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Dive into the research topics where Mageswaran Sanmugam is active.

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Featured researches published by Mageswaran Sanmugam.


ieee international conference engineering education | 2016

The impacts of infusing game elements and gamification in learning

Mageswaran Sanmugam; Norasykin Mohd Zaid; Zaleha Abdullah; Baharuddin Aris; Hasnah Mohamed; Henny van der Meijden

With its interactive feature that infuses fun to motivate its users, games have been considered useful to engage the current batch of Generation Z students. With games based learning methods such as digital game based learning, serious games and more recently gamification. Yet, with the increasing tasks of teachers nowadays, the use of gamification; game elements in non-gaming context, has been gaining momentum. Although there has been research that has shown the effects of gamification on learning, the fundamental of game elements on learning via traditional and online method has been less ventured into. Thus, a mixed method research was carried out using a gamification platform as a mediator for students learning Science. The eight week gamified online intervention was carried out in tandem with the traditional classroom. The game elements used were points and badges whilst leaderboard was reflected on the amount of points and badges. The findings based on the interviews with the participants found all the elements plays a part in engaging the interest of students in learning, more so badges and leaderboard. It was also identified that certain elements are preferred to acquire either online or offline.


International Journal of Knowledge-Based Organizations archive | 2016

Enhancing Student's Higher Order Thinking Skills HOTS through the Socratic Method Approach with Technology

Salihuddin Md Suhadi; Hasnah Mohamed; Zaleha Abdullah; Norasykin Mohd Zaid; Baharuddin Aris; Mageswaran Sanmugam

Technologies have a potential to make learning more dynamic and capable of going conventional learning limits. With the utilization of online technologies for example, students can interact with teachers and other students, regardless of time and distance. The learning process can likewise happen in synchronize or asynchronies. Meaningful interaction is required in the Socratic method of learning because this is the concept of learning through question after question to build knowledge. The dialog collaboration, inquiries are either verbal or non-verbal. So this is where online innovation comes into the picture and allows students to always dialogue with certain individuals to construct new knowledge. Next, by using the Socratic method of learning, the high level of thinking can be increased which is emphasized in the field of education in Malaysia nowadays. This paper will discuss previous studies about the potential of technology in Socratic Methods to improve students level of thinking.


International Journal of Knowledge-Based Organizations archive | 2016

Gamification's Role as a Learning and Assessment Tool in Education

Salihuddin Md Suhadi; Hasnah Mohamed; Zaleha Abdullah; Norasykin Mohd Zaid; Baharuddin Aris; Mageswaran Sanmugam

Gamification is a new and upcoming trend that is predicted by many to further enhance the field of educational technology in the new millennium. The use of gamification has fared well in the corporate world and is gradually transcending into the educational arena. The usage of game elements such as points, badges and leader board can assist in keeping the students not only motivated but also engaged to the teaching and learning process in the school. As learning and assessment come hand in hand as a knowledge acquiring process in a classroom, therefore it should be identified whether or not gamification can be truly utilized in the form of a learning and assessment tool in the teaching and learning process. This paper will discuss about the repercussions of using gamification as a learning and assessment tool based on the review of several studies carried out in the field of gamification.


2014 IEEE 6th Conference on Engineering Education (ICEED) | 2014

Gamification: Cognitive impact and creating a meaningful experience in learning

Mageswaran Sanmugam; Zaleha Abdullah; Norasykin Mohd Zaid


international conference on information and communication technology | 2016

The affiliation between student achievement and elements of gamification in learning science

Mageswaran Sanmugam; Zaleha Abdullah; Hasnah Mohamed; Baharuddin Aris; Norasykin Mohd Zaid; Salihuddin Md Suhadi


international conference on information and communication technology | 2015

Online learning and socratic method in increasing self-motivation: A literature review

Salihuddin Md Suhadi; Zaleha Abdullah; Norasykin Mohd Zaid; Hasnah Mohamed; Baharuddin Aris; Mageswaran Sanmugam


Advanced Science Letters | 2015

Gamification as an Educational Technology Tool in Engaging and Motivating Students; an Analyses Review

Mageswaran Sanmugam; Norasykin Mohd Zaid; Hasnah Mohamed; Zaleha Abdullah; Baharuddin Aris; Salihuddin Md Suhadi


Archive | 2014

Gamification and Serious Games: - The enigma and the use in Education

Mageswaran Sanmugam; Hasnah Mohammed; Zaleha Abdullah; Baharuddin Aris


international conference on information and communication technology | 2016

Implementation of Socratic Method in online learning to enhance creative thinking: Analysis review

Salihuddin Md Suhadi; Hasnah Mohamed; Norasykin Mohd Zaid; Zaleha Abdullah; Baharuddin Aris; Mageswaran Sanmugam


Archive | 2016

The application of gamification and its effects on the intrinsic motivation of rural students in Sabah, Malaysia

Mageswaran Sanmugam; Hasnah Mohamed; Norasykin Mohd Zaid; Baharuddin Aris; Zaleha Abdullah

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Zaleha Abdullah

Universiti Teknologi Malaysia

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Baharuddin Aris

Universiti Teknologi Malaysia

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Hasnah Mohamed

Universiti Teknologi Malaysia

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Norasykin Mohd Zaid

Universiti Teknologi Malaysia

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Salihuddin Md Suhadi

Universiti Teknologi Malaysia

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Hasnah Mohammed

Universiti Teknologi Malaysia

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