Nor Masharah Husain
Sultan Idris Education University

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Wayang Edu: digital application for Wayang Kulit Kelantan Fara Dayana Mohd Jufry; Nor Masharah Husain; Mohammad Naquiddin Tajul Ariffin
International Journal of Evaluation and Research in Education (IJERE) Vol 13, No 3: June 2024
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijere.v13i3.26355

Abstract

Wayang Kulit Kelantan (WKK) is a traditional performance that has a long process in the learning session. This covers various aspects such as the background of the performance, repertoire, gambalan (puppets), as well as musical instruments and songs. This knowledge requires at least a year to understand the skills and techniques used. Therefore, Wayang Edu is a digital application built based on the analyze, design, development, implementation, evaluation (ADDIE) model to save learning time with traditional practitioners. The majority of users acknowledge that Wayang Edu offers a wealth of information and enables them to gain in-depth knowledge. Consequently, utilizing visual elements to convey messages is more impactful compared to traditional learning methods. Apart from that, Wayang Edu can be used anywhere at the user’s convenience. With the interaction found in the application, Wayang Edu has been used by students as a platform to get additional information about WKK.
Phygital in games: a systematic review of trends, characteristics, the user experience, technologies, and tools Nurasilah Osman; Nadia Akma Ahmad Zaki; Tengku Siti Meriam Tengku Wook; Maizatul Hayati Mohamad Yatim; Nor Masharah Husain; Norly Jamil
International Journal of Evaluation and Research in Education (IJERE) Vol 15, No 1: February 2026
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijere.v15i1.35062

Abstract

In the 21st century, the evolution of phygital technology has transformed various sectors, including retail, marketing, heritage, education, edutainment, and gaming. However, phygital interfaces are dynamic, continuously evolving alongside technological advancements and user expectations. This study aims to identify trends, characteristics, user experiences, and the tools or technologies used in phygital gaming. A systematic literature review (SLR) was conducted using the preferred reporting items for systematic reviews and meta-analysis (PRISMA) framework, analyzing 26 publications from Web of Science (WoS), Scopus, and IEEE Xplore. The findings revealed seven key characteristics of phygital interfaces and six positive impacts on user experience. Additionally, various phygital technologies and tools were identified as essential in the education, edutainment, and entertainment contexts of gaming. These technologies enhance engagement, interactivity, and immersion by seamlessly integrating physical and digital elements. Therefore, this study contributes to improving user experiences and expanding knowledge in the context of phygital interfaces. Future research should explore potential challenges in adopting phygital technologies, particularly from educators’ perspectives, to uncover new insights into their implementation and effectiveness.