Ahmad Zamzuri Mohamad Ali
Sultan Idris University of Education
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Featured researches published by Ahmad Zamzuri Mohamad Ali.
international conference on computer science and education | 2014
Ahmad Zamzuri Mohamad Ali; Siti Rosminah Md Derus
A visualization tool has been proven to be useful for enhancing novice programmers learning. Despite the large number of studies performed on visualization tools, it appears to be very few using it to assist students understanding of the fundamental concept in hardware software interfacing programming. In this study, we developed a Program Visualization (PV) with the main objective as a practical hands-on learning kit for novice in exploring and gaining basic skills of hardware software interfacing in visual environment. The ADDIE instructional design model has been used in the design of the visualization tool. Usability and users satisfaction also have been conducted to evaluate the success of a PV in regard to the learning objectives. A total of 25 Polytechnic students were asked to complete a questionnaire adapted from Post-Study System Usability Questionnaire (PSSUQ). The questionnaire consists of the following six dimensions of usability characteristics: design/layout, functionality, ease of use, satisfaction, outcome/future use and errors/reliability. Based on the questionnaire feedback, the developed tool seems very useful and helpful for the students in understanding hardware-software interfacing programming better.
International Journal of Human-computer Interaction | 2018
Ahmad Zamzuri Mohamad Ali; Anuar Hassan
ABSTRACT The aim of this study was to investigate the effects of various user-control strategies of segmented animation in learning abstract contents or processes that are not naturally visual on the cognition of students. In particular, the study examined the effects of five different user-control strategies: linear user-control, random user-control, free user-control, program-control, and continuous user-control. The research design was quasi-experimental and the data obtained were statistically analysed using ANCOVA and ANOVA. The instruments involved were pre-test, post-test, and NASA-TLX cognitive load test. The sample size consisted of 265 semester-two students enrolled in the Diploma in Networking System. The results indicated significant differences in the post-test and cognitive load test outcomes. In conclusion, this study suggests that the use of user-control, either linear user-control or random user-control, were sufficient strategies for learning abstract contents in segmented animation form.
Journal of Educational Computing Research | 2017
Ahmad Zamzuri Mohamad Ali; Mohd Najib Hamdan
The aim of this study was to evaluate the effects of various realistic levels of talking-head on students’ emotions in pronunciation learning. Four talking-head characters with varying levels of realism were developed and tested: a nonrealistic three-dimensional character, a realistic three-dimensional character, a two-dimensional character, and an actual human character. The student’s emotional level was measured with the learning component of Achievement Emotions Questionnaire following their exploration of the instructional material on a self-paced learning method. The research method was a quasi-experimental design, and the data were analyzed using ANCOVA test. The sample consisted of 150 Semester 1 students from four community colleges. The findings revealed significant differences (p < .05) in emotion test outcomes among groups who received different levels of realism for the talking-head in pronunciation learning app. In conclusion, this study recommends a nonrealistic three-dimensional, two-dimensional, or actual human character as the most suitable design for the talking-head in instructional materials.
International Journal of Information and Education Technology | 2016
Siti Rosminah Md Derus; Ahmad Zamzuri Mohamad Ali
—Visualization tool has been proven useful in enhancing novice programmers learning. Despite the large number of studies performed on visualization tools, it appears to be very few using it to assist students in understanding the fundamental concept of hardware software interfacing programming. Therefore, in this study, a program visualization (PV) kit was developed with the main objective is as a practical hands-on learning kit for novice in exploring and gaining basic skills of hardware software interfacing in visual environment. The ADDIE instructional design model was utilized in the design process; which consists of five principal phases namely, analysis, design, development, implementation and evaluation. The development processes was grounded on Cognitive Load Theory, Models of Human Memory and educational principles to ensure the maximum effectiveness of learning. The PV kit consist hardware visualization and software visualization. The hardware visualization is an external device that can be connected to the USB port, where the learners can visualize the input and output result from the task stimulated by the software. The software visualization contains main learning activities that have been organized from simple to complex tasks. It is expected that the PV kit could be benefited by the students in developing the basic skills of hardware software interfacing programming.
international conference on information and communication technology convergence | 2015
Siti Rosminah Md Derus; Ahmad Zamzuri Mohamad Ali
The aim of this study was to evaluate the effects of two engagement level with visualization tool on students achievement in programming learning. The study also looks in particular the effects on students with different logical thinking ability. The achievement was measured through performance test after the students had explored the visualization tool on self-paced learning method. The research design was in a quasi-experimental method and the data were analyzed using a quantitative approach. Sample sizes of 84 semester five students enrolled in the Diploma in Electronic Engineering (Computer) from two polytechnics were involved in this study. A T-Test statistical analysis was used to address the research question. The finding revealed a significant difference in performance test among groups who received different engagement level.
international conference on computer science and education | 2014
Mohd Najib Hamdan; Ahmad Zamzuri Mohamad Ali
The talking-head animation is an instructional approach that helps students in linguistic learning, especially in the pronunciation aspect. However, the use of talking-head animation has caused some emotional uneasiness among students when the design and realistic level of the animated characters were too human-like. This phenomenon is known as Uncanny Valley and was corroborated through a research by a Japanese robotics expert named Masahiro Mori in the year 1970, who also produced a graph explaining this phenomenon. Hence, this paper proposed a conceptual framework for talking-head computer animation, specifically for pronunciation learning and discussing the significance of choosing an appropriate animation character to avoid the emotionally unsettling effects of the Uncanny Valley phenomenon. The framework was developed based on theories, principles and literature review. This paper also suggests further studies to affirm the framework proposed.
International Education Studies | 2013
Ahmad Zamzuri Mohamad Ali; Rahani Wahid; Khairulanuar Samsudin; Muhammad Zaffwan Idris
Procedia - Social and Behavioral Sciences | 2014
Kogilathah Segaran; Ahmad Zamzuri Mohamad Ali; Tan Wee Hoe
Procedia - Social and Behavioral Sciences | 2014
Mohd Syahrizad Elias; Ahmad Zamzuri Mohamad Ali
Educational Technology & Society | 2015
Ahmad Zamzuri Mohamad Ali; Kogilathah Segaran; Tan Wee Hoe