Wong Seng Yue
Taylors University
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Publication
Featured researches published by Wong Seng Yue.
international conference on e education e business e management and e learning | 2017
Enna Ayub; Goh Wei Wei; Wong Seng Yue
Since Massive Open Online Courses (MOOCs) are evolving rapidly, many researches have been conducted to explore the structure, effectiveness and issues arise in MOOCs. The free accessibility of MOOCs is believed will soon replace the traditional teaching and learning method. This will create a great social impact to the education industry. The purpose of this study is to explore the factors that affect learners acceptance of MOOCs based on Kirkpatricks four level evaluation of learning model. A set of survey questions were adapted based on Kirkpatricks evaluation model. This paper identified factors that affect the acceptance of learners in using MOOCs. The results suggested that self-directed learning environment, user friendly design of course contents, and participation as well as interaction and guidance from the instructors and finally internet speed are factors that affect learners acceptance of MOOCs. This study sheds light on the social impact of MOOCs to teaching and learning. Institutions are provided with better insights into managing their MOOCs when they want to implement it. However, as the respondents for the research were mainly from MOOCs implemented in one institution, therefore a further study can be carried out to investigate MOOCs implementation in other institutions. The value of this study may provide some insight for institutions who plan to implement MOOCs in future.
international conference on advanced learning technologies | 2017
Wong Seng Yue; Chong Yee Ying
Gamification has blown up its popularity, hence the gamified solutions need to be designed carefully so that it can be successfully sustain longer and help to achieve the learning outcomes in education field. History learning need to adopt gamification elements to spark the attention from the educators and learners since history subject is a compulsory subject in secondary education level in Malaysia. This paper has evaluated and analyzed gamification approach in Malaysian History Learning via mobile game application, named History Learning Mobile Game (HLMG). The HLMG has been verified its components and validate its functions so that it is completely released and ready for implementation. Eventually, the HLMG also has been evaluated its effectiveness via a focus group study on user experience (UX), story, gameplay complexity, estimated average play session, engagement and historical content delivered. Overall the results and findings, the user experience (UX) of HLMG need improvements. However, the story, historical content delivered and estimated average play session are excellent for the effectiveness of HLMG. Gameplay complexity and engagement are sufficient for the effectiveness level of HLMG.
THE 2ND INTERNATIONAL CONFERENCE ON APPLIED SCIENCE AND TECHNOLOGY 2017 (ICAST’17) | 2017
Wong Seng Yue; Koh Keng Chye; Cheong Wan Hoy
Smart city can be defined as an urban space with complete and advanced infrastructure, intelligent networks and platforms, with millions of sensors among which people themselves and their mobile devices. Urban mobility is one of the global smart city project which offers traffic management in real-time, management of passenger transport means, tracking applications and logistics, car sharing services, car park management and more smart mobility services. Due to the frustrated waiting time for the arrival of buses and the difficulty of accessing shuttle bus-related information in a one-stop centre, bus tracking and information application (BTA) is one the proposed solutions to solve the traffic problems in urban spaces. This paper is aimed to design and develop a bus tracking and information application in a selected city in Selangor state, Malaysia. Next, this application also provides an alternative to design public transport tracking and information application for the urban places in Malaysia. Furtherm...
THE 2ND INTERNATIONAL CONFERENCE ON APPLIED SCIENCE AND TECHNOLOGY 2017 (ICAST’17) | 2017
Wong Seng Yue; Cheong Wan Hoy; Koh Keng Chye
Mobility and accessibility are crucial indicators of urban development. Public transport in the urban areas came into existence to fulfil transportation needs as well as mobility and accessibility demands. Ridership can be affected by the quality and quantity of transit service. However, technical improvements are needed for such as real-time bus information, controlling run time and headway delay. Thus, this paper is aimed to carry out a preliminary survey to determine the problems of school shuttle bus that faced by the students in a selected educational institution, their perceptions of using shuttle bus tracking and information mobile application and impacts of real-time information of public transits on bus ridership and towards smart mobility solutions. Efficient public transportation system needs further investigation about the role of mobile application for the bus tracking system in supporting smart mobility actions and real-time information. The proposed application also provides a smart solutio...
international conference on it convergence and security, icitcs | 2015
Wong Seng Yue; Tee Wee Jing
Game-based learning (GBL) involves the usage of games to overcome a specific task, to help study subjects, and to visualize certain concepts that are believed to hold the potential to render learning of academic subjects to be more learner-centred, easier, more enjoyable, more interesting, and, thus, more effective. At present the value of GBL in education is undeniable and the potential benefits of using video games as ideal companions to classroom instruction is unquestionable. However, we must admit that there is still little consensus on the game features supporting learning effectiveness, the process by which games engage learners, and the types of learning outcomes that can be achieved through game play. The main purpose of this research is to investigate the effectiveness of GBL in a tertiary education environment. This is done by conducting a survey among the students in private education in Malaysia. Besides, this research also aims to find out the opinions of students and what they think of GBL being implemented in their daily education. This research will prove once and for all games are not only a tool for entertainment, but can also be used to teach.
2015 4th International Conference on Interactive Digital Media (ICIDM) | 2015
Wong Seng Yue
Recent trend of e-learning system are moving towards gamification, 3D graphics and Virtual Reality (VR), we need to reflect, adapt and utilize new technology in our e-learning system to enhance it so that students can study effectively and efficient. The aim of this research is to gather information concerning Taylors Integrated Moodle e-Learning System (TIMeS) for supporting collaborative learning. The results of the survey can be used to determine problems of TIMeS during students learning process and other features that need to be adapted in TIMeS for supporting collaborative learning. This paper will present the trend of e-learning system in the literature reviews. The survey results and findings will be discussed and presented. The results have shown that TIMeS still useful for supporting collaborative learning. There are some problems have been identified and need some improvement to enhance and increase students learning. Finally, we present a diagram to propose integrating serious game engine in TIMeS.
international conference for internet technology and secured transactions | 2015
Wong Seng Yue; Wong Lai Wan
international conference on it convergence and security, icitcs | 2015
Tee Wee Jing; Wong Seng Yue; R. K. Murugesan
Journal of Telecommunication, Electronic and Computer Engineering | 2018
Azham Hussain; Emmanuel O. C. Mkpojiogu; Ja’afaru Musa; Salah Mortada; Wong Seng Yue
Journal of Telecommunication, Electronic and Computer Engineering | 2018
Wong Seng Yue; Koh Keng Chye; Cheong Wan Hoy; Azham Hussain