Mohamad Firdaus Che Abdul Rani
Asia Pacific University of Technology and Innovation

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Gamification concept for encouraging lecture attendance Vinothini Kasinathan; Aida Mustapha; Chan Kok Fu; Mohamad Firdaus Che Abdul Rani; Sadesh Manikam
Indonesian Journal of Electrical Engineering and Computer Science Vol 16, No 1: October 2019
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v16.i1.pp482-490

Abstract

New generation of students has high dependence on technology and embrace social learning environments that have low barrier to access. This means in-class lectures are not popular anymore, and in fact has become a burden for them to cope. To resolve the issue of low student attendance, this paper proposes a character growth game with the concept of gamification in education that is able to track and reward student attendance called PetAttendToClass. PetAttendToClass is a client-based system developed using C# and unity3D game engine. Although finding from the UAT session revealed that some users believed that attendance is the responsibility of the student, gamification is meant to turn this mundane responsibility into something motivative, interactive and interesting. It is hoped that by gamifying the class attendance, student will be motivated to attend their daily classes.
Heartbeats: music recommendation system with fuzzy inference engine Vinothini Kasinathan; Aida Mustapha; Tan Sau Tong; Mohamad Firdaus Che Abdul Rani; Nor Azlina Abd Rahman
Indonesian Journal of Electrical Engineering and Computer Science Vol 16, No 1: October 2019
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v16.i1.pp275-282

Abstract

In developing a music recommendation system, there are several factors that can contribute to the inefficiency in music selection. One of the problems persists during the music listening is that common music playing application lacks the ability to acquire context of the user. Another problem that common music recommendation system fails to address the is emotional impact of the recommended song. To address this gap, this paper presents a music recommendation system based on fuzzy inference engine that considers user activities and emotion as part of the recommendation parameters. The system includes building a smart music recommendation system that has user profiling capabilities to recommend correct songs based on the user’s preferences, mood and time. Findings of the this paper have shown that Heartbeats’s fuzzy inference engine has successfully achieved its aim, which is to improve users’ music listening experience by giving suitable song recommendation based on user context situation.
The role of technology acceptance model in evaluating educational games for higher education Mohamad Firdaus Che Abdul Rani; Nor Hafizah Adnan; Ahmad Zamri Mansor; Melor Md. Yunus
Bulletin of Electrical Engineering and Informatics Vol 15, No 2: April 2026
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/eei.v15i2.10322

Abstract

This systematic review investigates the application of the technology acceptance model (TAM) in evaluating the acceptance of educational games within higher education. Educational games have become prominent tools for enhancing learning outcomes through interactive and engaging experiences. Guided by TAM, this review analyzes how key constructs (perceived ease of use (PEOU), perceived usefulness (PU), attitude toward use (ATU), behavioral intention (BI), and perceived enjoyment (PE) influence students’ acceptance of educational games. Using preferred reporting items for systematic reviews and meta-analyses (PRISMA) guidelines, relevant studies published between 2020 and 2024 were systematically identified from Scopus and Web of Science (WoS) databases, with 20 empirical studies meeting the inclusion criteria. The synthesis reveals that PU and PEOU are the most significant predictors of acceptance, while hedonic factors such as enjoyment and flow enhance engagement and sustained use. Key challenges include technical limitations, cultural misalignment, inconsistent TAM extensions, and a lack of longitudinal evidence. The review highlights the need for context-aware and inclusive design approaches that integrate both cognitive and affective factors. Overall, the findings position TAM not only as an evaluative framework but also as a design-oriented model for developing effective, engaging, and pedagogically grounded educational games in higher education.