Noor Dayana Abd Halim
Universiti Teknologi Malaysia
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Featured researches published by Noor Dayana Abd Halim.
2014 International Conference on Teaching and Learning in Computing and Engineering | 2014
Danakorn Nincarean Eh Phon; Mohamad Bilal Ali; Noor Dayana Abd Halim
Globalization and innovation in technology have led to the extensive use of the latest technology in almost every sector, and education is no exception. Different technologies have been employed in various disciplines within the educational sector. Studies have shown that technology can enhance teaching and learning experiences. Augmented Reality (AR) is a new technology with vast potentials and great pedagogical value that offers new methods for education. AR enables the overlaying of computer-generated virtual information into the real environment in real time. Thus, researchers believed that the AR has provided new opportunities for designing engaging learning environments. Although the AR may improve educational outcomes, the main factor is to understand the process of designing the AR to support learning activities. Thus, various instructional strategies such as collaborative learning, were considered when designing an AR learning environment. Collaborative learning permits students to engage with other students and the educational content at the same time, resulting in a deeper understanding and higher motivation. Because educational research concerning collaborative AR is still in its infancy, this paper intends to review the literatures concerning collaborative AR, its previous usages and its potential in educational context.
2013 International Conference on Informatics and Creative Multimedia | 2013
Ong Boon Han; Noor Dayana Abd Halim; Zaleha Abdullah; Rio Surmani Binti Shariffuddin
Due to concerns about the effective teaching method for mathematics subject, the authors adopted the Hunter Model in order to teach students for topic Line and Angle. This method was implemented in the developed mathematics learning courseware. The 8 steps of this model were designed in the courseware systematically from the beginning until the end of the lesson. Therefore, this paper discusses the application of Madeline Hunter Model in the developed courseware.
2014 International Conference on Teaching and Learning in Computing and Engineering | 2014
Mohd Hishamuddin Abdul Rahman; Noraffandy Yahaya; Noor Dayana Abd Halim
Over the last century, rapid technological developments have substantially changed the landscape of the education world. As we can see today, most of the teaching and learning activities at all level of studies have been integrated with various forms of technologies, particularly with the Information and Communication Technology. This technology often relates to online learning, which usually involves the use of various forms of 2-dimensional applications. However, the recent times have seen many educational institutions around the globe shifting their interest towards the use of a new application for online learning, known as the virtual world. The virtual world has unique capabilities and unlike its 2-dimensional counterpart, it can generate a 3-dimensional social learning space, amplify the sense of presence and immersion of students, and support various forms of communications and interactions. Utilizing these capabilities with proper instructional strategies in conducting online learning activities can greatly enhance the online learning experience. Without a doubt, the virtual world has been considered as an important tool in modern education practice, especially for collaborative learning. To obtain a comprehensible view of this trend, this paper reviews some of the latest studies which have involved collaborative learning in virtual world. Four main topics were extracted from the reviewed studies: categories of virtual worlds, collaborative strategies used in the studies, focus of each study, and challenges of collaborative learning in virtual world.
Archive | 2016
Nor Farhah Saidin; Noor Dayana Abd Halim; Noraffandy Yahaya
This research study is about the designing of mobile augmented reality (MAR) applications for learning chemical bonds. Due to the emergence of the MAR in the education field, the authors take this opportunity to adopt the advantages of the MAR in chemical bonds. This is due to the effectiveness of MAR in visualization, which is believed to be helpful in reducing the problems of visualization on the topic of chemical bonds. In order to ensure the learning process is successful as the author needed, the instructional design model, which is ADDIE, has been used in the development of the MAR applications for learning chemical bonds through their learning environment. There were five phases involved in the model to make sure that the process of before, during, and after using the MAR applications has achieved the objectives listed. This study discusses how each phase takes place.
Archive | 2016
Boon Kiat Lee; Noor Dayana Abd Halim
The purpose of this study was to investigate students’ perception of the information, navigation, and interface design of the volleyball learning courseware. The courseware explains the basic rules of volleyball and three volleyball skills, namely dig, spike, and serve. Elsewhere, the courseware integrates several multimedia elements such as text, graphics, audio, and video to deliver the information to the students. Ninety-two Form 3 students were involved in this research. Overall, the results showed that students agreed and satisfied with the design of the information, navigation, and interface of the courseware able to enhance the teaching and learning quality.
INTERNATIONAL CONFERENCE ON MATHEMATICS, ENGINEERING AND INDUSTRIAL APPLICATIONS 2014 (ICoMEIA 2014) | 2015
Noor Dayana Abd Halim; Ong Boon Han; Zaleha Abdullah; Junaidah Yusup
Learning software is a teaching aid which is often used in schools to increase students’ motivation, attract students’ attention and also improve the quality of teaching and learning process. However, the development of learning software should be followed the phases in Instructional Design (ID) Model, therefore the process can be carried out systematic and orderly. Thus, this concept paper describes the application of ADDIE model in the development of mathematics learning courseware for learning Line and Angle named CBL-Math. ADDIE model consists of five consecutive phases which are Analysis, Design, Development, Implementation and Evaluation. Each phase must be properly planned in order to achieve the objectives stated. Other than to describe the processes occurring in each phase, this paper also demonstrating how cognitive theory of multimedia learning principles are integrated in the developed courseware. The principles that applied in the courseware reduce the students’ cognitive load while learning the topic of line and angle. With well prepared development process and the integration of appropriate principles, it is expected that the developed software can help students learn effectively and also increase students’ achievement in the topic of Line and Angle.
International Education Studies | 2015
Nor Farhah Saidin; Noor Dayana Abd Halim; Noraffandy Yahaya
Turkish Online Journal of Educational Technology | 2012
Zaidatun Tasir; Khawla Mohammed El Amin Abour; Noor Dayana Abd Halim; Jamalludin Harun
2015 IEEE Conference on e-Learning, e-Management and e-Services (IC3e) | 2015
Lee Boon Kiat; Noor Dayana Abd Halim; Halijah Ibrahim
Man in India | 2017
Dayana Farzeeha Ali; Marlissa Omar; Mahani Mokhtar; Marlina Ali; Nornazira Suhairom; Noor Dayana Abd Halim; Nurbiha A. Shukor; Zaleha Abdullah