Penilaian penggunaan peranti input tanpa sentuhan terhadap kemahiran Meta Kognitif dalam kalangan kanak-kanak
<p>Kajian ini bertujuan mengukur penggunaan peranti input tanpa sentuhan dalam meningkatkan</p><p>kemahiran meta kognitif dalam kalangan kanak-kanak. Pendekatan kualitatif dengan reka bentuk</p><p>kajian lapangan dilaksanakan dala...
Saved in:
Main Author: | |
---|---|
Format: | thesis |
Language: | zsm |
Published: |
2020
|
Subjects: | |
Online Access: | https://ir.upsi.edu.my/detailsg.php?det=7075 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
id |
oai:ir.upsi.edu.my:7075 |
---|---|
record_format |
uketd_dc |
institution |
Universiti Pendidikan Sultan Idris |
collection |
UPSI Digital Repository |
language |
zsm |
topic |
|
spellingShingle |
Suhairun Nizam Supal Penilaian penggunaan peranti input tanpa sentuhan terhadap kemahiran Meta Kognitif dalam kalangan kanak-kanak |
description |
<p>Kajian ini bertujuan mengukur penggunaan peranti input tanpa sentuhan dalam meningkatkan</p><p>kemahiran meta kognitif dalam kalangan kanak-kanak. Pendekatan kualitatif dengan reka bentuk</p><p>kajian lapangan dilaksanakan dalam kajian ini. Data dari lapangan dikumpulkan menggunakan teknik</p><p>temu bual, pemerhatian dan analisis dokumen. Proses triangulasi dilakukan bagi</p><p>mengesahkan data dari tiga teknik pengumpulan data yang dijalankan. Responden terdiri</p><p>daripada sepuluh orang kanak- kanak berumur di bawah empat tahun dari NCDRC, UPSI bersama empat</p><p>orang guru taska. Data dianalisa menggunakan kaedah tipologi dengan pengkelasan data mengikut</p><p>kategori bersistematik. Inventori Kesedaran Meta Kognitif diadaptasikan sebagai instrumen</p><p>kajian untuk menentukan tahap strategi kesedaran meta kognitif dalam kalangan kanak-kanak.</p><p>Hasil menunjukkan penggunaan peranti input tanpa sentuhan meningkatkan kemahiran skil motor </p><p>halus kanak-kanak dari segi pengawalan pergerakan tangan. Wujud perbezaan meta-tumpuan</p><p>mengikut umur dan terdapat peningkatan meta-pemahaman dari aspek penerimaan dan adaptasi</p><p>terhadap interaksi penggunaan peranti berkenaan. Hasil kajian menyatakan bahawa masih</p><p>terlalu awal untuk menilai hubungan pengalaman kanak-kanak dalam setiap fasa meta kognitif yang</p><p>dikaji (menilai, memantau dan regulasi). Hasil kajian ini turut menyokong teori Model Penerimaan</p><p>Teknologi dari aspek meningkatkan kemahiran meta kognitif (menilai, memantau dan</p><p>regulasi). Kesimpulannya, kajian ini telah mengenal pasti tiga tema utama iaitu</p><p>meta-tumpuan, meta-pemahaman dan refleksi dalam memberi kesan yang positif terhadap peningkatan</p><p>kemahiran kemahiran meta kognitif. Kajian ini memberi implikasi bahawa peranti input tanpa sentuhan</p><p>sesuai digunakan untuk meningka kan kemahiran meta kognitif dan kemahiran motor halus dalam kalangan kanak-kanak.</p><p></p> |
format |
thesis |
qualification_name |
|
qualification_level |
Doctorate |
author |
Suhairun Nizam Supal |
author_facet |
Suhairun Nizam Supal |
author_sort |
Suhairun Nizam Supal |
title |
Penilaian penggunaan peranti input tanpa sentuhan terhadap kemahiran Meta Kognitif dalam kalangan kanak-kanak |
title_short |
Penilaian penggunaan peranti input tanpa sentuhan terhadap kemahiran Meta Kognitif dalam kalangan kanak-kanak |
title_full |
Penilaian penggunaan peranti input tanpa sentuhan terhadap kemahiran Meta Kognitif dalam kalangan kanak-kanak |
title_fullStr |
Penilaian penggunaan peranti input tanpa sentuhan terhadap kemahiran Meta Kognitif dalam kalangan kanak-kanak |
title_full_unstemmed |
Penilaian penggunaan peranti input tanpa sentuhan terhadap kemahiran Meta Kognitif dalam kalangan kanak-kanak |
title_sort |
penilaian penggunaan peranti input tanpa sentuhan terhadap kemahiran meta kognitif dalam kalangan kanak-kanak |
granting_institution |
Universiti Pendidikan Sultan Idris |
granting_department |
Fakulti Seni, Komputeran dan Industri Kreatif |
publishDate |
2020 |
url |
https://ir.upsi.edu.my/detailsg.php?det=7075 |
_version_ |
1747833351068188672 |
spelling |
oai:ir.upsi.edu.my:70752022-05-19 Penilaian penggunaan peranti input tanpa sentuhan terhadap kemahiran Meta Kognitif dalam kalangan kanak-kanak 2020 Suhairun Nizam Supal <p>Kajian ini bertujuan mengukur penggunaan peranti input tanpa sentuhan dalam meningkatkan</p><p>kemahiran meta kognitif dalam kalangan kanak-kanak. Pendekatan kualitatif dengan reka bentuk</p><p>kajian lapangan dilaksanakan dalam kajian ini. Data dari lapangan dikumpulkan menggunakan teknik</p><p>temu bual, pemerhatian dan analisis dokumen. Proses triangulasi dilakukan bagi</p><p>mengesahkan data dari tiga teknik pengumpulan data yang dijalankan. Responden terdiri</p><p>daripada sepuluh orang kanak- kanak berumur di bawah empat tahun dari NCDRC, UPSI bersama empat</p><p>orang guru taska. Data dianalisa menggunakan kaedah tipologi dengan pengkelasan data mengikut</p><p>kategori bersistematik. Inventori Kesedaran Meta Kognitif diadaptasikan sebagai instrumen</p><p>kajian untuk menentukan tahap strategi kesedaran meta kognitif dalam kalangan kanak-kanak.</p><p>Hasil menunjukkan penggunaan peranti input tanpa sentuhan meningkatkan kemahiran skil motor </p><p>halus kanak-kanak dari segi pengawalan pergerakan tangan. Wujud perbezaan meta-tumpuan</p><p>mengikut umur dan terdapat peningkatan meta-pemahaman dari aspek penerimaan dan adaptasi</p><p>terhadap interaksi penggunaan peranti berkenaan. Hasil kajian menyatakan bahawa masih</p><p>terlalu awal untuk menilai hubungan pengalaman kanak-kanak dalam setiap fasa meta kognitif yang</p><p>dikaji (menilai, memantau dan regulasi). Hasil kajian ini turut menyokong teori Model Penerimaan</p><p>Teknologi dari aspek meningkatkan kemahiran meta kognitif (menilai, memantau dan</p><p>regulasi). Kesimpulannya, kajian ini telah mengenal pasti tiga tema utama iaitu</p><p>meta-tumpuan, meta-pemahaman dan refleksi dalam memberi kesan yang positif terhadap peningkatan</p><p>kemahiran kemahiran meta kognitif. Kajian ini memberi implikasi bahawa peranti input tanpa sentuhan</p><p>sesuai digunakan untuk meningka kan kemahiran meta kognitif dan kemahiran motor halus dalam kalangan kanak-kanak.</p><p></p> 2020 thesis https://ir.upsi.edu.my/detailsg.php?det=7075 https://ir.upsi.edu.my/detailsg.php?det=7075 text zsm closedAccess Doctoral Universiti Pendidikan Sultan Idris Fakulti Seni, Komputeran dan Industri Kreatif <p>Abas, W.A.W. & Hamzah, A. (2017). Media dalam kehidupan dan perkembangan</p><p>kanak-kanak. Malaysian Journal of Media Studies. 15(2), 27-39.</p><p></p><p>Abdalla, M.K.T.M. (2019). Three dimensional virtual laboratories and simulations for education: </p><p>classification, criteria for efficacy, benefits, and criticism. In: Handbook of </p><p>Research on Immersive Digital Games in Educational Environments. 167-200. IGI</p><p>Global.</p><p></p><p>Abduh, M. (2017). Bermain dan regulasi diri (kajian Teori Vygotsky). In proceedings of the</p><p>Seminar Nasional Pendidikan Berkemajuan dan Menggembirakan (The Progressive & Fun Education</p><p>Seminar).</p><p></p><p>Abdul Rahman Daud (2000). Faktor-faktor yang mempengaruhi penggunaan alat teknologi</p><p>pendidikan (ATP) dalam pengajaran matematik dalam kalangan guru sekolah rendah. In proceedings of</p><p>the International Conference on Teaching and Learning: Strategising Teaching and Learning in the</p><p>21st Century. 2, 772-784.</p><p></p><p>Abdul, N.S. & Maat, S.M. (2019). Pengaruh persekitaran pembelajaran terhadap kesedaran</p><p>metakognitif dalam kalangan pelajar sekolah menengah. International Journal of Education and</p><p>Pedagogy. 1(1), 11-20.</p><p></p><p>Abdullah, A.H., Hamzah, M.H., Zaid, N.M., Baharudin, A.F., Kohar, U.H.A., Rahman, S.N.S.A., & Amin,</p><p>S.H.M. (2018). Development of the ThinkHOTS software based on thinking maps to increase</p><p>higher-order thinking skills. In proceedings of the 2018 IEEE 10th International </p><p>Conference on Engineering Education (ICEED), 39-44.</p><p></p><p>Abdullah, R. (2003). Panduan kognitif kanak-kanak prasekolah. Kuala Lumpur: PTS.</p><p>Affandi, N. & Islam, M.F. (2012). Communication learning through smartphone application</p><p>for autism. Universiti Teknologi Petronas.</p><p></p><p>Ahmad Junedy (2015). Kesimbangan dalam pendidikan gen Z. Konsultan</p><p>Pembangunan Manusia, QR Consulting.</p><p></p><p>Alba, A., Coden, A.R., Drews, C., Gruhl, D.F., Lewis, N.R., Mendes, P.N., ... &</p><p>Terdiman, J.F. (2019). U.S. Patent Application No. 10/176,164.</p><p></p><p>Ali, A.M., Karim, N.A., Mohamed, A., & Ismail, N. (2018). Aplikasi gaya pengajaran dan</p><p>pembelajaran aktif dalam subjek kemahiran dinamika bagi merealisasikan pendidikan abad ke-21.</p><p>Sains Humanika. 10, 3-2.</p><p></p><p>Ali, A.R., Endut, A., & Embong, R. (2018). Attitude of undergraduate students towards gamification:</p><p>A case study of Northwest Geo-Political Zone, Nigeria. Journal of ICT in Education. 5(1), 9-13.</p><p></p><p>Altmann, J. (1974). Observational study of behavior: Sampling methods. Behaviour.</p><p>49(3-4), 227-266.</p><p></p><p>Andarini, L., Ayuningtyas, A., & Santoso, K. (2013). Computer based learning device for children</p><p>with cerebral palsy. Transactions of Japanese Society for Medical and Biological Engineering. 51,</p><p>U-18.</p><p></p><p>Anthony, L. (2019). Physical dimensions of childrens touchscreen interactions: Lessons</p><p>from five years of study on the MTAGIC project. International Journal of Human-Computer Studies.</p><p>128, 1-16.</p><p></p><p>Anthony, L., Brown, Q., Tate, B., Nias, J., Brewer, R., & Irwin, G. (2014). Designing smarter</p><p>touch-based interfaces for educational contexts. Personal and Ubiquitous Computing. 18(6),</p><p>1471-1483.</p><p></p><p>Arnett, J., Chapin, L., & Brownlow, C. (2018). Human development: A cultural approach.</p><p>Australia: Pearson.</p><p></p><p>Atif, A. & Richards, D. (2012). A technology acceptance model for unit guide</p><p>information systems. In proceedings of the Pacific Asia Conference on Information</p><p>System (PACIS) on Assiociation for Information System.</p><p></p><p>Baharudin, S.N., Zulkiflei, K., & Yunus, M.M. (2019). Using multimedia to promote students</p><p>learning and understanding of english literature in secondary school. International Journal</p><p>of Academic Research in Business and Social Sciences. 9(2).</p><p></p><p>Bahiyah, L., Sudarmin, S., & Hartono, H. (2019). Analysis of student metacognitive skill in solving</p><p>problem on guided inquiry learning model. Journal of Innovative Science Education. 8(1), 493-499.</p><p></p><p>Bakar, M.A.A. & Ismail, N. (2019). Impak pelaksanaan strategi pembelajaran regulasi metakognitif</p><p>dalam pembelajaran matematik: Satu kajian literatur. Jurnal Dunia Pendidikan. 1(1), 18-26.</p><p></p><p>Bakhir, N.M. & Mukti, M.F.A. (2014). Penghasilan muzik interaktif melalui</p><p>pergerakan: MOMANCE. In proceedings of the 1st International Conference on Creative Media, Design &</p><p>Technology (REKA2014).</p><p></p><p>Bakhir. N.M. & Mukti M.F. (2014). Penghasilan muzik interaktif melalui pergerakan: Momance. In</p><p>proceedings of the 1st International Conference on Creative Media, Design & Technology (REKA2014)</p><p>Universiti Sains Malaysia.</p><p></p><p>Bauernschmidt, A. (2013). Interest and metacognition: The effectiveness of interest as a </p><p>metacognitive monitoring process in metacognitive control. Doctoral Dissertation:</p><p>Purdue University, West Lafayette, Indiana.</p><p></p><p>Benbasat, I. & Barki, H. (2007). Quo vadis TAM? Journal of the Association for</p><p>Information Systems. 8(4), 7.</p><p></p><p>Bernstein, A., Hadash, Y., & Fresco, D.M. (2019). Metacognitive processes model of decentering:</p><p>Emerging methods and insights. Current Opinion in Psychology. 28, 245-251.</p><p></p><p>Berraies, S., Ben Yahia, K., & Hannachi, M. (2017). Identifying the effects of perceived values of</p><p>mobile banking applications on customers: Comparative study between baby boomers, generation X</p><p>and generation Y. International Journal of Bank Marketing. 35(6), 1018-1038.</p><p></p><p>Bevan, C., Green, D.P., Farmer, H., Rose, M., Cater, K., Stanton Fraser, D., & Brown,</p><p>H. (2019). Behind the curtain of the" Ultimate Empathy Machine": On the composition of</p><p>virtual reality nonfiction experiences. In proceedings of the 2019 CHI Conference on Human Factors</p><p>in Computing Systems (506). ACM.</p><p></p><p>Bogdan, R.C. & Biklen, S.K. (1992). Qualitative research for education: An</p><p>introduction of theory and methods. Boston: Allyn and Bacon.</p><p></p><p>Bogdan, R.C. & Biklen, S.K. (2007). Qualitative research for education. Boston: Pearson.</p><p></p><p>Borkowski, J., Carr, M., & Pressely, M. (1987). "Spontaneous" strategy use:</p><p>Perspectives from metacognitive theory. Intelligence, 11, 61-75.</p><p></p><p>Bourne, J.E., Ivanova, E., Gainforth, H.L., & Jung, M.E. (2019). Mapping behavior change</p><p>techniques to characterize a social cognitive theory informed physical activity</p><p>intervention for adults at risk of type 2 diabetes mellitus. Translational Behavioral Medicine.</p><p>DOI: 10.1093/tbm/ibz008</p><p></p><p>Brabazon, T. (2017). From revolution to revelation: Generation X, popular memory and cultural</p><p>studies. New York: Routledge.</p><p></p><p>Breslauer, N., Galic, I., Kukec, M., & Samardzic, I. (2019). Leap Motion sensor for natural user</p><p>interface. Tehnicki Vjesnik. 26(2), 560-565.</p><p></p><p>Brown, A.L. (1978). Knowing when, where, and how to remember: A problem of</p><p>metacognition. In: Glaser, R. Eds. Advances in Instructional Psychology. 77-165. Hillsdale, New</p><p>Jersey: Lawrence Erlbaum Associates.</p><p></p><p>Brown, A.L. (1987). Metacognition, executive control, self-regulation, and other more mysterious</p><p>mechanisms. In: F.E. Weinert & R.H. Kluwe (Eds.), Metacognition, Motivation, and Understanding.</p><p>65-116. Hillsdale, New Jersey: Lawrence Erlbaum Associates.</p><p></p><p>Butcher, K.R. (2006). Learning from text with diagrams: Promoting mental model</p><p>development and inference generation. Journal of Educational Psychology, 98(1), 182.</p><p></p><p>Cachon, G. (2019). Teaching and Learning for the 21st Century. Dimuat turun daripada</p><p>https://www.wharton.upenn.edu/teaching-excellence/</p><p></p><p>Cai, S., Zhu, G., Wu, Y. T., Liu, E., & Hu, X. (2018). A case study of gesture-based games in</p><p>enhancing the fine motor skills and recognition of children with autism. Interactive Learning</p><p>Environments, 26(8), 1039-1052.</p><p></p><p>Cano J., Hernandez R., Pastor R., Ros S., Tobarra L., & Robles-Gomez, A. (2018)</p><p>Developing metacognitive skills for training on information security. In: Auer M., Zutin D. (eds)</p><p>Online Engineering & Internet of Things. Lecture Notes in Networks and Systems, 22.</p><p>Springer.</p><p></p><p>Capelo, D. C., Snchez, M. E., Hurtado, J. S., & Chicaiza, D. B. (2018). Multisensory virtual game</p><p>with use of the device leap motion to improve the lack of attention in children of 712 years</p><p>with ADHD. In proceedings of the International Conference on Information Theoretic Security.</p><p>897-906.</p><p></p><p>Cardullo, V.M., Wilson, N.S., & Zygouris-Coe, V.I. (2018). Enhanced student</p><p>engagement through active learning and emerging technologies. In proceedings of the Student</p><p>Engagement and Participation: Concepts, Methodologies, Tools, and Applications. 399-417.</p><p></p><p>Cham Cowen N. (2011). Microsofts Kinect Brings Playful Learning to the Xbox 360.</p><p>Microsoft. Dimuat turun daripada http://www.theguardian.com/</p><p>/2011/oct/19/microsoft-kinect-xbox-playful-learning.</p><p></p><p>Chandra, Y. & Shang, L. (2019). Qualitative research using R: A systematic approach.</p><p>Singapore: Springer.</p><p></p><p>Chau, K.T., Samsudin, Z., & Yahaya, W.A.J.W. (2018). Physical Multimedia: Strategic Ways to Attract</p><p>Children's Focus in Multimedia Learning. Journal of Innovative Technologies in Education (JITE). 1,</p><p>15-21.</p><p></p><p>Cheng, E.W. (2019). Choosing between the theory of planned behavior (TPB) and the technology</p><p>acceptance model (TAM). Educational Technology Research and Development. 67(1), 21-37.</p><p></p><p>Cheok, M.J., Omar, Z., & Jaward, M.H. (2019). A review of hand gesture and sign language</p><p>recognition techniques. International Journal of Machine Learning and Cybernetics. 10(1), 131-153.</p><p></p><p>Ching-En, C. (2018) Metacognitive experience modeling using eye-tracking. In: Penstein</p><p>Ros C. et al. (eds). Artificial Intelligence in Education. AIED 2018. Lecture Notes in Computer</p><p>Science, 10948. Springer, Cham.</p><p></p><p>Cho, O.H. & Lee, S.T. (2014). A study about honeybee dance serious game for kids using hand </p><p>gesture. International Journal of Multimedia and Ubiquitous Engineering. 9(6), 397-404.</p><p></p><p>Clark, C. & Peterson, P. (1986). Teachers thought processes. In: Wittrock, M.C. (ed.). Handbook of</p><p>Research on Teaching. New York: Macmillan Publishing</p><p>Company.</p><p></p><p>Cooper, C. (2010). Ethnography essential: A review. The Qualitative Report. 15. Nova</p><p>Southeastern University, Fort Lauderdale, FL, USA.</p><p></p><p>Corray, H. (2016, December 2016). Kanak-kanak bermasalah pendengaran timba pengalaman </p><p>baharu. Utusan Borneo (Sabah), Dimuat turun daripada</p><p>http://www.pressreader.com/malaysia/utusanborneosabah/20161208/282123521 135343</p><p></p><p>Creswell, J.W. (2012). Qualitative inquiry and research design: Choosing among the five tradition.</p><p>(3rd ed.). Thousand Oaks, CA: Sage.</p><p></p><p>Dalakov, G. (2015). History of Computers and Computing, Birth of the Modern Computer,</p><p>The bases of Digital Computers, DATAR. Dimuat turun daripada</p><p>http://history-computer.com/index.html.</p><p></p><p>De Lisi, R. (2019). Preparing the Next Generation: A leadership academy for doctoral students </p><p>focusing on competencies and competency development. In Competencies for</p><p>Effective Leadership: A Framework for Assessment, Education, and Research. 59-69. Emerald</p><p>Publishing Limited.</p><p></p><p>Doherty, J. & Brennan, P. (2008). Physical education and development 3-11: A Guide for Teachers.</p><p>London: Routledge.</p><p></p><p>Drr, L. & Perels, F. (2019). Improving metacognitive abilities as an important</p><p>prerequisite for self-regulated learning in preschool children. International Electronic</p><p>Journal of Elementary Education. 11(5), 449-459.</p><p></p><p>Drr, L. & Perels, F. (2019). Improving metacognitive abilities as an important</p><p>prerequisite for self-regulated learning in preschool children. International Electronic</p><p>Journal of Elementary Education. 11(5), 449-459.</p><p></p><p>Duhaney, L.M.G. & Duhaney, D.C. (2000). Assistive technology: Meeting the needs of learners with</p><p>disabilities. International Journal of Instructional Media. 27(4), 393-393.</p><p></p><p>Dwivedi, Y. K., Rana, N. P., Jeyaraj, A., Clement, M., & Williams, M. D. (2019). Re- examining the</p><p>unified theory of acceptance and use of technology (UTAUT): Towards a revised theoretical</p><p>model. Information Systems Frontiers. 21(3), 719- 734.</p><p></p><p>Eisner, S P. (2005). Managing generation Y. SAM Advanced Management Journal.</p><p>70(4), 4.</p><p></p><p>Elliott, L.J., Lum, H C., Aqlan, F., Zhao, R., & Lasher, C.D. (2019). A study of</p><p>metacognitive problem solving in undergraduate engineering students. In proceedings</p><p>of the International Conference on Applied Human Factors and</p><p>Ergonomics. 95-102. Springer, Cham.</p><p></p><p>Escobar, I., Acurio, A., Pruna, E., Mena, L., Pilatsig, M., Bucheli, J., ... & Robalino,</p><p>R. (2018). Fine motor rehabilitation of children using the leap motion device:</p><p>Preliminary Usability Tests. In proceedings of the World Conference on</p><p>Information Systems and Technologies. 1030-1039.</p><p></p><p>Firman, F. (2018). Analisis data dalam penelitian kualitatif. Jurusan Bimbingan dan Kaunseling: FIP</p><p>Universiti Negeri Padang. Indonesia.</p><p></p><p>Fitri, R. (2017). Metakognitif pada proses belajar anak dalam kajian neurosains. Jurnal Pendidikan</p><p>(Teori dan Praktik). 2(1), 56-64.</p><p></p><p>Flavel, J.H., Miller, P.H., & Miller, S.A. (1993). Cognitive development. New York: Pearson.</p><p></p><p>Flavell, J.H. (1979). Metacognition and cognitive monitoring: A new area of cognitive-</p><p>developmental inquiry. American Psychologist. 34, 906-911.</p><p></p><p>Flavell, J.H. (1987). Speculations about the nature and development of metacognition. In: F.E. </p><p>Weinert & R.H. Kluwe (Eds.), Metacognition, Motivation and Understanding (21-29).</p><p>Hillside, New Jersey: Lawrence Erlbaum Associates.</p><p></p><p>Flavell, J.H., Friedrichs, J.G., Hoyt, A., & Jane, D. (1970). Developmental changes in memorization</p><p>process. Cognitive Psychology. 1(4), 324-340. DOI: 10.1016/0010- 0285(70)90019-8.</p><p></p><p>Flick, U. (2018). An introduction to qualitative research. Sage Publications Limited.</p><p></p><p>Flick, U. (2018). Triangulation in data collection. The SAGE handbook of qualitative data</p><p>collection. London, UK: SAGE Publications.</p><p></p><p>Gerling, K.M., Kalyn, M.R., & Mandryk, R.L. (2013). Kinect Wheels: Wheelchair accessible</p><p>motionbased game interaction. University of Saskatchewan. Canada.</p><p></p><p>Ghobakhloo, M., Zulkifli, N.B., & Aziz, F.A. (2010). The interactive model of user information</p><p>technology acceptance and satisfaction in small and medium-sized enterprises.European Journal</p><p>of Economics, Finance and Administrative Sciences. 7-27.</p><p></p><p>Gibbs, G.R. (2018). Analyzing qualitative data (Vol. 6). Sage.</p><p></p><p>Glaveanu V.P., Ness I.J., Wasson B., & Lubart T. (2019) Sociocultural perspectives on creativity,</p><p>learning, and technology. In: Mullen C. (eds) Creativity under Duress in Education? Creativity</p><p>Theory and Action in Education. Springer, Cham.</p><p></p><p>Greeno, J.G., Collins, A.M., & Resnick, L.B. (1996). Cognition and learning. Handbook</p><p>of Educational Psychology. 77, 15-46.</p><p></p><p>Hakim, B.A. (2010). Hubungan antara kemahiran metakognitif, efikasi kendiri dan usaha</p><p>dengan pencapaian akademik pelajar sekolah menengah. Master Thesis: Universiti Kebangsaan Malaysia.</p><p></p><p>Hamdan, R.A. & Yasin, M.H. (2010). Penggunaan alat bantu mengajar (ABM) di kalangan</p><p>guru-guru teknikal di sekolah menengah teknik Daerah Johor Bahru, Johor. 1-8.</p><p></p><p>Harding, J. (2018). Qualitative data analysis: From start to finish. SAGE Publications Limited.</p><p></p><p>Hargrove, R.A. (2012). Assessing the long-term impact of a metacognitive approach to creative</p><p>skill development. International Journal of Technology and Design Education, 23(3), 489517.</p><p></p><p>Hashim, R. (2019). Hubungan antara motivasi dengan pencapaian akademik dan penerimaan</p><p>pelajar terhadap m-pembelajaran di kolej vokasional. Master Thesis: Universiti Pendidikan Sultan</p><p>Idris.</p><p></p><p>Hayati, N. (2009). Kemahiran metakognitif dan pemupukan perkembangan</p><p>metakognitif dalam bilik darjah. Master Thesis. Universiti Kebangsaan Malaysia.</p><p></p><p>Helen, N. (2009). Metacognitive strategies on classroom participation and student</p><p>achievement in senior secondary school science classrooms. Science Education International. 20(1),</p><p>25-31.</p><p></p><p>Heraz, A. & Clynes, M. (2018). Recognition of Emotions Conveyed by Touch Through Force-Sensitive</p><p>Screens: Observational Study of Humans and Machine Learning Techniques. JMIR Mental Health, 5(3).</p><p></p><p>Hewitt, T.T., Baecker, R., Card, S., Carey, T., Gasen, J., Casen, J., Mantei, M.,</p><p>Perlman,G., Strong, G., & Verplank, W. (1992). ACM SIGCHI Curricula for Human-Computer</p><p>Interaction. ACM Technical Report. 1-173.</p><p></p><p>Hidalgo, J.C.C., Bykbaev, Y.R., Delgado, J.D.A., Coyago, T.P., & Bykbaev, V.R. (2018).</p><p>Serious game to improve fine motor skills using Leap Motion. In proceedings of the</p><p>2018 Congreso Argentino de Ciencias de la Informtica y Desarrollos de Investigacin</p><p>(CACIDI). 1-5.</p><p></p><p>Hidayah, N. & Zanaton (2017). Strategi Metakognitif Untuk Kemahiran Berfikir Aras Tinggi Dalam</p><p>Proses Pengajran dan Pembelajaran. Universiti Kebangsaan Malaysia.</p><p></p><p>Holloway, C.L., Kuester, E.F., Gordon, J.A., O'Hara, J., Booth, J., & Smith, D.R.</p><p>(2012). An overview of the theory and applications of metasurfaces: The two- dimensional</p><p>equivalents of metamaterials. IEEE Antennas and Propagation</p><p>Magazine. 54(2), 10-35.</p><p></p><p>Howard, B.C., Mcgee, S., Shia, R., & Hong, N.S. (2000). Metacognitive self-regulation and</p><p>problem-solving: expanding the theory base through factor analysis. Aera, America Educational</p><p>Research Association, 304.</p><p></p><p>Ibharim, L.F.M., Zaki, N.A.A., & Yatim, M.H.M. (2015). Touch gesture interaction of preschool</p><p>children towards games application using touch screen gadjet. Asia- Pacific Journal of</p><p>Information Technology and Multimedia, 4(1).</p><p></p><p>Ismail, M.A.I., Razali, N., & Ghazali, M. (2010). Impact of training and experience in using ict</p><p>on in-service teachers basic ICT literacy. Malaysian Journal of Educational Technology.</p><p>10(2).</p><p></p><p>Ismail, M.N. & Mamat, N. (2019). Multimedia web-based constructivist learning application</p><p>for information literacy skills development. Journal of ICT in Education. 6(1), 16-27.</p><p></p><p>Jaafar, J.L.S. (2008). Pengenalan kepada psikologi kanak-kanak dan remaja. Kuala Lumpur.</p><p>Arah Publication.</p><p></p><p>Jamian, A.R., Hashim, N. & Othman, S. (2012). Multimedia interaktif</p><p>mempertingkatkan pembelajaran kemahiran membaca murid-murid PROBIM. Jurnal Pendidikan Bahasa</p><p>Melayu. 2(2).</p><p></p><p>Jausovec, N. (1994). Flexible thinking: An explanation for individual differences in</p><p>ability. New Jersey: Hampton.</p><p></p><p>Jayasingh, S. & Eze, U. (2010). The role of moderating factors in mobile coupon</p><p>adoption: An extended TAM perspective. Communications of the IBIMA. DOI: 10.5171/2010.596470.</p><p></p><p>Jen, W., Lu, T., & Liu, P.T. (2009). An intergrated analysis of technology acceptance behaviour</p><p>models: Comparison of three major models. MIS Review. 15, 89-121.</p><p></p><p>Jercic, P. & Sundstedt, V. (2019). Practicing emotion-regulation through biofeedback on the </p><p>decision-making performance in the context of serious games: A systematic review.</p><p>Entertainment Computing. 29, 75-86.</p><p></p><p>Jonassen, D.H. (1996). Computers in the classroom: Mindtools for critical thinking.</p><p>New Jersey: Prentice-Hall, Inc.</p><p></p><p>Jones, J., Souchay, C., Moulin, C., Reynolds, S., & Adlam, A.L. (2019). Childrens CBT skills,</p><p>metacognition, empathy, and theory of mind. Journal of Children's Services. 14(1), 16-26.</p><p></p><p>Juanga, J.M.V. & Ressureccion, A.C. (2015). Comparison of academic performance and attention span</p><p>of children between montessori and traditional: pedagogical approaches of preschools. In </p><p>proceedings of International Conference on</p><p>Information Communication Technologies in Education (ICICTE2015). 336-347.</p><p></p><p>Kabiawu, O.O. (2012). Kellers Motivational Model - IS Theory. Dimuat turun daripada</p><p>http://is.theorizeit.org/wiki/ Kellers_Motivational_Model.</p><p></p><p>Kamps, D.M., Barbetta, P.M., Leonard, B.R., & Delquadri, J. (1994). Classwide peer tutoring: An</p><p>integration strategy to improve reading skills and promote peer interactions among students</p><p>with autism and general education peers. Journal of applied behavior analysis. 27. 49-61. DOI</p><p>10.1901/jaba.1994.27-49.</p><p></p><p>Kang, Y.S. & Chang, Y.J. (2019). Using a motion-controlled game to teach four</p><p>elementary school children with intellectual disabilities to improve hand hygiene. Journal of</p><p>Applied Research in Intellectual Disabilities. 32(4).</p><p></p><p>Karnain, R., Surat, S., Rahman, S., & Ali, M.T. (2019). Design and development of teachers</p><p>metacognitive skills training module in teaching and application of 21st century basic skills. In</p><p>proceedings of Asia Proceedings of Social Sciences. 3(1), 10-13.</p><p></p><p>Kasim, N. (2001). Proses metakognitif dalam penyelesaian masalah matematik. Master Thesis: UTM.</p><p></p><p>Kaswan, K.S. & Sangwan, O.P. (2018). Essentials of information technology.</p><p>Chhattisgarh, India: Educreation Publishing.</p><p></p><p>Kautzmann, T.R. & Jaques, P.A. (2019). Effect of adaptive trainng on metakognitive knowledge</p><p>monitoring ability in computer based. Computer & Education. 129, 92-105.</p><p></p><p>Kavousi, S., Miller, P.A., & Alexander, P.A. (2019). Modeling metacognition in design thinking and</p><p>design making. International Journal of Technology and Design Education. 1-27Cho, Y. S.,</p><p>& Linderman, K. (2019). Metacognition-based process improvement practices. International</p><p>Journal of Production Economics. 211, 132-144.</p><p></p><p>Kementerian Pendidikan Malaysia (2017). Pelan Pembangunan Pendidikan Malaysia (PPPM) 2013-2025: </p><p>Laporan 2017. Putrajaya: Kementerian Pendidikan Malaysia.</p><p></p><p>Kennedy, E.B. (2019). Why theyve immersed: A framework for understanding and attending to</p><p>motivational differences among interactional experts. In proccedings of the the Third Wave in</p><p>Science and Technology Studies. 217-234.</p><p></p><p>Kripanont, N. (2007). Examining a technology acceptance model of internet usage by academics </p><p>within Thai business schools. Doctoral Dissertation: Victoria University.</p><p></p><p>Kuhlenschmidt, R.E. (1997). Children Computer Keyboard. United State Patent. Dimuat </p><p>turun daripada https://docs.google.com/viewer?url=patentimages.storage.googleapis.com/pdfs/</p><p>US5700097.pdf.</p><p></p><p>Kulik, C.C. & Kulik, J.A. (1986). Effects of computer-based education in Colleges.</p><p>AEDS Journal. 19, 81-106.</p><p></p><p>Kulik, J., Bangert, R., & Williams G. (1983). Effects of computer-based teaching on secondary</p><p>students. Journal of Education Psychology. 75(1), 19-26.</p><p></p><p>Kulik, J., Bangert, R., & Williams G. (1984). Effects of computer-based education in elementary</p><p>schools. Computer in Human Behaviour. 1(1), 59-74.</p><p></p><p>Lai, J.W. & Bower, M. (2019). How is the use of technology in education evaluated? A systematic</p><p>review. Computers & Education. 133, 27-42.</p><p></p><p>Lakulu, M.M, Yatim, M.H.M, & Supal, S.N. (2018). Pengenalan pembelajaran teradun. In: Maizatul,</p><p>H.M.Y. & Ummu, H.A. Pembelajaran Teradun: Trend, Isu dan Amalan. Tanjong Malim: Pejabat</p><p>Karang Pengarang.</p><p></p><p>Lamas, D. (2013). Foundation of human computer interaction. Dimuat turun daripada</p><p>https://foundationsofhci.wordpress.com/2013/04/</p><p></p><p>Leap Motion. (2019). Leap Motion. Dimuat turun daripada</p><p>https://www.leapmotion.com/</p><p></p><p>Lebar, O. (2017). Penyelidikan kualitatif: Pengenalan kepada teori dan metode.</p><p>Tanjong Malim: Pejabat Karang Mengarang UPSI.</p><p></p><p>Li, K.C. & Wong, B.T.M. (2019). Enhancing learners' metacognition for smart learning: effects of</p><p>deep and surface learning, disorganisation, achievement goals and self- efficacy. International</p><p>Journal of Smart Technology and Learning. 1(3), 203-217.</p><p></p><p>Lidwin, A., Aulia, A., & Santoso, K.N. (2013). Computer based learning device for children with</p><p>ceberal palsy.</p><p></p><p>Lin, C.C. & Chang, C.H. (2018). Evaluating skill requirement for logistics operation practitioners:</p><p>Based on the perceptions of logistics service providers and and academics in Taiwan. The</p><p>Asian Journal of Shipping and Logistics. 34(4), 328- 336.</p><p></p><p>Lippmann, M., Schwartz, N.H., Jacobson, N.G., & Narciss, S. (2019). The concreteness of titles</p><p>affects metacognition and study motivation. Instructional Science. 47(3), 257-277.</p><p></p><p>Loh, M.Y. & Lee, N.H. (2019). The impact of various methods in evaluating metacognitive</p><p>strategies in mathematical problem solving. Mathematical Problem Solving. 155-176.</p><p></p><p>Louca, E.P. (2019). Do children know what they know? Metacognitive awareness in</p><p>preschool children. New Ideas in Psychology. 54, 56-62.</p><p></p><p>Louho, R., Kallioja, M., & Oittinen, P. (2006). Factors affecting the use of hybrid media</p><p>applications. Graphic Arts in Finland. 35(3), 11-21.</p><p></p><p>Lu, W., Lai, C.C., Tse, T., Aibinu, A., Venkatesh, S., Agrawal, A., ... & Leidner, D.E. (2019). A</p><p>framework-based approach to utility big data analytics. In BIM and Big Data for Construction Cost</p><p>Management. 140(3), xiii-xiv. Harlow: McGraw-Hill Osborne Media.</p><p></p><p>Mackenzie, D.S. & Jansen, D.G. (1998). Impact of multimedia computer-based instruction on</p><p>student comprehension of drafting principles. Journal of Industrial Teacher Education. 35(4),</p><p>61-81.</p><p></p><p>Mai, M.Y. (2015). Science teachers self perception about metacognition. Journal of</p><p>Educational and Social Research. 5(1 S1), 77.</p><p></p><p>Majid, L.A, Abdullah, W.N, & Zakhi, A.N.H. (2012). Penerapan nilai murni dan pembentukan</p><p>jati diri kanak-kanak prasekolah melalui penggunaan multimedia. Jurnal Hadhari Special Edition.</p><p>51-65.</p><p></p><p>Marican, S. (2005). Kaedah penyelidikan sosial. Edisi Pertama Petaling Jaya: Prentice Hall Pearson.</p><p></p><p>Marin, G., Dominio, F. & Zanuttigh, P. (2014). Hand gesture recognition with leap motion and</p><p>kinect devices. In proceedings of the IEEE International Conference on Image Processing (ICIP).</p><p></p><p>Markopoulos, P., Read, J.C., Macfarlane, S., & Hoysniemi, J. (2008). Evaluating</p><p>childrens interactive products: Principles and practice for interaction designers. Massachusetts:</p><p>Morgan Kaufmann.</p><p></p><p>Mat, N.A.C. & Halim, L. (2012). Reka bentuk dan keberkesanan pembelajaran berbantukan</p><p>multimedia pendekatan konstruktivisme bagi sains KBSM. Jurnal Teknologi. 36(1), 19-38.</p><p></p><p>McCrindle, M. & Wolfinger, E. (2011). The ABC of XYZ: Understanding the global generations. New</p><p>South Wales: University of New South Wales Press.</p><p></p><p>Merriam, S.B. (2009). Qualitative research: A guide to design and implementation. San Francisco:</p><p>John Wiley & Sons, Inc.</p><p></p><p>Mihas, P. (2019). Qualitative data analysis. University of North Carolina: Oxford</p><p>Research Encyclopedia of Education.</p><p></p><p>Mir, H.Y. & Khosla, A.K. (2018). Kinect based game for improvement of sensory, motor and</p><p>learning skills in autistic children. In proceedings of the 2018 Second International Conference</p><p>on Intelligent Computing and Control Systems</p><p>(ICICCS). 1670-1674.</p><p></p><p>Miswan, M. & Adnan, M.H. (2015). Pembangunan aplikasi peranti mudah alih untuk kemahiran membaca</p><p>kanak-kanak: Aplikasi literasi LINUS (LiLIN). Malaysian Journal of Media Studies. 17(2). 64-78.</p><p></p><p>Mohamad, N.A., Mahamod Z., & Subramaniam, S. (2013). Kemahiran meta kognitif dan hubungannya</p><p>dengan jantina, jenis sekolah dan pencapaian murid dalam pembelajaran bahasa melayu. Jurnal</p><p>Pendidikan Malaysia. 38(2), 23-32.</p><p></p><p>Moseley, C., Summerfold, H., Paschke, M., Park, C., & Utley, J. (2019). Road to</p><p>collaboration: Experience learning theory as a framework for environmental education </p><p>program development. Journal Applied Environmental and Communication. DOI:</p><p>10.1080/1533015X.2019.1582375</p><p></p><p>Moshman, D. (2018). Educ Psychol Rev. 30: 599. DOI: 10.1007/s10648-017-9413-7.</p><p></p><p>Moyles, J. (2005). The excellence of play. New York: Open Press University.</p><p></p><p>Nguyen, V.T. (2014). Enhancing touchless interaction with the leap motion using a haptic</p><p>glove. Comput. Sci.</p><p></p><p>Ni Pt. Diana Septiari, I G. N. Japa, A. A Gede Agung, (2013). Pengaruh model</p><p>pembelajaran metakognitif berbasis masalah terbuka terhadap kemampuan memecahkan</p><p>masalah matematika siswa Kelas IV Sd No. 1 Denbantas. Jurnal Jurusan Pendidikan Guru Sekolah Dasar,</p><p>Mimbar PGSD.</p><p></p><p>Noor, S.F.M., Judi, H.M., & Rahim, N.S. (2018). Teknik Visualisasi Maklumat Syarah Hadis.</p><p>Fakulti Teknologi & Sains Maklumat, UKM.</p><p></p><p>Paivio, A. (1991). Dual coding theory: Retrospect and current status. Canadian Journal of</p><p>Psychology/Revue canadienne de psychologie. 45(3), 255-287.</p><p></p><p>Parkes, C.M., Hinde, J.S., & Routledge, P.M. (2006). Attachment across the life cycle:</p><p>Metacognitive knowledge, metacognitive monitoring, and singular (coherent) vs. multiple</p><p>(incoherent) model of attachment: Finding and directions for future research. London and</p><p>New York: Routledge.</p><p></p><p>Pintrich, P.R. & DeGroot, E.V. (1990). Motivational and self-regulated learning components</p><p> of classroom academic performance. Journal of Educational Psychology. 82, 33-40.</p><p></p><p>Pintrich, P.R. (1989). The dynamic interplay of student motivation and cognition in the college</p><p>classroom. In: M. Maehr & C. Aimes (Eds.). Advances in motivation and achievement: Motivation</p><p>enhancing environments. 6. 117-160.</p><p></p><p>Prensky, M. (2001). Digital natives, digital immigrants Part 1. On the Horizon. 9(5), 1 6.</p><p>DOI:10.1108/10748120110424816</p><p></p><p>Pribadi, D.A., Jonemaro, E. M.A., & Setyawan G.E. (2017). Implementasi</p><p>pengendalian quadcopter dengan prinsip virtual reality menggunakan google</p><p>cardboard. Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer. E- ISSN: 2548-964X, 1(12),</p><p>1451-1458 Dimuat turun daripada http://j-ptiik.ub.ac.id</p><p></p><p>Rachmadtullah, R. & Sumantri, M.S. (2018). Development of computer-based</p><p>interactive multimedia: Study on learning in elementary education. Int. J. Eng. Technol. 7(4),</p><p>2035-2038.</p><p></p><p>Rafiza A.R. & Maryam A.R. (2017). Pembinaan media pengajaran berasaskan multimedia</p><p>di kalangan guru ICTL. Jurnal Kurikulum & Pengajaran Asia Pasifik, Universiti Malaya.</p><p></p><p>Razak, R.A. & Nordin, S.Z.S. (2017). Projek pembangunan perisian multimedia: strategi</p><p>pengajaran yang membentuk keperibadian guru pelatih. JuKu: Jurnal Kurikulum & Pengajaran</p><p>Asia Pasifik. 1(1), 42-52.</p><p></p><p>Razali, F.M., Aziz, N.A.A., Salim, S.A., Rasli, R.M., & Zulkefly, N.F. (2017). The effects </p><p>of free rotate gestures in multi-touch screen design on children's achievement in</p><p>learning shape for pre-school children. In proceedings of the International Journal of</p><p>Early Childhood Education and Care, 6, 19-26.</p><p></p><p>Razhiyah, K.A. (2006). Mengapa kanak-kanak sukar belajar? PTS Siri Pendidikan Khas.</p><p></p><p>Reich, S.M., Yau, J.C., & Warschauer, M. (2016). Tablet-based ebooks for young children:</p><p>What does the research say? Journal of Developmental & Behavioral Pediatrics. 37(7), 585-591.</p><p></p><p>Renaningtyas, L. (2013). Ruang virtual dan ruang realitas. Universitas Kristen Petra. Dimuat </p><p> turun </p><p>daripada http://repository.petra.ac.id/16030/1/Publikasi1_09013_549.pdf</p><p></p><p>Rideout. V.J, Vanderwater, E.A., & Wartella, E.A. (2003). Zero to six electronic media in the</p><p>lives of infants, toddlers and pre-schoolers report. Texas: The Henry J. Kaiser Family</p><p>Foundation and Childrens Digital Media Center (CDMC).</p><p></p><p>Ridley, D.S., Schutz, P.A., Glanz, R.S. & Weinstein, C.E. (1992). Self-regulated</p><p>learning: the interactive influence of metacognitive awareness and goal-setting. Journal of</p><p>Experimental Education. 60(4), 293-306.</p><p></p><p>Robert, K.Y. (2014). Research design and methods. Fifth Edition. London: SAGE</p><p>Publications, Inc.</p><p></p><p>Roblyer, M.D. & Edwards, J. (2000). Integrating educational technology into teaching. (2nd ed.).</p><p>USA: Prentice Hall.</p><p></p><p>Rosmiza Bidin (2000). Media richness, social influences and electronic mail in the</p><p>workplace. Universiti Putra Malaysia.</p><p></p><p>Rusdin, N.M. & Dollah, M.U. (2018). The ability of standard 3 primary school pupils in solving</p><p>mathematical word problem by draw a diagram strategy. Jurnal Pendidikan Sains dan Matematik</p><p>Malaysia. 8(2), 74-85.</p><p></p><p>Saad, A. & Daud, E.D. (2016). Kepelbagaian model penerimaan teknologi dan sistem maklumat. In</p><p>proceedings of the International Conference on ICT in Education 2016. Universiti Pendidikan Sultan</p><p>Idris.</p><p></p><p>Sadoski, M. & Paivio, A. (2013). Imagery and text: A dual coding theory of reading and writing.</p><p>Boston: Routledge.</p><p></p><p>Salles, A., Ais, J., Semelman, M., Sigman, M., & Calero, C.I. (2016). The metacognitive abilities</p><p>of children and adults. Cognitive Development. 40, 101-110.</p><p></p><p>Samat, K.R. (2012). Design and development of rehabilitation device for hemiparetic patients.</p><p>Universiti Teknologi Mara.</p><p></p><p>Sanip, F.A. & Che Ahmad C.N. (2014). Kesedaran strategi metakognitif dan kemahiran berfikir aras</p><p>tinggi dalam kalangan pelajar biologi. Jurnal Penyelidikan Pendidikan (KPM). 15.</p><p></p><p>Sapounidis, T., Demetriadis, S., Papadopoulos, P. M., & Stamovlasis, D. (2019). Tangible</p><p>and graphical programming with experienced children: A mixed methods analysis. International</p><p>Journal of Child-Computer Interaction. 19, 67- 78.</p><p></p><p>Scherer, R., Siddiq, F., & Tondeur, J. (2019). The technology acceptance model (TAM): A</p><p>meta-analytic structural equation modeling approach to explaining teachers adoption of digital</p><p>technology in education. Computers & Education. 128, 13-35.</p><p></p><p>Schraw, G. & Dennison, R.S. (1994). Assessing metacognitive awareness.</p><p>Contemporary Educational Psychology, 19, 460-475.</p><p></p><p>Schunk, D.H. & Zimmerman, B.J. (2012). Motivation and self-regulated learning: Theory,</p><p>research and application. New York: Routledge.</p><p></p><p>Schunk, D.H. (1996). Learning theories An educational perspective. New Jersey: Prentice</p><p>Hall.</p><p></p><p>Setiawan, A., Nugraha, A. S., Haryanto, H., & Gamayanto, I., (2018). Game virtual reality</p><p>turn-based untuk pelatihan permainan tradisional benthik. In proceedings of the Seminar Nasional</p><p>Geotik. Universiti Dian Nuswantoro.</p><p></p><p>Shahlan, S. & Rahman, S. (2017). Strategi metakognitif dalam penulisan. Bangi, Selangor:</p><p>UKM Press.</p><p></p><p>Shukri, S.R.M. & Howes, A. (2019). Children adapt drawing actions to their own motor variability</p><p>and to the motivational context of action. International Journal of</p><p>Human-Computer Studies. 130, 152-165.</p><p></p><p>Shulman, H.C. & Bullock, O.M. (2019). Using metacognitive cues to amplify message content: a new</p><p>direction in strategic communication. Annals of the International Communication </p><p>Association. 43(1), 24-39. DOI:</p><p>10.1080/23808985.2019.1570472</p><p></p><p>Slavin, R.E. (2011). Instruction based on cooperative learning. In: Handbook of research</p><p>on learning and instruction. 358-374. Routledge.</p><p></p><p>Snyder, C. (2003). Paper prototyping: The fast and easy way to design and refine user interfaces.</p><p>New York: Morgan Kaufmann.</p><p></p><p>Spiegelmock, M. (2013). Leap Motion development essentials. Amazon Digital Services</p><p>LLC.</p><p></p><p>Srujana, C.L., Daimi, S.N., Watanabe, K., Saha, G., & Bhattacharya, J. (2018).</p><p>Reconfiguration ability of functional brain network in the cognitive development of young </p><p>preschool children. SSRN Electronic Journal. DOI: 10.2139/ssrn.3195358</p><p></p><p>Stake, R.E. (2010). Qualitative research: Studying how things work. New York: Guilford</p><p>Press.</p><p></p><p>Stoyanova, S. (2011). Attitudes towards young people in Bulgaria. Psychology. 2, 669- 673. DOI:</p><p>10.4236/psych.2011.27102.</p><p></p><p>Sumardianta, J. & Kris. W. (2018). Mendidik generasi Z dan A. Jakarta, Indonesia. PT Grasindo,</p><p>Jalan Palmerah Barat.</p><p></p><p>Sun, M., Wu, X., Fan, Z., & Dong, D. (2019). Augmented reality based educational design for</p><p>children. International Journal of Emerging Technologies in Learning. 14(3), 51-60.</p><p></p><p>Sundari, K.A. & Bai, G.S. (2019). Effectiveness of computer assisted instruction in</p><p>enhancing achievement of English among secondary school students.</p><p>International Journal of English Language, Literature in Humanities. 7(2).</p><p></p><p>Sutaji, S.S. (2015). Kesan penggunaan koswer multimedia animasi visual terhadap pencapaian</p><p>pelajar dalam mata pelajaran matematik. Doctoral dissertation: Universiti Tun Hussein Onn</p><p>Malaysia.</p><p></p><p>Sutarna, N. (2018). Strethening character education based on Islam for milennial</p><p>generation in digital era. In proceedings of the 3rd International Conference on Education. Teacher</p><p>in the Digital Age. STKIP Muhammadiyah Kuningan.</p><p></p><p>Swanzen, R. (2018). Facing the generation chasm: the parenting and teaching of</p><p>generations Y and Z. International Journal of Child, Youth and Family Studies.</p><p>9(2), 125-150.</p><p></p><p>Swanzen, R. (2018). Facing the generation chasm: the parenting and teaching of</p><p>generations Y and Z. International Journal of Child, Youth and Family Studies. 9(2), 125-150.</p><p></p><p>Taheri M., Mayer L., von Schmieden K., & Meinel C. (2018). The DT MOOC prototype:</p><p>Towards teaching design thinking at scale. In: Plattner H., Meinel C., Leifer L. (eds). Design</p><p>Thinking Research: Understanding Innovation. Springer, Cham.</p><p></p><p>Talu, E. (2019). Reflections of fears of children to drawings. European Journal of</p><p>Educational Research. 8(3), 763-779. DOI: 10.12973/eu-jer.8.3.763</p><p></p><p>Tan, K.E. (2013). Interactive mathematics game using kinect. Project Paper: University Malaysia</p><p>Pahang.</p><p></p><p>Tapscott, D. (2008). Grown up digital: How the net generation is changing your world.</p><p>India. McGraw-Hill Education Pvt Limited.</p><p></p><p>Tarakci, E., Arman, N., Tarakci, D., & Kasapcopur, O. (2019). Leap Motion controller based</p><p>training for upper extremity rehabilitation in children and adolescents with physical</p><p>disabilities: A randomized controlled trial. Journal of Hand Therapy. DOI:</p><p>10.1016/j.jht.2019.03.012</p><p></p><p>Terdiman, D. (2012). Leap Motion; 3D hands free motion control, unbound. Dimuat turun daripada </p><p>http://www.cnet.com/news/leap-motion-3d-hands-free-motion- control-unbound/</p><p></p><p>Thaiheimer, W. (2015). Debunk this: People remember 10 percent of what they read. Dimuat turun</p><p>daripada https://www.td.org/insights/debunk-this-people-</p><p>remember-10-percent-of-what-they-read</p><p></p><p>Thomas, G.P. (2002). Conceptualisation, development and validation of an instrument for</p><p>investigating the metacognitive orientation of science classroom learning environments: The</p><p>metacognitive orientation learning environment scale science (MOLES-S). Learning</p><p>Environments Research. 6, 175-197.</p><p></p><p>Tober, B. (2016). Envisioning design futures via practice-led speculative design research.</p><p> Networking Knowledge: Journal of the MeCCSA Postgraduate Network. 9(3).</p><p></p><p>Tondreau, B. (2019). Layout essentials revised and updated: 100 design principles for using grids.</p><p>Boston: Rockport Publishers.</p><p></p><p>Torres-Carrin, P., Gonzlez-Gonzlez, C., Bernal-Bravo, C., & Infante-Moro, A. (2018).</p><p>Gesture-based children computer interaction for inclusive education: A systematic literature</p><p>review. In proceedings of the International Conference on</p><p>Technology Trends. 133-147.</p><p></p><p>Tracy, S.J. (2019). Qualitative research methods: Collecting evidence, crafting</p><p>analysis, communicating impact. New York: John Wiley & Sons.</p><p></p><p>Tsalas, N.R., Mller, B.C., Meinhardt, J., Proust, J., Paulus, M., & Sodian, B. (2018). An ERP</p><p>study on metacognitive monitoring processes in children. Brain Research. 1695, 84-90.</p><p></p><p>Turner, A. (2015). Generation Z: Technology and social interest. The Journal of</p><p>Individual Psychology. 71(2), 103-113.</p><p></p><p>Valentine, B.D., & Powers, L.T. (2013). Generation Y values and lifestyle segments.</p><p>Journal of consumer marketing. 30(7), 597-606.</p><p></p><p>Vasquez, M.A.I. (2019). Reflective thinking, A New Skill in English Pedagogy Curriculum.</p><p>Playa Anchas University.</p><p></p><p>Vogel, M.W. (2017). Japanese independent game development. Doctoral Dissertation: Georgia Institute</p><p>of Technology.</p><p></p><p>Vos, H. (2001). Metacognition in higher education. Doctoral Dissertation: University of Twente,</p><p>Netherlands.</p><p></p><p>Vosmeer, M. & Sandovar, A. (2018). Circus Noel: A case study into interaction and interface design</p><p>for cinematic VR. In proceedings of the International Conference Entertainment Computing</p><p>(ICEC2018). 223-227.</p><p></p><p>Vulliamy, G. & Webb, R. (2018). Analysing and validating data in teacher research.</p><p>Teacher Research and Special Education Needs. 215-229.</p><p></p><p>Webster, C. (2018). Enabling learning through a creative use of resource. Early Years Educator.</p><p>20(3), 32-34.</p><p></p><p>Wells, T., Fishman, E.K., Horton, K.M., & Rowe, S.P. (2018). Meet Generation Z: Top 10 trends of</p><p>2018. Journal of the American College of Radiology. 15(12), 1791-</p><p>1793.</p><p>Wilson. T.S. (2010). A study on the impact of computer animation on children in three cities of</p><p>Kerala (Calicut, Cochin & Tvm). Doctoral Dissertation: Universiti of Calicut.</p><p></p><p>Yaacob, B.B. (2003). Pemikiran pendidik guru terhadap hasrat dan pelaksanaan inovasi kurikulum di</p><p>maktab perguruan: Satu kajian kes. Jurnal Penyelidikan MPSAH.</p><p></p><p>Yaakob, M.F.M. & Hashim, N. (2018). Meneroka pengurusan pengetahuan dalam kalangan guru:</p><p> Kajian di sekolah berprestasi tinggi. Jurnal Kepimpinan Pendidikan. 5(4), 34-41.</p><p></p><p>Yahaya, A., Voo, P., Maakip, I, & Malek, M.D.A. (2017). Kaedah penyelidikan dalam</p><p>pendidikan. Tanjong Malim: Pejabat Karang Mengarang UPSI.</p><p></p><p>Yalchin, S.A., Turgut, U., & Buyukkasap, E. (2009). The effect of project-based learning</p><p>science undersgraduate learning of Electricity: Attitude towards physic and scientific process</p><p>skills. International Online Journal of Education Science. 1(1), 81-105.</p><p></p><p>Yasin, M.S.M. (2019). Multimedia grafik interaktif meningkatkan daya kefahaman pembelajaran</p><p>dalam kalangan kanak-kanak pra sekolah: Fun learning with technology. Jurnal Dunia</p><p>Pendidikan. 1(1), 35-44.</p><p></p><p>Yatim, M.H.M. & Azizan, U.H. (2018). Pembelajaran teradun: Trend, isu dan amalan.</p><p>Tanjong Malim: Pejabat Karang Pengarang.</p><p></p><p>Yatim, M.H.M. (2019). Lessons learned in game playing activities using playtesting in a </p><p>game-based learning approach. In proceedings of the 8th UPI-UPSI International </p><p>Conference (UPI-UPSI2018),DOI: https://dx.doi.org/10.2991/upiupsi-18.2019.22</p><p></p><p>Yu, K., Tang, H., Gong, R., Dong, J., & Hu, S. (2018). Effects of the application of multimedia </p><p>to library use education on learning motivation and learning satisfaction. Eurasia</p><p>Journal of Mathematics, Science and Technology Education. 14(7), 2987-2994.</p><p></p><p>Yusof. S. (2011). Kemahiran metakognitif dan pemupukan kemahiran metakognisi dalam mata</p><p>pelajaran Kimia. Universiti Kebangsaan Malaysia.</p><p></p><p>Yusop, Y.M. & Rahman, S. (2018). Kesedaran metakognisi dan prestasi pelajar aliran vokasional. </p><p>Politeknik & Kolej Komuniti Journal of Social Sciences and Humanities. 3(1),</p><p>136-152.</p><p></p><p>Zhao, Y., Lian, C., Zhang, X., Sha, X., Shi, G., & Li, W.J. (2019). Wireless IoT motion-</p><p>recognition rings and a paper keyboard. IEEE Access. 7, 44514-44524. DOI:</p><p>10.1109/ACCESS.2019.2908835</p><p></p><p>Zhu, Y., Saeidi, S., Rizzuto, T., Roetzel, A., & Kooima, R. (2018). Potential and</p><p>challenges of immersive virtual environments for occupant energy behavior modeling and</p><p>validation: A literature review. Journal of Building Engineering.</p><p>19, 302-319.</p><p></p><p></p> |