| 1 |
TOUCH GESTURE INTERACTION OF PRE SCHOOL CHILDREN TOWARDS GAME APPLICATION USING TOUCH SCREEN GADJET
2015 International |
| 2 |
Touch Gesture Interaction of Preschool Children Towards Games Application Using Touch Screen Gadjet
2015 International |
| 3 |
Use Computer Game To Learn Object-Oriented Programming In Computer Science Courses
2014 International |
| 4 |
Improving Spatial Ability Using a Web-based Virtual Environment (WbVE)
2005 International |
| 5 |
Measuring Sustainable Development Education for Information Technology Education Program Review Using Staunch Criteria Instrument
2022 International |
| 6 |
Developing An Interactive Storybook Application 'Jack and the Dirty Smelly Beast' for English Language Proficiency Among Children
2021 International |
| 7 |
A Classification of Computational Thinking Model Based on Computational Thinking Abilities in Game-Based Learning Activities
2021 International |
| 8 |
Characterizing Computational Thinking for Tertiary Education Learning
2020 International |
| 9 |
Teaching Programming Using the Robot-Based Learning Approach
2020 International |
| 10 |
KEBERKESANAN ANIMASI CERITA RAKYAT INDIA TERHADAP MOTIVASI DALAM KALANGAN MURID TAHUN LIMA DI SJK(T) DAERAH KULIM
2020 International |
| 11 |
Keberkesanan Pengaplikasian Pemikiran Komputasional dalam Pembelajaran Berasaskan Permainan (PBP) bagi Topik Operasi Asas Darab Tahun Tiga
2020 International |
| 12 |
INTERAKSI KANAK-KANAK TERHADAP APLIKASI PERANTI INPUT TANPA SENTUHAN: SATU KAJIAN KES
2020 International |
| 13 |
The Design and Validation of a Tool to Measure Content Validity of a Computational Thinking Game-based Learning Module for Tertiary Educational Students
2022 International |
| 14 |
Design, Implementation and Evaluation of a Serious Game for Obesity Prevention among Preschool Children
2021 International |
| 15 |
Touch Gesture Interaction of Preschool Children Towards Games Application Using Touch Screen Gadget
2015 International |
| 16 |
Keberkesanan Permainan Persuasif Grafik Terhadap Perubahan Sikap Pemilihan Makanan Sihat Dalam Kalangan Murid-murid Tahun Dua
2017 International |
| 17 |
Menerokai kemahiran abad ke-21 kanak-kanak dalam proses reka bentuk permainan penceritaan digital
2015 International |
| 18 |
Interaksi gerakan sentuhan kanak-kanak prasekolah terhadap aplikasi permainan menggunakan gajet skrin sesentuh.
2015 International |
| 19 |
Computer game as learning and teaching tool for object oriented programming in higher education institution
2014 International |
| 20 |
Heuristic evaluation of children's authoring tool for game making.
2013 International |
| 21 |
A Milestone in Malaysia Airport Construction Industry:
A Case Study of Kuala Kumpur International Airport
(KLIA) Project Management
1999 International |
| 22 |
Reengineering Educational Technology for a Sustainable Future
2021 National |
| 23 |
Developing a Game-based Learning Assessment Framework towards Ubiquitous Computational Thinking among Undergraduate Students
2021 National |
| 24 |
A Preliminary Observation of Teacher Challenges in Implementing Home-based Teaching and Learning.
2021 National |
| 25 |
Kemahiran Meta Kognitif Kanak-Kanak dalam Penggunaan Perisian dan Peranti Input Tanpa Sentuhan Leap Motion
2020 National |
| 26 |
Tahap Persetujuan Pelajar Tingkatan Dua Terhadap Penggunaan Koswer Penceritaan Digital bagi Matapelajaran Sejarah
2019 National |
| 27 |
A Comparative Study of Formative Assessment Tools
2019 National |
| 28 |
Culminating Final Year Project Experiences Among Computing Undergraduate Students in UPSI
2021 National |
| 29 |
Keupayaan Murid Sekolah Rendah Mempelajari dan Menerokai Bahasa Pengaturcaraan Visual
2016 National |
| 30 |
Keberkesanan Penggunaan Kaedah Frog VLE Terhadap Pencapaian Matematik Sekolah Rendah
2017 National |
| 31 |
Kreativiti dan kemahiran kanak-kanak dalam mereka bentuk permainan digital bagi tujuan pembelajaran.
2013 National |
| 32 |
Robotik Pendidikan: Tinjauan Literatur Sistematik
2024
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| 33 |
Thematic Analysis of Student's Reflections on ProNaja X2 – Board Game in Learning Basic Programming
2025
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| 34 |
Analyzing Educational Game Design Elements for Children's Socioemotional Development After Pandemic COVID-19
2024
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| 35 |
Menganalisis Elemen Reka Bentuk Permainan Pembelajaran bagi Perkembangan Sosioemosi Kanak-Kanak Selepas Pandemik COVID-19
2024
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| 36 |
Research on Capture the Flag Exercises for Cybersecurity Skill Training Among Malaysian Undergraduates
2024
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