Ismassabah Ismail
Universiti Teknologi Mara

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An educational game on the theories of driver education curriculum: An evaluation Zainab Othman; Nurul Hidayah Mat Zain; Ismassabah Ismail; Sharifah Affandi; Nor Azida Mohamed Noh; Anita Mohd Yasin
International Journal of Evaluation and Research in Education (IJERE) Vol 9, No 4: December 2020
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijere.v9i4.20659

Abstract

The purpose of this study was to evaluate the effectiveness of using an educational game application among driving school students on their understanding of driving rules and regulations. The application was developed and named as An Educational Game on the Theories of Driver Education Curriculum (DEC) to help students improve their visualization, understanding and memorization of the theories of driving rules and regulations as well as to be more prepared before taking the driving theory test. A preliminary study was conducted and it indicated that students had a hard time in visualizing, understanding and memorizing the theories of driving. The Game Development Life Cycle (GDLC) was implemented as a methodology to develop the DEC application which consists of initiation, pre-production, production, testing, beta, and release phases. The effectiveness of the DEC application was measured by Game-Based Learning Evaluation Model (GEM). The findings indicated that educational game helped students to visualize, memorize and understand the theories of driving easily.
Evaluation of appliances mobile controller system using expectation-confirmation theory model Aslina Baharum; Chew Yun Fai; Rozita Ismail; Ismassabah Ismail; Farhana Diana Deris; Noorsidi Aizuddin Mat Noor
Bulletin of Electrical Engineering and Informatics Vol 10, No 4: August 2021
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/eei.v10i4.3061

Abstract

Nowadays, most Malaysians have used overpower usage of house appliances. Malaysian does not have the habit of controlling the household’s electricity consumption every day. Reducing electricity consumption is better for the earth, reducing harmful greenhouse emissions and minimizing the household's overall impact. Besides, one of the safety problems that Malaysian currently face is thieves entering the house when the owner is outstation or traveling. The proposed home appliance controller application can control and calculate the power consumption of home appliances. It can also control and set automatic timing based on the light to cause thieves to realize that the house may have people since the lights were turned on. This paper aims to identify the application features of controllers for home appliances, then develop the mobile application not only for gaming or entertainment but for better, enhanced, convenience and efficiency of lifestyle and finally to evaluate the users’ acceptance towards mobile app using expectation-confirmation theory model. Results show that perceived usefulness significant with confirmation (0.61) and continuance intentions (0.69). Perceived usefulness was demonstrated to be an essential predictor of continuance intentions (0.44). With this system or app, house appliances will be communicated and under control by the house owner.
Mobile learning application: flipped classroom Aslina Baharum; Lim Yi Wan; Farashazillah Yahya; Nadia Hanin Nazlan; Nor Azida Mohamed Nor; Ismassabah Ismail; Noorsidi Aizuddin Mat Noor
Indonesian Journal of Electrical Engineering and Computer Science Vol 17, No 2: February 2020
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v17.i2.pp1084-1090

Abstract

This study attempts to illustrate the phases of designing a flipped learning mobile application. It is worth noting that changes in students’ learning behavior should be met by changes in the classroom – particularly on the way a course should be delivered. Studies have shown that students who learn using the flipped learning method are less likely to fail as opposed to their counterparts in the traditional classroom setting. The rising importance and popularity of flipped learning necessitates the development of a mobile application that assists both students to learn and allow instructors to manage their course via their mobile devices, almost anywhere and anytime. The software development life cycle (SDLC) is divided into four distinct phases: 1) Preliminary study, 2) content design, 3) System design and development, and 4) System evaluation. The effectiveness of the application is tested using electroencephalography (EEG). The findings suggest effectiveness of the mobile application falls within the acceptable range. Improvements for the flipped learning mobile application is also presented.
Smart pictorial dictionary via mobile augmented reality Nurul Asyiqin Khazali; Ismassabah Ismail; Norzehan Sakamat; Nurul Hidayah Mat Zain; Nor Azida Mohamed Noh; Norshahidatul Hasana Ishak
Bulletin of Electrical Engineering and Informatics Vol 12, No 2: April 2023
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/eei.v12i2.4009

Abstract

Augmented reality (AR) technology offers many benefits for language teaching and learning. Using the AR technique in pedagogy attracts and engages children to learn and memorize easily, even in a short time. Visual representation learning method like a pictorial dictionary is one of the beginnings of learning for children. It helps children to visualize the object and memorize it in effective ways. Based on the survey conducted in one of the primary schools at Merlimau, Melaka, it was found that the children have difficulties in learning English. The development of pictorial dictionaries with the combination of AR technology in 3D that are presented in the form of mobile applications can be used to improve existing learning methods in English. The method used during the development of this application is the ADDIE model, which comes with five phases: analysis, design, development, implementation, and evaluation. The development of the ‘smart pictorial dictionary via mobile AR application has been done successfully and has received positive results. Based on the evaluation using the attention relevance confidence satisfaction (ARCS) model, the output has an overall mean of 4.58, which shows that using AR technology in early childhood learning makes children learn more.