Baharuddin Aris
Universiti Teknologi Malaysia
Higher educationEngineeringMathematics educationPsychologyBlended learningEducational technologySynchronous learningPedagogyActive learningHigher-order thinkingFlipped classroomSocratic methodExperiential learningComputer scienceProcess (engineering)MultimediaMedical educationCooperative learningCritical thinkingKnowledge managementInformation and Communications TechnologyTeaching methodLearning sciences
130Publications
9H-index
286Citations
Publications 130
Newest
May 25, 2016 in ICoICT (International Conference on Information and Communication Technology)
#1Salihuddin Md Suhadi (UTM: Universiti Teknologi Malaysia)H-Index: 3
#2Hasnah Mohamed (UTM: Universiti Teknologi Malaysia)H-Index: 6
Last. Mageswaran Sanmugam (UTM: Universiti Teknologi Malaysia)H-Index: 4
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Creative thinking is an aspect that should be given priority in the process of preparing a student to master higher-order thinking. It is particularly required, when an individual is in a situation to diversify the solutions of a problem to keep up with the current requirements. The process of acquiring creative thinking requires an environment that responds spontaneously for a solution. By using Socratic questioning, students will be given provocative questions to trigger spontaneous ideas alon...
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May 25, 2016 in ICoICT (International Conference on Information and Communication Technology)
#1Mageswaran Sanmugam (UTM: Universiti Teknologi Malaysia)H-Index: 4
#2Zaleha Abdullah (UTM: Universiti Teknologi Malaysia)H-Index: 8
Last. Salihuddin Md Suhadi (UTM: Universiti Teknologi Malaysia)H-Index: 3
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Gamification is a new form of approach that is being looked into in the world of education. With its game elements that relates to the needs of the current generation of users whose life is entangled in the world of technology. Yet the use of technology is not a one size fits all deal; thus it is important to identify how certain gamification elements influences students. This is vital point that needs to be understood before endeavouring further into the infusion of gamification in education. W...
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#2N. Mohd ZaidH-Index: 1
Last. Baharuddin ArisH-Index: 9
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#2N. Mohd ZaidH-Index: 1
Last. Baharuddin ArisH-Index: 9
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#2Zaleha AbdullahH-Index: 8
Last. Baharuddin ArisH-Index: 9
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#1Mohd Shafie Rosli (UTM: Universiti Teknologi Malaysia)H-Index: 6
#2Nor Shela Saleh (UTM: Universiti Teknologi Malaysia)H-Index: 2
Last. Shaharuddin Salleh (UTM: Universiti Teknologi Malaysia)H-Index: 18
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This study was conducted to construct a model on ubiquitous hub for digital natives. Respondents were 250 digital native generation students, from a higher learning institution in Malaysia. The result of the regression, structural equation model and path analysis revealed that multitask as well as gratification and reward nurture digital natives to learn in ubiquitous computing environment. Digital natives characteristics of reliant on graphic for communication, and attitude toward technology ar...
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#2Hasnah MohamedH-Index: 6
Last. Zaleha AbdullahH-Index: 8
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Technology has long been touted as a means to change the chalk and talk method used by teachers for centuries before. As the turn of the century brought innovations to the tech of learning, constants changes has to be made to learning in line with the need of the students. The existence of game based learning and its latest evolutionary of approach known as gamification has shown promise as an educational technology tool. The use of game elements as proposed by gamification can allow the teacher...
#1Azlina A. RahmanH-Index: 3
Last. Hasnah MohamedH-Index: 6
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Kerangka kajian pelaksanaan pembelajaran kaedah flipped classroom berdasarkan pembelajaran berasaskan projek menerusi proses scaffolding dibina untuk menerangkan bagaimana struktur idea yang dibentuk digunakan sebagai asas dalam merancang dan melaksanakan kaedah flipped classroom. Kerangka kajian ini juga dibangunkan dengan mengambil kira gaya pembelajaran pelajar di Sekolah Berasrama Penuh (SBP). Pembangunan kerangka kajian ini merangkumi dua fasa pembelajaran bagi kaedah flipped classroom iait...
#1Suhaimi Zakaria Othman (UTM: Universiti Teknologi Malaysia)
Last. Baharuddin ArisH-Index: 9
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Studies on Blended Learning flourishingly have become main interest now in T&L approach. A lot of Model of Instruction venture on how to integrate technology with T&L especially involving Online Learning. In these studies, we will focus on Station Rotation Model which is one of the pedagogy approaches in delivering the content and inducing the Higher Order Thinking skill (HOTs) among the secondary student in Malaysia. Adoption and the hybridisation of this so call Blended Learning Model with Mal...
The aims of this study are to probe into the motivational factors toward the usage of e-learning and social media among educational technology postgraduate students in the Faculty of Education, Universiti Teknologi Malaysia. This study had involved 70 respondents via the means of a questionnaire. Four factors have been studied, named, the factor of technology, exposure, content and social influence. Via Structural Equation Modeling (SEM), this research uncovers that respondents usage of e-learni...
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