Noor Azean Atan

Dr. Noor Azean Atan


Research Focus & Metrics

Academic Career Length

19Years (2008-Present)

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

Representative Publications

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9 July 2025 in Asia Pacific Journal of Education
Verified
Journal Article
Closed access
Akhmad HabibiAkhmad Habibi
Akhmad Habibi
RARazaz Waheeb Attar
Razaz Waheeb Attar
NANoor Azean Atan
Noor Azean Atan
MSMohd Nihra Haruzuan Mohamad Said
Mohd Nihra Haruzuan Mohamad Said
MSMuhammad Sofwan
Muhammad Sofwan
Ahmad Samed Al-AdwanAhmad Samed Al-Adwan
Ahmad Samed Al-Adwan

17 June 2020 in International Journal of Interactive Mobile Technologies (iJIM)
Verified
Journal Article
Open access
PDF file
MBMohd Munir Baharom
Mohd Munir Baharom
NANoor Azean Atan
Noor Azean Atan
MRMohd Shafie Rosli
Mohd Shafie Rosli
SYSanitah Yusof
Sanitah Yusof
MHMohd Zolkifli Abd Hamid
Mohd Zolkifli Abd Hamid
The teaching and learning process no longer has its focus on the classroom. There are various teaching methods which teachers can use these days. However, the traditional, passive and teacher-oriented methods of teaching Science are still being widely used and this has led to the deterioration of students’ interest in Science. Thus, this study was conducted to examine the effectiveness of Inquiry Based Science Education (IBSE) learning through apps in improving the level of students' mastery and achievement in the Science Process Skills (SPS). The study involved a total of 30 Year-6 students from a school in the district of Johor Bahru selected based on the their achievement in the Primary School Achievement Test. It took 5 weeks to complete the study which used quasi-experimental design of time series design followed by multiple repetitions of assessments before the post-test was given to the students. The results of the paired-samples t-test were found to be significant (t = - 11.119, df = 29, p <.05) which showed that, there was a difference in the level of the students’ performance in the pre- and post-tests. The quasi-experimental study of this series of time design used recurring measurements carried out on dependent variables and one-way ANOVA tests for repeated measures were used for the data analysis. The test results of Mauchly's Test of Sphericity showed that, there were significant differences in the three test scores F(1.63,47.4)=344, p<.05. The mean score values for test 2, test 3 and test 4 outweighed the mean of test 1. In addition, the graphical shape of plots profile shows that, teaching activities through apps enhanced students’ Science Process Skills (SPS). Therefore, it can be concluded that, the integration of Inquiry-Based Science Education (IBSE) in Science learning through Apps is capable of improving students’ mastery and achievement in their Science Process Skills (SPS).

1 August 2017 in Bolema: Boletim de Educação Matemática
Verified
Journal Article
Open access
PDF file
RWRohani Abd Wahab
Rohani Abd Wahab
AAAbdul Halim Abdullah
Abdul Halim Abdullah
MMMahani Mokhtar
Mahani Mokhtar
NANoor Azean Atan
Noor Azean Atan
MAMohd Salleh Abu
Mohd Salleh Abu
The teaching and learning of Geometry should be meaningful and not merely reacting to the teacher's stimuli. Hence, students should be given opportunities to experiment when learning mathematics through exploration and investigation of geometric shapes by themselves. For that reason, a Learning Strategy for 3-dimensional Geometry using the SketchUp Make dynamic software, called LSPE-SUM was designed through a step-by-step instruction to help students to improve their visual spatial skills and geometric thinking. Visual spatial skills were carefully integrated onto each van Hiele levels of Geometry thinking through specific arrangement of specially crafted learning activities. Such arrangement was vital to ensure that students could achieve better cognitive enhancement in visual spatial skills by communicating and interacting physically and socially according to the hierarchical van Hiele model of Geometry thinking. LSPE-SUM capitalized the dynamic features of SketchUp Make to facilitate the elevation of visual spatial skills and Geometry thinking during the learning processes. The whole process of designing and developing the LSPE-SUM adopted the five cyclic stages of ADDIE instructional design model. The purpose of this article was to report the details of the final two stages, more specifically, implementation and evaluation of LSPE-SUM. This learning strategy was tried out twice upon twelve different students in a classroom setting over a period of 3 weeks each. Besides that, LSPE-SUM was also given to experts to obtain their views and evaluation on its functionality. Quantitative and qualitative approaches were used to collect data as well as to analyze the experts and students’ views on the suitability of LSPE-SUM. Analysis of students’ views suggested that LSPE-SUM has assisted most of them in elevating both their visual spatial skills and Geometry thinking; while, all experts claimed that LSPE-SUM was pedagogically functional and served its purposes well.

2 October 2023 in Education and Information Technologies
Verified
Journal Article
Closed access
PDF file
CPCha Shi Ping
Cha Shi Ping
LTLokman Mohd Tahir
Lokman Mohd Tahir
MRMohd Shafie Rosli
Mohd Shafie Rosli
NANoor Azean Atan
Noor Azean Atan
MAMohd Fadzli Ali
Mohd Fadzli Ali

27 April 2017 in International Journal of Interactive Mobile Technologies (iJIM)
Verified
Journal Article
Open access
PDF file
MYMohd Amerul Akmal Mohd Yunos
Mohd Amerul Akmal Mohd Yunos
NANoor Azean Atan
Noor Azean Atan
MSMohd Nihra Haruzuan Mohamad Said
Mohd Nihra Haruzuan Mohamad Said
MMMahani Mokhtar
Mahani Mokhtar
NSNorazrena Abu Samah
Norazrena Abu Samah
This study was carried out to evaluate the effectiveness of mobile learning app based on collaborative learning in authentic environment (known as AKSES) and its impact on the preschool students’ basic scientific process skills competency namely; observation, classification and communication. In addition, the study also investigated competency patterns of the students’ skills. This study was a quantitative study which used two sets of instruments which looked into AKSES application and marking rubrics of the students’ basic scientific process skills. Based on quasi-experimental study, the duration of the study was seven weeks and six learning activities were implemented. Two rural preschools were selected based on quota sample selection and 25 students were in each controlled and treatment groups. Analysis of the survey data was carried out in the form of descriptive and inferential analysis involving Mann-Whitney U test. The Mann-Whitney U test analysis found significant differences in competency patterns of basic scientific process skills in both groups. Meanwhile, the competency patterns of basic scientific process skills indicated positive increase among all preschool students after the utilization of AKSES application in learning activities based on collaborative learning strategy in an authentic environment.

1 June 2025 in International Journal of Evaluation and Research in Education (IJERE)
Verified
Journal Article
Open access
PDF file
SMSu Min
Su Min
NANoor Azean Atan
Noor Azean Atan
Akhmad HabibiAkhmad Habibi
Akhmad Habibi
In globalization, possessing intercultural communicative competence (ICC) is essential for individuals’ success. However, students face motivational barriers in online intercultural learning. Thus, this study aims to explore the effectiveness of integrating gamification with self-determination theory (SDT) to enhance the intrinsic motivation, ultimately aiding in the development of intercultural communication competence among Chinese vocational college students enrolled in online English intercultural learning. Employing a mixed-methods approach involving pre-post questionnaires and interviews, the study engaged 38 vocational college students from the automobile and rail transit faculty in a four-week online English intercultural learning module enriched with gamified elements such as points, badges, leaderboards, levels, and quests. The findings indicate that gamified learning effectively fulfills students’ needs for competence and autonomy, partially addressing their needs for relatedness and consequently fostering an upsurge in intrinsic motivation. Additionally, improvements were observed in knowledge, attitude, and skill, with marginal changes noted in awareness. It is concluded that gamified learning approaches based on SDT can positively contribute to the development of intrinsic motivation and intercultural communication competence. These findings hold practical implications for educational institutions and researchers to cultivate intrinsic motivation and ICC through online gamified learning.