Zamzami Zainuddin
Biographic Data
| ID | 5740895 |
|---|---|
| NAME | Zamzami Zainuddin |
| GIVEN NAMES | Zamzami |
| FAMILY NAME | Zainuddin |
| SIGNATURE | ZAINUDDIN Z |
| AFFILIATIONS | University of Hong Kong |
| ORCID | 0000-0002-4851-4102 |
| VERIFIED | Yes |
| TOTAL WORKS | 19 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 19 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2018 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Sociocultural Game-Based Interactive Digital Simulations
In this study, we explore the implementation of a sociocultural game-based interactive digital simulation titled The Adventure of Adit in the Fruit Store game in mathematics learning. The microgenetic method was applied to examine the dynamic changes in students' word problem-solving (WPS) abilities. A total of 140 first-grade students, comprising 57 boys and 83 girls with an average age of 6 to 7 years, participated in six mathematics sessions. …
Quiz-based inquiry
Synchronous online lectures often rely on static slide presentations and end-of-session quizzes, limiting sustained cognitive engagement and meaningful interaction. This study introduces quiz-based inquiry (QBI), an incremental, lecture-embedded instructional approach that distributes low-stakes quiz prompts across live sessions to regulate attention, stimulate reasoning, and integrate feedback within the progression of instruction. Rather than f…
Strategic leadership behaviours in Chinese schools
The role of non-fungible tokens in education
Non-fungible tokens (NFTs) possess transformative potential in the educational sector, facilitating digital content creation, ownership, and exchange while fostering advancements in personalized learning, certification, and resource sharing. Despite their promise, the integration of NFTs in education remains in its early stages, with existing research largely concentrating on technical and economic perspectives. This study presents a systematic r…
Evaluating the efficacy of ChatGPT in environmental education
Purpose This study aims to investigate ChatGPT’s potential in environmental education concerning sustainable development goals. Heuristic evaluation and usability testing identify critical usability issues, including inadequate multimedia support, language barriers and insufficient fact-checking capabilities. Design/methodology/approach The study uses heuristic evaluation and usability testing to assess ChatGPT’s efficacy in environmental educati…
Integrating ease of use and affordable gamification-based instruction into a remote learning environment
The relationship between technological pedagogical content knowledge and belief among preservice mathematics teachers
The increasing interest in exploring beliefs about teaching mathematics with technology has led educators to employ belief systems as a framework for understanding the impact of technology on math instruction. However, the complex nature of pre-service teachers' beliefs in teaching mathematics with technology involves various dimensions. This study aims to investigate the predictive relationship between Technological Pedagogical Content Knowledge…
Improving instruction and sexual health literacy with serious games and gamification interventions
This study evaluates the effect of game mechanics by employing serious games and gamification for improving learning outcomes. This is done by considering the performances of the students in terms of the test scores. In the quasi-experimental set-up, which consists of 108 students in their intact three classes attended a series of lessons on sexual health course that was delivered using serious games, gamification, and conventional training eleme…
Examining the effects of mixed and non‐digital gamification on students' learning performance, cognitive engagement and course satisfaction
Gamification is typically implemented digitally. However, digital gamification is not always possible because of limited resources and logistical problems. It is thus necessary to explore low‐threshold gamification methods that can be easily adopted in classrooms. One such method is non‐digital gamification using physical game design elements. Currently, the literature provides a limited understanding of the design and effects of non‐digital gami…
Home-campus nexus
This article outlines the trajectory of China’s higher education and its strategy of pioneering a brand-new smart e-learning environment that has functionally molded China into a hybrid educational hub. This paper chronicles the almanac of China’s offline campus education, depicting how it technologically evolved into an e-learning home-campus nexus. A sequential mixed-methods design was employed to shed light on students’ readiness levels toward…
Applying blended synchronous teaching and learning for flexible learning in higher education
Due to the challenges of all-round development, higher-education students are increasingly demanding more flexible learning that goes beyond the on-campus/online dichotomy. However, university students miss learning opportunities because of the conflict of time and space. Blended learning is an effective way to create more learning opportunities and support university students’ flexible learning, but its implementation varies across contexts. Thi…
Scrutinizing Cheating Behavior among EFL Students at Islamic Higher Education Institutions in Indonesia
Cheating has been a significant issue over the years throughout the world, including in Indonesian Higher Education. In this study, we aimed to explore students’ perceptions of cheating, the practices they engage in when they cheat, the factors influencing their behavior, and possible solutions to stop cheating in the context of Islamic Higher Education. This mixed methods research involved 43 undergraduate students in the Department of English L…
The impact of gamification on learning and instruction
The role of gamified e-quizzes on student learning and engagement
The Pedagogical Frontiers of Urban Higher Education
Teachers of urban higher education institutions often explore new methods of teaching using innovative techno-pedagogical approaches. This study reports on postgraduate students’ perceptions of the blended learning mode of delivery, co-taught by two lecturers concurrently during the “Qualitative Research” elective course offered for the Master of Educational Leadership program, in a reputed Malaysian university. A qualitative action research meth…
How do students become self-directed learners in the EFL flipped-class pedagogy? A study in higher education
The purpose of this study was to identify the impact of implementing a Learning Management System (LMS) ‘TES BlendSpace’ to promote students’ self-directed learning in EFL flipped-class instruction. For the data collection procedure, an individual interview with ten undergraduate students from an Indonesian college was conducted to demonstrate the potential impacts of the LMS in students’ self-directed learning abilities. The observation of stude…
A systematic review of flipped classroom empirical evidence from different fields
Students' learning performance and perceived motivation in gamified flipped-class instruction
Supporting students’ self-directed learning in the flipped classroom through the LMS TES BlendSpace
Purpose This paper aims to examine the impact of the learning management system (LMS), in promoting students’ self-directed experiential learning using the flipped classroom approach. This study further evaluates the effectiveness of integrating video lectures, perceived as a social interface, for students to watch, prior to their class session conducted in class. Design/methodology/approach This is a case study that investigated a group of under…
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Students' learning performance and perceived motivation in gamified flipped-class instruction
Supporting students’ self-directed learning in the flipped classroom through the LMS TES BlendSpace
Purpose This paper aims to examine the impact of the learning management system (LMS), in promoting students’ self-directed experiential learning using the flipped classroom approach. This study further evaluates the effectiveness of integrating video lectures, perceived as a social interface, for students to watch, prior to their class session conducted in class. Design/methodology/approach This is a case study that investigated a group of under…
How do students become self-directed learners in the EFL flipped-class pedagogy? A study in higher education
The purpose of this study was to identify the impact of implementing a Learning Management System (LMS) ‘TES BlendSpace’ to promote students’ self-directed learning in EFL flipped-class instruction. For the data collection procedure, an individual interview with ten undergraduate students from an Indonesian college was conducted to demonstrate the potential impacts of the LMS in students’ self-directed learning abilities. The observation of stude…
A systematic review of flipped classroom empirical evidence from different fields
The impact of gamification on learning and instruction
The role of gamified e-quizzes on student learning and engagement
The Pedagogical Frontiers of Urban Higher Education
Teachers of urban higher education institutions often explore new methods of teaching using innovative techno-pedagogical approaches. This study reports on postgraduate students’ perceptions of the blended learning mode of delivery, co-taught by two lecturers concurrently during the “Qualitative Research” elective course offered for the Master of Educational Leadership program, in a reputed Malaysian university. A qualitative action research meth…
Scrutinizing Cheating Behavior among EFL Students at Islamic Higher Education Institutions in Indonesia
Cheating has been a significant issue over the years throughout the world, including in Indonesian Higher Education. In this study, we aimed to explore students’ perceptions of cheating, the practices they engage in when they cheat, the factors influencing their behavior, and possible solutions to stop cheating in the context of Islamic Higher Education. This mixed methods research involved 43 undergraduate students in the Department of English L…
Applying blended synchronous teaching and learning for flexible learning in higher education
Due to the challenges of all-round development, higher-education students are increasingly demanding more flexible learning that goes beyond the on-campus/online dichotomy. However, university students miss learning opportunities because of the conflict of time and space. Blended learning is an effective way to create more learning opportunities and support university students’ flexible learning, but its implementation varies across contexts. Thi…
Improving instruction and sexual health literacy with serious games and gamification interventions
This study evaluates the effect of game mechanics by employing serious games and gamification for improving learning outcomes. This is done by considering the performances of the students in terms of the test scores. In the quasi-experimental set-up, which consists of 108 students in their intact three classes attended a series of lessons on sexual health course that was delivered using serious games, gamification, and conventional training eleme…
Examining the effects of mixed and non‐digital gamification on students' learning performance, cognitive engagement and course satisfaction
Gamification is typically implemented digitally. However, digital gamification is not always possible because of limited resources and logistical problems. It is thus necessary to explore low‐threshold gamification methods that can be easily adopted in classrooms. One such method is non‐digital gamification using physical game design elements. Currently, the literature provides a limited understanding of the design and effects of non‐digital gami…
Home-campus nexus
This article outlines the trajectory of China’s higher education and its strategy of pioneering a brand-new smart e-learning environment that has functionally molded China into a hybrid educational hub. This paper chronicles the almanac of China’s offline campus education, depicting how it technologically evolved into an e-learning home-campus nexus. A sequential mixed-methods design was employed to shed light on students’ readiness levels toward…
Integrating ease of use and affordable gamification-based instruction into a remote learning environment
The relationship between technological pedagogical content knowledge and belief among preservice mathematics teachers
The increasing interest in exploring beliefs about teaching mathematics with technology has led educators to employ belief systems as a framework for understanding the impact of technology on math instruction. However, the complex nature of pre-service teachers' beliefs in teaching mathematics with technology involves various dimensions. This study aims to investigate the predictive relationship between Technological Pedagogical Content Knowledge…
The role of non-fungible tokens in education
Non-fungible tokens (NFTs) possess transformative potential in the educational sector, facilitating digital content creation, ownership, and exchange while fostering advancements in personalized learning, certification, and resource sharing. Despite their promise, the integration of NFTs in education remains in its early stages, with existing research largely concentrating on technical and economic perspectives. This study presents a systematic r…
Evaluating the efficacy of ChatGPT in environmental education
Purpose This study aims to investigate ChatGPT’s potential in environmental education concerning sustainable development goals. Heuristic evaluation and usability testing identify critical usability issues, including inadequate multimedia support, language barriers and insufficient fact-checking capabilities. Design/methodology/approach The study uses heuristic evaluation and usability testing to assess ChatGPT’s efficacy in environmental educati…
Sociocultural Game-Based Interactive Digital Simulations
In this study, we explore the implementation of a sociocultural game-based interactive digital simulation titled The Adventure of Adit in the Fruit Store game in mathematics learning. The microgenetic method was applied to examine the dynamic changes in students' word problem-solving (WPS) abilities. A total of 140 first-grade students, comprising 57 boys and 83 girls with an average age of 6 to 7 years, participated in six mathematics sessions. …
Quiz-based inquiry
Synchronous online lectures often rely on static slide presentations and end-of-session quizzes, limiting sustained cognitive engagement and meaningful interaction. This study introduces quiz-based inquiry (QBI), an incremental, lecture-embedded instructional approach that distributes low-stakes quiz prompts across live sessions to regulate attention, stimulate reasoning, and integrate feedback within the progression of instruction. Rather than f…
Strategic leadership behaviours in Chinese schools
Psychology (14 works) · Mathematics education (12 works) · Computer Science (11 works) · Pedagogy (8 works) · Educational Games and Gamification (5 works) · Educational technology (5 works) · Higher education (5 works) · Innovative Teaching Methods (5 works) · Online and Blended Learning (5 works) · Online Learning and Analytics (5 works)