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Journal : Bulletin of Electrical Engineering and Informatics

Mobile game model for monitoring Malaysian food calories intake using image recognition Nurmaisarah Ismail; Sazilah Salam; Siti Nurul Mahfuzah Mohamad; Bambang Pudjoatmodjo; Norazlina Shafie; Rashidah Lip; Mohd Adili Norasikin; Faaizah Shahbodin
Bulletin of Electrical Engineering and Informatics Vol 12, No 3: June 2023
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/eei.v12i3.4916

Abstract

Two important problems related to food consumption were reported in Malaysia: Malaysia was the sixth rank in Asia for the highest adult obesity rate; and the United Nation reported that Malaysian consumed an average of 2,910 calories per day. An imbalanced diet and high intake of calorie-dense food problems that need attention to reduce obesity. These problems affect national economies by lowering productivity, increasing disability, raising health care expenses, and shortening life spans. Although, there are food calorie tracking applications available, however, existing apps are less engaging and to recognize Malaysian food due to its not versatile databases. This can be solved using game technologies. Hence, this study will propose mobile game model as a solution to the underlying problems. There are 4 phases in the method: expert validation, initial model, expert verification, and final model. The proposed parameters were validated by dietitians, and nutritionists. The model was verified by game experts. A low fidelity prototype was developed based on the proposed model to assist the expert verification process. The model was finalized based on the expert’s feedback. The proposed game model resolves the limited recognition of Malaysian food and monitoring the food calories intake in an engaging way.
Conceptual design model of engaging gamification mechanic for online courses Mohd Yusoff, Azizul; Salam, Sazilah; Mohamad, Siti Nurul Mahfuzah; Lip, Rashidah; Pudjoatmodjo, Bambang; Rahmalan, Hidayah; Mazlan, Azlimi
Bulletin of Electrical Engineering and Informatics Vol 13, No 5: October 2024
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/eei.v13i5.7261

Abstract

Online learning, or e-learning, delivers educational content and teaching through various formats, ranging from self-paced courses to synchronous virtual classrooms. Gamification, the incorporation of game-like elements into non-game contexts, enhances engagement through rewards, reputation points, and goal setting. In higher education, researchers seek effective methods to stimulate learning and boost learner engagement. This study employs the analytic hierarchy process (AHP) to identify suitable gamification elements for three types of learner interaction, breaking down the decision-making problem into a hierarchy. Through a pairwise comparison matrix, priorities among hierarchy elements are established. The research involves 36 learners from a technical and vocational education and training (TVET) Public University, selecting the top best six gamification mechanics for each construct: virtual goods, wally’s game, rewards, trophies-badges, skill points, and peer grading. The proposed conceptual design will be implemented in online courses to assess learning engagement in cognitive, behavioural, and affective domains in higher education.
Screening capabilities for the 3D dyscalculia identification game framework Pudjoatmodjo, Bambang; Salam, Sazilah; Naim Che Pee, Ahmad; Aherliwan Rudavan, Rikman; Setijadi Prihatmanto, Ary
Bulletin of Electrical Engineering and Informatics Vol 14, No 4: August 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/eei.v14i4.8765

Abstract

Dyscalculia, a learning difficulty in mathematics, remains a concealed challenge affecting individuals of average intelligence or remarkable creativity. This inconspicuous disability often leads teacher to misinterpret students as lacking intellect. Regrettably, this condition can prompt students to disengage from routine activities, resulting in diminished performance and self-confidence. To address this issue, our research introduces a serious game framework, namely the “3D-dyscalculia identification game framework” (3D-DIG framework), integrating a screening feature aimed at detecting mathematical shortcomings in students. This paper focuses on detailing the screening feature, wherein a Petri net structure orchestrates its functionality within the 3D game environment. Specifically, our study highlights how this feature assesses and captures potential student deficiencies during work on game challenges. Employing game engine, and web server technologies, the dyscalculia screening feature captures students' responses, enabling an evaluation of their mathematical proficiency. Analysis of student data affirms that the screening feature's in identifying potential mathematics-related deficiencies. Moreover, the 3D game incorporates a distinctive element: it notifies teachers when a student surpasses a 60-second threshold while solving a problem, facilitating timely interventions. By offering actionable insights, the framework empowers teacher to identify student with the mathematics' deficiency and support the student with the appropriate intervention.