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Zamzami Zainuddin

Biographic Data

ID5740895
NAMEZamzami Zainuddin
GIVEN NAMESZamzami
FAMILY NAMEZainuddin
SIGNATUREZAINUDDIN Z
AFFILIATIONSUniversity of Hong Kong
ORCID0000-0002-4851-4102
VERIFIEDYes
TOTAL WORKS19
TOTAL CITATIONS0
AUTHOR COUNT19
EDITOR COUNT0
FIRST PUBLICATION YEAR2018
LATEST PUBLICATION YEAR2026
H-INDEX0
  • Sociocultural Game-Based Interactive Digital Simulations

    Open Access•Slamet Arifin, Adi Atmoko et al.•ARTICLE•Pertanika Journal of Social…•2026

    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

    Open Access•Zamzami Zainuddin, Michael Sailer et al.•ARTICLE•Educational Technology Research…•2026

    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

    Open Access•Na Jiang, Rui Deng et al.•ARTICLE•Asia Pacific Journal of Education•2026

  • The role of non-fungible tokens in education

    Open Access•Agariadne Dwinggo Samala, Soha Rawas et al.•ARTICLE•Social Sciences & Humanities Open•2025

    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

    Open Access•Xiaoyu Wang, Wang Xiaoyu et al.•ARTICLE•On the Horizon The International…•2025•References: 1

    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

    Open Access•Zamzami Zainuddin•ARTICLE•Asia Pacific Education Review•2024

  • The relationship between technological pedagogical content knowledge and belief among preservice mathematics teachers

    Open Access•Riyan Hidayat, Zamzami Zainuddin et al.•ARTICLE•Acta Psychologica•2024

    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

    Hussein Haruna, Zamzami Zainuddin et al.•ARTICLE•Interactive Learning Environments•2023

    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

    Open Access•Shen Qiao, Susanna Siu-Sze Yeung et al.•ARTICLE•British Journal of Educational…•2023

    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

    Open Access•Jiang, Corinne Jacqueline Perera et al.•ARTICLE•Australasian Journal of…•2023

    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

    Xiuhan Li, Yuqin Yang et al.•ARTICLE•Asia Pacific Journal of Education•2022

    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

    Open Access•Habiburrahim Habiburrahim, Ika Kana Trisnawati et al.•ARTICLE•Qualitative Report•2021•References: 1

    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

    Open Access•Zamzami Zainuddin, Samuel Kai Wah Chu et al.•ARTICLE•Educational Research Review•2020

  • The role of gamified e-quizzes on student learning and engagement

    Open Access•Zamzami Zainuddin, Muhammad Shujahat et al.•ARTICLE•Computers & Education•2020

  • The Pedagogical Frontiers of Urban Higher Education

    Open Access•Corinne Jacqueline Perera, Zamzami Zainuddin et al.•ARTICLE•Education and Urban Society•2020•References: 22

    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

    Open Access•Zamzami Zainuddin, Habiburrahim Habiburrahim et al.•ARTICLE•Indonesian Journal of Applied…•2019

    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

    Open Access•Zamzami Zainuddin, Hussein Haruna et al.•ARTICLE•On the Horizon The International…•2019

  • Students' learning performance and perceived motivation in gamified flipped-class instruction

    Open Access•Zamzami Zainuddin•ARTICLE•Computers & Education•2018

  • Supporting students’ self-directed learning in the flipped classroom through the LMS TES BlendSpace

    Open Access•Zamzami Zainuddin, Corinne Jacqueline Perera•ARTICLE•On the Horizon The International…•2018

    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…

No prominent works on this page.

  • Students' learning performance and perceived motivation in gamified flipped-class instruction

    Open Access•Zamzami Zainuddin•ARTICLE•Computers & Education•2018

  • Supporting students’ self-directed learning in the flipped classroom through the LMS TES BlendSpace

    Open Access•Zamzami Zainuddin, Corinne Jacqueline Perera•ARTICLE•On the Horizon The International…•2018

    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

    Open Access•Zamzami Zainuddin, Habiburrahim Habiburrahim et al.•ARTICLE•Indonesian Journal of Applied…•2019

    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

    Open Access•Zamzami Zainuddin, Hussein Haruna et al.•ARTICLE•On the Horizon The International…•2019

  • The impact of gamification on learning and instruction

    Open Access•Zamzami Zainuddin, Samuel Kai Wah Chu et al.•ARTICLE•Educational Research Review•2020

  • The role of gamified e-quizzes on student learning and engagement

    Open Access•Zamzami Zainuddin, Muhammad Shujahat et al.•ARTICLE•Computers & Education•2020

  • The Pedagogical Frontiers of Urban Higher Education

    Open Access•Corinne Jacqueline Perera, Zamzami Zainuddin et al.•ARTICLE•Education and Urban Society•2020•References: 22

    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

    Open Access•Habiburrahim Habiburrahim, Ika Kana Trisnawati et al.•ARTICLE•Qualitative Report•2021•References: 1

    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

    Xiuhan Li, Yuqin Yang et al.•ARTICLE•Asia Pacific Journal of Education•2022

    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

    Hussein Haruna, Zamzami Zainuddin et al.•ARTICLE•Interactive Learning Environments•2023

    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

    Open Access•Shen Qiao, Susanna Siu-Sze Yeung et al.•ARTICLE•British Journal of Educational…•2023

    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

    Open Access•Jiang, Corinne Jacqueline Perera et al.•ARTICLE•Australasian Journal of…•2023

    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

    Open Access•Zamzami Zainuddin•ARTICLE•Asia Pacific Education Review•2024

  • The relationship between technological pedagogical content knowledge and belief among preservice mathematics teachers

    Open Access•Riyan Hidayat, Zamzami Zainuddin et al.•ARTICLE•Acta Psychologica•2024

    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

    Open Access•Agariadne Dwinggo Samala, Soha Rawas et al.•ARTICLE•Social Sciences & Humanities Open•2025

    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

    Open Access•Xiaoyu Wang, Wang Xiaoyu et al.•ARTICLE•On the Horizon The International…•2025•References: 1

    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

    Open Access•Slamet Arifin, Adi Atmoko et al.•ARTICLE•Pertanika Journal of Social…•2026

    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

    Open Access•Zamzami Zainuddin, Michael Sailer et al.•ARTICLE•Educational Technology Research…•2026

    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

    Open Access•Na Jiang, Rui Deng et al.•ARTICLE•Asia Pacific Journal of Education•2026

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)

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