Hayati Abd Rahman
Universiti Teknologi MARA (UiTM)

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Modelling the recommendation technique for achieving awareness in serious game for obesity Muhammad Syafiq Bin Mohd Omar; Marina Ismail; Norizan Mat Diah; Suzana Ahmad; Hayati Abd Rahman
Bulletin of Electrical Engineering and Informatics Vol 8, No 4: December 2019
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (459.857 KB) | DOI: 10.11591/eei.v8i4.1627

Abstract

Obesity among children is increasing alarmingly. Therefore it is crucial to instill the awareness about the danger of being obese to the children. To instill the awareness is a challenge. A good approach is required for the message to be accepted and conceptualized by the children. Serious game has been an important mechanism to assist the achievement of many serious purposes other than for entertainment and enjoyment. This paper proposes the implementation of content-based recommendation technique in serious game for obesity awareness among children. Several recommendation techniques for awareness had been studied and the content-based recommendation technique is found to be suitable to be implemented in games. The game was developed according to game development approach and fulfilled the game characteristics. For this preliminary study, 10 children participated in the experiment to determine the effectiveness of the game. The participants were given a pre-and post test to answer before and after playing the game. The result of the test shows that participants achieved the obesity awareness after playing the game. The content-based recommendation technique is applicable to be adopted in serious games to instill awareness in the players.
Towards electronic learning features in education 4.0 environment: literature study Nor Azah Mansor; Natrah Abdullah; Hayati Abd Rahman
Indonesian Journal of Electrical Engineering and Computer Science Vol 19, No 1: July 2020
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v19.i1.pp442-450

Abstract

This paper presents electronic learning features in Education 4.0 environment. Malaysian government encourages Higher Education Institution (HEIs) to embed technologies in order to prepare future education (Education 4.0). Besides, developing skills among students is important to be more adaptable in changing the environment. Current HEIs using Learning Management System (LMS) has lack of interactive features and non-personalized learning. Therefore, this article set out to analyze the existing literature on e-learning practices in Education 4.0 and to propose e-learning features suits in Education 4.0 environment. Guided by the PRISMA Statement (Preferred Reporting Items for Systematic reviews and Meta-Analyses) review method, a systematic review of the Scopus 24 related studies. Further review of these articles resulted in seven principles of e-learning features based on the constructivism principle – Self-regulation, Personal perspective, Experiential learning, Social learning, Learning Community, Creating and Sharing Knowledge, Structure and layout which can be used to upgraded and redesigned LMS.
Modelling the recommendation technique for achieving awareness in serious game for obesity Muhammad Syafiq Bin Mohd Omar; Marina Ismail; Norizan Mat Diah; Suzana Ahmad; Hayati Abd Rahman
Bulletin of Electrical Engineering and Informatics Vol 8, No 4: December 2019
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (459.857 KB) | DOI: 10.11591/eei.v8i4.1627

Abstract

Obesity among children is increasing alarmingly. Therefore it is crucial to instill the awareness about the danger of being obese to the children. To instill the awareness is a challenge. A good approach is required for the message to be accepted and conceptualized by the children. Serious game has been an important mechanism to assist the achievement of many serious purposes other than for entertainment and enjoyment. This paper proposes the implementation of content-based recommendation technique in serious game for obesity awareness among children. Several recommendation techniques for awareness had been studied and the content-based recommendation technique is found to be suitable to be implemented in games. The game was developed according to game development approach and fulfilled the game characteristics. For this preliminary study, 10 children participated in the experiment to determine the effectiveness of the game. The participants were given a pre-and post test to answer before and after playing the game. The result of the test shows that participants achieved the obesity awareness after playing the game. The content-based recommendation technique is applicable to be adopted in serious games to instill awareness in the players.
Modelling the recommendation technique for achieving awareness in serious game for obesity Muhammad Syafiq Bin Mohd Omar; Marina Ismail; Norizan Mat Diah; Suzana Ahmad; Hayati Abd Rahman
Bulletin of Electrical Engineering and Informatics Vol 8, No 4: December 2019
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (459.857 KB) | DOI: 10.11591/eei.v8i4.1627

Abstract

Obesity among children is increasing alarmingly. Therefore it is crucial to instill the awareness about the danger of being obese to the children. To instill the awareness is a challenge. A good approach is required for the message to be accepted and conceptualized by the children. Serious game has been an important mechanism to assist the achievement of many serious purposes other than for entertainment and enjoyment. This paper proposes the implementation of content-based recommendation technique in serious game for obesity awareness among children. Several recommendation techniques for awareness had been studied and the content-based recommendation technique is found to be suitable to be implemented in games. The game was developed according to game development approach and fulfilled the game characteristics. For this preliminary study, 10 children participated in the experiment to determine the effectiveness of the game. The participants were given a pre-and post test to answer before and after playing the game. The result of the test shows that participants achieved the obesity awareness after playing the game. The content-based recommendation technique is applicable to be adopted in serious games to instill awareness in the players.