Penulisan Hasil dari Penyelidikan bersama Cikgu Tengku Farahnorfadhilah Engku Azman daripada Sekolah Menengah Kebangsaan Puchong Permai, Selangor. She knows how hard it is to run this research, but We Did It! One more paper from her research still under review… Wish us the best !! Terima Kasih mewarnai dunia Supervision saya di UTM
Jemput baca dan cited paper2 dari jurnal ITLJ Terbitan Vol 7(1)
I’m excited to share with you a newly published research article on the effects of gamification in computer programming courses among non-major computer science students. The paper titled “Gamificationโs Effect on Learning and Engagement in Programming Course among Non-Major Computer Science Students” explores the use of gamification technique in teaching computer programming course and its impact on learner engagement and performance.
The study was conducted among first-year students in a Pre-Service Teacher program of a public university. The gamified course was compared with its non-gamified equivalent to evaluate its effect on student engagement and academic achievement. Although the academic performance of the experimental and control groups did not differ, the engagement results were encouraging, and students gave positive feedback.
If you’re a student, teacher, or simply interested in gamification in education, you’ll want to check out this article! Click on the link below to read the full paper.
Hey everyone, I’m excited to share with you my latest publication on the effects of using Edpuzzle, an interactive video application, in science education! In this study, we aimed to investigate the impact of Edpuzzle on students’ interest, engagement, and achievement in science subjects.
We used pre- and post-tests, checklists, and questionnaires to gather data from a sample of 40 primary school students with similar ICT backgrounds. The results were analysed through inferential statistics using SPSS software, and we found that Edpuzzle had a significant positive impact on students’ interest, engagement, and achievement in science subjects.
These findings suggest that the use of interactive video applications in the classroom is a promising approach to improving the quality of teaching and learning among science teachers. However, further research with different methodological approaches and larger samples is needed to confirm the effectiveness of Edpuzzle in various contexts.
If you’re interested in learning more, check out the article on the International Journal of Instructional Technology and Learning (ITLJ) website at [insert article link]. I hope this study inspires more educators to explore interactive learning technologies to improve students’ learning experiences in science education!
I am excited to share with you all that my article titled “Interactive Learning Environment Through Visualization to Promote Creative Thinking Among Non-Major Undergraduate Computer Science Students Learning Computer Programming Subject” has been published.
The study explores the impact of a visual interactive learning environment on the performance and dimensions of creative potential of non-major undergraduate computer science students learning computer programming. The results of the study are promising, and suggest that a visual interactive learning environment can be a useful tool to promote creative thinking among students in this field.
I hope this article inspires educators and researchers to explore the potential of visual interactive learning environments in promoting creative thinking in various academic disciplines.