Nor Azan Mat Zin
National University of Malaysia
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Featured researches published by Nor Azan Mat Zin.
international conference on information systems | 2009
Wong Seng Yue; Nor Azan Mat Zin
The potential for integration of digital games and learning becomes ever more significant recently. One of the goals in educational game design is to create engaging and immersive learning experiences for delivering specified learning goals, outcomes and experiences. However, there is limited number of research done on game usability or quality of game user interface. Failure to design usable game interfaces can interfere with the larger goal of creating a compelling experience for users and can have a negative effect on the overall quality and success of a game. In this paper, we review usability problems identified by previous researchers and propose a history educational game design which includes pedagogical and game design component. Some snapshots of our game module are also presented. Finally we present a usability evaluation method for history educational game design. From our critical literature reviews, we also proposed six constructs which are interface, mechanics, gameplay, playability, feedback and immersion for usability evaluation.
international symposium on information technology | 2010
Ahmad Al Thunibat; Nor Azan Mat Zin
Mobile government (m-Government) can be a powerful component of the e-Government in facilitating the delivery of more and better services to citizens. The government of Malaysia should pay attention to the new technologies and their impact on government agencies and citizens, and face up to the challenges and opportunities offered. It should also be attentive to the important benefits derived from the alignment of organizational change and process reengineering that are concomitant with these mobile technologies. In this paper we investigate the challenges faced by implementation of the m-Government in Malaysia and also discuss the opportunities for using mobile technology in Malaysias e-Government services.
international conference on electrical engineering and informatics | 2009
Nor Azan Mat Zin; Wong Seng Yue
Digital games, an interactive technology can foster learning process effectively and interestingly especially among young learners. Digital Game Based Learning (DGBL) approach utilizes the game as a medium for conveying learning contents. The area of educational technology is still lacking of research on how to design game environment that foster knowledge construction and deepen understanding and problem solving while engaging and entertaining the player at the same time. The learning outcome need to be integrated as a goal from the start of the design process and pedagogy need to be formally incorporated into games. In this paper, we reviewed features of educational game design and history learning. Then, we discuss the application of pedagogical elements in educational game design. The result is a history game design model and level design for History Multimedia Interactive Educational Game (HMIEG). The model consists of four main elements: interaction, knowledge, engine and level. The history educational game design model integrates the pedagogical elements and game design features to ensure HMIEG can be used as a history learning tool effectively.
BioMed Research International | 2015
Azrulhizam Shapi'i; Nor Azan Mat Zin; Ahmed Mohammed Elaklouk
Brain injury such as traumatic brain injury (TBI) and stroke is the major cause of long-term disabilities in many countries. The increasing rate of brain damaged victims and the heterogeneity of impairments decrease rehabilitation effectiveness and competence resulting in higher cost of rehabilitation treatment. On the other hand, traditional rehabilitation exercises are boring, thus leading patients to neglect the prescribed exercises required for recovery. Therefore, we propose game-based approach to address these problems. This paper presents a rehabilitation gaming system (RGS) for cognitive rehabilitation. The RGS is developed based on a proposed conceptual framework which has also been presented in this paper.
international symposium on information technology | 2010
Siti Zaharah Mohid; Nor Azan Mat Zin
Accessibility in courseware designs will ensure that more benefits are derived from these effort and make it more beneficial for all people with different range of abilities. This article highlights the necessity of couseware design to increase the accessibility of educational software for the deaf community. There is a shortage of accessible courseware to assist the deaf community in the learning process. More efforts in developing accessible coureseware for the deaf community are required to help bridge the communication gap between them and the hearing community.
EJISDC: The Electronic Journal on Information Systems in Developing Countries | 2000
Nor Azan Mat Zin; Halimah Badioze Zaman; Hairulliza Mohd Judi; Norhayati Abdul Mukti; Hazilah Mohd Amin; Shahnorbanun Sahran; Kamsuriah Ahmad; Masri Ayob; Salwani Abdullah; Zuraidah Abdullah
This study was conducted to assess gender differences in computer literacy levels of undergraduate students in UKM. Responses from 2,591 students were analyzed. Students were surveyed on software and application use, self‐perceived control and programming skills. There is a significant difference in computer literacy level between male and female students; overall mean score for male was 2.62 (N = 734, SD = 0.71) while female score was 2.34 (N = 1570, SD = 0.58). Male students had greater computer experience and use computer more frequently. They also reported a higher computer ability and slightly higher percentage of them own a computer. Males had greater self‐perceived control and higher programming skills and better ability in computer repair and maintenance than females. Other factors such as computer experience, and computer ownership also affect computer literacy level as was shown by the interaction effect existed among gender, computer experience, and computer ownership. Implication from this study indicates that increasing the computer experience and encouraging students to own a computer will give more opportunity to female students to achieve a higher level of computer literacy.
Journal of E-Governance archive | 2011
Ahmad Al Thunibat; Nor Azan Mat Zin; Noraidah Sahari
Independent studies have shown that mobile government (M-Government) can have an important influence on business and society in the future. Hence, network designers, service providers, government and application developers must carefully take the needs and considerations of various users into account to provide better services and attract them to M-Government Consequently, identifying the M-Government user requirements and their significance becomes an essential and crucial process for the standardization and improvement of associated systems. On this line, the objective of this paper is to propose a requirements model as a result of quantitative and qualitative methods, this model provide practitioners a more effective and efficient model for prioritizing M-Government user requirements.
Assistive Technology | 2014
Seyed Yashar Bani hashem; Nor Azan Mat Zin; Noor Faezah Mohd Yatim; Norlinah Mohamed Ibrahim
Many input devices are available for interacting with computers, but the computer mouse is still the most popular device for interaction. People who suffer from involuntary tremor have difficulty using the mouse in the normal way. The target participants of this research were individuals who suffer from Parkinson’s disease. Tremor in limbs makes accurate mouse movements impossible or difficult without any assistive technologies to help. This study explores a new assistive technique—adaptive path smoothing via B-spline (APSS)—to enhance mouse controlling based on user’s tremor level and type. APSS uses Mean filtering and B-spline to provide a smoothed mouse trajectory. Seven participants who have unwanted tremor evaluated APSS. Results show that APSS is very promising and greatly increases their control of the computer mouse. Result of user acceptance test also shows that user perceived APSS as easy to use. They also believe it to be a useful tool and intend to use it once it is available. Future studies could explore the possibility of integrating APSS with one assistive pointing technique, such as the Bubble cursor or the Sticky target technique, to provide an all in one solution for motor disabled users.Many input devices are available for interacting with computers, but the computer mouse is still the most popular device for interaction. People who suffer from involuntary tremor have difficulty using the mouse in the normal way. The target participants of this research were individuals who suffer from Parkinsons disease. Tremor in limbs makes accurate mouse movements impossible or difficult without any assistive technologies to help. This study explores a new assistive technique-adaptive path smoothing via B-spline (APSS)-to enhance mouse controlling based on users tremor level and type. APSS uses Mean filtering and B-spline to provide a smoothed mouse trajectory. Seven participants who have unwanted tremor evaluated APSS. Results show that APSS is very promising and greatly increases their control of the computer mouse. Result of user acceptance test also shows that user perceived APSS as easy to use. They also believe it to be a useful tool and intend to use it once it is available. Future studies could explore the possibility of integrating APSS with one assistive pointing technique, such as the Bubble cursor or the Sticky target technique, to provide an all in one solution for motor disabled users.
international conference on electrical engineering and informatics | 2011
Ibrahim Almarashdeh; Noraidah Sahari; Nor Azan Mat Zin
As more and more technology finds its way into distance learning programs, the more complicated system has become. In the early stage of the system development process, measuring the usability of Distance Learning Management System (DLMS) is very important to ensure its efficiency and effectiveness. This research aims to measures the usability of a DLMS prototype based on users requirements. To verify whether the DLMS prototype has met the requirements, verification method using heuristic evaluation (experts review) to evaluate the prototype interface is used. Heuristic evaluation is conducted by comparing it with the gathered requirements in order to ensure the DLMS prototype follows design principles and standard. This prototype is reviewed by six experts whom have good experience in different fields (LMS development, system quality, software engineering and distance learning) to show their contentment with the DLMS features and requirements. An expert review form is constructed based on the literature review which consist of four main dimensions which include; what the DLMS interface achieves, what the DLMS interface did not achieved, recommendation and severity rating. The evaluation concludes that obviously the DLMS is usable and fulfilled the requirements, some improvement to further enhance the features of the future DLMS is still needed. As compared to the existing LMS that are used in many institutions, DLMS provide academic staffs, students and technical staffs with usable and suitable tool to manage and deliver the distance learning instructions.
international symposium on information technology | 2010
Salyani Osman; Nor Azan Mat Zin
Preservation and conservation of traditional craft in our community is greatly important and need further attention to ensure the continuity of traditional heritage remains to future generations. Thus, to conserve teaching and learning of traditional crafts, a new model of virtual teaching and learning traditional craft will be developed. In order to capture the learning components for the model, this research focus on related conceptual theories, review existing models, and analyzing digital application of teaching and learning traditional craft. A proposed model also will be developed by concentrating on multimedia technology used as well as strategic learning using cognitive apprenticeship approach. A significant contribution in this research is providing development strategy to courseware designer and producing new learning approach that will motivate adult learners and enhance their skills learning process.