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Total records found : 4
Simplified search suggestions : Mohammad Taufiq Abdul Ghani
12021
thesis
Design and development of educational digital game in learning Arabic vocabulary and its impact on university student achievement,motivation and perceived acceptence
Mohammad Taufiq Abdul Ghani
This study aims to develop an educational digital game (eMufradat) for Arabic language vocabulary learning and examine its effectiveness on learning achievement. Besides, this study also aims to examine the influence between learning achievement, motivation and perceived acceptance. A quasi-experimental design pre and post-test is employed in this study. This study’s population includes Arabic language proficiency course students in 18 public universities located in Peninsular Malaysia. A total of 611 non-native Arabic students were selected through a cluster sampling to participate in this study. The students were assigned to a control group consisting of 240 students and a treatment group comprising 371 students. The main data of this study were collected through pre-test and post-test; questionnaires and complimented by a semi- structured interview. The quantitative data were analysed using descriptive analysis, t- test, ANOVA test, and regression analysis, while the se.....

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22021
article
ARabic-Kafa: design and development of educational material for Arabic vocabulary with augmented reality technology
Mohammad Taufiq Abdul Ghani
This research focuses on the production and creation of educational materials for Arabic vocabulary learning using Augmented Reality Technology, namely ARabic-Kafa, which can support both teachers and students. The Marker Based Tracking tool is used in this Augmented Reality application. This method was employed because it can read objects and then display 3-dimensional (3D) virtual objects. The first step in resolving this issue is to create animations through the blender application, choose the image to be utilised as a Marker, and finally, export it to Vuforia to form an Augmented Reality app. The mobile app of Augmented Reality-based educational media is the product of this research. A series of testing were employed and a minimum distance for displaying a 3D object is 10 cm, and the minimum angle 30� to 90� to view 3D objects. The rotation marker's output effectively shows every aspect of the 3D object. Furthermore, the audio pronunciations can be played effortlessly. ? 2021 C.....

300 hits

32021
article
The use of iPad for Calculus class in higher education: Notability Application
Mohammad Taufiq Abdul Ghani
Mobile devices have turned into attractive educational learning tools. While the majority of prior study has largely focused on the benefits of mobile learning for students, there is currently a paucity of study on the usage of educational applications available on the market. Hence, this study attempts to explore Notability, an educational digital tool available in the iOS app store. This study used descriptive analysis to describe the idea of Notability and the qualities it provides. This study discovered that using Notability in calculus classes at the tertiary level is effective and provides an active learning environment. Furthermore, Notability provided instructors with the ability to deliver content quickly and effectively, whether synchronous or asynchronously. In addition, the Notability capabilities enable educators to employ technology tools and facilitate paperless classrooms. Keywords: Calculus, iPad, M-learning, Notability, Technology-based Learning..

283 hits

42023
article
The impact of digital game-based learning towards arabic language communication
Mohammad Taufiq Abdul Ghani
The digital game-based learning has the potential to enable new forms of learning concept which could enhance students communication. Therefore, this study aims to determine the impact of digital game-based learning on students communication performance. Participants were 611 non-Arabic students enrolled in an Arabic language course. This study uses a quasi-experimental design. The students were chosen through a random sampling technique to be part of the control group and treatment group. Pre-test and post-test were used to assess the students performance before and after the digital game-based learning intervention. The intervention took place over a period of four weeks in which students in the treatment group used educational digital games during Arabic language class. On the other hand, students in the control group underwent the traditional Arabic language instruction. At the end of the intervention, several students were selected through purposive sampling technique to participa.....

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