Syed Kamaruzaman Syed Ali
Universiti Malaya

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TAHAP KOLESTEROL HDL DALAM KALANGAN PELAJAR OBES DI SEKOLAH MENENGAH Syed Kamaruzaman Syed Ali; Rosnah Ismail; Raji Subramanian
Jurnal Internasional Manajemen Pendidikan Vol 4, No 02 (2010)
Publisher : Prodi Manajemen Pendidikan Jurusan Administrasi Pendidikan Fakultas Ilmu Pendidikan UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (212.778 KB)

Abstract

This research was done to identify the cholesterol level among obese students. The sample comprised 54 students (B=29; G=25) identified as obese. They were aged between 13- 19 and studied in secondary school in Kuala Kangsar District of Perak. The ‘reflotron’  machines was used to gather the lipid parameter from the subjects. The data were processed using SPSS version 11.0 to answer the research question. The cholesterol level of the sample was found to be low to moderate. No significant differences between boys and girls in term of cholesterol level.
Integration of Eye-Tracking Technology in Virtual Reality Applications for Basketball Training: A Mixed Methods Needs Assessment Ahmad Rahmadani; Oki Candra; Feby Elra Perdima; Syed Kamaruzaman Syed Ali; Joseph T Lobo; Novri Gazali
Journal of Coaching and Sports Science Vol. 4 No. 2 (2025): Journal of Coaching and Sports Science
Publisher : CV. FOUNDAE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/jcss.v4i2.912

Abstract

Background: The integration of virtual reality (VR) and eye-tracking (ET) technologies has considerable potential for enhancing perceptual–cognitive skill development in basketball. However, existing research provides limited guidance on the technical and pedagogical requirements for designing VR–ET systems that are both instructionally meaningful and aligned with user needs. Aims: This study aims to identify these key design requirements through a user-centred mixed-methods approach. Methods: Semi-structured interviews and focus group discussions with coaches and lecturers were conducted to explore training challenges, expectations, and pedagogical considerations. Insights from the qualitative phase informed the development of a questionnaire administered to student-athletes (N = 120), allowing for the validation and prioritisation of system requirements. Qualitative data were analysed thematically, while quantitative data were examined using descriptive statistics. Result: The integrated findings reveal six essential domains for effective VR–ET system design: immersive tactical–technical visualisation, interactive decision-making scenarios, gaze-based performance indicators, real-time visual feedback, learning support features, and implementation readiness. Users emphasised the value of VR–ET for enhancing tactical understanding, attentional control, and personalised training experiences. Conclusion: This study contributes both theoretically and methodologically by addressing the lack of user-informed frameworks in VR–ET research and demonstrating the value of participatory mixed-methods approaches in sports technology development. The results provide a foundational design blueprint for future VR–ET prototypes and offer new insights into how immersive and gaze-based technologies can support athlete learning in team sports.