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Total records found : 8
Simplified search suggestions : Hafizul Fahri Hanafi
12015
article
Aplikasi perisian visualisasi tiga dimensi dalam pembelajaran sains Biologi implikasi terhadap pelajar berbeza keupayaan spatial
Said Che Soh, Umar Irfan Naufal, Muniandy Balakrisnan, Desa Shakinaz, Hanafi Hafizul Fahri,
Tujuan kajian ini adalah bagi mengenalpasti kesan perbezaan tahap keupayaan spatial pelajar terhadap prestasi kognitif dalam pembelajaran subjek biologi sel dengan menggunakan perisian visualisasi tiga dimensi. Perisian visualisasi tiga dimensi dihasilkan dengan menggunakan teknologi realiti maya dalam persekitaran web. Prestasi kognitif diukur dengan menggunakan ujian pencapaian. Reka bentuk kajian kuasi eksperimen digunakan dalam kajian ini. Seramai enam puluh satu orang pelajar daripada sebuah universiti telah dipilih sebagai sampel kajian yang pemilihan adalah berdasarkan kepada kumpulan kelas sedia ada. Dapatan kajian menunjukkan tiada perbezaan yang signifikan bagi pelajar berbeza keupayaan yang mengikuti pembelajaran dengan perisian visualisasi tiga dimensi. Hasil kajian ini menunjukkan perisian visualisasi tiga dimensi dapat membantu pelajar berkeupayaan spatial rendah untuk mempelajari subjek sains biologi seiring dengan pelajar berkeupayaan spatial tinggi. Dapatan menunjukkan.....

1447 hits

22017
thesis
The effect of collaborative mobile augmented reality application on students learning performance
Hafizul Fahri Hanafi
The objective of this study is to develop and test the effect of a mobile learning application, called Collaborative Mobile Augmented Reality Learning Application (CoMARLA), on student learning achievement and motivation in learning the Information Technology course. The development of CoMARLA is based on a framework guided by Moshman’s constructivist learning principles and Keller’s motivation principles. This study was based on a quantitative approach using a quasiexperimental method that employed a 2 by 2 factorial research design. The independent variable was the learning method and the dependant variables were students’ learning achievement and motivation, with gender as the moderator variable. The sample of the study consisted of 120 social science undergraduates, with a mean age of 19.5 years, who were divided into an experimental and a control group. The experimental group received treatment with the use of CoMARLA on the mobile platform, while the control group received .....

1205 hits

32018
article
Technology acceptance of a novel mobile learning application among university undergraduates
Hafizul Fahri Hanafi
This paper identifies factors affecting the adoption of mobile learning application in the classroom. The principles of the Innovation Diffusion Theory (IDT) and Technology Acceptance Model (TAM) were adopted as the main elements that were investigated in this study, namely relative advantage, complexity, mobile learning acceptance, and intention to use mobile learning. The research design was based on a quantitative approach using an online survey involving a group of 200 undergraduates. Data collected were analyzed using the Comparative Fit Index (CFI) and Tucker-Lewis Index (TLI) on AMOS 20.0. Interestingly, the main research findings showed that all the indices fit the hypothesized model perfectly and all the technology acceptance constructs were significantly correlated. The finding encourage that UPSI’s undergraduates are perceptive to utilizing mobile learning approach with the utilize of novel mobile applications, which surely would have an enormous impact on the current teac.....

663 hits

42017
article
Improving students motivation in learning ICT course with the use of a mobile augmented reality learning environment
Hafizul Fahri Hanafi
Studies have shown that many Malaysian non-technical students have low motivation in learning ICT course due to a number of reasons, such as a lack of learning practice and effective learning applications. In view of such a problem, the researchers carried out a quasi-experimental study to examine the impact of a novel mobile augmented reality learning application (MARLA) on students' motivation in learning a topic of a university ICT course. The research was based on the pretest-posttest control group design, and the study sample consisted of 120 non-technical undergraduates majoring in social science, with a mean age of 19.5 years. They were divided into an experimental group and a control group. The dependent variable was students' motivation in learning, and the independent variables were learning method and gender. The experimental group used MARLA on their mobile devices to learn one of the topics of the ICT Competency course, namely Computer System; whereas the control group use.....

992 hits

52019
article
The effectiveness of teaching Aid for a Mathematics subject via Mobile Augmented Reality (MAR) for standard six students
Hafizul Fahri Hanafi
This main purpose of this study is to investigate the impact of a mobile augmented reality application on the understanding of mathematics subjects among primary school students. This study is constructed on a quasi-experimental procedure using the pre-test, post-test control group design. The study sample consisted of 78 primary school students that were selected from two intact classes, with a mean age of 13.5 years. Students were assigned to two groups, with a control group and an experimental group comprising 38 and 40 students, respectively. The research instrument utilized to measure students’ understanding of Augmented Reality components before and after treatment was based on a set of 40 multiplechoice questions. Learning sessions took place for one hour per week, spanning over four consecutive weeks, in which the control group and the experimental group used a desktop-based application and a mobile augmented reality application, respectively. Data were analyzed using paired .....

726 hits

62019
article
An overview of media glam online magazine publishing and trend in Malaysia
Hafizul Fahri Hanafi
The new media technologies have changed the world drastically. Even the traditional print media have been influenced significantly by the new media technologies. The revolution of new media has changed the pattern of mass communication landscape especially in newspaper and magazine publishing industry in Malaysia. The existence of online publishing such as e-magazine has made the process of reading, purchasing and storing books much easier. This concept paper particularly elaborates the influence of new media technology on magazine publishing industry in Malaysia. The lack of online magazine published in the market has contributed to the result of this reading material being ‘out in the cold’ compared to the other electronic publishing such as online books and online newspaper. This research is made to study on the important factors that contribute to the development and sustainability of the online magazine publishing industry in Malaysia and for that the case study is involved on.....

1136 hits

72021
article
A systematic review of augmented reality in multimedia learning outcomes in education
Hafizul Fahri Hanafi
This research involved a systematic and thematic review of literature of studies involving the use of Augmented Reality (AR) in the educational context. Specifically, the review was performed by searching and identifying relevant and recent articles on several leading online databases, which were published from 2014 to 2020. The review yielded 40 articles that discuss various applications of this novel technology. Based on the analysis of their contents, 15 articles are related to multimedia learning involving augmented reality in primary classroom settings. On the other hand, 25 articles discuss studies involving the use of AR in university settings. In terms of content, 18 articles articulate the applications of AR from the explorative perspective, while another 18 articles elaborate the use of AR books in education. By contrast, only 4 articles highlight the use of game-based AR applications in education. The findings of the content analysis carried out suggest that student learning.....

572 hits

82021
article
Utilizing Animal Characters of a Mobile Augmented Reality (AR) Reading Kit to Improve Preschoolers
Hafizul Fahri Hanafi
This study developed and used a mobile Augmented Reality (AR) reading kit to help preschool students recognize alphabets and read simple words more effectively. This study was based on the quantitative approach involving an experimental methodology that used a one-group pretest-posttest design. In this study, the variables of interest to be measured were students' reading skills, motivation, and self-learning. The learning treatment involved a series of reading sessions using the novel learning application that spanned three weeks, with each session lasting for two hours. The sample of this study comprised 60 preschool students, whose ages ranged from four to six, who were selected from three different preschools. The effectiveness of the novel-reading kit was evaluated in terms of students' learning performance, learning motivation in reading, and self-learning. The data for the former were gathered from pre-testing and post-testing. At the same time, a survey was administered to the .....

713 hits

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