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Norkhairani Abdul Rawi

Bio: Norkhairani Abdul Rawi is an academic researcher from Universiti Sultan Zainal Abidin. The author has contributed to research in topics: Usability & Haptic technology. The author has an hindex of 3, co-authored 10 publications receiving 18 citations.

Papers
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Journal ArticleDOI
TL;DR: In this paper, the usability of using augmented reality in a mobile application among primary school students in primary schools was evaluated using survey data gathered from 32 LINUS students of 3 different primary schools in Marang and Kuala Terengganu Districts.
Abstract: Mobile technology with Augmented Reality has become popular worldwide with a broad range of users, including students from all levels of education and the impact of mobile technology in classrooms has been extensively studied. This technology can be the source of motivation for LINUS students especially students with disabilities. The word usability also refers to the methods to improve the ease of use during a design process. Among the difficulties in teaching a LINUS student is the lack of visual media for understanding the subject especially in basic mathematics such as evaluating a number and calculating the number. The objective of the study was to evaluate the usability of using Augmented Reality in a mobile application among LINUS students in primary schools. This study used survey data gathered from 32 LINUS students of 3 different primary schools in Marang and Kuala Terengganu Districts. The questionnaire collected data on five construct of usability test to the LINUS students. The students used the mobile application while being guide by their teacher. They navigated all the buttons provided and answered the quiz too. The criteria of usability test consist of five constructs. The students showed a significant interest in learning numbers by actively participating in the LINUS sessions. The usability level was measured based on the five constructs. In summary, the augmented reality mobile application has a great potential to be used in teaching and learning, as in the Malaysia Education Development Plan 2013-2025 especially on the LINUS students.

8 citations

Journal ArticleDOI
30 Nov 2015
TL;DR: In this article, a framework consisting of learning theories, modules, multimedia elements and usability and acceptance has been developed and applied in an interactive multimedia prototype on road safety education called FIQIR Road Safety.
Abstract: The interactive multimedia is considered as a very promising potential to aid primary school pupils in learning and teaching method in introducing road safety education. Although web based applications for road safety education are available, they are based on overseas countries where the rules and environment settings are different from Malaysia’s environment. An effort to help pupils in interactively learning on road safety education in Malaysia has motivated this study. A framework encompass of learning theories, modules, multimedia elements and, usability and acceptance, has been developed and applied in an interactive multimedia prototype on road safety education called “FIQIR Road Safety”. The prototype has been developed based on a primary school textbook “Cermat Tiba Selamat” by Malaysian Ministry of Education (MOE). FIQIR Road Safety has been designed and developed by utilizing multimedia elements to give an immersive experience to the user. It employs Watch, Learn and Play as the modules where the animations and activities represent actual traffic environment in Malaysia. The proposed framework hopefully can be a guide in developing interactive multimedia application such as FIQIR Road safety.

7 citations

Journal ArticleDOI
TL;DR: The aim of this paper is to propose a framework of Gamified Learning Management System for Linus students that consists of mechanisms of gamification elements, multimedia elements and learning theory that construct gamified learning management system.
Abstract: Gamification is a term that refers to the use of game elements in non-game contexts. Gamification in education is emerging as an effective tool to motivate and engage learners in a variety of tasks. LINUS program is intended to ensure that all students from standard one are able to master the basics of reading, writing and counting at the end of standard three. Gamification will help as a learning tool to assist with the learning process for those who have difficulty in learning, unlike normal students. Therefore, the aim of this paper is to propose a framework of Gamified Learning Management System for Linus students. This framework consists of mechanisms of gamification elements, multimedia elements and learning theory that construct gamified learning management system.

7 citations

Journal ArticleDOI
TL;DR: A pattern-based password authentication will develop to overcome the problem of vulnerability to shoulder surfing attack and improve the security of user’s password and they can efficiently login to the system.
Abstract: The user usually uses password to avoid the attacks like a dictionary attack, brute force attack and shoulder surfing attack which is the famous attack nowadays. The shoulder surfing attack is a direct observation technique by watching over the user’s shoulder when they enter their password to get information. The most common authentication method used by the user is textual password. But, the textual password has many disadvantages because it is vulnerable to attack as it tends to shoulder surfing attack. In this project, a pattern-based password authentication will develop to overcome this problem. Using this scheme, the user needs to select the type of pattern that they like during registration. To login to their account, the user needs to enter the password in the form of the textual password in ordering manner based on a pattern that they choose during registration. The text password grid presented with a different style as it filled with random objects whether characters, numbers or images. This method is suitable to minimizing shoulder surfing attack as it can improve the security of user’s password and they can efficiently login to the system.

3 citations


Cited by
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Journal ArticleDOI
TL;DR: The discovery of this new mechanism disrupted the existing identity management and authentication solutions and by providing a more promising secure platform and the open issues, main challenges and directions highlighted for future work in this area.
Abstract: The Internet today lacks an identity protocol for identifying people and organizations. As a result, service providers needed to build and maintain their own databases of user information. This solution is costly to the service providers, inefficient as much of the information is duplicated across different providers, difficult to secure as evidenced by recent large-scale personal data breaches around the world, and cumbersome to the users who need to remember different sets of credentials for different services. Furthermore, personal information could be collected for data mining, profiling and exploitation without users' knowledge or consent. The ideal solution would be self-sovereign identity, a new form of identity management that is owned and controlled entirely by each individual user. This solution would include the individual's consolidated digital identity as well as their set of verified attributes that have been cryptographically signed by various trusted issuers. The individual provides proof of identity and membership by sharing relevant parts of their identity with the service providers. Consent for access may also be revoked hence giving the individual full control over its own data. This survey critically investigates different blockchain based identity management and authentication frameworks. A summary of the state-of-the-art blockchain based identity management and authentication solutions from year 2014 to 2018 is presented. The paper concludes with the open issues, main challenges and directions highlighted for future work in this area. In a nutshell, the discovery of this new mechanism disrupted the existing identity management and authentication solutions and by providing a more promising secure platform.

109 citations

Journal ArticleDOI
TL;DR: A traves del estudio bibliometrico de la produccion cientifica se ha analizado las principales tendencias en gamificación, como practica mediada por la tecnologia in las aulas de las diferentes etapas educativas, a traves de 137 documentos alojados en la base of dataos Scopus and publicados in la ultima decada as mentioned in this paper.
Abstract: Este trabajo se interesa por un tema de actualidad como es la gamificacion en educacion, una interesante estrategia didactica para responder a los alarmantes datos sobre fracaso y abandono escolar obtenidos ano tras ano en las pruebas diagnosticas realizadas en el ambito europeo. A traves del estudio bibliometrico de la produccion cientifica se ha analizado las principales tendencias en gamificacion, como practica mediada por la tecnologia en las aulas de las diferentes etapas educativas, a traves de 137 documentos alojados en la base de datos Scopus y publicados en la ultima decada. En los resultados se revela que el numero de documentos se ha incrementado notablemente en los ultimos anos; sin embargo, el impacto en las practicas digitalizadas de aula sigue siendo escaso, exceptuando algunos casos. Se destaca que el peso del continente europeo es notable en este campo, si lo comparamos con el americano o el asiatico. Y tambien que la mayoria de las publicaciones se situan en Primaria, existe un cierto equilibrio entre asignaturas cientificas y humanisticas y los dispositivos de preferencia son las tabletas. Concluimos apuntando contrastar sistematicamente estudios por etapas y reflexionar sobre las estrategias educativas en el contexto de la sociedad digital.

19 citations

Journal ArticleDOI
TL;DR: In this paper, the authors present the development of an educational mathematics game called one slash one hundred percent (1 Slash 100%). It is the hybridization of the conventional card game and quick response (QR).
Abstract: Mathematics is vital in our life and society. However, gamification of mathematics is rare for topics such as fractions and decimals. This paper presents the development of an educational mathematics game called one slash one hundred percent (1 Slash 100%). It is the hybridization of the conventional card game and quick response (QR). This research aims to study how the respondents explore the card game to master decimal, fraction and percentage. The testing was conducted among secondary school students in Kuching, Sarawak, Malaysia (n=12; age=14). The respondents were asked to answer a set of questions in pre-test and post-test question. The results are promising where the analysis showed a significant difference between pre-test (M=14.3, SD=2.103) and post-test scores (M=17.6, SD=2.234). Thus, gamification of mathematics using the hybrid card game increases their mastery of decimal, fraction and percentage.

11 citations

Journal ArticleDOI
TL;DR: Results provide further support that SUS based usability testing can be implemented in 60 seconds time frame without imposing additional cognitive load on customers.
Abstract: The aim of this research is to explore the possibility of web usability test in 60 seconds rather than unlimited time by customers. Usability was tested by two major testing methods: system usability scale (SUS) and NetQu@l. 60 customers as two groups were involved in the experimental design procedure. The assessment included an online shopping website where one group tested in 60 seconds and other group had 3 days to test. Result shows that there are significance differences in SUS based testing and no significant differences in NetQu@l based testing. Altogether, these results provide further support that SUS based usability testing can be implemented in 60 seconds time frame without imposing additional cognitive load on customers.

9 citations

Posted Content
TL;DR: A 3D animated movie has been developed using principles of multimedia learning with 3D cartoon characters resembling the actual educational objects, where the buildings have also been modelled to resemble real books and diaries.
Abstract: Multimedia learning tools and techniques are placing its importance with large scale in education sector. With the help of multimedia learning, various complex phenomenon and theories can be explained and taught easily and conveniently. This project aims to teach and spread the importance of education and respecting the tools of education: pen, paper, pencil, rubber. To achieve this cognitive learning, a 3D animated movie has been developed using principles of multimedia learning with 3D cartoon characters resembling the actual educational objects, where the buildings have also been modelled to resemble real books and diaries. For modelling and animation of these characters, polygon mesh tools are used in 3D Studio Max. Additionally, the final composition of video and audio is performed in adobe premiere. This 3D animated video aims to highlight a message of importance for education and stationary. The Moral of movie is that do not waste your stationary material, use your Pen and Paper for the purpose they are made for. To be a good citizen you have to Be-Educated yourself and for that you need to give value to Pen. The final rendered and composited 3D animated video reflects this moral and portrays the intended message with very vibrant visuals

7 citations