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The impact of gamification on students learning engagement Firas Layth Khaleel; Noraidah Sahari Ashaari; Tengku Siti Meriam Tengku Wook
International Journal of Electrical and Computer Engineering (IJECE) Vol 10, No 5: October 2020
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (16.031 KB) | DOI: 10.11591/ijece.v10i5.pp4965-4972

Abstract

Gamification is to use game elements in a non-game context to increase engagement between human and computer, on the other hand, to encourage in-demand for good behaviors in learning. This research tried to increase student engagements in learning by conducted Gamification technique especially in difficult subjects such as Programming Language courses. The previous work was shown that students dropped, failed, or withdrew from the course at rates of between 35% and 50%. Therefore the main objective of this study is to increase student engagements in learning programming subject, and also to measure the impact of game elements on student’s engagements. Finally, the findings have shown the score of game elements that have a good effect on student’s engagement in the experiment group.
Speech Input as an Alternative Mode to Perform Multi-touch Gestures Nor Hidayah Hussain; Tengku Siti Meriam Tengku Wook; Siti Fadzilah Mat Noor; Hazura Mohamed
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 16, No 3: June 2018
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v16i3.8417

Abstract

Speech is fundamental and the most dominant form of communication. Speech input may facilitate natural interaction between humans and computers. For children, this input mode supports their interaction with application systems. This study addresses speech input as an alternative mode in order to improve multi-touch gesture interactions. Previous studies show that children difficult to perform multi-touch gestures successfully. In fact, multi-touch is parts of basic core gestures that have been adapted to most of the learning applications. This study uses the Wizard-of-Oz method and posts interview, involving nine preschool children between ages of four to six years old. Results of the study show children’s interactional ability using speech input towards systems and positive feedback received from them regarding the prototype of the systems. The findings from this study highlight the opportunities and challenges in using speech input to increase the success of children’s interaction with multi-touch gestures.
Designing Multi-Dimensional User Interaction for a Virtual Museum System Tengku Siti Meriam Tengku Wook; Noraidah Sahari @ Ashaari; Normala Rahim
Indonesian Journal of Electrical Engineering and Computer Science Vol 4, No 3: December 2016
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v4.i3.pp649-654

Abstract

The focus of this study is to improve the display platform for the State of Terengganu Virtual Museum System (muziummaya.terengganu.gov.my). The existing virtual museum can be displayed via desktop computing system where information is displayed on-line using features for searching, browsing, and manipulating artifacts and galleries. However, presentation of information on mobile device screens cannot be viewed effectively and is difficult to navigate due to the user's cognitive load. Therefore, this study will establish effective interaction design, taking into account the multi-dimensional context for the design of a user interface via a mobile device in the hopes that users who are students, curators, researchers, and the public can access the virtual museum system via desktop as well as from their mobile devices. This study was conducted in three stages i.e. user requirements analysis, interface design, and usability evaluation. The results of this research is the design of a multi-dimensional user interaction context that meets the display requirements and navigation information for mobile devices.
PHYGITAL INTERFACE DESIGN FOR SOCIOEMOTIONAL: A QUALITATIVE CHILD-COMPUTER INTERACTION STUDY Nurasilah Osman; Tengku Siti Meriam Tengku Wook; Maizatul Hayati Mohamad Yatim; Nor Masharah Husain; Norly Jamil; Nadia Akma Ahmad Zaki
JECE (Journal of Ethics and Character Education) Vol. 4 No. 1 (2026): JECE (Journal of Ethics and Character Education)
Publisher : YHMM PUBLISHING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56327/jece.v4i1.185

Abstract

Phygital learning environments, which merge tangible play with real-time digital feedback, are gaining attention in early childhood education, yet their socioemotional impact remains underexplored. Existing studies on phygital systems primarily emphasize cognitive or usability outcomes, leaving limited empirical evidence on how interface design shapes children’s emotional and social behaviours. This study investigated how phygital interface design supports socioemotional competencies among Malaysian preschoolers. Fifteen children aged 5-6 from two preschools engaged with Osmo phygital games involving both individual and collaborative play. Video recordings, observation checklists, and field notes were analysed using reflexive thematic analysis, supported by triangulation and peer debriefing to ensure credible behavioural interpretation. Findings show socioemotional behaviours like self-awareness, self-control, self-concept, self-confidence, and social skills with empathy emerge from design features such as hybridization, tangibility, interactivity, multisensory feedback, contextual relevance, personalization, and collaboration. Embodied emotional feedback enhanced self-regulation, hybrid tangible-digital play promoted motivation and confidence, and collaborative interaction strengthened empathy and peer support. This study positions phygital interfaces as emotionally responsive systems that integrate affective, cognitive, and social learning, offering evidence-based design implications for child-centred educational technologies.