ahmad Fauzi Mohd Ayub

Prof. ahmad Fauzi Mohd Ayub

orcid

Research Focus & Metrics

Academic Career Length

24Years (2003-Present)

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

Representative Publications

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28 June 2019 in Knowledge Management & E-Learning: An International Journal
Verified
Journal Article
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ADAisha Aminu Daneji
Aisha Aminu Daneji
AAahmad Fauzi Mohd Ayub
ahmad Fauzi Mohd Ayub
DKDR. MAS NIDA BINTI MD KHAMBARI
DR. MAS NIDA BINTI MD KHAMBARI
Massive Open Online Course (MOOC) has been playing an important role in the latest e-learning initiative and has obtained a widespread popularity in many universities. However, the low course completion rates of students have become an outstanding issue that should not be neglected. Based on the Expectation-Confirmation Model (ECM), this study examines the effects of students’ perceived usefulness, confirmation and satisfaction on MOOC continuance intention. Structural Equation Modeling (SEM) was used to validate the proposed model and hypotheses. Participants were 368 undergraduate students enrolled in a MOOC platform. The study’s result revealed that confirmation has significant effects on students’ perceived usefulness and satisfaction. Perceived usefulness and satisfaction have significant effects on students’ continuance intention while perceived usefulness has no significant effects on students’ satisfaction. This study will help to outspread our understanding of what influence students to continue using MOOC.

15 April 2025 in Sustainability
Verified
Journal Article
Open access
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LXLin Xiao
Lin Xiao
SHShwu Pyng How
Shwu Pyng How
AAahmad Fauzi Mohd Ayub
ahmad Fauzi Mohd Ayub
ZZZhihui Zhu
Zhihui Zhu
JGJianping Gao
Jianping Gao
ZQZe Hu Qin
Ze Hu Qin
The rapid development of generative artificial intelligence (GenAI) technology has triggered extensive discussions about its potential applications in sustainable higher education. Based on the technology acceptance model (TAM) and task–technology fit (TTF) theory, this research aimed to investigate the current situations and challenges of Chinese university students using GenAI in four typical task scenarios. This was performed using a cross-sectional research design. The data were collected via questionnaire, with 486 undergraduates from a Chinese university participating. The data analysis methods include descriptive statistics, inferential statistics, and content analysis. The results show that more than 70% of university students actively use GenAI, but nearly half of them are not very proficient in its use. Doubao and ERNIE Bot are the GenAI tools they prefer most. The primary functions they use are text production and information retrieval. They mainly learn the relevant knowledge and skills through self-media and knowledge-sharing platforms. Among the four typical task scenarios, GenAI is widely used in course learning and research activities, while its application in daily life and job search is relatively limited. The analysis of demographic variables shows that grade and major have a significant impact on university students’ use of GenAI. In addition, university students suggest that universities should offer relevant courses or lectures and provide comprehensive technical support to improve the popularity and operability of GenAI. This study provides suggestions for universities, education administration departments, and technology development departments to improve GenAI services. It will help universities optimize the allocation of educational resources and promote educational equity for sustainability.

1 December 2024 in International Journal of Public Health Science (IJPHS)
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Journal Article
Open access
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HHHaslinda Husain
Haslinda Husain
SHAMSULARIFFIN SAMSUDINSHAMSULARIFFIN SAMSUDIN
SHAMSULARIFFIN SAMSUDIN
AAahmad Fauzi Mohd Ayub
ahmad Fauzi Mohd Ayub
MAMohamad Firdaus Ahmad
Mohamad Firdaus Ahmad
NANur Syazwani Zulaikha S Afwan
Nur Syazwani Zulaikha S Afwan
Participation in sports and physical activity (PA) is often considered a potential contributor to psychological resilience due to its physical, cognitive, and social benefits. This review aims to synthesize an extensive overview of the existing knowledge landscape, shedding light on the mechanisms through which sport and PA may contribute to psychological resilience among students. Guided by the preferred reporting items for systematic reviews and meta-analyses (PRISMA) statement review method, we comprehensively searched key databases, including EBSCOhost and Scopus. Note that a total of 353 publications were initially determined. The final finding data concludes that 15 met the selection criteria. The findings were synthesized based on three themes: enhancing positive mental health, reducing negative emotions, and mitigating depression and anxiety. These outcomes highlight the transformative potential of sports and PAs in nurturing a robust psychological foundation among student populations. However, it calls for more robust and standardized research approaches. This is with implications suggesting the integration of sports and PA into comprehensive mental health programs, emphasizing their multifaceted benefits beyond psychological resilience. Tailoring interventions, recognizing the social aspects, and emphasizing the personalized approach can contribute to more effective mental health promotion strategies for students.

15 March 2017 in Knowledge Management & E-Learning: An International Journal
Verified
Journal Article
Open access
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SBSousan Baleghi-Zadeh
Sousan Baleghi-Zadeh
AAahmad Fauzi Mohd Ayub
ahmad Fauzi Mohd Ayub
RMRosnaini Mahmud
Rosnaini Mahmud
SDShaffe Mohd Daud
Shaffe Mohd Daud
In recent years, there has been a growing increase in using Learning Management System (LMS) by universities. However, its utilization by students is limited in Malaysia. The main purpose of the present study is to develop and test a model that predicts LMS utilization by Malaysian higher education students. Based on the Technology Acceptance Model, the study investigated the relationships among six constructs (system interactivity, technical support, perceived ease of use, perceived usefulness, behavioral intention to use and LMS use) through structural equation modelling. The participants were 216 undergraduate students from a local university in Malaysia. The result of the study revealed that system interactivity had a significant effect on perceived usefulness, but not on perceived ease of use; technical support had a significant effect on perceived ease of use, but not on perceived usefulness.

1 January 2023 in Journal of Information Technology Education: Research
Verified
Journal Article
Open access
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RRRosfuzah Roslan
Rosfuzah Roslan
AAahmad Fauzi Mohd Ayub
ahmad Fauzi Mohd Ayub
NGNorliza Binti Ghazali
Norliza Binti Ghazali
NZNURUL NADWA ZULKIFLI
NURUL NADWA ZULKIFLI
SLSiti Noor Haslina Binti Md Latip
Siti Noor Haslina Binti Md Latip
SHSiti Syuhada Abu Hanifah
Siti Syuhada Abu Hanifah
Aim/Purpose: The main purpose of this study is to identify the factors affecting the continuance use intention of gamified m-learning applications by Higher Education Institution (HEI) learners in Malaysia. Background: Mobile learning (m-learning) has been a popular choice among learners in HEIs due to its convenient ‘on-the-go’ concept. On the other hand, embedding gamification elements in m-learning applications help in increasing the users’ interest in continuous use. Therefore, many HEIs have invested in producing their own m-learning products apart from utilizing existing m-learning applications that are widely available online. One of the challenges faced by HEIs is the low technology usage rates towards the ‘in-house’ developed applications, which affect the receptiveness of education stakeholders in investing or maintaining educational applications. Meanwhile, the lack of continuous usage had given a negative impact on their academic-related tasks and performance. Hence, it is important to understand the significant factors that influence learners’ intentions in continuance usage of a gamified m-learning application. This will serve as an insight to the HEIs management regarding the needs and design that better suits their users’ expectations. Methodology: This study employed a correlational cross-sectional research design using an online survey. The participants of the final survey involved first-year students from one of the Malaysian public universities. For the final analysis, 269 responses were analysed using the partial least square-structural equation modelling (PLS-SEM) technique, which is a powerful multivariate analysis mechanism. The Expected Confirmation Model (ECM), which is a post-acceptance model, was extended with the pre-acceptance model named Extended Unified Theory of Acceptance and Use of Technology (UTAUT2), to form the research proposed model that describes the continuance intention in using a gamification-based m-learning application. Contribution: This research contributes to the body of knowledge and helps better understand users’ continuance intention in the post-acceptance phase of the gamified m-learning application. It exposes information at the individual level, regarding the continuance intention of using an m-learning tool that is equipped with gamification elements. This will mostly benefit the educational resource developers in the HEIs in producing effective ‘in-house’ learning tools. Findings: This research develops a theoretical enhancement of the Expectation Confirmation Model (ECM) that affects the HEIs’ m-learning resource developers and management, dealing with IT-related behaviour. Moreover, a solid continuance usage intention conceptual model, which incorporated two important models, was also introduced. Out of all ten hypotheses, only two were not supported that are related to factors facilitating conditions and social influence. Those two factors negatively influence the HEI learners’ continuance use intention. Meanwhile, the core factors for satisfaction, which are perceived usefulness and confirmation, were found to be significant. Lastly, satisfaction was proven to mediate the positive path between perceived usefulness and the continuance intention of using the gamified m-learning application. Recommendations for Practitioners: This study offers insights into strategies that the HEIs’ management should perform in securing continuance usage of the ‘in-house’ developed m-learning products. One of the strategies could be organising technology workshops that will prepare their educators in implementing the institutions’ gamified teaching and learning tools. Another highlighted issue is regarding the need for faculties to design an effective approach to entice educators and learners towards applying new learning technologies. Recommendation for Researchers: This study contributes to the micro-level analysis of the continuance use intention of gamification-based m-learning applications by fostering the understanding of the phenomenon at the individual level. It is recommended that other researchers extend the research model by incorporating other theories, as this study was only based on two models (i.e., ECM and UTAUT2). Additionally, a longitudinal study could be another approach that enables researchers to collect much richer data that includes a wide array of background characteristics or control variables. Another suggestion would be applying related factors that may contribute to the discovery of effective gamified m-learning application designs. Impact on Society: The findings of the study show the importance of confirmation made by the applications’ users towards usefulness and usage satisfaction. Confirmation and perceived usefulness also have an increasingly similar impact on users’ satisfaction with the application and their subsequent continuance use intention. It is also revealed that easy-to-use products are commonly expected nowadays, as users might be reluctant to spend much time on them. On the other hand, for a specific gamification-based product, it is also expected by the users for it to be capable of giving an ‘enjoyable’ experience, hence motivating continuance usage. As a result, an effective gamified m-learning application or product will be able to be used by Malaysian HEI learners if the developers and stakeholders develop and evaluate the usage of their products with the consideration of the information provided by this research. Future Research: Future studies could include respondents from other diploma programmes, resulting in an in-depth analysis. It is needed to support the generalizability of the findings in this study by considering larger populations from all different programmes. In addition, similar research can be done based on different circumstances; for instance, use of the...

30 May 2020 in International Journal of Learning, Teaching and Educational Research
Verified
Journal Article
Closed access
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FRFazilah Razali
Fazilah Razali
UMUmi Kalthom Abdul Manaf
Umi Kalthom Abdul Manaf
AAahmad Fauzi Mohd Ayub
ahmad Fauzi Mohd Ayub
STEM Education in Malaysia towards Developing a Human Capital through Motivating Science Subject