Malaysian marginalized youth participation in nation building through various media platforms is ... more Malaysian marginalized youth participation in nation building through various media platforms is low. Therefore, an action plan was developed to enhance the social, political and economic participation of youth in marginalized communities through media utilization. The action plan consists of target items and approaches to conduct activities. Eight media-participation-related modules were also tested in an intervention study. The modules were targeted at increasing the level of youth media, social and political participation. Various agencies such as the Malaysian Youth Council, were involved to help realize the plan aims. Results from the stakeholders’ reviews indicated that more efforts have to be carried out to expose these youth to good practices in the use of social media for participation purposes. The findings also concluded that this action plan is well-formed, can serve as a guide, allows integration of cultural harmony and offers empowerment to the youth.
International Journal of E-Business Research, 2015
The use of social media for business purposes has been growing exponentially due to its great pot... more The use of social media for business purposes has been growing exponentially due to its great potential as an effective marketing tool. Nonetheless, studies which assess how effective social media can be as a persuasive technology are limited, especially in the context of developing countries. Therefore, this study attempts to evaluate the perceived impact of social media as a persuasive technology for businesses in Malaysia. To accomplish this, a questionnaire survey was conducted with 1,196 social media users. Geographical clustering sampling was used, together with simple random sampling to select participants for the survey, which was based in five regions in Malaysia. The outcome of the survey shows that social media can have a significant impact on business and that the majority of social media users perceive that social media content can indeed persuade people to purchase products or services offered. Furthermore, it was found that social media content can also significantly ...
Two studies to find out Malaysian students' preferences towards learning using mobile space ... more Two studies to find out Malaysian students' preferences towards learning using mobile space are conducted. This first study is a survey gathered from 591 secondary school students, age 13 to 17 years old. The main objective of the survey is to acquire relevant data to support ...
This paper defines electronic reading (e-reading) and then continues to discuss the diverse defin... more This paper defines electronic reading (e-reading) and then continues to discuss the diverse definitions of the main resource of e-reading, which are, electronic books (e-books). It then proceeds to describe the formats and standards of existing e-book initiatives, which are gaining wider interest since the introduction of portable electronic reading devices and software-based readers that provide users with a more realistic book reading experience. Advantages, disadvantages, and problems with paper-based reading are also explained. In addition, a study concerning an evaluation of e-reading satisfaction is described. Three different e-book formats (LIT, PDF, and HTML) were utilised to accomplish the primary aims of the study, which were to identify the most preferred format, associated software-based reader (Microsoft Reader, Adobe Acrobat Reader, Internet Explorer), and the potential of e-reading in the workplace. Based on a proposed preferred index, the results seem to suggest that...
Future research on youth participation and media should be designed for the perceived importance ... more Future research on youth participation and media should be designed for the perceived importance of the role of the media and its impact on youth. Therefore, a study was conducted to determine the issues that affect youth lives as voiced by them. The youth participation was tracked for six months through contents submitted to a web platform in the form of web tv, web radio and web journalism. This paper presents the issues in politics, social and economic that are seen as major concerns to the youth in marginalized communities in Malaysia. The highest viewed submissions are identified as the main issues.
The main aim of this study is to determine the validity and reliability of a questionnaire which ... more The main aim of this study is to determine the validity and reliability of a questionnaire which evaluates the design guideline of instructional media creation with DST concept (MPBPD) for touch screen tablet. The development of the instrument (Q-Qguide) involves content analysis from previous studies on digital media of guide line. Pilot study is conducted to ensure the feasibility of the real study which involved 147 respondents from the Institute of Teacher Education (ITE). The validation of the instrument is determined by face and content validity by seven experts, meanwhile construct analysis with statistical test. Five items and one construct are omitted in the analysis: two items in the face and content validity and three items using exploratory factor analysis (EFA). The reliability of the instrument is analyzed using Cronbach Alpha test which falls between 0.88 and 0.93. Overall findings indicate that there are 32 items with six constructs namely usefulness, ease to use, ea...
Journal and proceedings have become an important information source in contributing to the resear... more Journal and proceedings have become an important information source in contributing to the research outcomes, knowledge development and the latest technology finding. The main functions of scholarly journals are dissemination of information, assurance of quality standards, preservation of the archive, and recognition of authors. Printed journals and proceedings have been around for years. Some most popular and highly demanded are those published by publishers such as Pergamon, Elsevier Science, IEEE, AACE and ACM. With the advancement of computer and communication technology, a new term relating to journal has been introduced and this is discussed in the next section.
A mGBL engineering model is proposed intentionally for developing mGBL applications and is outlin... more A mGBL engineering model is proposed intentionally for developing mGBL applications and is outlined in this paper to provide novice developers with an integrated model with which they can approach more systematically the design and development of mGBL. The engineering model combines a game life cycle based on iterative prototyping and learning model, with supporting activities drawn from sources of best practice in mobile game development. This paper describes an experimental study involving the implementation of the proposed model with a group of undergraduate students who are taking Game Application Development course. The results indicate that the proposed model was practical and workable in developing mGBL applications compared to other models.
A considerable amount studies in the area of user-generated content (UGC) have highlighted the ad... more A considerable amount studies in the area of user-generated content (UGC) have highlighted the advancement of learner-generated content. Essentially, learner-generated comics (LGC) production refers to a technology-enhanced educational approach of empowering learners to creatively innovate digital comics.This paper describes a work in progress development of questionnaires for assessing LGC production model. In line with the learner-generated content quality indicator, LGC evaluation must have emphasis on both process and the produced content itself. Therefore, two major instruments are designed to validate the LGC production model and measure the quality of a LGC product.By adapting relevant comics, creative product, conceptual model constructs, attributes and dimensions from questionnaires by prior scholars, future work will focus on validating the constructed instruments.
Studies have shown that marginalization has in impact on the level of youth participation and eng... more Studies have shown that marginalization has in impact on the level of youth participation and engagement in social, political and economic processes.This study presents a study that attempts to determine the way in which youth in marginalized communities utilize new media to participate in the decision making process.It also aims to identify issues commonly raised by the youth and to ascertain whether there are any differences in the issues raised by the rural and urban youth in the marginalized communities. Data gathering for this study includes focus group discussions involving 51 participants from five different states in Malaysia, development of new media portal for youth (i.e., youth 4 Malaysia) and five intervention/training programmers involving 393 rural and urban youth of marginalized communities in Malaysia (the northern, central, southern, eastern and Sabah and Sarawak).The findings show that the participating youth are more interested to voice out issues related to socia...
It is said that the new trend of journal publication is moving toward open-peer review (OPR), whe... more It is said that the new trend of journal publication is moving toward open-peer review (OPR), where interaction among authors, reviewers and readers is considered crucial to the article selection and publication process. To ascertain this notion, a study involving 13 refereed journals in Malaysia was conducted. The result shows that 84.6% of the journal administrators are interested to move from double-blind review to open peer-review process. Although this is the case, no guidelines or models, either conceptually or otherwise, exist to assist the journal administration to migrate. With the intention of providing such required guidelines and models, especially in the Malaysian environment, the concept of Revamped Open-Peer Review Process is proposed.
Storytelling has been used traditionally around the world to educate informally from generation t... more Storytelling has been used traditionally around the world to educate informally from generation to generation.With the introduction and inclusion of technology and multimedia, storytelling crosses the boundary from being the informal medium to educate to one of the formal medium to educate people.The term coined for this type of storytelling is digital storytelling and it is gaining popularity nowadays among educators in educating students. This article is a concept article based on portions of literature review from a research that is still ongoing. The main purpose of the article is to inform and educate educators of the potentials of digital storytelling as the new medium in education domain and its power in leaving impact in delivering knowledge and information.It is highly hope that the article would enlighten people generally, and educators specifically of the power of digital storytelling in communicating knowledge and information.
Web 2.0 technologies and innovation of social and interactive authoring tools have garnered rapid... more Web 2.0 technologies and innovation of social and interactive authoring tools have garnered rapid transformation towards the practice of blended-learning approach. With learner-generated content projects, broad set of knowledge, media literacies, and soft skills are cultivated when learners actively produce their own educational materials; moving beyond traditional content consumers. Although there is an encouraging amount of study that focuses on learner-generated comics, pedagogical evaluation of comic authoring environments is still in its infancy. Therefore, this paper aims to outline the pedagogical aspects of several digital comic authoring systems based on Digital Storytelling pedagogical evaluation star. Six digital comic authoring tools are analyzed which are Bitstrips, Comic Life, Pixton, MakeBeliefsComix, Cartoon Maker, and Graphix Comic Builder. By classifying comic authoring tool’s pedagogical aspects using the provided criteria, this paper’s findings serve as a basis f...
Adaptive Augmented Reality responds to the user’s characteristics, interests and context with use... more Adaptive Augmented Reality responds to the user’s characteristics, interests and context with useful and effective real-time information. Users' needs are crucial in enhancing their interaction experience. Currently the emerging technology allows such better support. However, one of the problems identified is the lack of a formal definition of a model required by such technology to adapt to local context and environment. Furthermore, storytelling as a mechanism to enhance users' experience while interacting in such augmented reality space is rarely included. Therefore, the main aim of this research is to propose a formal definition of such model in the forms of user, context, interaction and environment models. These models will then be implemented in an archaeology field as a proof of concept. The main aim of this research is tp propose a formal definition of AAR model in the forms of user, context, interaction and environment models.
The electronic magazine (e-magazine) is a digitised magazine and an alternative source of reading... more The electronic magazine (e-magazine) is a digitised magazine and an alternative source of reading materials for students. In order to introduce this source of complementary materials, the design features of the magazine have to be identified and their perceived usefulness elucidated. In this study, an approach was undertaken to collect students’ design requirements. The perceived usefulness was measured for two different designs, namely, the exact printed appearance and the multimedia enhanced design. The results indicate that the multimedia-enhanced version appears to be more useful compared to the exact printed appearance.
Malaysian marginalized youth participation in nation building through various media platforms is ... more Malaysian marginalized youth participation in nation building through various media platforms is low. Therefore, an action plan was developed to enhance the social, political and economic participation of youth in marginalized communities through media utilization. The action plan consists of target items and approaches to conduct activities. Eight media-participation-related modules were also tested in an intervention study. The modules were targeted at increasing the level of youth media, social and political participation. Various agencies such as the Malaysian Youth Council, were involved to help realize the plan aims. Results from the stakeholders’ reviews indicated that more efforts have to be carried out to expose these youth to good practices in the use of social media for participation purposes. The findings also concluded that this action plan is well-formed, can serve as a guide, allows integration of cultural harmony and offers empowerment to the youth.
International Journal of E-Business Research, 2015
The use of social media for business purposes has been growing exponentially due to its great pot... more The use of social media for business purposes has been growing exponentially due to its great potential as an effective marketing tool. Nonetheless, studies which assess how effective social media can be as a persuasive technology are limited, especially in the context of developing countries. Therefore, this study attempts to evaluate the perceived impact of social media as a persuasive technology for businesses in Malaysia. To accomplish this, a questionnaire survey was conducted with 1,196 social media users. Geographical clustering sampling was used, together with simple random sampling to select participants for the survey, which was based in five regions in Malaysia. The outcome of the survey shows that social media can have a significant impact on business and that the majority of social media users perceive that social media content can indeed persuade people to purchase products or services offered. Furthermore, it was found that social media content can also significantly ...
Two studies to find out Malaysian students' preferences towards learning using mobile space ... more Two studies to find out Malaysian students' preferences towards learning using mobile space are conducted. This first study is a survey gathered from 591 secondary school students, age 13 to 17 years old. The main objective of the survey is to acquire relevant data to support ...
This paper defines electronic reading (e-reading) and then continues to discuss the diverse defin... more This paper defines electronic reading (e-reading) and then continues to discuss the diverse definitions of the main resource of e-reading, which are, electronic books (e-books). It then proceeds to describe the formats and standards of existing e-book initiatives, which are gaining wider interest since the introduction of portable electronic reading devices and software-based readers that provide users with a more realistic book reading experience. Advantages, disadvantages, and problems with paper-based reading are also explained. In addition, a study concerning an evaluation of e-reading satisfaction is described. Three different e-book formats (LIT, PDF, and HTML) were utilised to accomplish the primary aims of the study, which were to identify the most preferred format, associated software-based reader (Microsoft Reader, Adobe Acrobat Reader, Internet Explorer), and the potential of e-reading in the workplace. Based on a proposed preferred index, the results seem to suggest that...
Future research on youth participation and media should be designed for the perceived importance ... more Future research on youth participation and media should be designed for the perceived importance of the role of the media and its impact on youth. Therefore, a study was conducted to determine the issues that affect youth lives as voiced by them. The youth participation was tracked for six months through contents submitted to a web platform in the form of web tv, web radio and web journalism. This paper presents the issues in politics, social and economic that are seen as major concerns to the youth in marginalized communities in Malaysia. The highest viewed submissions are identified as the main issues.
The main aim of this study is to determine the validity and reliability of a questionnaire which ... more The main aim of this study is to determine the validity and reliability of a questionnaire which evaluates the design guideline of instructional media creation with DST concept (MPBPD) for touch screen tablet. The development of the instrument (Q-Qguide) involves content analysis from previous studies on digital media of guide line. Pilot study is conducted to ensure the feasibility of the real study which involved 147 respondents from the Institute of Teacher Education (ITE). The validation of the instrument is determined by face and content validity by seven experts, meanwhile construct analysis with statistical test. Five items and one construct are omitted in the analysis: two items in the face and content validity and three items using exploratory factor analysis (EFA). The reliability of the instrument is analyzed using Cronbach Alpha test which falls between 0.88 and 0.93. Overall findings indicate that there are 32 items with six constructs namely usefulness, ease to use, ea...
Journal and proceedings have become an important information source in contributing to the resear... more Journal and proceedings have become an important information source in contributing to the research outcomes, knowledge development and the latest technology finding. The main functions of scholarly journals are dissemination of information, assurance of quality standards, preservation of the archive, and recognition of authors. Printed journals and proceedings have been around for years. Some most popular and highly demanded are those published by publishers such as Pergamon, Elsevier Science, IEEE, AACE and ACM. With the advancement of computer and communication technology, a new term relating to journal has been introduced and this is discussed in the next section.
A mGBL engineering model is proposed intentionally for developing mGBL applications and is outlin... more A mGBL engineering model is proposed intentionally for developing mGBL applications and is outlined in this paper to provide novice developers with an integrated model with which they can approach more systematically the design and development of mGBL. The engineering model combines a game life cycle based on iterative prototyping and learning model, with supporting activities drawn from sources of best practice in mobile game development. This paper describes an experimental study involving the implementation of the proposed model with a group of undergraduate students who are taking Game Application Development course. The results indicate that the proposed model was practical and workable in developing mGBL applications compared to other models.
A considerable amount studies in the area of user-generated content (UGC) have highlighted the ad... more A considerable amount studies in the area of user-generated content (UGC) have highlighted the advancement of learner-generated content. Essentially, learner-generated comics (LGC) production refers to a technology-enhanced educational approach of empowering learners to creatively innovate digital comics.This paper describes a work in progress development of questionnaires for assessing LGC production model. In line with the learner-generated content quality indicator, LGC evaluation must have emphasis on both process and the produced content itself. Therefore, two major instruments are designed to validate the LGC production model and measure the quality of a LGC product.By adapting relevant comics, creative product, conceptual model constructs, attributes and dimensions from questionnaires by prior scholars, future work will focus on validating the constructed instruments.
Studies have shown that marginalization has in impact on the level of youth participation and eng... more Studies have shown that marginalization has in impact on the level of youth participation and engagement in social, political and economic processes.This study presents a study that attempts to determine the way in which youth in marginalized communities utilize new media to participate in the decision making process.It also aims to identify issues commonly raised by the youth and to ascertain whether there are any differences in the issues raised by the rural and urban youth in the marginalized communities. Data gathering for this study includes focus group discussions involving 51 participants from five different states in Malaysia, development of new media portal for youth (i.e., youth 4 Malaysia) and five intervention/training programmers involving 393 rural and urban youth of marginalized communities in Malaysia (the northern, central, southern, eastern and Sabah and Sarawak).The findings show that the participating youth are more interested to voice out issues related to socia...
It is said that the new trend of journal publication is moving toward open-peer review (OPR), whe... more It is said that the new trend of journal publication is moving toward open-peer review (OPR), where interaction among authors, reviewers and readers is considered crucial to the article selection and publication process. To ascertain this notion, a study involving 13 refereed journals in Malaysia was conducted. The result shows that 84.6% of the journal administrators are interested to move from double-blind review to open peer-review process. Although this is the case, no guidelines or models, either conceptually or otherwise, exist to assist the journal administration to migrate. With the intention of providing such required guidelines and models, especially in the Malaysian environment, the concept of Revamped Open-Peer Review Process is proposed.
Storytelling has been used traditionally around the world to educate informally from generation t... more Storytelling has been used traditionally around the world to educate informally from generation to generation.With the introduction and inclusion of technology and multimedia, storytelling crosses the boundary from being the informal medium to educate to one of the formal medium to educate people.The term coined for this type of storytelling is digital storytelling and it is gaining popularity nowadays among educators in educating students. This article is a concept article based on portions of literature review from a research that is still ongoing. The main purpose of the article is to inform and educate educators of the potentials of digital storytelling as the new medium in education domain and its power in leaving impact in delivering knowledge and information.It is highly hope that the article would enlighten people generally, and educators specifically of the power of digital storytelling in communicating knowledge and information.
Web 2.0 technologies and innovation of social and interactive authoring tools have garnered rapid... more Web 2.0 technologies and innovation of social and interactive authoring tools have garnered rapid transformation towards the practice of blended-learning approach. With learner-generated content projects, broad set of knowledge, media literacies, and soft skills are cultivated when learners actively produce their own educational materials; moving beyond traditional content consumers. Although there is an encouraging amount of study that focuses on learner-generated comics, pedagogical evaluation of comic authoring environments is still in its infancy. Therefore, this paper aims to outline the pedagogical aspects of several digital comic authoring systems based on Digital Storytelling pedagogical evaluation star. Six digital comic authoring tools are analyzed which are Bitstrips, Comic Life, Pixton, MakeBeliefsComix, Cartoon Maker, and Graphix Comic Builder. By classifying comic authoring tool’s pedagogical aspects using the provided criteria, this paper’s findings serve as a basis f...
Adaptive Augmented Reality responds to the user’s characteristics, interests and context with use... more Adaptive Augmented Reality responds to the user’s characteristics, interests and context with useful and effective real-time information. Users' needs are crucial in enhancing their interaction experience. Currently the emerging technology allows such better support. However, one of the problems identified is the lack of a formal definition of a model required by such technology to adapt to local context and environment. Furthermore, storytelling as a mechanism to enhance users' experience while interacting in such augmented reality space is rarely included. Therefore, the main aim of this research is to propose a formal definition of such model in the forms of user, context, interaction and environment models. These models will then be implemented in an archaeology field as a proof of concept. The main aim of this research is tp propose a formal definition of AAR model in the forms of user, context, interaction and environment models.
The electronic magazine (e-magazine) is a digitised magazine and an alternative source of reading... more The electronic magazine (e-magazine) is a digitised magazine and an alternative source of reading materials for students. In order to introduce this source of complementary materials, the design features of the magazine have to be identified and their perceived usefulness elucidated. In this study, an approach was undertaken to collect students’ design requirements. The perceived usefulness was measured for two different designs, namely, the exact printed appearance and the multimedia enhanced design. The results indicate that the multimedia-enhanced version appears to be more useful compared to the exact printed appearance.
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