Evaluating the Effectiveness of Augmented Reality in Learning Photosynthesis for K12 Education Farah Matnoor, Azhan Ahmad, Deenina Salleh 2025 7th International Conference on Applied Computational Intelligence in Information Systems Intelligent and Resilient Digital Innovations for Sustainable Living Aciis 2025 Proceedings, 2025 This research aims to evaluate the effectiveness of an Augmented Reality (AR) learning tool for teaching photosynthesis to Year 6 students in Brunei. Using a quasi-experimental mixed-methods approach, 54 students from two schools were assigned to either an AR group or a web-based group. Each student completed a pre-test, a post-test, and three questionnaires measuring cognitive load (NASA-TLX), motivation (IMMS), and usability (PUQ). Independent samples t-tests showed no significant differences between groups in terms of knowledge gain, motivation, or usability. However, the AR group reported lower workload in temporal demand, effort, and frustration, suggesting that AR can provide a more engaging and comfortable learning experience compared to web-based methods.
Making a Champion! Analysing Story-Driven Sports Games to Devise a Design Methodology for Exergames with Stories Azhan Ahmad, Mas Ayu Mumin, Deenina Salleh, Ibrahim Edris 2025 7th International Conference on Applied Computational Intelligence in Information Systems Intelligent and Resilient Digital Innovations for Sustainable Living Aciis 2025 Proceedings, 2025 Exergames are digital games that combine physical exertion as part of their gameplay such as to control game objects by performing exercise activities. Studies have shown positive effects of combining game elements with exercise. This includes improving users’ affective domain such as motivation to perform physical activities, and general fitness. To the extent of our knowledge, there is still a lack of attention on the use of stories within existing exergames, thus missing out on the opportunity stories can provide such as improved immersion and user satisfaction. In this paper, we will present the analysis of existing story-driven digital sports games where we have identified key narrative and game challenge patterns. These patterns helped us devise a design methodology that can help in designing stories for exergames, which will be introduced in this paper.
Comparing Text, Animated, and Static Visual Representation of AI Chatbot Agents: Effects on Usability, Motivation, and Knowledge Gain Azhan Ahmad, Deenina Salleh, Ibrahim Edris, Idham Mashud 2025 7th International Conference on Applied Computational Intelligence in Information Systems Intelligent and Resilient Digital Innovations for Sustainable Living Aciis 2025 Proceedings, 2025 AI Chatbots is gaining significant influence today. The use of chatbots is prevalent in many services such as banking and general customer service. Recent interest in the field of chatbot involves the use of visual agent representation to make chatbot more “humanised”. There is still lack of studies looking into how people perceive visual agents in chatbots. In this paper, we present an experimental study to explore how visual agent representation can affect peoples’ motivation, perceived usability, and learning gains. Findings from our study showed that chatbots with animated agents were rated highly usable, while text-only chatbots can improve learning gains better.
Visual Accessibility in Gaming: Measuring Satisfaction for Players with Color Vision Impairments Dhameerah Anuar, Siti Noorfatimah Safar, Deenina Salleh, Mohammad Fahmi Bin Haji Abu Bakar 2025 7th International Conference on Applied Computational Intelligence in Information Systems Intelligent and Resilient Digital Innovations for Sustainable Living Aciis 2025 Proceedings, 2025 This study explores the impact of colour vision deficiency (CVD) on gameplay performance and satisfaction, focusing on whether accessibility features improve the gaming experience for colour-blind individuals. Using two games, Color.Method and Chuzzle 2, the data was collected from 24 participants, evenly split between colour-blind and non-colour-blind individuals. Participants played both games under conditions with and without colour accessibility features, followed by a questionnaire based on the GUESS-18 scale. Quantitative analysis of scores, completion times, and satisfaction ratings revealed a significant performance gap between the two groups when accessibility features were not enabled. However, the introduction of colour-blind-friendly features such as adding shapes, or using thicker lines for illustrations, or using high colour contrasts helped narrow this gap, improving task performance and user satisfaction among colour-blind players. While both groups generally reported moderate to high levels of enjoyment and engagement, usability and visual accessibility were more strongly linked to satisfaction among colour-blind participants. These findings highlight the importance of inclusive design and the need for more thoughtful implementation of accessibility tools in modern video games.
Adoption of Technology and Digital Tools Amongst Student in Brunei Darussalam Hazimah Marali, Azhan Ahmad, Deenina Salleh, Lee Kok Yueh 2025 7th International Conference on Applied Computational Intelligence in Information Systems Intelligent and Resilient Digital Innovations for Sustainable Living Aciis 2025 Proceedings, 2025 This study investigates the adoption of technology and digital tools in Brunei Darussalam’s education system by examining key factors that influence student access, usage, and engagement. Guided by the national vision of Wawasan 2035 and ongoing digital transformation initiatives, the research evaluates three main hypotheses: the influence of socioeconomic factors, the variation in barriers across educational levels, and the role of institutional support. Using a mixedmethod survey approach, data were collected from $\mathbf{5 8 5}$ respondents, including students, parents, and educators across primary, secondary, tertiary, and special education institutions. Statistical analyses, including regression and ANOVA, revealed that access to digital devices and reliable internet are more critical than income or parental education in determining adoption. Secondary-level students reported the fewest barriers, while primary and special education students faced greater challenges. Institutional support-through training, infrastructure, and leadership-was identified as the strongest predictor of successful technology integration. The findings provide valuable insights for educators and policymakers to enhance inclusive digital learning strategies and bridge existing digital divides.
Educator-oriented Authoring Tools to Develop Rich Educational Media: A Systematic Review Azhan Ahmad, Ahmad M. S. Elaklouk, Ibrahim Edris, Deenina Salleh 2023 6th International Conference on Applied Computational Intelligence in Information Systems Intelligent and Resilient Digital Innovations for Sustainable Living Aciis 2023 Proceedings, 2023 The adoption of Technology-Enhanced Learning (TEL) has expanded considerably over the past few decades. While a variety of technologies such as Web-based Learning and Interactive Multimedia are extensively used, the utilization of Rich Educational Media (REM) such as Serious Games (SG) and Extended Reality (ER) is limited due to the complexity in developing them. REMs make use of complex content (e.g., 3D graphics, interactive and dynamic virtual worlds) to deliver learning concepts or activities to learners. Their development requires experts in various fields (e.g., programmers, artists) and the usage of specific tools (e.g., 3D software, gaming engines). Authoring Tools (AT) can expedite and simplify the development process, usually providing features to address all aspects of REMs within one tool. Some ATs have been developed specifically for educators with the purpose of enabling them to become creators themselves, thus minimizing dependencies on other experts and thus reducing development complexity and costs. In this study, we present a systematic literature analysis to identify existing educator-oriented ATs for the development of REMs, describing tools’ features, workflow, and assessment methods of the tools and REMs produced.
Pixel-based LSTM generative model Somnuk Phon-Amnuaisuk, Noor Deenina Hj Mohd Salleh, Siew-Leing Woo Advances in Intelligent Systems and Computing, 2019 Applying computational intelligence techniques to create generative models of digits or alphabets has received somewhat little attention as compared to classification task. It is also more challenging to create a generative model that could successfully capture styles and detailed characteristics of symbols. In this paper, we describe the application of the Long Short-Term Memory (LSTM) model trained using a supervised learning approach for generating a variety of the letter A. LSTM is a recurrent neural network with a strong salient feature in its ability to handle long range dependencies, hence, it is a popular choice for building intelligent applications for speech recognition, conversation agent and other problems in time series domains. To formulate the problem as a generative task, all the pixels in a 2D image representing an alphabet (i.e., the letter A in this study) are flattened into a long vector to train the LSTM model. We have shown that LSTM has successfully learned to generate new letters A showing many coherent stylistic features with the original letters from the training sets.
Beautiful trochoids Noor Deenina Hj Mohd Salleh, Somnuk Phon-Amnuaisuk Advances in Intelligent Systems and Computing, 2015
RECENT SCHOLAR PUBLICATIONS
Making a Champion! Analysing Story-Driven Sports Games to Devise a Design Methodology for Exergames with Stories A Ahmad, MA Mumin, D Salleh, I Edris 2025 7th International Conference on Applied Computational Intelligence in … , 2025 2025
Visual Accessibility in Gaming: Measuring Satisfaction for Players with Color Vision Impairments D Anuar, SN Safar, D Salleh, MFBHA Bakar 2025 7th International Conference on Applied Computational Intelligence in … , 2025 2025
Adoption of Technology and Digital Tools Amongst Student in Brunei Darussalam H Marali, A Ahmad, D Salleh, LK Yueh 2025 7th International Conference on Applied Computational Intelligence in … , 2025 2025
Evaluating the Effectiveness of Augmented Reality in Learning Photosynthesis for K12 Education F Matnoor, A Ahmad, D Salleh 2025 7th International Conference on Applied Computational Intelligence in … , 2025 2025
Comparing Text, Animated, and Static Visual Representation of AI Chatbot Agents: Effects on Usability, Motivation, and Knowledge Gain A Ahmad, D Salleh, I Edris, I Mashud 2025 7th International Conference on Applied Computational Intelligence in … , 2025 2025
Educator-oriented authoring tools to develop rich educational media: A systematic review A Ahmad, AMS Elaklouk, I Edris, D Salleh 2023 6th International Conference on Applied Computational Intelligence in … , 2023 2023 Citations: 4
Navigation for the Vision Impaired with Spatial Audio and Ultrasonic Obstacle Sensors MAH Fauzul, NDHM Salleh International Conference on Computational Intelligence in Information System … , 2021 2021 Citations: 5
Pixel-based LSTM generative model S Phon-Amnuaisuk, NDHM Salleh, SL Woo International Conference on Computational Intelligence in Information System … , 2018 2018 Citations: 2
Quantifying aesthetic beauty through its dimensions: a case study on trochoids NDHM Salleh, S Phon-Amnuaisuk International Journal of Knowledge Engineering and Soft Data Paradigms 5 (1 … , 2015 2015 Citations: 2
Beautiful Trochoids NDHM Salleh, S Phon-Amnuaisuk Proceedings of the Fourth INNS Symposia Series on Computational Intelligence … , 2015 2015
MOST CITED SCHOLAR PUBLICATIONS
Navigation for the Vision Impaired with Spatial Audio and Ultrasonic Obstacle Sensors MAH Fauzul, NDHM Salleh International Conference on Computational Intelligence in Information System … , 2021 2021 Citations: 5
Educator-oriented authoring tools to develop rich educational media: A systematic review A Ahmad, AMS Elaklouk, I Edris, D Salleh 2023 6th International Conference on Applied Computational Intelligence in … , 2023 2023 Citations: 4
Pixel-based LSTM generative model S Phon-Amnuaisuk, NDHM Salleh, SL Woo International Conference on Computational Intelligence in Information System … , 2018 2018 Citations: 2
Quantifying aesthetic beauty through its dimensions: a case study on trochoids NDHM Salleh, S Phon-Amnuaisuk International Journal of Knowledge Engineering and Soft Data Paradigms 5 (1 … , 2015 2015 Citations: 2
Making a Champion! Analysing Story-Driven Sports Games to Devise a Design Methodology for Exergames with Stories A Ahmad, MA Mumin, D Salleh, I Edris 2025 7th International Conference on Applied Computational Intelligence in … , 2025 2025
Visual Accessibility in Gaming: Measuring Satisfaction for Players with Color Vision Impairments D Anuar, SN Safar, D Salleh, MFBHA Bakar 2025 7th International Conference on Applied Computational Intelligence in … , 2025 2025
Adoption of Technology and Digital Tools Amongst Student in Brunei Darussalam H Marali, A Ahmad, D Salleh, LK Yueh 2025 7th International Conference on Applied Computational Intelligence in … , 2025 2025
Evaluating the Effectiveness of Augmented Reality in Learning Photosynthesis for K12 Education F Matnoor, A Ahmad, D Salleh 2025 7th International Conference on Applied Computational Intelligence in … , 2025 2025
Comparing Text, Animated, and Static Visual Representation of AI Chatbot Agents: Effects on Usability, Motivation, and Knowledge Gain A Ahmad, D Salleh, I Edris, I Mashud 2025 7th International Conference on Applied Computational Intelligence in … , 2025 2025
Beautiful Trochoids NDHM Salleh, S Phon-Amnuaisuk Proceedings of the Fourth INNS Symposia Series on Computational Intelligence … , 2015 2015