Mahizer Hamzah

Dr. Mahizer Hamzah


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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1 April 2025 in Contemporary Educational Technology
Verified
Journal Article
Open access
PDF file
FNFatema Al Nabhani
Fatema Al Nabhani
MHMahizer Hamzah
Mahizer Hamzah
HASSAN ABUHASSNAHASSAN ABUHASSNA
HASSAN ABUHASSNA
This study sought to investigate the effects of employing artificial intelligence (AI) on the customization of educational content and the enhancement of academic performance and engagement among students and teachers. The research involved a sample of ninth-grade students and their educators from diverse subjects, utilizing questionnaires to evaluate their expectations and experiences with AI in education. The data were examined utilizing statistical techniques including means, standard deviations, and one-way ANOVA. The findings indicated that students held strong positive expectations regarding the influence of AI on the personalization of educational content, suggesting that customizing material to their specific needs would enhance their academic performance and boost engagement with the learning resources. Teachers concurred with the significance of AI in improving content personalization, especially given the difficulties encountered with conventional techniques. The study indicated that educators from various disciplines exhibited no significant differences in their evaluations of AI’s influence on education, implying that this technology may be advantageous across multiple courses. Furthermore, both educators and learners anticipated that AI would deliver swifter and more efficient feedback, hence improving the educational experience and engagement within the classroom. The study advocated for the incorporation of AI into educational curricula and the establishment of training programs for educators on the appropriate utilization of this technology. It also recommended undertaking additional long-term experimental research to assess the effects of AI over prolonged durations and within broader student populations. The study advocated for the enhancement of technology infrastructure to facilitate the effective integration of AI in educational settings, hence promoting more tailored and efficient learning experiences.

3 January 2022 in Contemporary Educational Technology
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Journal Article
Closed access
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MGMohammad Taufiq Abdul Ghani
Mohammad Taufiq Abdul Ghani
MHMahizer Hamzah
Mahizer Hamzah
WDWan Ab Aziz Wan Daud
Wan Ab Aziz Wan Daud
TRTaj Rijal Muhamad Romli
Taj Rijal Muhamad Romli
In the 21st century, the advancement of technology has changed how people, especially the younger generation communicate and socialise with each other, as well as how they learn, acquire and process information. Therefore, this study aims to explore the impact on the employment of digital game-based learning in Arabic class at the tertiary level. This study is a qualitative study and data obtained through semi-structured interview sessions with 16 students at tertiary level, who exposed to the mobile digital game in learning the Arabic language. The students were chosen purposively based on several determining characteristics. The major findings indicated that the mobile digital game produces a significant effect on their learning achievement and enhances their Arabic vocabulary acquisition. Besides, the digital game-based learning also promotes a student-centred and interactive learning, while additionally creates an enjoyable environment for learning that could encourage student participation in class activities, sustain their learning engagement, and improve their motivation. This study explored opportunities for Arabic language lecturers to practice digital game-based learning as it promotes student-centred learning, which would enhance student’s participation in language activities and provide them with a joyful, fun, and active learning environment.

30 July 2021 in International Journal of Learning, Teaching and Educational Research
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Journal Article
Closed access
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NANorazilawati Abdullah
Norazilawati Abdullah
ZMZainun Mustafa
Zainun Mustafa
MHMahizer Hamzah
Mahizer Hamzah
ADAmir Hasan Dawi
Amir Hasan Dawi
MMMazlina Che Mustafa
Mazlina Che Mustafa
CKChe Siti Hajar Aisyah Che Abdul Khalil
Che Siti Hajar Aisyah Che Abdul Khalil
Creative pedagogy has been explored extensively, and previous research suggests that there is a gap between the level and practice of creativity of science teachers, and that it varies by school location. The aim of this study was to determine the levels of creativity, and creativity practice of primary school science teachers, and differences in the levels of creativity and creativity practice of primary school science teachers based on school location. The Torrance Tests of Creative Thinking (TTCT) were used to acquire qualitative data from 20 participants, and a questionnaire of creativity practice in science teaching was used to collect quantitative data from 409 participants. The qualitative data were analyzed according to the TTCT scoring technique and the quantitative data were analyzed descriptively using Statistical Package for the Social Sciences 26. This study found that, that while overall teacher creativity was low, the teachers perceived that they employed highly creative practices. No difference was found in relation to environment, teaching aids, skills and science process skills of teachers in urban and rural areas. However, teachers in rural areas were more knowledgeable about creativity, while teachers in urban areas were better at practising it. This research provides baseline evidence on current practices in creative pedagogy of science teachers nationwide.

4 May 2021 in Jurnal Pendidikan Awal Kanak-Kanak Kebangsaan
Verified
Journal Article
Open access
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SRSiti Shahida Rasdi
Siti Shahida Rasdi
AMAbdul Halim Halim Masnan
Abdul Halim Halim Masnan
MHMahizer Hamzah
Mahizer Hamzah
MGMunirah Ghazali
Munirah Ghazali
Kajian ini bertujuan membina dan menilai kebolehgunaan modul pengajaran berasaskan game board (GB) dalam pembelajaran operasi nombor kanak-kanak prasekolah. Pembinaan modul ini menggunakan pendekatan model ASSURE dan telah melalui proses pengesahan. Rekabentuk kajian ini adalah berbentuk kombinasi dengan pendekatan kualitatif melibatkan pembinaan modul GB dan kuantitatif bagi pengujian kesahan dan kebolehgunaan modul. Kajian eksperimen secara rawak, ujian pra dan ujian pos bertujuan menguji aspek kebolehgunaan modul ke atas pencapaian kanak-kanak dalam operasi nombor. Objektif kajian ini adalah untuk; (i) membangunkan modul pengajaran berasaskan game board dalam pembelajaran operasi nombor kanak-kanak prasekolah, (ii) melihat kebolehgunaan modul pengajaran berasaskan game board bagi pembelajaran operasi nombor kanak-kanak prasekolah. Sampel kajian melibatkan empat orang kanak-kanak berumur 6 tahun dan temu bual bersama seorang guru di sebuah tadika di Ipoh, Perak. Dua jenis instrumen kajian iaitu modul GB melibatkan permainan game goose, snake and ladders, dan saidina kids dan ujian pencapaian Pra dan Pos telah dibina untuk tujuan kajian. Data telah diperolehi melalui senarai semak, pemerhatian, temu bual, dan analisis dokumen melalui pencapaian murid dalam ujian pra dan ujian pos. Kesahan kandungan modul dan kebolehpercayaan instrumen juga telah dibuat menggunakan Statistical Package for the Social Sciences (SPSS) version 26. Kesahan mencapai purata keseluruhan sebanyak 88.1 peratus. Dapatan kajian menunjukkan bahawa penggunaan modul game board membantu guru mengaplikasi pendekatan permainan dengan berkesan. Dapatan kajian turut menunjukkan kesan positif terhadap pengetahuan pedagogi guru prasekolah. Guru dapat memantapkan amalan pedagogi berpusatkan murid serta menggalakkan murid berinteraksi secara positif. Guru juga telah menguasai kemahiran menyoal, membimbing, menggunakan teknologi, serta mengurus aktiviti murid. Hasil kajian juga menunjukkan bahawa pengaplikasian pendekatan modul GB dapat menggalakkan murid menguasai kemahiran berkomunikasi seperti melibatkan diri secara aktif dalam kumpulan, bekerjasama, saling membantu ketika meneroka untuk mendapatkan maklumat, mengikut peraturan, yakin dan berani untuk membuat keputusan. Keputusan kajian ini menunjukkan murid telah menguasai beberapa kemahiran Standard kandungan yang ditekankan dalam kajian ini ialah, MA 3.1 menyelesaikan masalah operasi tambah dalam lingkungan 18, MA 3.1.3 menyatakan hasil tambah dengan membilang terus suatu nombor, dan MA 3.1.6 Menyelesaikan masalah operasi tambah. Pembelajaran melalui pendekatan permainan GB juga membolehkan kanak-kanak menyatakan baki apabila sesuatu objek dikeluarkan dari satu himpunan, menggunakan objek konkrit dan kanak-kanak boleh menyelesaikan masalah operasi tolak dalam lingkungan 18.

11 December 2020 in Jurnal Pendidikan Awal Kanak-Kanak Kebangsaan
Verified
Journal Article
Open access
PDF file
PRPatricia Antai Robin
Patricia Antai Robin
MHMahizer Hamzah
Mahizer Hamzah
MPMadeline Pandang
Madeline Pandang
Kajian ini bertujuan menentukan keberkesanan penggunaan lagu Didi & Friends dalam membantu penguasaan kosa kata Bahasa Melayu kanak-kanak Iban. Kajian ini dijalankan di salah sebuah tabika di daerah Julau, Sarawak, dan melibatkan dua orang kanak-kanak perempuan Iban yang berumur empat tahun untuk menentukan tahap penguasaan Bahasa Melayu kanak-kanak Iban sebelum dan selepas penggunaan lagu Didi & Friends. Reka bentuk kajian ini adalah kajian kes. Kaedah kajian yang digunakan bagi pengumpulan data ialah pemerhatian menggunakan borang pemerhatian dan temu bual. Borang pemerhatian yang digunakan bertujuan untuk mengenal pasti kosa kata yang dapat dikuasai oleh kanak-kanak sebelum dan selepas penggunaan lagu Didi & Friends, manakala temu bual pula dijalankan bertujuan untuk mendapatkan pandangan guru mengenai penguasaan kosa kata kanak-kanak melalui lagu Didi & Friends. Hasil kajian menunjukkan bahawa penggunaan lagu Didi & Friends berkesan dalam membantu kanak-kanak Iban menguasai kosa kata Bahasa Melayu.