UPSI Digital Repository (UDRep)
|
|
|
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: 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. |