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1. GAMIFICATION STRATEGY OF ACTIVE LEARNING IN MENTORING AMONG MILINEAL STUDENTS

2. USER EXPERIENCE EVALUATION TOWARDS INTERFACE DESIGN OF DIGITAL FOOTPRINT AWARENESS APPLICATION

3. Designing Personas for E-Resources Users in the University Libraries

4. An Ontological Approach for Creating a Brassware Craft Knowledge Base

5. Categorizing Color Appearances of Image Scenes Based on Human Color Perception for Image Retrieval

6. KNOWLEDGE SHARING DRIVING FACTORS IN TECHNICAL VOCATIONAL EDUCATION AND TRAINING INSTITUTE USING CONTENT ANALYSIS

7. USABILITY CRITERIA ENHANCEMENT FACTORS FOR MALAYSIAN GOVERNMENT PORTAL

8. INTERACTION DESIGN MODEL IN VIRTUAL MUSEUM ENVIRONMENT

9. THERAPEUTIC SERIOUS GAME DESIGN GUIDELINES FOR STIMULATING COGNITIVE ABILITIES OF CHILDREN WITH SPEECH AND LANGUAGE DELAY

10. THE DESIGN OF ADAPTIVE HYPERMEDIA INTERFACE FOR CHILDREN'S DIGITAL LIBRARY

21. THE USABILITY EVALUATION OF ADOLESCENT DEPRESSION SCREENING MODEL USING COGNITIVE WALKTHROUGH

28. GAMIFICATION STRATEGY OF ACTIVE LEARNING IN MENTORING AMONG MILINEAL STUDENTS

31. Inventive Thinking 21st Century Skills Among Preparatory Course Science Students

32. Gender-based Game Engagement Model Validation using Low Fidelity Prototype

34. Gamifying Drug Abuse Screening Test: A Proof of Concept

35. Awareness of Digital Footprint Management in the New Media Amongst Youth

36. Design and Evaluation of an Engagement Framework for e-Learning Gamification

37. KNOWLEDGE SHARING DRIVING FACTORS IN TECHNICAL VOCATIONAL EDUCATION AND TRAINING INSTITUTE USING CONTENT ANALYSIS

38. The User Requirements of Game-Based Learning in Fire Safety for Preschool Children

39. Campus Virtual Tour Design to Enhance Visitor Experience and Interaction in a Natural Environment

40. Analysis on user interaction in Virtual Heritage: Virtual Museum Environment

41. Analysis on the Requirements of Computational Thinking Skills to Overcome the Difficulties in Learning Programming

42. Designing Usable Gamified Programming Learning Website

43. Instrument Validation for Evaluating Serious Game Engagement Model

44. The Factors of Influence towards Knowledge Sharing Among TVET Educators: A Study on TVET Educators within Hulu Langat District

45. Usability Evaluation of a Virtual Museum Environment: A Case Study in Terengganu State Museum, Malaysia

46. The impact of gamification on students learning engagement

47. AN EMPIRICAL STUDY ON GAMIFICATION FOR LEARNING PROGRAMMING LANGUAGE WEBSITE

49. Evaluation of APi Interface Design by Applying Cognitive Walkthrough

50. Multi-Dimensional Interface Design of E-Commerce for Virtual Museum System

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