Nooralisa Mohd Tuah

Dr. Nooralisa Mohd Tuah

Universiti Malaysia Sabah, Kota Kinabalu, Sabah, Malaysia
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Research Focus & Metrics

Academic Career Length

17Years (2010-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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22 February 2021 in Information
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Journal Article
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NTNooralisa Mohd Tuah
Nooralisa Mohd Tuah
FAFatimah Ahmedy
Fatimah Ahmedy
AGAbdullah Gani
Abdullah Gani
LYLionelson Norbert Yong
Lionelson Norbert Yong
Research trends in gamification have shown a significant diversity in various areas of e-health, particularly in addressing the issues of rehabilitation and physical activity. Rehabilitation requires better engaging tools that help to increase the patient’s motivation and engagement in particular forms of rehabilitation training. Adopting gamification in rehabilitation offers different treatment and care environments when implementing rehabilitation training. As gamification is increasingly being explored in rehabilitation, one might not realize that using various techniques in gamified applications yields a different effect on gameplay. To date, varied gamification techniques have been utilized to provide useful experiences from the perspective of health applications. However, a limited number of surveys have investigated the gamification of rehabilitation and the use of suitable game techniques for rehabilitation in the literature. The objective of this paper is to examine and analyze the existing gamification techniques for rehabilitation applications. A classification of rehabilitation gamification is developed based on the rehabilitation gamifying requirements and the gamification characteristics that are commonly applied in rehabilitation applications. This classification is the main contribution of this paper. It provides insight for researchers and practitioners into suitable techniques to design and apply gamification with increased motivation and sustainable engagement for rehabilitation treatment and care. In addition, different game elements, selection blocks, and gamification techniques are identified for application in rehabilitation. In conclusion, several challenges and research opportunities are discussed to improve gamification deployment in rehabilitation in the future.

1 December 2022 in International Journal of Electrical and Computer Engineering (IJECE)
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DNDinna N. Mohd Nizam
Dinna N. Mohd Nizam
DRDylia Nursakinaz Rudiyansah
Dylia Nursakinaz Rudiyansah
NTNooralisa Mohd Tuah
Nooralisa Mohd Tuah
ZSZaidatol Haslinda Abdullah Sani
Zaidatol Haslinda Abdullah Sani
KSKornchulee Sungkaew
Kornchulee Sungkaew
Avatar design types can range from human representations to abstract representations. In digital educational games (DEGs), avatars are frequently used to encourage users to play the game. However, the role of avatar design types and their engagement in digital games are still unclear and empirically under research. Therefore, a bespoke digital educational game in geography was developed and validated by six expert users. Then forty-five users participated in the evaluation phase to investigate engagement and avatar types on digital educational games using the user engagement scale (UES). The results reported aesthetics and satisfaction factors somehow influenced the avatar design types, but none of the UES subscales was influenced by preferred avatar design types. Moreover, the human-cartoon avatar, which was not entirely human and cartoonish, was the most popular avatar design type among young adults. Other issues discussed for future developers and research included incorporating more avatar design selections into the study, integrating social interaction features into the game, using the same drawing style for avatars and provide easy access to the bespoke game during data collection.

4 September 2017 in EAI Endorsed Transactions on Creative Technologies
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NTNooralisa Mohd Tuah
Nooralisa Mohd Tuah
VWVanissa Wanick
Vanissa Wanick
ARAshok Ranchhod
Ashok Ranchhod
Gary WillsGary Wills
Gary Wills
This paper explores avatar roles and design principles in helping to develop motivation in game environments. Different avatar applications could influence the experience of players in at least three ways: as a customisation tool, game strategy, and personal identification. These possible influences could be enhanced by the application of avatar design for motivational purposes, reflected through the integration between game design elements and the avatar implementation. This paper aims to situate avatar design as a design strategy to motivate users to change their behaviour and promote adherence to new habits. We start by reviewing the current papers that address avatar design utilisations for motivation in to Serious Games. Then, we analyse the main elements in gameful applications (e.g. ReMission , Pain Squad, CodeInGame and Monster Manor), in order to understand and explore the design of avatars. The analysis is followed by the development of a model for Avatar Design in Motivational contexts (ADAM), which could be used to provide the necessary guidance for designers and developers of gameful systems for motivational environments.

13 April 2021 in Computers
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NTNooralisa Mohd Tuah
Nooralisa Mohd Tuah
AYAinnecia Yoag
Ainnecia Yoag
FAFatimah Ahmedy
Fatimah Ahmedy
Gamified applications are regarded as useful for patients in facilitating daily self-care management and the personalization of health monitoring. This paper reports the development of a gamified application by considering a design that had previously been investigated and reported. Numerous game elements were installed in the application, which covered several tasks aimed at managing diabetes mellitus. The development process utilized the Rapid Application Development (RAD) methodology in terms of system requirements, user design, construction, and cutover; this paper refers to the user design and cutover processes. The developed application was tested through system testing and usability testing. The usability testing adopted the Software Usability Scale (SUS) to assess the usability of the application. Twenty participants were involved in the testing. The result showed that the gamified application is easy and practical to use for an individual with or without diabetes. All the provided functions worked as designed and planned, and the participants accepted their usability. Overall, this study offers a promising result that could lead to real-life implementation.

27 March 2023 in IEEE Access
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Journal Article
Open access
NTNooralisa Mohd Tuah
Nooralisa Mohd Tuah
DGDaphne Lianeta Goh
Daphne Lianeta Goh
SNSyed Nasirin
Syed Nasirin
FAFatimah Ahmedy
Fatimah Ahmedy
MHMohammad Hossin
Mohammad Hossin
Data mining has been widely used in healthcare to provide treatment and care recommendations based on a collective prediction of individual conditions. For rehabilitation, various data mining techniques have been applied to predict and recommend suitable recovery paths and training. Also, the gamification concept was applied to rehabilitation training to motivate the patient to follow the training until the end. Researchers have conducted considerable research to investigate the validity and effectiveness of those techniques on massive patient data on specific conditions and treatment contexts. However, it is still unclear how to effectively offer customized rehabilitation training to stroke patients using gamification and data mining approaches. Thus, to understand how researchers studied them, we examined 34 peer-reviewed articles published in computer science and medical proceedings and journals between 2012 and 2022. We systematically reviewed the data mining and gamification techniques researchers had applied for post-stroke rehabilitation and related prediction models resulting from the data mining processes. As a result of the analyses, three significant contributions are identified. This article 1) identifies trends in data mining and gamification used in personalized post-stroke rehabilitation training; 2) maps trends in the study of data mining and gamification in post-stroke rehabilitation; and 3) identifies underexplored studies for future work. There is a definite need to continue developing and researching intervention strategies related to rehabilitation to address recovery problems by providing accuracy and protection of healthcare, as well as incorporating components that promote patients’ motivation and engagement.

1 August 2021 in Journal of Multidisciplinary Healthcare
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FAFatimah Ahmedy
Fatimah Ahmedy
NTNooralisa Mohd Tuah
Nooralisa Mohd Tuah
NHNatiara Mohamad Hashim
Natiara Mohamad Hashim
SSSyahiskandar Sybil Shah
Syahiskandar Sybil Shah
IAIsmail Ahmedy
Ismail Ahmedy
STSoo Fun Tan
Soo Fun Tan
Purpose: To collectively identify the clinical characteristics determining the risk of developing spasticity after stroke. Patients and Methods: A cross-sectional study was conducted at a single rehabilitation outpatient clinic from June to December 2019. Inclusion criteria were stroke duration of over four weeks, aged 18 years and above. Exclusion criteria were presence of concurrent conditions other than stroke that could also lead to spasticity. Recruited patients were divided into “Spasticity” and “No spasticity” groups. Univariate analysis was deployed to identify significant predictive spasticity factors between the two groups followed by a two-step clustering approach for determining group of characteristics that collectively contributes to the risk of developing spasticity in the “Spasticity” group. Results: A total of 216 post-stroke participants were recruited. The duration after stroke (p < 0.001) and the absence of hemisensory loss (p = 0.042) were two significant factors in the “Spasticity” group revealed by the univariate analysis. From a total of 98 participants with spasticity, the largest cluster of individuals (40 patients, 40.8%) was those within less than 20 months after stroke with moderate stroke and absence of hemisensory loss, while the smallest cluster was those within less than 20 months after severe stroke and absence of hemisensory loss (21 patients, 21.4%). Conclusion: Analyzing collectively the significant factors of developing spasticity may have the potential to be more clinically relevant in a heterogeneous post-stroke population that may assist in the spasticity management and treatment.