Browsing by Author "Siti Munirah Mohd,"
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Publication A Case Study of In Identifying the Perception in Crypton Heroes(Universiti Sains Islam Malaysia, 2021-02-18) ;Siti Munirah Mohd, ;Muhammad Irfan Rusydi Razaleigh, ;Shafinah Kamarudin, ;Muhammad Minhalkazim Mohd Sarusniza, ;Wan Muhammad Iskandar Firdaus Wan Ahmad,Nurhidaya Mohamad JanGaming approach has taken steps to keep pace with the development of Education 4.0 in the era of globalisation. The application of game-design elements had built an interactive environment of learning that inspired students to discover and explore numerous things in fascinating approaches. Therefore, this study has been done to identify the perception among the secondary school students towards the Crypton Heroes, a video game based on RPG that develop based on the element of cryptography and a minor English element. This study has been conducted through a survey to the secondary school students in Selangor. The age of the students involved is between 13 until 17 years old. Based on the survey that has been held, the result showed that most students enjoy and understand the content of the Crypton Heroes. It can be concluded that Crypton Heroes has received favourable responses, and the students were able to learn efficiently in an engaging method." - Some of the metrics are blocked by yourconsent settings
Publication Permainan Dalam Talian: Trend Terkini di Kalangan Murid Sekolah Menengah di Malaysia(GLOBAL ACADEMIC EXCELLENCE (M) SDN BHD, 2022) ;Wan Muhammad Iskandar Firdaus Wan Ahmad, ;Siti Munirah Mohd, ;Amelia Natasya Abdul Wahab, ;Nurhidaya Mohamad Jan, ;Shafinah Kamarudin,Hatika KacoOnline gaming is a very popular electronic game among the 21st-century generation now. This century's generation prefers to play to fill their free time. One of the factors contributing to this trend of electronic games is the stress factors experienced by students. Among the effects of these electronic games are causing addiction and health problems such as antisocial and depression. Thus, the main purpose of this study is to look at the trends of online gaming from the aspect of the types of games and the time allocated for each type of game played. This study can be achieved by implementing an online questionnaire distributed to secondary school students who play online games throughout Malaysia. Findings from the questionnaire that has been implemented: female students spend more time than male students. The game MultiPemain Online Battle (Multiplayer Online Battle Arena, MOBA) is an online game that is very popular among high school students. In conclusion, female students are no exception to playing online games previously pioneered by male students. MOBA is the type of game most preferred by secondary school students throughout Malaysia. - 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 A Review on Demographic Distribution of Online Game Players(Universiti Sains Islam Malaysia, 2021-02-18) ;Siti Munirah Mohd, ;Wan Muhammad Iskandar Firdaus Wan Ahmad, ;Shafinah Kamarudin, ;Muhammad Irfan Rusydi Razaleigh, ;Muhammad Minhalkazim Mohd Sarusniza,Nurhidaya Mohamad JanThe 21st generation of teenagers is more likely to play online games rather than spend their time on reading. One of the main reasons they play online games is to relieve stress. Unconsciously, online games have a detrimental effect on their daily life. Social scientists, educators and parents said that online games are sources of social problems. Therefore, this study was conducted to see the distribution of secondary school students in Malaysia who play online games. This study has been achieved by an online survey that has been distributed entire Malaysia. The result showed the percentage of the number of students that play online games over Malaysia. In conclusion, it is shown that the total number of a secondary school student that play online games is high in the urban area compared to the rural area.