NURUL NADWA ZULKIFLI

Dr. NURUL NADWA ZULKIFLI


Research Focus & Metrics

Academic Career Length

7Years (2020-Present)

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

Representative Publications

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23 January 2020 in IEEE Access
Verified
Journal Article
Open access
NZNURUL NADWA ZULKIFLI
NURUL NADWA ZULKIFLI
NHNoor Dayana Abd Halim
Noor Dayana Abd Halim
NYNoraffandy Yahaya
Noraffandy Yahaya
HMHenny Van Der Meijden
Henny Van Der Meijden
Reciprocal Peer tutoring (RPT) can support students in enhancing their critical thinking during learning process. The evolution of internet technology has shifted face-to-face peer tutoring to an online environment such as use of a social networking site, Facebook. In addition, Facebook Group provides a space for students and instructor to discuss academic related matters. However, depending solely on the Facebook medium without proper design learning activities do not guarantee active learning among students. In addition, educators might face multiple challenges by using social networking site such as Facebook for teaching and learning purpose. Thus, this study integrated online reciprocal peer tutoring arrangements in Facebook to stimulate students' critical thinking. A total of 29 students involved in the online discussions through Facebook with 14 Facebook Group pages were created. During discussion, tutor will used guided peer questioning strategy initiate tutee to think to the higher levels. This study employed lag sequential analysis to empirically explore patterns of critical thinking processing in Facebook discussions among High and Low critical thinking groups. The results showed that, apparently, High critical thinking group emerged thinking pattern which progressing from lower to higher order thinking processes which are very crucial in shaping their thinking to the higher levels. Additionally, by asking students' prior knowledge and understanding frequently can help students to gain greater understanding of the topic and further initiate their higher level of critical thinking.

1 January 2023 in Journal of Information Technology Education: Research
Verified
Journal Article
Open access
PDF file
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...

1 April 2024 in International Journal of Evaluation and Research in Education (IJERE)
Verified
Journal Article
Open access
PDF file
NLNoor Hidayah Che Lah
Noor Hidayah Che Lah
MSMohamad Syakir Zulpadhli Mat Senu
Mohamad Syakir Zulpadhli Mat Senu
NJNurul Farhana Jumaat
Nurul Farhana Jumaat
DPDanakorn Nincarean Eh Phon
Danakorn Nincarean Eh Phon
SHSuhaizal Hashim
Suhaizal Hashim
NZNURUL NADWA ZULKIFLI
NURUL NADWA ZULKIFLI
Various technologies have been used in making teaching and learning sessions more effective, fun, and enjoyable. One of the ways to make teaching and learning interactive is by emphasizing the use of mobile augmented reality (MAR). Thus, this study has proposed using MAR for a chemistry subject, namely science exploration (SCIENEX). This study adopted design and development research (DDR) by employing the analysis, design, development, implementation, and evaluation (ADDIE) model. The phases involved in DDR are ADDIE. SCIENEX was evaluated based on its validity, usability, and effectiveness. Five experts validated SCIENEX after it had been completely developed. The samples for usability testing and effectiveness of SCIENEX were 30 secondary school students who were studying chemistry. The results of the evaluation of the experts’ validation revealed that SCIENEX is a valid and appropriate MAR application for the learning of topics in chemistry. The result also revealed that the majority of students strongly agreed that SCIENEX is appropriate for the usage of MAR in learning chemistry, as it is fun, easy to use, and helps students to understand their learning. Interestingly, SCIENEX could increase students’ performance in their learning (t=21.754; p=0.000). Thus, it can be concluded that SCIENEX is valid, can be used for learning chemistry, and can help students in their learning. The limitations of this study and future suggestions for research are also discussed.

19 March 2024 in Knowledge Management & E-Learning: An International Journal
Verified
Journal Article
Open access
PDF file
NSNor Farhah Saidin
Nor Farhah Saidin
NHNoor Dayana Abd Halim
Noor Dayana Abd Halim
NYNoraffandy Yahaya
Noraffandy Yahaya
NZNURUL NADWA ZULKIFLI
NURUL NADWA ZULKIFLI
Augmented Reality (AR) has emerged in our educational paradigm as a new tool to accelerate change in the teaching and learning process. This technology can improve students’ visualisation skills, which helps them understand abstract concepts, especially in Chemistry. Furthermore, visualisation skills help improve students’ critical thinking. This study was conducted with 16 secondary students. Before and after the intervention, students were required to complete a Purdue Spatial Visualisation Test to measure their visualisation skills. During four weeks of intervention, students explored the content using a mobile augmented reality application for learning chemical bonds (called CBOND) and completed critical thinking tasks each week. This study employed data mining using a decision tree to predict the path to improving students’ visualisation and critical thinking skills in learning chemical bonds. The results revealed that CBOND had a significant effect on students’ visualisation and critical thinking development. Therefore, this study proved that augmented reality technology could help students to visualise abstract concepts, especially in Chemistry, and in turn, foster their higher level of critical thinking.

1 January 2023 in International Journal of Information and Education Technology
Verified
Journal Article
Open access
ANAinur Yusra Nabila Mohd Nadzri
Ainur Yusra Nabila Mohd Nadzri
AAahmad Fauzi Mohd Ayub
ahmad Fauzi Mohd Ayub
NZNURUL NADWA ZULKIFLI
NURUL NADWA ZULKIFLI
There are many Augmented Reality (AR) applications in smart devices, but their use in education is less focused and does not meet the current syllabus. AR has a great potential to be used in education, especially in introducing abstract concepts. To use augmented reality in education, students and teachers must follow teaching and learning guidelines. Therefore, this study implied the development of an educational module with augmented reality in Geometry, specifically under Space, following the standards-based curriculum for primary school (KSSR) Year 4 lessons. This study aims to determine the effects of using a module with AR (GeomAR3) on student performance in learning Geometry compared to a traditional module (Geom3). This study was conducted quantitatively following a quasi-experimental design with a pre- and post-test. Fifty-nine (59) Year 4 students were involved in the study from a school selected through purposive sampling, with 29 of them as an experimental group and the remaining 30 as a control group. The point of assessing student performance is seen through the implementation instrument, such as a pre-test, a post-test, and a delayed post-test. The study data were analysed using Multivariate Analysis of Covariance (MANCOVA) with the pre-test score as a covariate. The results show a significant difference in student performance on the overall mean score for the post-test (F (1,59) = 33.848, p = 0.000; eta squared = 0.377) and the delayed post-test (F (1,59) = 14.740, p = 0.000; eta squared = 0.208), with the experimental group significantly better than the control group. In conclusion, the use of modules with AR was found to improve students’ achievement in learning Geometry due to the factor of the ability to visualize clearly, strengthen students’ long-term memory, and gain conceptual understanding through the experience shown by AR.

25 July 2024 in Journal of Pedagogical Research
Verified
Journal Article
Open access
PDF file
TYTiantian Yang
Tiantian Yang
ARAbu Bakar Razali
Abu Bakar Razali
NZNURUL NADWA ZULKIFLI
NURUL NADWA ZULKIFLI
JJJoanna J. Jeyaraj
Joanna J. Jeyaraj
Recognizing the roles that English vocabulary, social interaction, academic performance, and learning motivation play in language learning can be useful in chiefly enhancing EFL language acquisition. This research explores the challenges that the pre-college EFL students encounter while expanding their word learning knowledge, communicating in the social setting, academically performing, and maintaining learning motivation. To address these challenges, the study explores how a collaborative mobile learning approach can be used to address the challenges and improve language learning for pre-college EFL students. A total of 326 students participated in the study. Data were collected by using a self-developed survey questionnaire with predefined questions to avoid inconsistency in responses. Using the PLS-SEM approach on the collected data, the study identified several significant relationships among the accepted collaborative mobile learning approach, social interaction, motivation to learn English, and the outcome knowledge of new English vocabulary. However, the experiment established that motivation to learn predicted the relationship between mobile collaborative learning and increases in effective vocabulary scores in English as well as academic performance. These significant findings show the essence of creating a spirit of collaboration and a learning environment that focuses on mobile learning, students, and their motivation for effective learning of EFL language goals among pre-college students. As such, this study has important implications for teaching and learning processes in general and valuable implications for the teaching and learning of EFL in particular, offering practical suggestions as to how the educational process could be improved for learners, educators, educational administrations, and policymakers.