.

 

Grabinger, R. S., & Dunlap, J. C. (1995). Rich environments for active learning: A

definition. ALT-J, 3(2), 5-34.

 

Graham, C. R. (2006). Blended learning systems. The handbook of blended learning:

Global perspectives, local designs, 3-21.

 

Graham, L. (2012). Basics of design: Layout & Typography for beginners. Cengage

Learning.

 

Greenwald, S. W., Corning, W., Funk, M., & Maes, P. (2018). Comparing Learning in

Virtual Reality with Learning on a 2D Screen Using Electrostatics Activities.

J. UCS, 24(2), 220-245.

 

Guo, P. (2020). Integrated practice effect analysis of teaching design pattern on

TPACK. Computer Applications in Engineering Education, 29(2), 385-393.

 

Gustafson, K. L., & Branch, R. M. (2002). What is instructional design. Trends and

issues in instructional design and technology, 16-25.

 

Habibah, R., Saedah, S., & Mohd Ridhuan, M. J. (2014). Aplikasi teknik fuzzy delphi

terhadap keperluan aspek ‘riadhah ruhiyyah’untuk profesionalisme perguruan

pendidikan islam. The Online Journal of Islamic Education July, 2(2).

 

Hair, J. F., Page, M., & Brunsveld, N. (2019). Essentials of business research methods.

Routledge. (4th ed)

 

Hair, J. F., Bush, R. P., & Ortinau, D. J. (2003). Marketing Research: Within a changing

information environmentMcGraw Hill. Higher Education, 720.

 

Hamilton, D., McKechnie, J., Edgerton, E., & Wilson, C. (2021). Immersive virtual

reality as a pedagogical tool in education: a systematic literature review of

quantitative learning outcomes and experimental design. Journal of

Computers in Education, 8(1), 1-32.

 

Hanson, W. E., Creswell, J. W., Clark, V. L. P., Petska, K. S., & Creswell, J. D. (2005).

Mixed methods research designs in counseling psychology. Journal of

counseling psychology, 52(2), 224.

 

Harris, K., & Reid, D. (2005). The influence of virtual reality play on children's

motivation. Canadian Journal of Occupational Therapy, 72(1), 21-29.

 

Harris, K., & Reid, D. (2005). The influence of virtual reality play on children's

motivation. Canadian Journal of Occupational Therapy, 72(1), 21-29.

 

Hasliza, Munira dan Zarina (2017). Cabaran yang dihadapi oleh guru dalam

pelaksanaan persekitaran pembelajaran maya frog di bilik darjah. Asia Pacific

Journal of Educators and Education Vol. 31, 115-129, 2016.

 

Heim, M. (1994). The metaphysics of virtual reality. Oxford University Press.

Henson, K.T. 1985. Curriculum Development for Education Reform. New York:

Harper Collins College Publication.

 

Holloway, M. S. (2004, January). The use of cooperative action learning to increase

music appreciation students' listening skills. In College Music

Symposium (Vol. 44, pp. 83-93). College Music Society.

 

Hoque, R., & Sorwar, G. (2017). Understanding factors influencing the adoption of

mHealth by the elderly: An extension of the UTAUT model. International

journal of medical informatics, 101, 75-84.

 

Hussin, A. A. (2018). Education 4.0 made simple: Ideas for teaching. International

Journal of Education and Literacy Studies, 6(3), 92-98.

 

Hsieh, W. M., & Tsai, C. C. (2017). Taiwanese high school teachers' conceptions of

mobile learning. Computers & Education, 115, 82-95.

 

Hsu, C. C., & Sandford, B. A. (2007). The Delphi technique: making sense of

consensus. Practical assessment, research & evaluation, 12(10), 1-8.

 

Hsu, K. S., Jiang, J. F., Wei, H. Y., & Lee, T. H. (2016). Application of the

environmental sensation learning vehicle simulation platform in virtual

reality. Eurasia Journal of Mathematics, Science and Technology

Education, 12(5), 1477-1485.

 

Huang, H. M., Liaw, S. S., & Lai, C. M. (2013). Exploring learner acceptance of the

use of virtual reality in medical education: a case study of desktop and

projection-based display systems. Interactive Learning Environments, 24(1),

3-19.

 

Huang, Y., Churches, L., & Reilly, B. (2015). A case study on virtual reality American

football training. In Proceedings of the 2015 Virtual Reality International

Conference (p. 6). ACM.

 

Huang, J., Chen, Z., Ceylan, D., & Jin, H. (2017). 6-DOF VR videos with a single 360-

camera. In 2017 IEEE Virtual Reality (VR) (pp. 37-44). IEEE.

 

Huang, K. T., Ball, C., Francis, J., Ratan, R., Boumis, J., & Fordham, J. (2019).

Augmented versus virtual reality in education: an exploratory study examining

science knowledge retention when using augmented reality/virtual reality

mobile applications. Cyberpsychology, Behavior, and Social

Networking, 22(2), 105-110.

 

Hund, J. (2014). What is the discipline of music appreciation? Reconsidering the

concert report. Journal of Music History Pedagogy, 4(2), 255-72.

 

Hupont, I., Gracia, J., Sanagustín, L., & Gracia, M. A. (2015). How do new visual

immersive systems influence gaming QoE? A use case of serious gaming with

Oculus Rift. In 2015 Seventh International Workshop on Quality of

Multimedia Experience (QoMEX) (pp. 1-6). IEEE.

 

Husen, T. & Postlethwaite, T.N. (Eds.), (1994). International Encyclopedia of

Education (2nd. Ed.) Oxford: Pergamon Press.

 

Hussin, N. H., Jaafar, J., & Downe, A. G. (2011, November). Assessing educators’

acceptance of Virtual Reality (VR) in the classroom using the Unified Theory

of Acceptance and Use of Technology (UTAUT). In International Visual

Informatics Conference (pp. 216-225). Springer, Berlin, Heidelberg.

 

Hussain, Y., & Narayanan, A. (2016). Pendidikan Muzik Tingkatan 1. Kementerian

Pendidikan Malaysia Putrajaya,: Aras Mega.

 

Hussain, Y., & Adam, R. (2018). Pendidikan Muzik Tingkatan 3. Kementerian

Pendidikan Malaysia Putrajaya,: Aras Mega.

 

Rohaizat, I., Yasin, Mohd Hanafi, M. Y., Roziah, I., & Noraini, A. (2020). Indikator

sokongan pembelajaran dalam reka bentuk flipped classroom bagi murid

bermasalah pembelajaran berdasarkan kesepakatan pakar. Jurnal Pendidikan

Awal Kanak-kanak Kebangsaan, 9(2), 23-33.

 

Ibrahim, Z. (2017). Pembangunan modul pembelajaran seni reka grafik berasaskan

teknologi dan gaya pembelajaran pelajar bermasalah pendengaran (Doctoral

dissertation, University of Malaya).

 

Ida Fatimawati Adi Badiozaman, Augustus Raymond Segar & John Hii (2021) A pilot

evaluation of technology –enabled active learning through a Hybrid

Augmented and Virtual Reality app, Innovations in Education and Teaching

International, DOI: 10.1080/14703297.2021.1899034

 

Ilham, A. F. (2016). Pengembangan local e-government menggunakan usability

engineering lifecycle dan evaluasi usability menggunakan kuesioner

PSSUQ (Doctoral dissertation, Institut Pertanian Bogor).

 

Isa, Z. M., Bacotang, J., & Mustafa, M. C. (2017). Kesahan kandungan Modul Literasi

Awal (Modul Lit-A) pada peringkat kanak-kanak berumur 2+, 3+ dan 4+

tahun. Jurnal Pendidikan Awal Kanak-kanak Kebangsaan, 6(1), 57-68.

 

Ismail, M. J., Chiat, L. F., & Anuar, A. F. (2021). LEARNING MUSIC THROUGH

RHYTHMIC MOVEMENTS IN MALAYSIA. Malaysian Journal of

Learning and Instruction, 18(1), 241-263.

 

ISO, M. (2018). Ergonomics of human-system interaction–part 11: Usability:

Definitions and concepts.

 

J. Van Biljon and P. Kotzé, “Cultural Factors in a Mobile Phone Adoption and Usage

Model,” vol. 14, no. 16, pp. 2650–2679, 2008

 

Janßen, D., Tummel, C., Richert, A., & Isenhardt, I. (2016, June). Towards Measuring

User Experience, Activation and Task Performance in Immersive Virtual

Learning Environments for Students. In International Conference on

Immersive Learning (pp. 45-58). Springer, Cham.

 

Jackman, J. (2010). Lighting for digital video and television. Routledge.

 

Jegundo, A. L., Dantas, C., Quintas, J., Dutra, J., Almeida, A. L., Caravau, H., ... &

Pacheco Rocha, N. (2020). Perceived Usefulness, Satisfaction, Ease of Use

and Potential of a Virtual Companion to Support the Care Provision for Older

Adults. Technologies, 8(3), 42.

 

Jensen, L., & Konradsen, F. (2018). A review of the use of virtual reality head-mounted

displays in education and training. Education and Information

Technologies, 23(4), 1515-1529.

 

Jewitt, C., Bezemer, J., & O'Halloran, K. (2016). Introducing multimodality.

Routledge.

 

Jeon, E., & Park, H. A. (2015). Development of a smartphone application for clinicalguideline-

based obesity management. Healthcare informatics research, 21(1),

10.

 

Johami, A. (1993). Pendidikan muzik semasa. Kuala Lumpur: Dewan Bahasa dan

Pustaka, Kementerian Pendidikan Malaysia.

 

Johnson, D. M. (2005). Introduction to and review of simulator sickness research. Army

Research Inst Field Unit Fort Rucker Al.

 

Johnson, W. L., Vilhjálmsson, H. H., & Marsella, S. (2005, May). Serious games for

language learning: How much game, how much AI?. In AIED (Vol. 125, pp.

306-313).

 

Jones, R. C. (2016, January 1). 2016: The year when VR goes from virtual to reality.

Retrieved January 5, 2019, from https://www.bbc.com/news/technology-

35205783

 

Junus, Nurul Farhana (2013) Cabaran dalam mengimplementasi virtual learning

environment (VLE) Frog dalam pengajaran dan pembelajaran oleh guru di

sekolah-sekolah di Malaysia. Masters thesis, Universiti Teknologi Malaysia,

Faculty of Education.

 

Juriani., & Ghaziah. (2013). Job satisfaction and stress among secondary school music

teachers in Malaysia. Malaysian Journal of Music, 1(2), 72-86.

 

Kacetl, J., & Klímová, B. (2019). Use of smartphone applications in english language

learning—A challenge for foreign language education. Education

Sciences, 9(3), 179.

 

Kara, N., & Cagiltay, K. (2020). Smart toys for preschool children: A design and

development research. Electronic Commerce Research and Applications, 39,

100909.

 

Kamaruddin Husin. (1998). Pedagogi Bahasa. Kuala Lumpur: Longman Malaysia Sdn.

Bhd.

 

Kamien, R. (2010). Music: An Appreciation: 7th Brief Edition. NY: McGraw Hill.

 

Kang, S. R., Shin, H., Lee, J., & Kim, S. J. (2020). Effects of smartphone application

education combined with hands‐on practice in breast self‐examination on

junior nursing students in South Korea. Japan Journal of Nursing

Science, 17(3), e12318.

 

Karuri, J., Waiganjo, P., & Orwa, D. (2014). Determinants of Acceptance and Use of

DHIS2: Survey Instrument Validation and Preliminary Findings using PLSSEM.

Journal of Emerging Trends in Computing and Information

Sciences, 5(8), 647-60.

 

Kahlert, T., van de Camp, F., & Stiefelhagen, R. (2015, August). Learning to juggle in

an interactive virtual reality environment. In International Conference on

Human-Computer Interaction (pp. 196-201). Springer, Cham.

 

Kahn, Robert L., and Charles F. Cannell. "The dynamics of interviewing; theory,

technique, and cases." (1957).

 

Kavanagh, S., Luxton-Reilly, A., Wuensche, B., & Plimmer, B. (2017). A systematic

review of Virtual Reality in education. Themes in Science and Technology

Education, 10(2), 85-119.

 

Kementerian Pendidikan Malaysia (2016). Buku Penerangan Kurikulum Standard

Sekolah Menengah KSSM. Putrajaya, Selangor: Bahagian Pembangunan

Kurikulum.

 

Kementerian Pendidikan Malaysia. (2019). Pelan Transformasi ICT Kementerian

Pendidikan Malaysia 2019-2023. Putrajaya; Bahagian Pengurusan Maklumat.

Kementerian Pendidikan Malaysia.

 

Kementerian Pendidikan Malaysia, K. P. P. M. (2018). pdf Surat Pekeliling Ikhtisas

KPM Bilangan 2 Tahun 2018: Garis Panduan Pelaksanaan Dasar Murid

Membawa Peranti Peribadi Ke Sekolah Kementerian Pendidikan Malaysia.

Putrajaya; Kementerian Pendidikan Malaysia.

 

Kementerian Pendidikan Malaysia, U. (2019, July 27). KENYATAAN MEDIA:

PERKHIDMATAN TALIAN INTERNET DI SEKOLAH. Retrieved 2020,

from https://www.moe.gov.my/en/pemberitahuan/mediastatement/

kenyataan-media-perkhidmatan-talian-internet-di-sekolah

 

KewalRamani, A., Zhang, J., Wang, X., Rathbun, A., Corcoran, L., Diliberti, M., &

Zhang, J. (2018). Student Access to Digital Learning Resources outside of the

Classroom. NCES 2017-098. National Center for Education Statistics.

 

Kieser, M., & Wassmer, G. (1996). On the use of the upper confidence limit for the

variance from a pilot sample for sample size determination. Biometrical

journal, 38(8), 941-949.

 

Kim, J., Glassman, E. L., Monroy-Hernández, A., & Morris, M. R. (2015, April).

RIMES: Embedding interactive multimedia exercises in lecture videos. In

Proceedings of the 33rd Annual ACM Conference on Human Factors in

Computing Systems (pp. 1535-1544). ACM.

 

Koehler, M., & Mishra, P. (2009). What is technological pedagogical content

knowledge (TPACK)?. Contemporary issues in technology and teacher

education, 9(1), 60-70.

 

Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and

development. FT press.

 

Konting, M. M. (1994). Kaedah penyelidikan pendidikan, (2nd ed), Kuala Lumpur:

Dewan Bahasa dan Pustaka.

 

Kumar Basak, S., Wotto, M., & Belanger, P. (2018). E-learning, M-learning and Dlearning:

Conceptual definition and comparative analysis. E-Learning and

Digital Media, 15(4), 191-216.

 

Lau, K. W., & Lee, P. Y. (2015). The use of virtual reality for creating unusual

environmental stimulation to motivate students to explore creative ideas.

Interactive Learning Environments, 23(1), 3-18.

 

LaViola Jr, J. J. (2000). A discussion of cybersickness in virtual environments. ACM

SIGCHI Bulletin, 32(1), 47-56.

 

Lee, S. H., Sergueeva, K., Catangui, M., & Kandaurova, M. (2017). Assessing Google

Cardboard virtual reality as a content delivery system in business

classrooms. Journal of Education for Business, 92(4), 153-160.

 

Lembaga Peperiksaan Malaysia, K. P. M. (2020). Laporan Analisis Keputusan SPM

2019 . Retrieved from https://www.moe.gov.my/muat-turun/laporan-danstatistik/

lp/3324-laporan-analisis-keputusan-spm-2019/file

 

Lestari, S., & Santoso, A. (2019). The roles of digital literacy, technology literacy, and

human literacy to encourage work readiness of accounting education students

in the fourth industrial revolution era. KnE Social Sciences, 513-527.

 

Lewis, J. R. (2018). The system usability scale: past, present, and future. International

Journal of Human–Computer Interaction, 34(7), 577-590.

 

Lewis, J. R., & Sauro, J. (2018). Item benchmarks for the system usability

scale. Journal of Usability Studies, 13(3).

 

Lewis, J. R. (2002). Psychometric evaluation of the PSSUQ using data from five years

of usability studies. International Journal of Human-Computer

Interaction, 14(3-4), 463-488.

 

Linowes, J. (2015). Unity virtual reality projects. Packt Publishing Ltd.

 

Li, X., Ortiz, P. J., Browne, J., Franklin, D., Oliver, J. Y., Geyer, R., ... & Chong, F. T.

(2010). A case for smartphone reuse to augment elementary school education.

In International Conference on Green Computing (pp. 459-466). IEEE.

 

Li, Z. Y., Yoon, S. J., & Liu, Z. Y. (2019). A Study on Factors Affecting the Use

Intention of Virtual Reality (VR) Devices: Based on UTAUT and VAM

Model. Journal of the Korea Society of Computer and Information, 24(4), 35-

43.

 

Littlefield, Hutton. (2015) Video Production Handbook for Short Educational Videos.

Colorado University

 

Liu, D., Bhagat, K. K., Gao, Y., Chang, T. W., & Huang, R. (2017). The potentials and

trends of virtual reality in education. In Virtual, augmented, and mixed

realities in education (pp. 105-130). Springer, Singapore.

 

Liu, D., Dede, C., Huang, R., & Richards, J. (Eds.). (2017). Virtual, Augmented, and

Mixed Realities in Education. Springer.

 

Lynn, M.R. (1986). Determination and quantification of content validity. Nursing

Research, 35, 382– 385.

 

Macrides, E., & Angeli, C. (2021). Music Cognition and Affect in the Design of

Technology-Enhanced Music Lessons. Towards a Meaningful Instrumental

Music Education. Methods, Perspectives, and Challenges.

 

Mashitoh Hahim, (2018). Pengenalan Pembelajaran Teradun. Pembelajaran Teradun.

Trend, Isu dan Amalan. Perak: Penerbit Universiti Pendidikan Sultan Idris.

 

Mack, Z., & Sharples, S. (2009). The importance of usability in product choice: A

mobile phone case study. Ergonomics, 52(12), 1514-1528.

 

Maclntyre, B., & Smith, T. F. (2018). Thoughts on the Future of WebXR and the

Immersive Web. In 2018 IEEE International Symposium on Mixed and

Augmented Reality Adjunct (ISMAR-Adjunct) (pp. 338-342). IEEE.

 

MaKinster, J., & Trautmann, N. (2014). Understanding the use of geospatial

technologies to teach science: TPACK as a lens for effective teaching. In

Teaching Science and Investigating Environmental Issues with Geospatial

Technology (pp. 269-286). Springer, Dordrecht.

 

Marzuki, M. F. M., Yaacob, N. A., & Yaacob, N. M. (2018). Translation, cross-cultural

adaptation, and validation of the Malay version of the system usability scale

questionnaire for the assessment of mobile apps. JMIR human factors, 5(2),

e10308.

 

Mayer, R. E. (2014). Incorporating motivation into multimedia learning. Learning and

Instruction, 29, 171-173.

 

Mayer, R. E., Hegarty, M., Mayer, S., & Campbell, J. (2005). When static media

promote active learning: Annotated illustrations versus narrated animations in

multimedia instruction. Journal of Experimental Psychology: Applied, 11(4),

256.

 

Martín-Gutiérrez, J., Mora, C. E., Añorbe-Díaz, B., & González-Marrero, A. (2017).

Virtual technologies trends in education. EURASIA Journal of Mathematics

Science and Technology Education, 13(2), 469-486.

 

McFaul, H., & FitzGerald, E. (2020). A realist evaluation of student use of a virtual

reality smartphone application in undergraduate legal education. British

Journal of Educational Technology, 51(2), 572-589.

 

McKnight, K., O'Malley, K., Ruzic, R., Horsley, M. K., Franey, J. J., & Bassett, K.

(2016). Teaching in a digital age: How educators use technology to improve

student learning. Journal of research on technology in education, 48(3), 194-

211.

 

Mergel, B. (1998). Instructional design and learning theory.

 

Merrill, M. (1991). Constructivism and Instructional Design. Educational

Technology, 31(5), 45-53. Retrieved May 24, 2021, from

http://www.jstor.org/stable/44427520.

 

Milano, M., & Ullius, D. (1998). Designing powerful training: the sequential-iterative

model. San Francisco: Jossey-Bass/Pfeiffer.

 

Miner, M. A., Mallow, J., Theeke, L., & Barnes, E. (2015). Using Gagne's 9 events of

instruction to enhance student performance and course evaluations in

undergraduate nursing course. Nurse educator, 40(3), 152.

 

Modi Lakulu, Maizatul Yatim & Suhairin Supal, (2018). Pengenalan Pembelajaran

Teradun. Pembelajaran Teradun. Trend, Isu dan Amalan. Perak: Penerbit

Universiti Pendidikan Sultan Idris.

 

Moesgaard, T., Fiss, J., Warming, C., Klubien, J., & Schoenau-Fog, H. (2015, October).

Implicit and explicit information mediation in a virtual reality museum

installation and its effects on retention and learning outcomes. In Proceedings

of European Conference on Games Based Learning (p. 387).

 

Mohd. Majid Konting. (1993). Kaedah Penyelidikan Pendidikan, (2nd ed), Kuala

lumpur: Dewan Bahasa dan Pustaka.

 

Mohd Nazri, A. R (2014) Pembangunan model Homeschooling berasaskan nilai dan

amalan masyarakat bagi kanak-kanak Orang Asli / Mohd Nazri bin Abdul

Rahman. PhD thesis, University of Malaya.

 

Mohammad Rusdi, A. M. (2017). Pengetahuan teknologi pedagogi kandungan dan

kreativiti pengajaran dalam kalangan guru Bahasa Arab di

Malaysia/Mohammad Rusdi Ab Majid (Doctoral dissertation, University of

Malaya).

 

Mohd Paris, S. (2016). Model pengajaran m-Pembelajaran berasaskan kaedah inkuiri

mata pelajaran sejarah peringkat menengah/Mohd Paris Saleh (Doctoral

dissertation, University of Malaya).

 

Mohd Ridhuan, M.J, Saedah, S., Zaharah, H., Nurulrabihah, M. N. & Ahmad Arifin, S.

(2017). Pengenalan Asas Kaedah Fuzzy Delphi Dalam Penyelidikan Reka

Bentuk dan Pembangunan. Selangor: Penerbit Minda Intelek Agency.

 

Mohd Ridhuan, M. J., Saedah, S., Zaharah, H., Nurulrabihah, M. N., & Ahmad Arifin,

A. (2015). Aplikasi teknik Fuzzy Delphi terhadap keperluan elemen

keusahawanan bagi pensyarah kejuruteraan Politeknik Malaysia. Int J Bus

Technopreneursh, 5(1), 135-50.

 

Molenda, M. (2003). In search of the elusive ADDIE model. Performance

improvement, 42(5), 34-36.

 

Mollet, N., & Arnaldi, B. (2006, April). Storytelling in virtual reality for training.

In International Conference on Technologies for E-Learning and Digital

Entertainment (pp. 334-347). Springer, Berlin, Heidelberg.

 

Moore, J. L., Dickson-Deane, C., & Galyen, K. (2011). e-Learning, online learning,

and distance learning environments: Are they the same?. The Internet and

Higher Education, 14(2), 129-135.

 

Mughal, F., & Zafar, A. (2011). Experiential learning from a constructivist perspective:

Reconceptualizing the Kolbian cycle. International Journal of Learning and

Development, 1(2), 27-37.

 

Muhammad Ridhuan Tony Lim, A. (2014) Development of activity-based mLearning

implementation model for undergraduate English Language learning /

Muhammad Ridhuan Tony Lim bin Abdullah. PhD thesis, University of

Malaya.

 

Mullen, P. M. (2003). Delphi: myths and reality. Journal of health organization and

management, 17(1), 37-52.

 

Musburger, R. B. (2005). Single-Camera Production.

 

Nielsen, J. (1994). Estimating the number of subjects needed for a thinking aloud

test. International journal of human-computer studies, 41(3), 385-397.

 

Nielsen, J. (2000). Why you only need to test with 5 users. Available:

https://www.nngroup.com/articles/why-youonly-need-to-test-with-5-users/

 

Nizam, M., Hassan, A., Zaharul, S. (2021). The Development and Testing of Interactive

Multimedia Learning Materials for Teaching and Learning of Tumbuk Kalang

Music Ensemble in Formal Educational Institutions. Turkish Journal of

Computer and Mathematics Education (TURCOMAT), 12(3), 973-986.

 

Noradilah, A. W., Ismail, M. S., Ismail, N. A., Majid, N. A., Ariffin, R. M., & Adnan,

W. I. W. (2020). [The Relationship Between Students’ Understanding of IR

4.0 with The Use of ICT in Learning] Hubungan antara Kefahaman Pelajar

Tentang IR 4.0 Dengan Penggunaan ICT Dalam Pembelajaran. Jurnal Islam

dan Masyarakat Kontemporari, 21(1), 193-204.

 

Norazilawati, A., Noh, N. M., Yusof, N. A. N., & Mansor, R. (2013). Aplikasi

persekitaran pengajaran maya (FROG VLE) dalam kalangan guru

Sains. Jurnal Pendidikan Sains dan Matematik Malaysia, 3(2), 63-76

 

Norsaliza, S., Noh, N. M., Ahmad, C. N. C., & Abdullah, N. (2018). Kesan ejen

pedagogi dan rangsangan multimedia dalam Koswer Nutri-Score terhadap

Kemahiran Berfikir Aras Tinggi. Jurnal Pendidikan Sains Dan Matematik

Malaysia, 8(2), 60-73.

 

Nunnally, J. C., Bernstein, I.H., (1994). Psychometric theory 3E. Tata McGraw-Hill

Education.

 

Orlich, D. C., Harder, R. J., Callahan, R. C., Trevisan, M. S., & Brown, A. H. (2012).

Teaching strategies: A guide to effective instruction. Cengage Learning.

 

Orlich, D. C., Harder, R. J., Callahan, R. C., Trevisan, M. S., & Brown, A. H. (2012).

Teaching strategies: A guide to effective instruction. Cengage Learning.

 

Orman, E. K. (2004). Effect of virtual reality graded exposure on anxiety levels of

performing musicians: A case study. Journal of Music Therapy, 41(1), 70-78.

 

Orman, E. K. (2003). Effect of virtual reality graded exposure on heart rate and selfreported

anxiety levels of performing saxophonists. Journal of Research in

Music Education, 51(4), 302-315.

 

Orman, E. K., Price, H. E., & Russell, C. R. (2017). Feasibility of using an augmented

immersive virtual reality learning environment to enhance music conducting

skills. Journal of Music Teacher Education, 27(1), 24-35.

 

Oxfordlearnersdictionaries.com. (2021). module noun - Definition, pictures,

pronunciation and usage notes | Oxford Advanced Learner's Dictionary at

OxfordLearnersDictionaries.com. [online] Available at:

module> [Accessed 20 May 2021].

 

Pallant, J. (2007). SPSS survival manual: A step by step guide to data analysis using

IBM SPSS. Routledge.

 

Pallavicini, F., Pepe, A., & Minissi, M. E. (2019). Gaming in Virtual Reality: what

changes in terms of usability, emotional response and sense of presence

compared to non-immersive video games?. Simulation & Gaming, 50(2), 136-

159.

 

Pan, Z., Cheok, A. D., Yang, H., Zhu, J., & Shi, J. (2006). Virtual reality and mixed

reality for virtual learning environments. Computers & Graphics, 30(1), 20-

28.

 

Pandey, S. (2020). Implementing Gagne’s Events of Instruction in MBA Classroom:

Reflections and Reporting.

 

Pantelidis, V. S., & Vinciguerra, D. C. (2010). Virtual Reality in Education. Teaching

and Learning with Technology: Beyond Constructivism, 151-181.

 

Park, S., & Ryu, J. (2018). Exploring preservice teachers’ emotional experiences in an

immersive virtual teaching simulation through facial expression

recognition. International Journal of Human–Computer Interaction, 35(6),

521-533.

 

Pastorelli, E., & Herrmann, H. (2013). A small-scale, low-budget semi-immersive

virtual environment for scientific visualization and research. Procedia

Computer Science, 25, 14-22.

 

Pausch, R., Snoddy, J., Taylor, R., Watson, S., & Haseltine, E. (1996, August). Disney's

Aladdin: first steps toward storytelling in virtual reality. In Proceedings of the

23rd annual conference on Computer graphics and interactive techniques (pp.

193-203).

 

Peck, W. (2003). Great web typography. Wiley Publishing.

 

Piaget, J. (1966). The psychology of intelligence and education. Childhood

Education, 42(9), 528-528.

 

Plechatá, A., Sahula, V., Fayette, D., & Fajnerová, I. (2019). Age-related differences

with immersive and non-immersive virtual reality in memory

assessment. Frontiers in psychology, 10, 1330.

 

Polcar, J., & Horejsi, P. (2013). Knowledge acquisition and cyber sickness: a

comparison of VR devices in virtual tours. Science.

 

Polit, D. F., & Beck, C. T. (2006). The content validity index: are you sure you know

what's being reported? Critique and recommendations. Research in nursing &

health, 29(5), 489-497.

 

Polly, D., & Byker, E. (2020). Considering the Role of Zone of Proximal Development

and Constructivism in Supporting Teachers’ TPACK and Effective Use of

Technology. Revista de Educación a Distancia (RED), 20(64).

 

Powell, K. C., & Kalina, C. J. (2009). Cognitive and social constructivism: Developing

tools for an effective classroom. Education, 130(2), 241-251.

 

Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill.

 

Puncreobutr, V. (2016). Education 4.0: new challenge of learning. St. Theresa Journal

of Humanities and Social Sciences, 2(2).

 

Qureshi, M. A., Khaskheli, A., Qureshi, J. A., Raza, S. A., & Yousufi, S. Q. (2021).

Factors affecting students’ learning performance through collaborative

learning and engagement. Interactive Learning Environments, 1-21.

 

Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic

review of immersive virtual reality applications for higher education: Design

elements, lessons learned, and research agenda. Computers & Education, 147,

103778.

 

Ragan, E. D., Bowman, D. A., Kopper, R., Stinson, C., Scerbo, S., & McMahan, R. P.

(2015). Effects of field of view and visual complexity on virtual reality training

effectiveness for a visual scanning task. IEEE transactions on visualization

and computer graphics, 21(7), 794-807.

 

Raman, A., & Rathakrishnan, M. (2018). FROG VLE: Teachers’ technology

acceptance using utaut model. International Journal of Mechanical

Engineering and Technology, 9(3), 529-538.

 

Ramlah Mailok & Haslina Hassan, (2018). Teori Pembelajaran Berkaitan

Pembelajaran Teradun. Pembelajaran Teradun. Trend, Isu dan Amalan.

Perak: Penerbit Universiti Pendidikan Sultan Idris.

 

Ramlan, M., Mohd Fairuz, J. Asjad, M., Maziah, M., Siti Norma Aisyah, M., Surita

Hartini, M. H., Rasyad Afif, I. (2021). Development of e-xtvt guidelines in

promoting active online learning in higher education: the fuzzy delphi

approach. Psychology and Education Journal, 58(1), 5681-5696.

 

Ramlan, Mustapha (2017) Reka bentuk model integriti akademik berasaskan

penghayatan rohani / Ramlan Mustapha. PhD thesis, University of Malaya

 

Ramlan Mustapha & Ghazali Darusalam. (2018). Aplikasi Kaedah Fuzzy Delphi Dalam

Penyelidikan Sains Sosial. Kuala Lumpur: Penerbit Universiti Malaya.

 

Ramlee, I., Jamal, Y., & Marinah, A. (2020). Analisis Data dan Pelaporan dalam

Penyelidikan1 (1st ed.). Universiti Pendidikan Sultan Idris.

 

Rangka Tindakan (Blueprint) Ekonomi Digital Malaysia. (n.d.). Retrieved March 25,

2021, from https://www.epu.gov.my/sites/default/files/2021-02/rangkatindakan-

blueprint-ekonomi-digital-Malaysia.pdf

 

Raskind, C., Waltzer, S., Watkins, D., Mawston, N., Upadhyay, C., Oh, W., & Nair, R.

(2016, April 13). Strategy Analytics: Oculus Rift, HTC Vive & Sony

PlayStation VR Will Dominate $895 Million Virtual Reality Headset Market

in 2016 on Just 13% of Unit Shipments. Retrieved February 01, 2019, from

https://www.strategyanalytics.com/strategy-analytics/news/strategyanalytics-

press-releases/2016/04/13/strategy-analytics-oculus-rift-htc-vivesony-

playstation-vr-will-dominate-$895-million-virtual-reality-headsetmarket-

in-2016-on-just-13-of-unit-shipments.

 

Rasheed, F., Onkar, P., & Narula, M. (2015, December). Immersive virtual reality to

enhance the spatial awareness of students. In Proceedings of the 7th

International Conference on HCI, IndiaHCI 2015 (pp. 154-160).

 

Rashidah, M., Saedah, S., & Zaharah, H. (2018). Aplikasi kaedah Fuzzy Delphi dalam

pembangunan Modul Pengajaran Pantun Melayu Berasaskan Maksud Alquran

mengenai keindahan flora, fauna dan langit tingkatan 2. Jurnal

Pendidikan Bahasa Melayu, 8(3), 57-67.

 

Ray, A. B., & Deb, S. (2016, December). Smartphone Based Virtual Reality Systems

in Classroom Teaching—A Study on the Effects of Learning Outcome. In

2016 IEEE Eighth International Conference on Technology for Education

(T4E) (pp. 68-71). IEEE.

 

Reynard. R. (2017, April 26). The Impact of Virtual Reality on Learning. Campus

Technology. https://campustechnology.com/articles/2017/04/26/the-impactof-

virtual-reality-on-learning.aspx.

 

Rezaei Sharifabadi, S. (2006). How digital libraries can support e-learning. The

Electronic Library, 24(3), 389-401.

 

Richey, R. C., Klein, J. D., & Nelson, A.W. (2014). Design and development research.

In Handbook of research on educational communications and technology (pp.

141-150). Springer, New York, NY.

 

Richardson, V. (Ed.). (1997). Constructivist teacher education: Building new

understandings. Psychology Press.

 

Rithaudin, M. N. (2016). Effectiveness of Music Theory and Music Appreciation

Digital Courseware on Students Achievement. In Regional Conference on

Science, Technology and Social Sciences (RCSTSS 2014) (pp. 847-861).

Springer, Singapore.

 

Rithaudin. (2014). The effectiveness of electronic learning (e-learning) on music theory

and music appreciation achievement of form 1 (grade 7) Malaysian secondary

school students (Doctoral dissertation, University of Miami).

 

Roca González, C., Martín Gutiérrez, J., García Domínguez, M., Carrodeguas, M., &

del Carmen, M. (2017). Virtual technologies to develop visual-spatial ability

in engineering students. Eurasia Journal of Mathematics Science and

Technology Education.

 

Roca González, C., Martín Gutiérrez, J., García Domínguez, M., Carrodeguas, M., &

del Carmen, M. (2017). Virtual technologies to develop visual-spatial ability

in engineering students. Eurasia Journal of Mathematics Science and

Technology Education.

 

Robertson, G. G., Card, S. K., & Mackinlay, J. D. (1993). Three views of virtual reality:

nonimmersive virtual reality. Computer, 26(2), 81.

 

Rubach, C., & Lazarides, R. (2021). Addressing 21st-century digital skills in schools–

Development and validation of an instrument to measure teachers' basic ICT

competence beliefs. Computers in Human Behavior, 118, 106636.

 

Rupp, M. A., Odette, K. L., Kozachuk, J., Michaelis, J. R., Smither, J. A., & McConnell,

D. S. (2019). Investigating learning outcomes and subjective experiences in

360-degree videos. Computers & Education, 128, 256-268.

 

Russell, J. D. (1974). Modular Instruction: A Guide to the Design, Selection, Utilization

and Evaluation of Modular Materials.

 

Saedah Siraj. (2018). Kurikulum abad ke-21. Seminar Pedagogi Abad ke-21, Putrajaya.

 

Siraj, S., Ridhuan, M., & Rozaini, M. R. (2020). Pendekatan Penyelidikan Rekabentuk

dan Pembangunan. Aplikasi kepada Penyelidikan Pendidikan. Penerbit

Universiti Pendidikan Sultan Idris.

 

Safian, Abdul Rahman (2016) Pembangunan perisian multimedia interaktif panduan

pengajaran dan pentaksiran KSSR Dunia Muzik Tahun 1. Masters thesis,

Universiti Pendidikan Sultan Idris

 

Sag, A. (2016, April 26). 2016 Could Be Nvidia's 'Virtual Reality Year'. Retrieved

January 8, 2019, from https://www.forbes.com/sites/moorinsights

/2016/04/26/2016-could-be-nvidias virtual-reality-year/#2193ba4a3587

 

Sajesh, V. K. (2018). Forecasting using Delphi method: an Overview.

 

Salloum, S. A., & Shaalan, K. (2018, September). Factors affecting students’

acceptance of e-learning system in higher education using UTAUT and

structural equation modeling approaches. In International Conference on

Advanced Intelligent Systems and Informatics (pp. 469-480). Springer, Cham.

 

Salvendy, G. (Ed.). (2012). Handbook of human factors and ergonomics. John Wiley

& Sons.

 

Saper, M. N., Daud, N. A. M., & Ahmad, N. (2016). Kesahan dan Kebolehpercayaan

Modul I-Sc (Islamic Spiritual Counseling) ke atas Pelajar Bermasalah Tingkah

Laku/Validity and Reliability of Islamic Spiritual Counselling Module on

Troublesome Students. International Journal of Islamic Thought, 9, 32.

 

Sastre, J., Cerdà, J., García, W., Hernández, C. A., Lloret, N., Murillo, A., ... &

Dannenberg, R. B. (2013). New technologies for music education. In 2013

Second International Conference on E-Learning and E-Technologies in

Education (ICEEE) (pp. 149-154). IEEE.

 

Satzinger, J. W., Jackson, R. B., & Burd, S. D. (2007). Object-oriented analysis and

design: With the unified process. Boston, MA: Thomson.

 

Savage, J. (2018). Driving forward technology’s imprint on music

education. Creativities, technologies, and media in music learning and

teaching, 179-198.

 

Savage, J. (2007). Reconstructing music education through ICT. Research in

Education, 78(1), 65-77.

 

Schwan, S., & Riempp, R. (2004). The cognitive benefits of interactive videos:

Learning to tie nautical knots. Learning and instruction, 14(3), 293-305.

 

Schnall, R., Cho, H., & Liu, J. (2018). Health Information Technology Usability

Evaluation Scale (Health-ITUES) for usability assessment of mobile health

technology: validation study. JMIR mHealth and uHealth, 6(1), e4.

 

Schreiber, L. M., & Valle, B. E. (2013). Social constructivist teaching strategies in the

small group classroom. Small Group Research, 44(4), 395-411.

 

Shulman, L. S. (1986). Those who understand: Knowledge growth in teaching.

Educational Researcher, 15, 4 – 14.

 

Shulman, L. S. (1987). Knowledge and teaching: Foundations of the new reform.

Harvard Educational Review, 57, 1 – 21.

 

Seo, J. H., Smith, B. M., Cook, M., Malone, E., Pine, M., Leal, S., ... & Suh, J. (2017,

July). Anatomy builder VR: Applying a constructive learning method in the

virtual reality canine skeletal system. In International Conference on Applied

Human Factors and Ergonomics (pp. 245-252). Springer, Cham.

 

Servotte, J. C., Goosse, M., Campbell, S. H., Dardenne, N., Pilote, B., Simoneau, I. L.,

... & Ghuysen, A. (2020). Virtual reality experience: immersion, sense of

presence, and cybersickness. Clinical Simulation in Nursing, 38, 35-43.

 

Shahaimi, S., & Khalid, F. (2015). Persekitaran Pembelajaran Maya FROG (VLEFROG)

di sekolah-sekolah di Malaysia: Pelaksanaan dan Cabaran.

In Prosiding Seminar Kebangsaan Pendidikan Negara kali ke-5 (pp. 16-17).

 

Shahanum, S. M. (2006). Popular music in Malaysia: Education from the

outside. International Journal of Music Education, 24(2), 132-139.

 

Shahid Anwar, M., Wang, J., Ahmad, S., Ullah, A., Khan, W., & Fei, Z. (2020).

Evaluating the factors affecting QoE of 360-degree videos and cybersickness

levels predictions in virtual reality. Electronics, 9(9), 1530.

 

Shahrbanian, S., Ma, X., Aghaei, N., Korner-Bitensky, N., Moshiri, K., & Simmonds,

M. J. (2012). Use of virtual reality (immersive vs. non immersive) for pain

management in children and adults: A systematic review of evidence from

randomized controlled trials. Eur J Exp Biol, 2(5), 1408-22.

 

Shahroom, A. A., & Hussin, N. (2018). Industrial revolution 4.0 and

education. International Journal of Academic Research in Business and Social

Sciences, 8(9), 314-319.

 

Shen, C. M., & Shariff, S. A. (2016). Apply UTAUT Model for Understanding the

Teacher Perceptions Using Frog VLE. Advanced Informatics School Journal,

Universiti Teknologi Malaysia.

 

Shen, C. W., Ho, J. T., Kuo, T. C., & Luong, T. H. (2017, April). Behavioral intention

of using virtual reality in learning. In Proceedings of the 26th International

Conference on World Wide Web Companion (pp. 129-137).

 

Shen X., Shirmohammadi S. (2008) Virtual and Augmented Reality. In: Furht B. (eds)

Encyclopedia of Multimedia. Springer, Boston, MA.

https://doi.org/10.1007/978-0-387-78414-4_253

 

Shen, C. W., Ho, J. T., Ly, P. T. M., & Kuo, T. C. (2019). Behavioural intentions of

using virtual reality in learning: perspectives of acceptance of information

technology and learning style. Virtual Reality, 23(3), 313-324.

 

Sherman, W. R., & Craig, A. B. (2003). Understanding virtual reality. San Francisco,

CA: Morgan Kauffman.

 

Shroff, R. H., Ting, F. S. T., & Lam, W. H. (2019). Development and validation of an

instrument to measure students’ perceptions of technology-enabled active

learning. Australasian Journal of Educational Technology, 35(4).

 

Shulman, L. S. (1987). Knowledge and teaching: Foundations of the new reform.

Harvard Educational Review, 57(1), 1–22.

 

Shulman, L. S. (1986). Those who understand: Knowledge growth in teaching.

Educational Researcher, 15(2), 4–14.

 

Sidek Mohd Noah & Jamaludin Ahmad, (2005). Pembinaan Modul. Bagaimana

Membina Modul Latihan dan Modul Akademik. Selangor: Penerbit Universiti

Putra Malaysia.

 

Sim, J., & Lewis, M. (2011). The size of a pilot study for a clinical trial should be

calculated in relation to considerations of precision and efficiency. Journal of

clinical epidemiology, 65(3), 301-308.

 

Sinlarat.P.(2016). Education 4.0 is More than Education. Annual Academic Seminar of

the Teacher’s Council 2016 on the topic of Research of the Learning

Innovation and Sustainable Educational Management. Bangkok: The

Secretariat Office of Teacher’s Council

 

Siraj, S., & Ghani, M. F. A. (2017). Penerimaan m-pembelajaran dalam kalangan

pensyarah Institut Pendidikan Guru Malaysia melalui The unified theory of

acceptance and use of technology (UTAUT): SATU KAJIAN AWAL. JuPiDi:

Jurnal Kepimpinan Pendidikan, 4(2), 56-73.

 

Siti Norazlina Kamisan. (2008). Halangan terhadap penggunaan komputer dan ICT di

dalam pengajaran dan pembelajaran (P&P) di kalangan guru di Sekolah

Menengah Kebangsaan luar bandar di Daerah Kulai Jaya, Johor.

 

Slater, M. (2017). Implicit learning through embodiment in immersive virtual reality.

In Virtual, augmented, and mixed realities in education (pp. 19-33). Springer,

Singapore.

 

Slater, M. (2018). Immersion and the illusion of presence in virtual reality. British

Journal of Psychology, 109, 431–433.

 

Smialek, T., & Boburka, R. R. (2006). The effect of cooperative listening exercises on

the critical listening skills of college music-appreciation students. Journal of

Research in Music Education, 54(1), 57-72.

 

Solum, H. H. (2019). Readability in Virtual reality, an investigation into displaying text

in a virtual environment (Master's thesis, NTNU).

 

Sotiriou, S., & Bogner, F. X. (2008). Visualizing the invisible: augmented reality as an

innovative science education scheme. Advanced Science Letters, 1(1), 114-

122.

 

Southgate, E. (2020). Virtual reality in curriculum and pedagogy: Evidence from

secondary classrooms. Routledge.

 

Spector, J. M., Gagne, R. M., Muraida, D. J., & Dimitroff, W. A. (1992). Intelligent

frameworks for instructional design. Educational Technology, 32(10), 21-27.

 

Spieker, B., & Koren, M. (2021) Perspectives for music education in schools after

COVID-19: The potential of digital media. Perspectives for music education

in schools after the pandemic, 49.

 

Sportillo, D., Avveduto, G., Tecchia, F., & Carrozzino, M. (2015, August). Training in

VR: a preliminary study on learning assembly/disassembly sequences. In

International Conference on Augmented and Virtual Reality (pp. 332-343).

Springer, Cham.

 

Stanković, S. (2015). Virtual reality and virtual environments in 10 lectures. Synthesis

Lectures on Image, Video, and Multimedia Processing, 18(3), 1-197.

 

Steinicke, F. (2016) Being Really Virtual: Immersive Natives and the Future of Virtual

Reality, Springer, Switzerland.

 

Stewart, C. M., Schifter, C. C., & Selverian, M. E. M. (Eds.). (2010). Teaching and

learning with technology: Beyond constructivism. Routledge.

 

Sultan, L., Abuznadah, W., Al-Jifree, H., Khan, M. A., Alsaywid, B., & Ashour, F.

(2019). An experimental study on usefulness of virtual reality 360 in

undergraduate medical education. Advances in medical education and

practice, 10, 907.

 

Sun, Y., Chen, Z., Tao, M., & Liu, H. (2018, May). Communication, computing and

caching for mobile VR delivery: Modeling and trade-off. In 2018 IEEE

International Conference on Communications (ICC) (pp. 1-6). IEEE.

 

Suras Kanagasabai, (2017). Guidelines Of Educational Video Production For

Malaysian Digital Natives. Pendidikan, B. T., Malaysia, K. P., & Kiara, P. B.

Cetakan Pertama Disember 2017 ISSN 1511-5925.

 

Suyono, A. (2018). Applying Gagne's Events of Instruction in a Computer-Based Test

Preparation Listening Material Design. Journal Polingua: Scientific Journal

of Linguistics, Literature and Education, 7(2), 7-13.

 

Taber, K. S. (2020). Mediated Learning Leading Development—The Social

Development Theory of Lev Vygotsky. In Science Education in Theory and

Practice (pp. 277-291). Springer, Cham.

 

Taber, K. S. (2018). The use of Cronbach’s alpha when developing and reporting

research instruments in science education. Research in science

education, 48(6), 1273-1296.

 

Tapscott, D. (2008). Grown up digital. Boston: McGraw-Hill Education.

 

Tavakol, M., & Dennick, R. (2011). Making sense of Cronbach's alpha. International

journal of medical education, 2, 53.

 

Teo, T. (2011). Factors influencing teachers’ intention to use technology: Model

development and test. Computers & Education, 57(4), 2432-2440.

 

The international organization for standardization. 9241-11. Ergonomic requirements

for office work with visual display terminals (VDTs). Part 11: Guidance on

Usability 1998

 

Thompson, P. (2013). The digital natives as learners: Technology use patterns and

approaches to learning. Computers & Education, 65, 12-33.

 

Tiiro, A. (2018). Effect of visual realism on cybersickness in virtual reality. University

of Oulu, 350.

 

Todd, J. R., & Mishra, J. (2013). Making listening instruction meaningful: A literature

review. Update: Applications of Research in Music Education, 31(2), 4-10.

 

Tong, X., Gromala, D., Amin, A., & Choo, A. (2015, September). The design of an

immersive mobile virtual reality serious game in cardboard head-mounted

display for pain management. In International Symposium on Pervasive

Computing Paradigms for Mental Health (pp. 284-293). Springer, Cham.

 

Tiiro, A. (2018). Effect of visual realism on cybersickness in virtual reality.

 

Tuckman, B.W. & Waheed, M.A. (1981). Evaluating an individualized science

program for community college students. Journal of Research in Science

Teaching, 18, 489-95.

 

Tutiani. A (2019) Development of a problem-posing multimedia module and its

effectiveness to enhance student performance in form four biology. PhD thesis,

Universiti Putra Malaysia.

 

Tutiani. A (2020). Kesahan dan Kebolehpercayaan. Merealisasikan GOT Bagi

Pascasiswazah. Amalan Praktikal & Realistik 'Graduate On Time' (1st ed., pp.

108). essay, Universiti Putra Malaysia.

 

Ulozienė, I., Totilienė, M., Paulauskas, A., Blažauskas, T., Marozas, V., Kaski, D., &

Ulozas, V. (2017). Subjective visual vertical assessment with mobile virtual

reality system. Medicina, 53(6), 394-402.

 

Ummu Husna, A.., Yatim, M. H. M., Ibharim, L. F. M., & Zain, N. Z. M. (2019).

Analysis of game elements in digital educational game according to Gagne

nine events of instruction. International Journal of Academic Research in

Business and Social Sciences, 9(7), 131-135.

 

Ulrich, K. T., & Eppinger, S. D. (2016). Product design and development. (6th edi.)

McGraw-Hill.

 

Ursachi, G., Horodnic, I. A., & Zait, A. (2015). How reliable are measurement scales?

External factors with indirect influence on reliability estimators. Procedia

Economics and Finance, 20, 679-686.

 

Valle, N., Brishke, J., Ritzhaupt, A. D., Evans, C., Nelson, D. R., & Shenkman, E.

(2018). Using instructional design to support community engagement in

clinical and translational research: a design and development case. Journal of

Formative Design in Learning, 2(1), 20-35.

 

Van Amburgh, J. A., Devlin, J. W., Kirwin, J. L., & Qualters, D. M. (2007). A tool for

measuring active learning in the classroom. American journal of

pharmaceutical education, 71(5), 85.

 

van der Weegen, S., Verwey, R., Tange, H. J., Spreeuwenberg, M. D., & de Witte, L.

P. (2014). Usability testing of a monitoring and feedback tool to stimulate

physical activity. Patient preference and adherence, 8, 311.

 

van Griethuijsen, R. A., van Eijck, M. W., Haste, H., den Brok, P. J., Skinner, N. C.,

Mansour, N., ... & BouJaoude, S. (2015). Global patterns in students’ views of

science and interest in science. Research in science education, 45(4), 581-603.

 

Vasodavan, V., DeWitt, D., & Alias, N. (2019). TPACK in higher education: Analysis

of the collaborative tools used by lecturers. JuKu: Jurnal Kurikulum &

Pengajaran Asia Pasifik, 7(1), 9-17.

 

Velev, D., & Zlateva, P. (2017). Virtual reality challenges in education and

training. International Journal of Learning and Teaching, 3(1), 33-37.

 

Venkatesh, V., Morris, M. G., Davis, G. B., & Davis, F. D. (2003). User acceptance of

information technology: Toward a unified view. MIS quarterly, 425-478.

 

Villena Taranilla, R., Cózar-Gutiérrez, R., González-Calero, J. A., & López Cirugeda,

I. (2019). Strolling through a city of the Roman Empire: an analysis of the

potential of virtual reality to teach history in Primary Education. Interactive

Learning Environments, 1-11.

 

Violante, M. G., Vezzetti, E., & Piazzolla, P. (2019). Interactive virtual technologies in

engineering education: Why not 360° videos?. International Journal on

Interactive Design and Manufacturing (IJIDeM), 13(2), 729-742.

 

Walsh, K. (2001). Virtual reality for learning: some design propositions. AMCIS 2001

Proceedings, 13.

 

Wang, S., & Heffernan, N. (2010). Ethical issues in Computer‐Assisted Language

Learning: Perceptions of teachers and learners. British Journal of Educational

Technology, 41(5), 796-813.

 

Wang, S., & Heffernan, N. (2010). Ethical issues in Computer‐Assisted Language

Learning: Perceptions of teachers and learners. British Journal of Educational

Technology, 41(5), 796-813.

 

Watzlawick, P. (1984). The invented reality. Cambridge, MA: Harvard University

Press.

 

Weber, L. M., Nilsen, D. M., Gillen, G., Yoon, J., & Stein, J. (2019). Immersive virtual

reality mirror therapy for upper limb recovery following stroke: A pilot

study. American journal of physical medicine & rehabilitation, 98(9), 783.

 

Webster, R., & Dues, J. F. (2017, June). System Usability Scale (SUS): Oculus Rift®

DK2 and Samsung Gear VR®. In 2017 ASEE Annual Conference &

Exposition.

 

Wheeler, S. (2015). Learning with e's: Educational theory and practice in the digital

age. Crown House Publishing.

 

Williams, M., Rana, N., Dwivedi, Y., & Lal, B. (2015). Is UTAUT really used or just

cited for the sake of it? A systematic review of citations of UTAUT’s

originating article.

 

Wise, S., Greenwood, J., & Davis, N. (2011). Teachers' use of digital technology in

secondary music education: Illustrations of changing classrooms. British

Journal of Music Education, 28(2), 117-134.

doi:10.1017/S0265051711000039

 

Wong, K. Y., Pan, K. C., & Shah, S. M. (2016). General music teachers' attitudes and

practices regarding multicultural music education in Malaysia. Music

education research, 18(2), 208-223.

 

Woody, R. H., & Burns, K. J. (2001). Predicting music appreciation with past emotional

responses to music. Journal of Research in Music Education, 49(1), 57-70.

 

Wu, S. H., Huang, C. C., Huang, S. S., Yang, Y. Y., Liu, C. W., Shulruf, B., & Chen,

C. H. (2020). Effects of virtual reality training on decreasing the rates of

needlestick or sharp injury in new-coming medical and nursing interns in

Taiwan. Journal of educational evaluation for health professions, 17.

 

Yie, W. K., & Ying, C. M. (2017). Issues and Challenges in Teaching Multicultural

Music amongst Primary Music Teachers in Malaysia. Malaysian Journal of

Music, 6(1), 98-110.

 

Yusoff, A. S. b. M., & Ali, A. H. b. (2018). Model Penerimaan Digital Dalam Kalangan

Guru di Malaysia. International Journal of Education, Psychology and

Counseling, 3(8), 65-77.

 

Zainuddin, I. (2017). Pembangunan modul pembelajaran seni reka grafik berasaskan

teknologi dan gaya pembelajaran pelajar bermasalah

pendengaran/Zainuddin Ibrahim (Doctoral dissertation, University of

Malaya).

 

Zainuddin, Z., & Halili, S. H. (2016). Flipped classroom research and trends from

different fields of study. The International Review of Research in Open and

Distributed Learning, 17(3).

 

Zanariah, A. (2017). Pembangunan modul pedagogi kelas berbalik berasaskan

pembelajaran reflektif untuk politeknik premier/Zanariah Ahmad (Doctoral

dissertation, University of Malaya).

 

Zardari, N. H., Ahmed, K., Shirazi, S. M., & Yusop, Z. B. (2015). Weighting methods

and their effects on multi-criteria decision making model outcomes in water

resources management. Springer.

 

Zelditch Jr, Morris. "Some methodological problems of field studies." American

journal of Sociology 67.5 (1962): 566-576.

 

Zhang, L., Bowman, D. A., & Jones, C. N. (2019, July). Enabling immunology learning

in virtual reality through storytelling and interactivity. In International

Conference on Human-Computer Interaction (pp. 410-425). Springer, Cham.

 

Zhao, Z., Han, F., & Ma, X. (2019, December). A live storytelling virtual reality system

with programmable cartoon-style emotion embodiment. In 2019 IEEE

International Conference on Artificial Intelligence and Virtual Reality (AIVR)

(pp. 102-1027). IEEE.

 

Zotter, F., & Frank, M. (2019). Ambisonics: A practical 3D audio theory for recording,

studio production, sound reinforcement, and virtual reality (p. 210). Springer

Nature.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


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, kindly contact us at pustakasys@upsi.edu.my or 016-3630263. Office hours only.