Mazeyanti Mohd Ariffin
Universiti Teknologi Petronas
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Publication
Featured researches published by Mazeyanti Mohd Ariffin.
international symposium on information technology | 2008
Amir Ahmad Nasr; Mazeyanti Mohd Ariffin
This study explores problems related to knowledge sharing in the Information Age and attempts to provide a solution for them. The primary problem revolves around the fact that the internet has too much information. Locating the relevant information we are looking for is becoming harder since it is not well organized and quickly accessible online. In addition to that, there is more “noise” available than useful quality content. The research delves into the use of blogging as a fast, up-and-coming means of knowledge and quality content sharing amongst communities of bloggers with similar interests. Knowledge sharing implies a bi-directional exchange of information. To read blogs is not enough. One must preferably start a blog and engage other bloggers with shared interests. A blog is implemented, promoted and evaluated to analyze the usefulness of blogging as a means of knowledge sharing.
international symposium on information technology | 2010
Mazeyanti Mohd Ariffin; Alan G. Downe; Irzan Ashraf Abd Aziz
Concern over the risk of fatality and injury among children has focused attention on resources for affecting the transfer of safety knowledge. This paper reports on the development of a simulation game, RoadsTrain (RTSG) designed to transfer knowledge about safe pedestrian behavior to school children aged 7 to 12. The prototyping method is used to develop the RTSG. The outcome of this paper is to compares current modes of safety learning to game-based approaches and identifies areas for future research and innovation.
international visual informatics conference | 2015
Mazeyanti Mohd Ariffin; Wan Fatimah Wan Ahmad; Suziah Sulaiman
Many educators and researchers reported that computer games have bright potential to be used as learning tools in education. Computer games were reported to increase learner motivation, learner engagement and performance. However, literatures highlighted that designing and developing an effective computer games is very challenging. This paper attempts to provide a guideline for designing an effective serious game by using cultural-based game design model called GADEM. Eleven explicit serious game elements were extracted and described in the guideline. This guideline was presented according to cultural dimensions as described in Value Survey Module, as well as cultural markers and typography. The guideline could be used by both game developers and game designers.
international conference on advanced computer science applications and technologies | 2013
Mazeyanti Mohd Ariffin; Suziah Sulaiman
Using game in teaching or game-based learning (GBL) has been a subject of interest since the introduction of computer games in late 1970s. In fact, military, education, marketing and advertisement has been widely utilized GBL in their operations. Despite its popularity, its empirical evidence on the effectiveness as learning and training tool is still lacking. The main aim of this research work is to evaluate the effectiveness of using GBL in Higher Education (HE). This paper will discuss on some results obtained from the data collection activity as well as the statistical data analysis.
Archive | 2019
Muhammad Muhaimin; Norshakirah Aziz; Mazeyanti Mohd Ariffin
This study aimed to find causes of online game addiction among adolescents in Malaysia specifically focus on massively multiplayer online games (MMOG) in Malaysia. The relationship between causes and the addiction components will be investigated. This study used focus group discussion (FGD) as research methodology. Results showed that 3 main causes have been revealed which include; poor time management in which adolescents failed to manage their time wisely, social life in which they make more friends in virtual life compared to in real life and psychological and behavior which affect adolescent’s emotion and physical. Addiction components that had been discussed are linked to 3 main factors identified from previous study. The identified components that found influence gaming addiction among adolescents are; salience, mood modification, harm, loss of control and physical health are related to main causes of adolescents addicted to MMOG in Malaysia. Evidences that have been revealed by both medical experts and game experts had explored the highly engaging relationship between adolescent and MMOG addictive behavior which can be seen by observation through physical health.
international conference on computer and information sciences | 2016
Mazeyanti Mohd Ariffin; Wan Fatimah Wan Ahmad; Suziah Sulaiman
This study aimed to investigate the effectiveness of game-based learning in supporting IT education particularly in network security topics. To attain this objective, the post-test was administered to the participant. This study adopted the Quasi-experimental research design involving 91 participants. The finding from this study suggested that participants who participated in game-based learning outperformed the participants in the control group.
international symposium on information technology | 2010
Nazleeni Samiha Haron; Mazeyanti Mohd Ariffin; Mohd Hilmi Hasan; Siti Nur Hanis Abdullah
This paper presents the requirements, design and prototype implementation of a system for managing Preventive Maintenance (PM) in an industrial plant. The presented system offers an alternative approach that integrates portability and computerized features into the manual paper-based PM system. The requirements and design were derived based on a study made at one of the industrial plants. The proposed portable system consists of three components namely client at personal computer, client at mobile device and server. These components were implemented in order to enable the users to access the system even in the restricted place like a plant, to reduce human errors as well as the time taken to manage PM jobs. Some of the user interfaces of the developed prototype are also presented in the paper to demonstrate the viability of the proposed approach.
international symposium on information technology | 2010
Aamir Amin; Mohd Fadzil Hassan; Mazeyanti Mohd Ariffin
Knowledge sharing is vital for the success of Knowledge Management (KM) initiatives. But it is inconceivable to flourish knowledge sharing without individuals motivation to share his knowledge. Individuals are motivated through intrinsic as well as extrinsic motivators. Due to this reason researchers have underlined the importance of extrinsic rewards and Organization Citizenship Behavior (OCB) to influence individuals decision to share his knowledge. Extrinsic rewards dwell in extrinsic motivation whereas OCB represents intrinsic motivation. The relationships of these variables with knowledge sharing have been tested in past research works, however there are a number of limitations which need to be addressed. Using the case of training institutes of an oil and Gas Company in Malaysia, the aim of the study is to propose a framework of intrinsic and extrinsic motivators of knowledge sharing. The proposed framework will overcome the limitations in the literature by revisiting the impact of extrinsic rewards and OCB on knowledge sharing. The proposed framework has incorporated intrinsic (OCB) and extrinsic motivators (extrinsic rewards) in the Theory of Reasoned Action (TRA). Five major and in total 15 hypotheses have been tested. The data was gathered from the knowledge workers, working as trainers and facilitators, at three training institutes of an oil and gas company. Questionnaire method was used to gather data. Later the data was tested using regression analysis through SPSS. The results have shown that OCB is a very strong predictor of knowledge sharing behavior, whereas extrinsic rewards affect on individuals intention to share his knowledge is moderate. The study will help us to understand the role of individuals intrinsic (i.e. OCBs) and extrinsic motivators (i.e. extrinsic rewards) to affect his decision to share his knowledge. The study will also help the theorists and practitioners to develop strategies to foster knowledge sharing in their organizations.
2010 International Conference on Information Retrieval & Knowledge Management (CAMP) | 2010
Mazeyanti Mohd Ariffin; Mohd Izad Che Muda
Knowledge transfer is the key dimension of a learning organization. Organization that wants to sustain their competitiveness must encourage people not only to learn from each other (sharing) but also to “move” knowledge among those who have interest in it (transferring). Variety mechanisms are being used to facilitate sharing and transferring knowledge among knowledge workers nowadays. Most organizations are using mentoring, face-to-face meeting, cross-functional and electronics means to share knowledge. These mechanisms are relatively depends on the nature and the type of knowledge to be transferred. Scholars claimed that computer simulation game can encourage human learning as players are able to make meaning during the play. This paper proposes to use computer simulation game as an alternative to transfer knowledge. A computer simulation game called FireHazard is developed and tested to selected participants. This paper also discussed on the development and the result obtained from the study.
Procedia - Social and Behavioral Sciences | 2014
Mazeyanti Mohd Ariffin; Alan Oxley; Suziah Sulaiman