Maizatul Hayati Mohamad Yatim
Sultan Idris Education University

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Phygital in games: a systematic review of trends, characteristics, the user experience, technologies, and tools Nurasilah Osman; Nadia Akma Ahmad Zaki; Tengku Siti Meriam Tengku Wook; Maizatul Hayati Mohamad Yatim; Nor Masharah Husain; Norly Jamil
International Journal of Evaluation and Research in Education (IJERE) Vol 15, No 1: February 2026
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijere.v15i1.35062

Abstract

In the 21st century, the evolution of phygital technology has transformed various sectors, including retail, marketing, heritage, education, edutainment, and gaming. However, phygital interfaces are dynamic, continuously evolving alongside technological advancements and user expectations. This study aims to identify trends, characteristics, user experiences, and the tools or technologies used in phygital gaming. A systematic literature review (SLR) was conducted using the preferred reporting items for systematic reviews and meta-analysis (PRISMA) framework, analyzing 26 publications from Web of Science (WoS), Scopus, and IEEE Xplore. The findings revealed seven key characteristics of phygital interfaces and six positive impacts on user experience. Additionally, various phygital technologies and tools were identified as essential in the education, edutainment, and entertainment contexts of gaming. These technologies enhance engagement, interactivity, and immersion by seamlessly integrating physical and digital elements. Therefore, this study contributes to improving user experiences and expanding knowledge in the context of phygital interfaces. Future research should explore potential challenges in adopting phygital technologies, particularly from educators’ perspectives, to uncover new insights into their implementation and effectiveness.
Inclusive Design Elements in a Digital Storytelling Prototype for Dyslexic Children: A Thematic Analysis Hassan Syauqi Ridzuan; Maizatul Hayati Mohamad Yatim; Nor Zuhaidah Mohamed Zain
Tech-E Vol. 10 No. 1 (2026): TECH-E (Technology Electronic)
Publisher : Fakultas Sains dan Teknologi-Universitas Buddhi Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31253/te.v10i1.4642

Abstract

This study explores expert perspectives on the essential elements of a digital storytelling (DST) prototype designed to support early literacy among children with dyslexia. It aims to inform DST designers and educators in developing relevant content and potential design and implementation strategies for inclusive literacy learning. A qualitative design was employed using the Delphi method, involving iterative semi-structured interviews with seven subject-matter experts from special education, instructional technology, and multimedia fields. Data were analyzed using Braun and Clarke’s six-phase thematic analysis framework to generate themes systematically and ensure interpretive rigour. The findings revealed six interrelated themes emphasizing learner engagement, accessibility, pedagogical structure, content relevance, multimedia design, and teacher support. These themes indicate that experts indicated that future DST prototypes should combine clear instructional sequencing, dyslexia-friendly interface features, meaningful story content, and practical guidance for educators. The study highlights the need to integrate pedagogical, technological, and contextual considerations to enhance literacy development and engagement among dyslexic children. Overall, the study offers an empirically grounded framework for future DST development and promotes sustainable, equitable literacy interventions within inclusive educational settings.