Browsing by Author "Shafinah Kamarudin"
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Publication Assessing Student Awareness of Cybersecurity: A Mini Survey(Kolej PERMATA Insan, 2023-12-23) ;Muhammad Danidarwisy Kamaruddin ;Imran Syahmi Mohd Khuzairi ;Ahmad Faris Danish Rasid ;Siti Munirah Mohd ;Shafinah Kamarudin ;Nurhidaya Mohamad JanFadzidah Mohd IdrisCyber-attacks pose a severe threat to information security. Cyber awareness has become increasingly important as data usage and internet consumption continue to rise. Self-awareness about Cybersecurity is required to protect oneself from these possible threats. This phenomenon caused this study to identify the level of cybersecurity awareness among PERMATA Insan College students. This study has been conducted by giving a survey to PERMATA Insan College students with a range of students between 12 to 17 years old. The outcome shows that 75.2% of 69 students who answered the survey know more or less about cybersecurity. This study concludes that most PERMATA Insan College students have a basic understanding of cybersecurity. - Some of the metrics are blocked by yourconsent settings
Publication A Case Study on Awareness Towards Rpg as Learning and Teaching Aid Tool among Kolej Genius Insan Students(Kolej Genius Insan, Universiti Sains Islam Malaysia, 2022-02-16) ;Aiman Zuki Bin Zohan Zuki ;Siti Munirah Mohd ;Shafinah Kamarudin ;Nurhidaya Mohamad JanMohamad Faiz ZainuddinRole-playing games (RPGs) are games in which each player takes on the role of a character who can interact with other characters in the game's fictitious world, usually in a fantasy or science fiction setting. Role play exercises allow pupils to act out a situation or adopt the role of someone else. As a result, these roles can be played by individuals, pairs, or groups to play out a more complexsituation. This study has been done to identify the awareness among Kolej GENIUS Insan students of the existence of RPG as a learning and teaching aid tool to enhance the students' understanding. This research was carried out through an online survey of Kolej GENIUS Insan students aged between 12 until 17 years old. According to the survey results, the majority of respondents that answered the survey are aware of the RPG approach as a teaching and learning aid tool. Therefore, it can be concluded that Kolej GENIUS Insan students have played roleplaying games (RPG) and understand its importance as a teaching and learning tool. - Some of the metrics are blocked by yourconsent settings
Publication Cryptography Exposure Among Secondary School Students(Kolej Genius Insan, Universiti Sains Islam Malaysia, 2022-02-16) ;Muhammad Darwish bin Hamdan ;Siti Munirah Mohd ;Shafinah Kamarudin ;Nurhidaya Mohamad JanAmelia Natasya Abdul WahabCryptographic methods of protecting information have recently become the basis for ensuring information security in almost all areas of public life. In this regard, there is a constant need for young talented personnel in this field of science. They could give a new impulse to its development, as well as provide a connection of cryptography with other areas of knowledge. Therefore, this study has been done to identify the awareness among secondary school students towards the concept of cryptography. This study has been conducted through a purposive and convenient sampling method among Kolej GENIUS Insan students via an online survey. The age of the students involved is between 12 and 17 years old. Based on the survey that has been held, the result showed 51.9% of students know about cryptography and 48.1% do not know about it. It can be concluded that cryptography has low exposure among secondary school students. Therefore, a lot of cryptography exposure programs need to be held among secondary students to increase their awareness of cryptography. - Some of the metrics are blocked by yourconsent settings
Publication Cryptography: Discovery Awareness Among PERMATA Insan College Student(Kolej PERMATA Insan, 2023-12-23) ;Ratna Zulkifli ;Siti Munirah Mohd ;Shafinah Kamarudin ;Nurhidaya Mohamad Jan ;Amelia Natasya Binti Abdul Wahab ;Ahmad Fadly Nurulah RasedeeNor Atirah Izzah ZulkefliCryptography and network security is a broad field that deals with numerous strategies and approaches to achieve this level of security, and the methodologies are evolving. Cryptography provides the ability to meet critical network security goals. This study has been done to identify PERMATA Insan College students' awareness of cryptography. This study has been conducted through a survey at PERMATA Insan College that involved 13 to 17 years old students. Based on the survey that has been held, the result showed that most students slightly know about cryptography. It can be concluded that a small number of students know about cryptography but the rest need clarification on what cryptography is exactly. - Some of the metrics are blocked by yourconsent settings
Publication Exploring Interest in Malaysia's History Among PERMATA Insan College Students: A Mini Survey(Kolej PERMATA Insan, 2023-12-23) ;Aisy Nazeem Mohd Khairul Nizam ;Hadief Arfan Khairul Rizal ;Nafiz Zafri Noraizuddin ;Mahiz Spawi ;Siti Munirah MohdShafinah KamarudinImplementing the traditional method with the 21st century teaching and learning method in learning history subjects can lead to the development of historical awareness in the new generation. The integration of history teaching in schools highlights the deficiency of historical knowledge among the younger generation. Therefore, this study aims to identify the interest in Malaysia’ History among PERMATA Insan students. This study has been conducted through a survey of the students at PERMATA Insan College. The ages of the students involved range from 12 to 17 years old. Based on the survey that has been conducted, the study's findings show that most of the students at PERMATA Insan College have not been interested in Malaysia's history since they were in primary school. In conclusion, a new learning method is needed to encourage students to become more interested in Malaysia’s History. - Some of the metrics are blocked by yourconsent settings
Publication Game-Based Learning: The Educational Board Game Trend(Kolej PERMATA Insan, 2023-12-23) ;Nur Azwa Humaira’ Mohd Norazizi ;Siti Munirah Mohd ;Nurhidaya Mohamad Jan ;Shafinah Kamarudin ;Hatika Kaco ;Fadzidah Mohd Idris ;Engku Nor Hamidah Engku Abdul RahmanAmelia Natasya Binti Abdul Wahab4Game-based learning, or educational gamification, refers to using educational games or specific characteristics of games in an educational context. A game board strategy-based interactive teaching tool has been created and is being used to help students in their learning process. Therefore, this study reviews the expanding use of the gamification strategy as a teaching and learning aid, especially using board games. In this study, the trend has been identified from the literature review using the deductive method. The board game approach as a gamification method is commonly implemented in lectures to enhance students' comprehension of the subject matter. In conclusion, there are more physical games to aid educators in their teaching and learning activities. - Some of the metrics are blocked by yourconsent settings
Publication The Heliografhic Treasure Hunt Board And Clues To Learn History And Cryptography: An Expert Review(Universiti Sains Islam Malaysia, 2021-02-18) ;Siti Munirah Mohd ;Muhammad Minhalkazim Mohd Sarusniza ;Shafinah Kamarudin ;Muhammad Irfan Rusydi Razaleigh ;Wan Muhammad Iskandar Firdaus Wan AhmadNurhidaya Mohamad JanThe 21st-century learning emphasises students to be active, engaging, collaborative and has critical thinking skills. Learning the Cryptography concept able to promote students to think critically. However, learning History at schools is considered dull and boring, and requires students to memorise many historical facts and events. Therefore, this study proposed a heliographic treasure hunt board and clues as a learning aid tool and expected it could be used to learn Cryptography as well as History. An expert review was conducted to gain insight on the heliographic treasure hunt board and clues and the possible ways to improve it. Six experts from both history and cryptography backgrounds participated in this review process. Findings show that the experts are satisfied and have positive views about this learning aid tool. As an extension of the current work, it would be useful to enhance the heliographic treasure hunt board and clues based on the expert views before being implemented in the actual learning. - Some of the metrics are blocked by yourconsent settings
Publication Illuminating the Key Features of Educational Apps(Kolej PERMATA Insan, 2023-12-23) ;Khairil Rafique Alhalim Cairil Nidzwan ;Muhammad Haziq Rahman Syafawi ;Siti Munirah Mohd ;Shafinah Kamarudin ;Nurhidaya Mohamad JanFadzidah Mohd IdrisThe landscape of Education 4.0 has changed recently due to the fast technology that has advanced, especially in educational applications (apps). Educational apps have been created from simple applications such as yes or no quizzes and boring subjective questions to more entertaining apps like fun assignments and game-based activities. Therefore, this study aimed to highlight the key characteristics of educational apps. The classification of educational apps into six primary features is done using the deductive technique. In conclusion, educational applications are required to include six key components if they're going to effectively impart knowledge to users. - Some of the metrics are blocked by yourconsent settings
Publication Mini Survey on Learning Japanese Language Among PERMATA Insan College Students(Kolej PERMATA Insan, 2023-12-23) ;Muhammad Farhan Iman Muhamad Fuad ;Muhammad Luthfil Hadi Mohd Hamadi ;Siti Munirah Mohd ;Shafinah Kamarudin ;Nurhidaya Mohamad JanNor Atirah Izzah ZulkefliIn the globalization era of Education 4.0, developing global awareness about the importance of learning a foreign language in secondary school is essential. The Japanese language has become a more widely recognized language that has been taught in secondary schools. Therefore, this study has been done to determine whether students at PERMATA Insan College have learned the Japanese language. This study was conducted through a survey of PERMATA Insan College from the age of 13 until 17 years old. As a result, most students are familiar to the Japanese language. It can be concluded that students at PERMATA Insan College have learned the Japanese language throughout their schooling. - Some of the metrics are blocked by yourconsent settings
Publication Piwall As A Home Traffic Controller: Enabling Parental Control And Monitoring(Institute of Advanced Engineering and Science (IAES), 2024) ;Nurul Imanina Abd Razak ;Shafinah Kamarudin ;Mohd Ilias M. Shuhud ;Muhammad Luqman Mahamad Zakaria ;Siti Munirah MohdAmelia Natasya Abdul WahabThe movement control order (MCO) has led to a surge in internet usage among children, becoming the new normal. Most countries heavily rely on online platforms for education, granting children more freedom to explore the internet using electronic devices. Yet, it is challenging for parents to monitor their online activities. Children may stumble upon unsuitable content such as pornography or get redirected to harmful websites through pop-up advertising. To address these concerns, this study proposes PiWall, a home traffic controller. PiWall aims to block undesirable websites and filter out advertisements to help parents manage their home network. Testing shows that PiWall significantly improves the internet browsing experience by reducing website loading times and network traffic, hence offering protection against inappropriate content and malicious attacks. Implementing PiWall as a home traffic controller is a viable alternative to traditional parental controls in creating a safer internet environment for children. - Some of the metrics are blocked by yourconsent settings
Publication A Preliminary Study in Identifying Cognitive Level in Understanding Programming Subject(Universiti Sains Islam Malaysia, 2021-02-18) ;Siti Munirah Mohd, ;Nurul Fatiha Abdul Rahman, ;Nurhidaya Mohamad Jan,Shafinah KamarudinSTEM is an acronym for science, technology, engineering and mathematics. STEM is an approach and a way of thinking for educators to help students integrate knowledge across subjects by encouraging them to think more logically and holistically to be equipped with 21st century skills. The study that has been done identified the requirements and specifications of the module-based science, technology, engineering and mathematics (STEM) for teaching and learning approaches. Generally, teaching introductory to computing courses to beginners involves an introduction to many interrelated areas of computer science and setting the corresponding learning objectives. These subjects may become very difficult and exasperating at the early of the level, and this will result in shallow knowledge and understanding by the students. Students are uninterested in learning programming due to lack of motivation, and lack of exposure is a big reason as to why students never developed an interest in the subject. Therefore, this study is done to measure the cognitive level among gifted student in learning and understanding Python programming. This study has been done by giving question paper based on taxonomy bloom that divided into three stages which are C1 (remembering), C2 (understanding) and C3 (applying). The result has shown that the programming subject is moderately hard to learn. In this case of study, it enables the teachers to set an examination paper that is well-balanced based on taxonomy bloom to test the different cognitive level of thinking. - Some of the metrics are blocked by yourconsent settings
Publication Pyxista: Snake & Ladder Board Game(Kolej PERMATA Insan, 2023-12-23) ;Khairunnisa Asman ;Nurul Alisha Umaira Mohd Fadli ;Nurul Fatiha Abdul Rahman ;Siti Munirah Mohd ;Shafinah KamarudinNurhidaya Mohamad Jan - Some of the metrics are blocked by yourconsent settings
Publication Satisfaction of Kolej GENIUS Insan Students in Learning History Subject(Kolej Genius Insan, Universiti Sains Islam Malaysia, 2022-02-16) ;Muhammad Alif Safwan Azlan ;Siti Munirah Mohd ;Shafinah Kamarudin ;Nurhidaya Mohamad JanMahiz SpawiIn Malaysia, History subject is mandatory in the curriculum of each secondary school syllabus. However, the History subject requires visual implementation for better comprehension. This study has been conducted to identify the satisfaction and understanding among students from Kolej GENIUS Insan in learning History by a conventional method. This study has been driven by method purposive and convenient sampling using the online survey through Google Form. The age of the students involved in this online survey is between 12 until 17 years old. Our finding shows that 43.5% of the students do not enjoy learning conventionally. Also,38% of the students’ comprehension is below average. In conclusion, the satisfaction of students from Kolej Genius Insan in knowing History subjects is not satisfied. Hence, new implementations such as virtual reality implementation with gaming approach may increase their satisfaction and comprehension of history subjects. - Some of the metrics are blocked by yourconsent settings
Publication The Students' Self Perception on Learning C++ Programming via the Cryptography Project: A Case Study(Human Resource Management Academic Research Societ, 2022) ;Shafinah Kamarudin ;Christopher Punzalan ;Mohd Noor Derahman ;Siti Munirah Mohd ;Nurhidaya Mohamad JanAmelia Natasya Abdul WahabC++ programming course is among the most common programming subjects offered in tertiary education. Students’ programming skills and other soft skills can be enhanced by adopting a project-based learning approach to the topic of Cryptography. Furthermore, students should be exposed to cryptography since security, confidentiality, and data privacy are key concerns in the communication world. Therefore, this study aims at identifying the students' self-perception of learning C++ programming through a project related to Cryptography. This project was assigned to the students who enrolled in the C++ programming course at Universiti Putra Malaysia in Semester 2, session 2020/2021. Finally, all students are capable of completing and demonstrating their projects. A survey questionnaire is delivered to indicate the students' perception of their programming skills, other soft-skill, and their knowledge of Cryptography. Since this course was conducted online, students were requested to list their challenges in completing this project. Through this approach, students positively perceive improving their programming skills and other soft skills and gaining knowledge about Cryptography. Overall, the selected theme related to the student’s major field is recommended. - Some of the metrics are blocked by yourconsent settings
Publication The Study on Awareness of Kolej GENIUS Insan Students About Educational Apps Used in Teaching And Learning(Kolej Genius Insan, Universiti Sains Islam Malaysia, 2022-02-16) ;Muhammad Haziq Rahman bin Shafawi ;Siti Munirah Mohd ;Shafinah Kamarudin ;Nurhidaya Mohamad JanFadzidah Mohd IdrisEducational apps used widely since the pandemic hit the world. These apps have provided different kinds of activities that teachers can use in their classes. This engages students to improve their understanding in classes better. Therefore, this study has been done to identify the awareness of Kolej GENIUS Insan students about the existence of educational apps in teaching and learning. This study has been conducted using purposive and convenience sampling through an online survey of the Kolej GENIUS Insan students. The age of the students involved is between 12 until 17 years old. Based on the study that has been held, the result showed that all the respondents are aware of educational apps, and most of them have used educational apps. This survey has received a great response on awareness towards educational apps that have been used as an aid tool in teaching and learning. - Some of the metrics are blocked by yourconsent settings
Publication Study on Python as a tool in Education of Cryptography: Awareness among Secondary School Students(Kolej Genius Insan, Universiti Sains Islam Malaysia, 2022-02-16) ;Ahmad Shauqi Afif Adnan ;Siti Munirah Mohd ;Shafinah Kamarudin ;Nurhidaya Mohamad JanHatika KacoCurrently, an increase in the use of Python as the embedded scripting syntax in many well-known programs can already be seen, hence the development of Python-based learning resources for cryptography education deserves more attention. This study was conducted to determine the level of awareness among secondary school students about Python as a tool in the education of cryptography, which mainly refers to the encryption technique used to secure our data in the digital age. This study has been conducted through purposive and convenient sampling among secondary school students from selected boarding schools. The age of the students involved in this online survey is between 12 until 17 years old. Average students are aware of Python as a fundamental programming language and the necessity of cryptography as data protection in the digital platform, according to the survey's findings. In conclusion, the findings of this study have gotten great reviews. Most students agreed that Python can be applied as an instrument for the education of cryptography. - Some of the metrics are blocked by yourconsent settings
Publication Technology Adoption Model for Smart Urban Farming-A Proposed Conceptual Model(Institute of Advanced Engineering and Science (IAES), 2024) ;Amirul Asyraf Zhahir ;Mohd Ilias M Shuhud ;Siti Munirah Mohd ;Shafinah Kamarudin ;Azuan Ahmad ;Rossly SallehNorita Md NorwawiTechnological advancements have made their way into the heart of human civilization across numerous fields, namely healthcare, logistics, and agriculture. Amidst the sprouting issues and challenges in the agriculture sector, particularly, the growing trend of integrating agriculture and technologies is roaring. The public and private sectors work hand in hand with regard to addressing these complex issues and challenges that arise, aiming for efficient and sustainable possible solutions. This study is a continuation of a previous systematic literature review; hence, the main objective is to deliver a proposed conceptual model for technology adoption specifically for smart urban farming. Innovation diffusion theory (IDT) is used as the main foundation of the proposed conceptual model, supplemented with additional factors drawn from other exisiting technology adoption models both the originals and extended versions. The outcome of the study is expected to reveal valuable insights into the components affecting the technology adoption model in smart urban farming, which will be further laid out upon in the upcoming study, offering a robust framework for future studies and applications in smart urban farming. - Some of the metrics are blocked by yourconsent settings
Publication Tourists And Waste Management: Attitude, Motivation And Volunteerism(Asian Scholars Network, 2022) ;Mohd Ilias M Shuhud ;Siti Munirah Mohd ;Shafinah Kamarudin ;Rossly Salleh ;Mazliana MohamadNadzirah RoslanThe Movement Control Order (MCO) is a security measure implemented globally to reduce the spread of Covid19. The implementation of MCO has been beneficial to the environment, particularly at various tourism destinations. However, since the lifting of MCO's, there have been numerous reports of littering by tourists. Therefore, the present study's main objective is to investigate tourists' attitudes towards proper solid waste management during visits to outdoor recreational areas in Malaysia. Furthermore, this study also investigates the motivation and volunteerism value amongst tourists. This study utilized an online questionnaire to gather the data from the 415 respondents participating in this study. Our study discovered that most local tourists were shown to have a positive attitude and motivation towards proper solid waste management. However, voluntary participation in proper solid waste management is still below the desirable level. The study revealed the current tourist attitude, motivation and volunteerism with regards to solid waste management in Malaysia. From the findings, the importance of the continuous public, government, and stakeholders efforts to raise awareness while maintaining a positive attitude and motivation is essential to boost volunteerism amongst tourists regarding waste management in Malaysia. - Some of the metrics are blocked by yourconsent settings
Publication Trend on Gamification Approach in Learning and Teaching(Kolej Genius Insan, Universiti Sains Islam Malaysia, 2022-02-16) ;Nafeesah Al-Wafa’ Mohd Khoushaini ;Siti Munirah Mohd ;Shafinah Kamarudin ;Nurhidaya Mohamad JanAmelia Natasya Abdul WahabGamification approaches to education have already been studied extensively for their effectiveness in teaching and learning. As a result, Gamification has been replaced the conventional way to deliver the content of the subject.Therefore, this study aims to identify the growing trend of the gamification approach used as an aid tool in teaching and learning sessions. The deductive method in studying the literature review was used to determine the information and justify the trend from the literature review. According to current trends, gamification is often employed in classes to improve students' grasp of the subject. Also, various uses of digital or physical games can be found today. - Some of the metrics are blocked by yourconsent settings
Publication Understanding English Vocabulary Among PERMATA Insan College Students(Kolej PERMATA Insan, 2023-12-23) ;Nurul Insyirah Nasrul Izani ;Nur Ayuni Mat Rahim ;Siti Munirah Mohd ;Shafinah Kamarudin ;Nurhidaya Mohamad JanHatika KacoWord knowledge, or vocabulary, is mostly determined by how many words a person knows, one either has a large or little vocabulary. However, the word has a variety of meanings and serves as a good example of how the English vocabulary is complex and multicoloured. This complexity invokes the idea to furthermore better the education system as the fourth industrial revolution is linked to the learning method known as Education 4.0, which aims to change education in the future through automation and cutting-edge technology. This study has been done to identify the understanding of English vocabulary among PERMATA Insan College students. This study has been conducted through a survey of the secondary school students in Negeri Sembilan. The age of the students involved is between 12 until 17 years old. Based on the survey that has been held, the result showed that 29 out of the 74 respondents were 15 years old. 61% of the respondents were females and less than half of the respondents know most words that are spoken in English. It can be concluded that most secondary school students don’t know most words that are spoken in English, Thus, a board game will be created to solve this issue.