Mahmood H. Hussein

Dr. Mahmood H. Hussein


Research Focus & Metrics

Academic Career Length

8Years (2019-Present)

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

Representative Publications

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13 May 2019 in IEEE Access
Verified
Journal Article
Open access
MHMahmood H. Hussein
Mahmood H. Hussein
SOSiew Hock Ow
Siew Hock Ow
LCLoh Sau Cheong
Loh Sau Cheong
MTMeow-Keong Thong
Meow-Keong Thong
Nader Ale EbrahimNader Ale Ebrahim
Nader Ale Ebrahim

3 September 2021 in Education and Information Technologies
Verified
Journal Article
Closed access
PDF file
MHMahmood H. Hussein
Mahmood H. Hussein
SOSiew Hock Ow
Siew Hock Ow
MEMonther M. Elaish
Monther M. Elaish
EJErik O. Jensen
Erik O. Jensen

16 July 2019 in IEEE Access
Verified
Journal Article
Open access
MHMahmood H. Hussein
Mahmood H. Hussein
SOSiew Hock Ow
Siew Hock Ow
LCLoh Sau Cheong
Loh Sau Cheong
MTMeow-Keong Thong
Meow-Keong Thong
For this paper, an educational computer game called Ecoship Endeavour was designed based on the guidelines of the inquiry, communication, mystery, decision making, challenge, and rewards (ICMDCR) framework to help facilitate critical thinking skills in students. To examine the effectiveness of the proposed digital game-based learning (DGBL) approach, a quasi-experiment was conducted in the units of “food relationship among living things”, “life processes in plants”, and “energy” of an elementary science course. A total of 127 fifth grade students (females only) from four classes consented to participate in this learning activity. Two classes ($N = 62$ ) were assigned to the experimental group and guided by the developed game, and the other two classes ($N = 65$ ) were allocated to the control group and taught by the conventional method of science teaching. The experimental results revealed that Ecoship Endeavour significantly improved the critical thinking skills of students; however, it was also revealed that the DGBL activity had no significant effects on students' learning motivation and self-efficacy for science learning. Finally, more research is needed to examine the instructional benefits of the proposed method with more inclusive research samples consisting of both male and female learners. The outcome of this research may help researchers, teachers, and practitioners in the educational sector to evaluate the effectiveness of serious games in facilitating students' critical thinking.

26 January 2023 in Education and Information Technologies
Verified
Journal Article
Closed access
PDF file
AAAmeer Nadhum Alhasan
Ameer Nadhum Alhasan
MHMahmood H. Hussein
Mahmood H. Hussein
LALukman Audah
Lukman Audah
AAAmmar Alsharaa
Ammar Alsharaa
IIIshaq Ibrahim
Ishaq Ibrahim
Moamin A MahmoudMoamin A Mahmoud
Moamin A Mahmoud

21 January 2025 in Interactive Learning Environments
Verified
Journal Article
Closed access
MHMahmood H. Hussein
Mahmood H. Hussein
NSNor Lisa Sulaiman
Nor Lisa Sulaiman
ONOmid Noroozi
Omid Noroozi
MEMonther M. Elaish
Monther M. Elaish
AAAmeer Alhasan
Ameer Alhasan

10 March 2026 in Journal of Computer Assisted Learning
Verified
Journal Article
Closed access
MHMahmood H. Hussein
Mahmood H. Hussein
FAFatimah Husayn Amir Aldeeb
Fatimah Husayn Amir Aldeeb
NSNor Lisa Sulaiman
Nor Lisa Sulaiman
MEMonther M. Elaish
Monther M. Elaish