Dr. Syamsul Bahrin Zaibon | Universiti Utara Malaysia (original) (raw)
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Papers by Dr. Syamsul Bahrin Zaibon
E-penerbitan merupakan teknologi alternatif kepada penerbitan berasaskan kertas. Melalui teknolog... more E-penerbitan merupakan teknologi alternatif kepada penerbitan berasaskan kertas. Melalui teknologi ini, sesuatu penerbitan mudah dikemaskini, mudah dibawa, dan mudah disalin. Ciri-ciri ini merupakan antara keperluan dalam proses pengajaran dan pembelajaran. Selain itu, kos penerbitannya juga agak murah berbanding kaedah tradisional. E-penerbitan merupakan tumpuan utama bagi menyokong perlaksanaan generasi kelima pendidikan secara jarak jauh yang bermatlamat untuk memanfaatkan penggunaan teknologi web dan ...
Lecture Notes in Computer Science, 2015
2015 Asia Pacific Conference on Multimedia and Broadcasting, 2015
International Conference on Information Technology in Asia, 2003
2011 International Conference on User Science and Engineering (i-USEr ), 2011
Mobile game-based learning (mGBL) is a game played on any handheld devices such as mobile phones.... more Mobile game-based learning (mGBL) is a game played on any handheld devices such as mobile phones. Although many game methodologies have been introduced, studies show that customized phases and steps to develop games for learning in mobile environment are substantially required. Therefore, this study addresses this gap by proposing a mGBL Engineering Model based on a number of game and learning theoretical and developmental foundations. In particular, the study identified the key steps of development methodology to be considered in developing mGBL applications which consist of phases, components, steps and deliverables. In verifying the proposed model, a mGBL was developed following the phases suggested in the model. User experience designs such as mGBL interactions design, learning model, game flows, and interface design were further discussed in this paper. Subsequently, the findings indicate that the proposed mGBL Engineering Model exhibits useful development indicators for mGBL application and user experience, and is indeed a theoretical and practical contribution of the study.
Conference Management System (CMS) is used for efficiently managing a conference and supporting m... more Conference Management System (CMS) is used for efficiently managing a conference and supporting management decision-making. This paper presents a model of an Online Decision Support System (DSS) and the current status of its development. The system development process is divided into two phases. The first phase consists of online conference management, which is initially implemented for Knowledge Management International Conference and Exhibition 2004 (KMICE'04) online system. The system ...
Journal publishing is a complex activity. Current journal publishing process flow is fully conduc... more Journal publishing is a complex activity. Current journal publishing process flow is fully conducted manually. This kind of method takes a lot of times and workload. Thus, the journal publishing will be late to deliver. Accordingly, JOMS is proposed to facilitate management activities in journal publications. JOMS is an acronym for Journals' Online Management System which is an innovative and productive e-management approach to replace the current process flow. This paper discussed the current status of JOMS development and ...
E-penerbitan merupakan teknologi alternatif kepada penerbitan berasaskan kertas. Melalui teknolog... more E-penerbitan merupakan teknologi alternatif kepada penerbitan berasaskan kertas. Melalui teknologi ini, sesuatu penerbitan mudah dikemaskini, mudah dibawa, dan mudah disalin. Ciri-ciri ini merupakan antara keperluan dalam proses pengajaran dan pembelajaran. Selain itu, kos penerbitannya juga agak murah berbanding kaedah tradisional. E-penerbitan merupakan tumpuan utama bagi menyokong perlaksanaan generasi kelima pendidikan secara jarak jauh yang bermatlamat untuk memanfaatkan penggunaan teknologi web dan ...
Online management system is one of a web-based application that could help organizations in enhan... more Online management system is one of a web-based application that could help organizations in enhancing their productivity, encouraging greater customer participation, and enabling mass customization, besides reducing costs. Online management system or electronic management can be defined as a process to manage data, information and making communication through the Internet. The process could be implemented in different categories of technology such as real-time system, web based system, and mobile ...
International Journal of Computer Applications, Apr 2014
Learning experience at cultural heritage site is highly necessary needed to visitor when visiting... more Learning experience at cultural heritage site is highly necessary needed to visitor when visiting cultural heritage sites. However, it is not adequately provided with the existing of traditional media. Augmented Reality is an alternative of the current emerging technologies to be applied at cultural heritage sites to facilitate learning experience. This article presents the design and development of the mobile augmented reality application towards enjoyable informal learning at cultural heritage sites. The application is designed by adapting three major theories, enjoyment theory, mindfulness theory, and design of enjoyable technology. It is expected that the application is able to help visitor learn informally in enjoyable way at cultural heritage site. Finally, the mobile augmented reality application for cultural heritage site towards enjoyable informal learning becomes the main finding of the study.
Proc. of the ASCILITE: In Same places, …, Jan 1, 2009
In tapping the thriving mobile business, a study on mobile content development, specifically loca... more In tapping the thriving mobile business, a study on mobile content development, specifically local ones is urgently required. Highly wanted local contents development is indeed for education, entertainment and games. Thus, we develop a mobile game-based learning (mGBL) about local content, called MaCMoG. It was technically tested for its functionality, compliance, compatibility and soaking. Furthermore, to assess the insights of potential players, informal interviews and observations were conducted. In addition to that, the local game characters and the game plan developed for the mGame were tested for their appealing merit. Overall, responses were remarkably consistent. Participants overwhelmingly considered MaCMoG as interesting and really attractive, successful in delivering the intended learning content, easy to play and simple to use. Findings also stressed two important points (1) local, appealing and well-developed characters are important elements to ensure better learning experience and (2) local uniqueness must always be incorporated to ensure better learning motivation and increase mGBL acceptance.
The 6th IEEE International Conference on Wireless, Mobile and Ubiquitous Technologies in Education (WMUTE), 2010, Apr 16, 2010
Evaluation of learning media is necessary for determining the effectiveness of the produced media... more Evaluation of learning media is necessary for determining the effectiveness of the produced media. When evaluating mobile game-based learning (mGBL), conventional usability heuristics evaluations lack comprehension and difficult to be directly implemented. Therefore, heuristics evaluation strategy is proposed to evaluate specifically for mGBL. The strategy consists of four components: Game Usability, Mobility, Game Play, and Learning Content. Each of the components represents the issues to be considered and evaluated for mGBL. Additionally, in this study, a prototype of mGBL was developed and evaluated by utilizing the proposed strategy. The results indicate that the strategy is useful and potential to be implemented for similar mGBL applications.
3rd International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL), 2010 , Apr 1, 2010
The learning experiences through mobile device can be expected from the learning activities and t... more The learning experiences through mobile device can be expected from the learning activities and the mobile contents such as games and mobile applications. This paper presents an approach to develop a mobile game-based learning (mGBL) by adapting a review of learning theories and approaches. The review reveals a few characteristics that interconnected to the mGBL. In adapting the characteristics, mGBL is developed based on the concept of values in 1 Malaysia. The approach reveals that the mGBL is considered successfully developed. The main deliverables of this study are the mGBL characteristics mapped with learning theories and approaches, the mGBL application and the development stages. The developed mGBL has potential to be a learning tool and marketed since it seems unique to Malaysia. The development stages employed to the mGBL development were successfully implemented, simple to follow, and provided an easy guideline for developer to develop similar concept of mGBL.
E-penerbitan merupakan teknologi alternatif kepada penerbitan berasaskan kertas. Melalui teknolog... more E-penerbitan merupakan teknologi alternatif kepada penerbitan berasaskan kertas. Melalui teknologi ini, sesuatu penerbitan mudah dikemaskini, mudah dibawa, dan mudah disalin. Ciri-ciri ini merupakan antara keperluan dalam proses pengajaran dan pembelajaran. Selain itu, kos penerbitannya juga agak murah berbanding kaedah tradisional. E-penerbitan merupakan tumpuan utama bagi menyokong perlaksanaan generasi kelima pendidikan secara jarak jauh yang bermatlamat untuk memanfaatkan penggunaan teknologi web dan ...
Lecture Notes in Computer Science, 2015
2015 Asia Pacific Conference on Multimedia and Broadcasting, 2015
International Conference on Information Technology in Asia, 2003
2011 International Conference on User Science and Engineering (i-USEr ), 2011
Mobile game-based learning (mGBL) is a game played on any handheld devices such as mobile phones.... more Mobile game-based learning (mGBL) is a game played on any handheld devices such as mobile phones. Although many game methodologies have been introduced, studies show that customized phases and steps to develop games for learning in mobile environment are substantially required. Therefore, this study addresses this gap by proposing a mGBL Engineering Model based on a number of game and learning theoretical and developmental foundations. In particular, the study identified the key steps of development methodology to be considered in developing mGBL applications which consist of phases, components, steps and deliverables. In verifying the proposed model, a mGBL was developed following the phases suggested in the model. User experience designs such as mGBL interactions design, learning model, game flows, and interface design were further discussed in this paper. Subsequently, the findings indicate that the proposed mGBL Engineering Model exhibits useful development indicators for mGBL application and user experience, and is indeed a theoretical and practical contribution of the study.
Conference Management System (CMS) is used for efficiently managing a conference and supporting m... more Conference Management System (CMS) is used for efficiently managing a conference and supporting management decision-making. This paper presents a model of an Online Decision Support System (DSS) and the current status of its development. The system development process is divided into two phases. The first phase consists of online conference management, which is initially implemented for Knowledge Management International Conference and Exhibition 2004 (KMICE'04) online system. The system ...
Journal publishing is a complex activity. Current journal publishing process flow is fully conduc... more Journal publishing is a complex activity. Current journal publishing process flow is fully conducted manually. This kind of method takes a lot of times and workload. Thus, the journal publishing will be late to deliver. Accordingly, JOMS is proposed to facilitate management activities in journal publications. JOMS is an acronym for Journals' Online Management System which is an innovative and productive e-management approach to replace the current process flow. This paper discussed the current status of JOMS development and ...
E-penerbitan merupakan teknologi alternatif kepada penerbitan berasaskan kertas. Melalui teknolog... more E-penerbitan merupakan teknologi alternatif kepada penerbitan berasaskan kertas. Melalui teknologi ini, sesuatu penerbitan mudah dikemaskini, mudah dibawa, dan mudah disalin. Ciri-ciri ini merupakan antara keperluan dalam proses pengajaran dan pembelajaran. Selain itu, kos penerbitannya juga agak murah berbanding kaedah tradisional. E-penerbitan merupakan tumpuan utama bagi menyokong perlaksanaan generasi kelima pendidikan secara jarak jauh yang bermatlamat untuk memanfaatkan penggunaan teknologi web dan ...
Online management system is one of a web-based application that could help organizations in enhan... more Online management system is one of a web-based application that could help organizations in enhancing their productivity, encouraging greater customer participation, and enabling mass customization, besides reducing costs. Online management system or electronic management can be defined as a process to manage data, information and making communication through the Internet. The process could be implemented in different categories of technology such as real-time system, web based system, and mobile ...
International Journal of Computer Applications, Apr 2014
Learning experience at cultural heritage site is highly necessary needed to visitor when visiting... more Learning experience at cultural heritage site is highly necessary needed to visitor when visiting cultural heritage sites. However, it is not adequately provided with the existing of traditional media. Augmented Reality is an alternative of the current emerging technologies to be applied at cultural heritage sites to facilitate learning experience. This article presents the design and development of the mobile augmented reality application towards enjoyable informal learning at cultural heritage sites. The application is designed by adapting three major theories, enjoyment theory, mindfulness theory, and design of enjoyable technology. It is expected that the application is able to help visitor learn informally in enjoyable way at cultural heritage site. Finally, the mobile augmented reality application for cultural heritage site towards enjoyable informal learning becomes the main finding of the study.
Proc. of the ASCILITE: In Same places, …, Jan 1, 2009
In tapping the thriving mobile business, a study on mobile content development, specifically loca... more In tapping the thriving mobile business, a study on mobile content development, specifically local ones is urgently required. Highly wanted local contents development is indeed for education, entertainment and games. Thus, we develop a mobile game-based learning (mGBL) about local content, called MaCMoG. It was technically tested for its functionality, compliance, compatibility and soaking. Furthermore, to assess the insights of potential players, informal interviews and observations were conducted. In addition to that, the local game characters and the game plan developed for the mGame were tested for their appealing merit. Overall, responses were remarkably consistent. Participants overwhelmingly considered MaCMoG as interesting and really attractive, successful in delivering the intended learning content, easy to play and simple to use. Findings also stressed two important points (1) local, appealing and well-developed characters are important elements to ensure better learning experience and (2) local uniqueness must always be incorporated to ensure better learning motivation and increase mGBL acceptance.
The 6th IEEE International Conference on Wireless, Mobile and Ubiquitous Technologies in Education (WMUTE), 2010, Apr 16, 2010
Evaluation of learning media is necessary for determining the effectiveness of the produced media... more Evaluation of learning media is necessary for determining the effectiveness of the produced media. When evaluating mobile game-based learning (mGBL), conventional usability heuristics evaluations lack comprehension and difficult to be directly implemented. Therefore, heuristics evaluation strategy is proposed to evaluate specifically for mGBL. The strategy consists of four components: Game Usability, Mobility, Game Play, and Learning Content. Each of the components represents the issues to be considered and evaluated for mGBL. Additionally, in this study, a prototype of mGBL was developed and evaluated by utilizing the proposed strategy. The results indicate that the strategy is useful and potential to be implemented for similar mGBL applications.
3rd International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL), 2010 , Apr 1, 2010
The learning experiences through mobile device can be expected from the learning activities and t... more The learning experiences through mobile device can be expected from the learning activities and the mobile contents such as games and mobile applications. This paper presents an approach to develop a mobile game-based learning (mGBL) by adapting a review of learning theories and approaches. The review reveals a few characteristics that interconnected to the mGBL. In adapting the characteristics, mGBL is developed based on the concept of values in 1 Malaysia. The approach reveals that the mGBL is considered successfully developed. The main deliverables of this study are the mGBL characteristics mapped with learning theories and approaches, the mGBL application and the development stages. The developed mGBL has potential to be a learning tool and marketed since it seems unique to Malaysia. The development stages employed to the mGBL development were successfully implemented, simple to follow, and provided an easy guideline for developer to develop similar concept of mGBL.
Komik merupakan warisan seni tanah air yang tidak ternilai. Sebilangan besar pelan tindakan telah... more Komik merupakan warisan seni tanah air yang tidak ternilai. Sebilangan besar pelan tindakan telah direalisasikan oleh pelbagai pihak bagi mengangkat martabat komik di Malaysia. Namun, implikasi tertentu terhadap mutu jualan komik masih wujud berpunca dari sikap segelintir masyarakat yang tetap menyimpan stigma negatif terhadap komik. Maka, artikel ini mencadangkan pembangunan komik pendidikan sebagai salah satu kaedah memantapkan lagi sokongan terhadap media visual ini oleh kelompok umum. Elemen utama dalam komik pendidikan disenaraikan mengikut kategori berbeza bagi mengenapasti bagaimana unsur pendidikan diintegrasikan dalam komik. Dapatan kajian menunjukkan terdapat dua klasifikasi umum komik pendidikan iaitu kandungan fakta dan pembentukan sikap. Analisa merumuskan bahawa komik pendidikan berpotensi menjadi medium pilihan primer di kalangan kanak-kanak dan remaja kerana kandungannya memenuhi perkembangan intelektual dan kehendak emosi golongan tersebut. Artikel ini turut mengupas kepentingan menjalankan penyelidikan lanjutan bagi memantau sejauh mana komik pendidikan diterima pembaca dengan kerjasama warga industri komik negara.