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Total records found : 16
Simplified search suggestions : Maizatul Hayati bt Mohamad Yatim
12003
monograph
Pembangunan perisian pengajaran dan pembelajaran Multimedia Interaktif Sains
Ibrahim Mohamad, Md. Saad Mohd. Nazri, Mohamad Yatim Maizatul Hayati, Johan Rasyidi, Teh Hui Ping,
This study involved the application of CD-ROM dan web-based course management system, WebCT in the teaching and learning activities. The integration of CD-ROM and web application eased the use of multimedia materials in "on-line" or "off-line" learning. This method provided a more open learning opportunities to the students. They had the opportunity to learn according to their level of capability and also free to revisit any section of the learning contents to enhance their understanding. WebCT application enabled the students to communicate virtually with teachers and friends over the internet by using e-mail, bulletin board, forum and discussion group that were provided in the system. The students could initiate discussion by posting questions on the topics or subjects that they did not understand on the WebCT at any time and any place. The instructor could provide solutions, guidelines or more information to help the students better understand the topic or subject they have learnt. .....

5650 hits

22017
article
Keberkesanan penggunaan kaedah Frog VLE terhadap pencapaian Matematik sekolah rendah
Munusamy Theinmoli, Mohamad Yatim Maizatul Hayati,
1212 hits

32016
article
Keupayaan murid sekolah rendah mempelajari dan menerokai bahasa pengaturcaraan visual
Ismail Azniah, Mohamad Yatim Maizatul Hayati, Sahabudin Noor Azida, Mohamed Zain Nor Zuhaidah,
7277 hits

42019
article
A comparative study of formative assessment tools
Maizatul Hayati bt Mohamad Yatim
The intention of formative assessment tools usage is mainly to assess learning outcomes easily and quickly in a classroom environment. However, the tools need to be accurate and informative for teachers and students. At the end of any learning process, students certainly need to know their level of understanding in the learning process and what are the next steps for them to encounter. However, with increasing numbers of students in a classroom and increasing teaching workload among teachers, the teachers can gain benefits from these tools in assessing the outcomes quickly and more effectively. Formative assessment contributes to the learning process by providing the teachers with feedback on how successful the teaching method is and how well the students understand a particular lesson. This article will discuss the usage of formative assessment tools in education. It describes and reviews several kinds of literature related to alternative ways to assess students using technology trans.....

1316 hits

52021
article
Design, implementation and evaluation of a serious game for obesity prevention among preschool children
Maizatul Hayati Mohamad Yatim
This paper presents the design, implementation and evaluation of a kindergarten-based prevention on childhood obesity among preschool children. The prevention applies motivational game-based learning and behaviour change theories during design. Preschool children are the main target group for this study because preschool childhood obesity has been found correlated to obesity in later years of childhood, thus preventing and treating preschool obesity are particularly important. There have been few prevention and interventions that have targeted game-based strategies in the kindergarten to promote health outcomes in preschool children and especially in Asian countries. To our knowledge, Fight Obesity 2.0 is the first mobile application in Southeast Asia. In this study, it shows a positive way for the content experts and subject experts to collaborate with each other to design and develop digital mobile games for preschool children, we discuss in detail the challenges faced while designin.....

873 hits

62021
article
Developing an interactive storybook application ‘jack and the dirty smelly beast’ for English language proficiency among children
Maizatul Hayati Mohamad Yatim
  The high percentage of students who are still struggling with the English language is worrisome, even though there are many well-planned strategies and education policies that are developed to resolve this problem. It is a universal belief that learning a foreign language at a young age through reading plays an important role. Accordingly, the aim of this research is to design, develop and evaluate an interactive storybook application combined with suitable multimedia elements and features to encourage children to read. The interactive storybook entitled 'Jack and the Dirty Smelly Beast' was developed using Instructional System Design (ISD) and Rapid Prototyping model. An experimental study was conducted with 17 respondents between the ages of 6 – 8 years to test the effects of the multimedia elements and features in improving children’s learning. Their responses were recorded and analysed using descriptive analysis. The findings showed that respondents agreed that learning exp.....

593 hits

72017
article
Odyssey of phoenix: a propriety game based learning game to learn object-oriented programming
Wong, Yoke Seng
Object-oriented programming is a required fundamental skillset for all computer science related students. However, teaching object-oriented programming to undergraduate year one students is challenging and academician need to use a different approach to find suitable methods to enhance student understanding, self-interest and self-experimentation. However, the classroom- based learning and teaching methods are insufficient to support learners or students, especially in learning a programming related subject. A game-based learning approach could be an efficient way for the students to learn object-oriented programming. This is mainly because the empirical evidence that validates computer games is an efficient tool for learning object-oriented programming is still absent from the literature. The proposed computer game is developed according to the game-based learning design approach model, where several relevant theories, such as condition of learn, operant conditioning, constructive, hi.....

759 hits

82019
article
The development process of Awang Sains 2D digital mobile game
Shamsul Arrieya Ariffin
1333 hits

92019
article
Development of Rubric to measure children
Laili Farhana Md Ibharim
This study aims to depict how academic expert evaluation was conducted to develop a rubric for measuring children’s 21st century skills when designing digital games. The 21st century skills that are related to game design are i) learning skills and innovation; ii) information, media and technology skills; and iii) life and career development skills. The rubric was developed based on cognitive, psychomotor and affective domains of learning. Six academic experts in the field of children’s education, educational measurement and educational technology for children were recruited as evaluators of this rubric. Cohen’s Kappa Coefficient formula was used to validate the results. The finding showed that each skill level should measure analytically and specifically based on game design activity. Researchers also found that children’s skill can be enhanced by adopting the concept of digital game-based learning (DGBL), especially through game design activity. The rubric of children’s ski.....

773 hits

102019
article
Analysis of game elements in digital educational game according to gagne nine events of instruction
Ummu Husna Azizan
The purpose of this study is to analyze the game elements based on Gagne Nine Events of Instruction and to develop instrument which will be use to analyze the game elements needed in the development of digital educational games. The study was conducted using qualitative design where the interview and observation involved. A total of 20 students from a school in Tanjong Malim Perak participated in this survey. The findings of the study show that eight game elements are analyzed based on Gagne Nine Events of Instruction that are mystery, action, challenge, being at risk, uncertainty of outcome, opportunity for mastery, visible signs of progress and emotional content. These elements will be aligned with Gagne Nine Events of Instruction to develop an instrument. In conclusion, this study will further enhance the digital educational games design process and further promote innovation in teaching and learning in line with the Malaysian Education Blueprint 2013-2025.   ..

721 hits

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