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Dive into the research topics where Norshuhada Shiratuddin is active.

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Featured researches published by Norshuhada Shiratuddin.


Evaluation and Program Planning | 2002

Evaluation of Content Activities in Children's Educational Software.

Norshuhada Shiratuddin; Monica Landoni

Abstract There are clear guidelines and many empirical researches on evaluation of educational software interface design, however, there is lack of published study in the evaluation of appropriate activities in such software especially in supporting childrens learning needs. In this paper we propose a model on which activities in childrens educational software could be evaluated based on Multiple Intelligences theory. We conclude that when evaluating the types of activity in childrens educational software, one should ask whether for each learning topic does it contain at least some of the activities described in the model.


International Journal of Mobile Learning and Organisation | 2010

Mobile game-based learning with local content and appealing characters

Norshuhada Shiratuddin; Syamsul Bahrin Zaibon

In tapping the thriving mobile business, a study on mobile content development, specifically local ones is urgently required. Highly wanted local contents development is indeed for education, entertainment and games. Thus, we develop a mobile game-based learning (mGBL) about local content, called MaCMoG. It was technically tested for its functionality, compliance, compatibility and soaking. Furthermore, to assess the insights of potential players, informal interviews and observations were conducted. In addition to that, the local game characters and the game plan developed for the mGame were tested for their appealing merit. Overall, responses were remarkably consistent. Participants overwhelmingly considered MaCMoG as interesting and really attractive, successful in delivering the intended learning content, easy to play and simple to use. Findings also stressed two important points (1) local, appealing and well-developed characters are important elements to ensure better learning experience and (2) local uniqueness must always be incorporated to ensure better learning motivation and increase mGBL acceptance.


wireless mobile and ubiquitous technologies in education | 2010

Heuristics Evaluation Strategy for Mobile Game-Based Learning

Syamsul Bahrin Zaibon; Norshuhada Shiratuddin

Evaluation of learning media is necessary for determining the effectiveness of the produced media. When evaluating mobile game-based learning (mGBL), conventional usability heuristics evaluations lack comprehension and difficult to be directly implemented. Therefore, heuristics evaluation strategy is proposed to evaluate specifically for mGBL. The strategy consists of four components: Game Usability, Mobility, Game Play, and Learning Content. Each of the components represents the issues to be considered and evaluated for mGBL. Additionally, in this study, a prototype of mGBL was developed and evaluated by utilizing the proposed strategy. The results indicate that the strategy is useful and potential to be implemented for similar mGBL applications.


Journal of Electronic Commerce in Organizations | 2005

E-Books in Higher Education: Technology, E-Marketing Prospects, and Pricing Strategy

Norshuhada Shiratuddin

This article describes an ongoing project on the use of electronic books (e-books) in a higher institution and starts with a discussion on the diversity of e-book definitions to address misconception of its concept. Then, the advantages and associated technology such as hardware, software, formats, and standards are detailed. Comparisons between formats, a discussion on where e-books can be acquired and purchased, the electronic publishing process, e-book compilers, and personalized e-books are also explained. The final part of this article highlights the idea of marketing e-books electronically to improve accessibility and also assist lecturers to market their publications. In addition, the results of investigating buyers’ views are discussed briefly where a formula for pricing e-books based on student attitudes is also proposed.


digital game and intelligent toy enhanced learning | 2010

Adapting Learning Theories in Mobile Game-Based Learning Development

Syamsul Bahrin Zaibon; Norshuhada Shiratuddin

The learning experiences through mobile device can be expected from the learning activities and the mobile contents such as games and mobile applications. This paper presents an approach to develop a mobile game-based learning (mGBL) by adapting a review of learning theories and approaches. The review reveals a few characteristics that interconnected to the mGBL. In adapting the characteristics, mGBL is developed based on the concept of values in 1 Malaysia. The approach reveals that the mGBL is considered successfully developed. The main deliverables of this study are the mGBL characteristics mapped with learning theories and approaches, the mGBL application and the development stages. The developed mGBL has potential to be a learning tool and marketed since it seems unique to Malaysia. The development stages employed to the mGBL development were successfully implemented, simple to follow, and provided an easy guideline for developer to develop similar concept of mGBL.


New Review of Children's Literature and Librarianship | 2002

E‐Books, e‐publishers and e‐book builders for children

Norshuhada Shiratuddin; Monica Landoni

Children too can now take advantage of e‐book technology. E‐book titles for children are becoming popular as more and more e‐publishers are producing and selling childrens books. This paper discusses and presents some of the latest e‐books initiatives for children. Firstly, e‐book definitions are explained in two categories: concept and devices. Then their formats, active e‐publishers and examples are outlined. Next, book builders that allow users to build books while maintaining the book metaphor are discussed with particular attention to a book builder designed specifically for children. Fifteen children participated in an evaluation to verify the ease of use of the selected book builder. An ease of use index was constructed from the addition of four variables: learning time, questions asked during learning, book building time and questions asked during building. Finally, this paper concludes that children are very much at ease with e‐book technology. They are able to use e‐books and e‐book builder without much effort.


computer science and information engineering | 2009

Towards Developing Mobile Game-Based Learning Engineering Model

Syamsul Bahrin Zaibon; Norshuhada Shiratuddin

Mobile game-based learning (mGBL) is a game purposely employed for learning which is played on mobile devices such as mobile phones. The development of mGBL is indeed a crucial task in ensuring the player to be motivated enough to keep playing until the game goal has been achieved. Various game development methodologies have been introduced for different types of games (genre, platform), which are available in their own specifications. Although there are many introduced methodologies which are currently practiced, studies show that customized phases and steps to develop mGBL applications are necessary. Henceforth, this paper proposes phases and main steps to be included in mGBL engineering model. This model is proposed intentionally for developing mGBL applications. A review on available mobile game development methodologies and an expert consultation to mobile game developers are conducted to identify the phases that are presently applied by developers to develop mobile games. Through this study, we analyzed and compared the diversity of the phases and steps involved in the current practiced methodologies.


International Journal of Computer Applications | 2014

Impulse purchase in iTV advertising: A conceptual model of gap analysis

Azizah Che Omar; Norshuhada Shiratuddin; Siti Mahfuzah Sarif

Numerous studies have been carried out to find out the factor of impulse purchase components in different environment such as on website, mobile, traditional retail store and traditional television. However, those studies are not dedicated to design models to increase impulse purchase on iTV advertising.Therefore, an analysis involving five existing models of website advertising environment, three models on traditional television advertising and four models from iTV advertising were carried out. It is revealed that the conceptual design models of iTV advertising that specifically focus on impulse purchase is highly scarce, suggesting a gap that ought to be looked into.


2013 International Conference on Informatics and Creative Multimedia | 2013

Identification of Research Gap: T-Commerce Impulse Purchase for iTV Advertising

Azizah Che Omar; Norshuhada Shiratuddin; Siti Mahfuzah Sarif; Ariffin Abdul Mutalib; Sabrina Mohd Rashid

Itv advertising provides consumers with new sales channels as well as gives higher return to the advertisers. T-commerce is a tool in iTV advertising that enables users to buy something directly through television screen which is more flexible, comfortable, and convenient. Studies show that there is a necessity to examine the factors influencing individuals to purchase products on television shopping program. However, research effort on this is minimal. Also, design models that are dedicated to increase impulse purchase on iTV advertising are scarce and do not include consumer behaviour regarding impulse purchase. In fact, research on the design of t-commerce for iTV advertising for effective marketing strategies is still lacking. Therefore, such a gap ought to be investigated which could contribute to the fields of business and interactive advertising.


International Journal of E-business Research | 2015

Social Media as Persuasive Technology for Business in Malaysia

Shahizan Hassan; Norshuhada Shiratuddin; Sobihatun Nur Abd Salam

The use of social media for business purposes has been growing exponentially due to its great potential as an effective marketing tool. Nonetheless, studies which assess how effective social media can be as a persuasive technology are limited, especially in the context of developing countries. Therefore, this study attempts to evaluate the perceived impact of social media as a persuasive technology for businesses in Malaysia. To accomplish this, a questionnaire survey was conducted with 1,196 social media users. Geographical clustering sampling was used, together with simple random sampling to select participants for the survey, which was based in five regions in Malaysia. The outcome of the survey shows that social media can have a significant impact on business and that the majority of social media users perceive that social media content can indeed persuade people to purchase products or services offered. Furthermore, it was found that social media content can also significantly influence purchasing decisions.

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Azizah Che Omar

Universiti Utara Malaysia

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Farah Nadia Azman

Universiti Teknikal Malaysia Melaka

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Norfiza Ibrahim

Universiti Teknologi MARA

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