March 24, 2020Fabricated and Shia Malay Translated Hadith as Negative Fuzzy Logic Ranking Indicator on Malay Information RetrievalShaiful Bakhtiar Rodzman, Sumayyah Hasbullah, Normaly Kamal Ismail, Nurazzah Abd Rahman, Zulhilmi Mohamed Nor and Ahmad Yunus Mohd Noor
March 24, 2020A Historical Educational Game for Learning Support: Design and Evaluation of Pre-MortemSuhaila Khalip, Muhammad Amirul Ramli and Muhammad Irsyad Abdullah
March 24, 2020Leaderboard: Analysis Review Behind the Usage in GamificationMageswaran Sanmugam and Hasnah Mohamed
March 24, 2020Abstract or Realistic Style: Inclusive Designing for Student Experience in Educational GamesLilian Lee Shiau Gee and Jasni Dolah
March 24, 2020Developing Mobile Learning Contents Using MLOCYussuf Yakubu, Muhammad Rafie Mohd Arshad, Rogers Phillip Bhalaluses, Hasimah Mohamed and Mu'azu Abubakar Ahmed
March 24, 2020Exploring the Potential of My Speaking App as a Non-Face-To-Face (NF2F) Language Learning in 4.0 EducationFazilawati Harun and Supyan Hussin
March 24, 2020Exploring the Use of Mobile Apps for Learning: A Case Study on Final Year Engineering Undergraduates in MalaysiaJeya Amantha Kumar, Segar Rajamanickam and Sharifah Osman
March 24, 2020Digital Game-Based Language Learning: A Review of Research Trends on Second Language AcquisitionNur Izzah Osman and Siti Nazleen Abdul Rabu
March 24, 2020Peer Interaction Patterns in a Collaborative Learning Environment Using Google DocsSiti Nazleen Abdul Rabu and Nor Shahida Badlishah
March 24, 2020Incorporating Rewards as Engagement-Motivational Element in Digital Traditional GamesWan Ahmad Jaafar Wan Yahaya and Noraziah ChePa
March 24, 2020Examining Kindergarten Students’ Motivation on Augmented Reality Apps: A Survey using EmoticonsNurullizam Jamiat and Noor Fatin Nadia Othman
March 24, 2020Methods for Measuring Engagement in the Blended Learning Environment: A Review PaperReem Sulaiman Baragash