Nurul Hidayah Mat Zain
Universiti Malaysia Sabah

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

The need of gamified assessment for engaging learning experience Norhusyairi Hawari; Nurul Hidayah Mat Zain; Aslina Baharum
Bulletin of Electrical Engineering and Informatics Vol 9, No 2: April 2020
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (287.373 KB) | DOI: 10.11591/eei.v9i2.2083

Abstract

Gamification described as the use of game elements for purposes beyond games. As an extension of that, gamified assessment is defined as the use of gamification for assessment purposes. However, the traditional method of assessment remains the standard for student performance assessment, and this raises two assumptions. First, the current gamification implementation is still in its infancy. Thus, it is still unappealing enough for practical use. Second, there is a lack of study that brings forward the desire to have gamification implemented in the assessment. Hence, this study intends to explore the student’s perception of gamified assessment followed by their verdict, acquire the strength and weakness points of the existing implementation. In total, 86 students across several universities in Malaysia involved in this study. The present study implemented standard descriptive statistical methods for analyzing the data. The findings showed that there are needs for gamified assessment for an engaging learning experience. Besides, the results showed one of the earlier presumptions, which is the lack of study that points toward the student’s desire to have a gamified assessment. Keenly, the results of the study will emphasize the need for developing a rigorous gamified assessment model as a guideline to develop an application that engaging learning experience.
An approach in creating positive emotion for children’s e-learning based on user interface design Magrizef Gasah; Nurul Hidayah Mat Zain; Aslina Baharum
Indonesian Journal of Electrical Engineering and Computer Science Vol 13, No 3: March 2019
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v13.i3.pp1267-1273

Abstract

This paper presents an approach in creating positive emotion for children’s e-learning using user interface design. The problems that this research aims to solve are the lack of children interest in school and early childhood school dropout. This research consists of three phases where each phase has its own research method. In this paper, the proposed research method aims to identify the user interface design that could trigger positive emotion and achieved using a qualitative method and quantitative method. The result shows a guideline for creating e-learning application that could help designer and developer to develop the application. Hopefully, the guideline of the positive emotion and the e-learning application could help the children more interested in school and learning in the future.