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Dive into the research topics where Nurul Hidayah Mat Zain is active.

Publication


Featured researches published by Nurul Hidayah Mat Zain.


2011 International Conference on Pattern Analysis and Intelligence Robotics | 2011

Integrating digital games based learning environments with eye gaze-based interaction

Nurul Hidayah Mat Zain; Azizah Jaafar

Game designer needs accurate and reliable interaction design model to design and develop a Digital Game-based Learning (DGBL) environment especially when the use of the users eyes as active game controls as well as input device. This is especially true when we discuss about implement a new technology in learning process to enable disabled person specifically in motor impairment using eye gaze interaction to play game based learning application. This concept paper review past work on eye gaze gaming and discusses the problems faced by disabled person when using eye gaze to control game. Finally, this paper proposed exploratory method of intergrate an eye gaze interaction into DGBL environments.


international visual informatics conference | 2017

An Evaluation of Player Enjoyment in Game-Based Learning Arithmetic Drills via Racing Game

Nurul Hidayah Mat Zain; Razuan Harmy Johar; Azlan Abdul Aziz; Aslina Baharum; Azizah Jaafar; Anita Mohd Yasin

Arithmetic is the oldest branch of Mathematics which consists the study of numbers, specifically the properties of the basic traditional operations. According to a previous study, most of the users agree that Mathematics is considered as a difficult subject and there is a lack of enjoyment in practicing arithmetic drills. Therefore, this research has developed a racing game named Need for Speed Arithmetic for an enjoyable arithmetic drills experience. The racing game has implemented the Rapid Application Development (RAD) approach as it provided a stable and fast development process which is appropriate in developing the game. In this present study, the focus is on the evaluation of player enjoyment in game-based learning arithmetic drills. The evaluation scale adapted is based on EGameFlow Model which consists of seven dimensions: Immersion, challenge, goal clarity, feedback, concentration, control, and knowledge improvement. The social interaction dimension is excluded because the game is implemented on a standalone platform. The study findings indicate that the combination of gaming element with arithmetic drills in the Mathematics subject provide a sense of enjoyment to students in learning Mathematics through drill activities.


international conference on computational science | 2017

Utilizing Smartphone and Tablet for Appliances Mobile Controller System

Aslina Baharum; Nurul Hidayah Mat Zain; Ismassabah Ismail; Chew Yun Fai; Siti Hasnah Tanalol; Muhammad Omar

Reducing the electricity consumption is better for the planet and help to reduce harmful greenhouse releases. Hence, this paper proposes house appliances controller apps that can control and calculate the power usage of house appliances. Besides, the apps can control and set the auto-time based such as how long the light must be in switch on. This is important because the house might be a target for a thief when the light continuously on. The objectives of this paper are to identify and develop features of the mobile controller app and for the house appliances. The expected outcome would be a fully functional mobile application and web-based system namely as HomeBot.


international conference on computational science | 2017

Dengue Fever Awareness Using Mobile Application: DeFever

Aslina Baharum; Siti Hasnah Tanalol; Jafhate Edward; Nordaliela Mohd. Rusli; Ismassabah Ismail; Nurul Hidayah Mat Zain

Dengue Fever (DF) is the leading cause of illness and death around the world. In order to take action against this issue the involvement of the public and society is very important. However the public awareness towards DF is very low due to the lack of attention for this issue. Therefore, this research explores the feasibility to develop a mobile application, which is an informative mobile application that is designed to attract the public and society’s attention and increase the awareness about DF. The mobile application, Dengue Fever Awareness using Mobile Application, DeFever, acts as an informative mobile application that can be used to provide more information about DF with some useful features. By using DeFever, all information regarding DF and infected areas will be accessible. The objectives of this research are to identify the level of public awareness based on the knowledge, attitudes and practices towards Dengue, to identify the suitable design features of DeFever and to develop the mobile app (DeFever) that helps to increase the public awareness towards DF. The method used in this research was by using the Appreciative Inquiry (AI) whereby the model used was the 5D Appreciative Inquiry Model for DeFever. AI is the cooperative, co-developmental search in finding the best in individuals of people, and the world around them. It includes deliberate revelation of what offers life to an association or a group when it is best and most skilled in financial, biological and human terms. Finally, hopefully DeFever can be used to assist efforts in increasing the public awareness level towards DF.


international visual informatics conference | 2011

Eye tracking in educational games environment: evaluating user interface design through eye tracking patterns

Nurul Hidayah Mat Zain; Fariza Hanis Abdul Razak; Azizah Jaafar; Mohd Firdaus Zulkipli


international conference on computer and information science | 2012

SGameFlow framework: How to experience enjoyment in Serious Game (SG) for Motor Impaired Users (MIU)

Nurul Hidayah Mat Zain; Azizah Jaafar; Fariza Hanis Abdul Razak


Journal of theoretical and applied information technology | 2014

Severity scoring of symptoms associated with carpal tunnel syndrome based on recall of computer game playing experiences

Nurul Hidayah Mat Zain; Azizah Jaafar; Fariza Hanis Abdul Razak


international conference on educational and information technology | 2010

Avatar implementation in virtual reality environment using situated learning for “sa'i” (muslim hajj ritual)

Anita Mohd Yasin; Fakhrul Hazman Yusoff; Mohd Ali Mohd Isa; Nurul Hidayah Mat Zain


International Journal of Computer Theory and Engineering | 2016

Enjoyable Game Design: Validation of Motor-Impaired User GameFlow Model

Nurul Hidayah Mat Zain; Azizah Jaafar; Fariza Hanis Abdul Razak


Journal of Telecommunication, Electronic and Computer Engineering | 2017

Stress Monitoring Using Mobile Phone and Wearable Technology: Stress Catcher

Aslina Baharum; Minshen Chai; Siti Hasnah Tanalol; Nurul Hidayah Mat Zain; Mohd Nabil Zulhemay; Emelia Abdul Rahim; Muhammad Omar

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Aslina Baharum

Universiti Malaysia Sabah

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Azizah Jaafar

Universiti Teknologi MARA

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Fariza Hanis Abdul Razak

National University of Malaysia

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Muhammad Omar

Universiti Teknologi MARA

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