Dr Mohamad Firdaus Che Abdul Rani

Dr Mohamad Firdaus Che Abdul Rani

  • Senior Lecturer
Department of Educational Development and Innovation
  • School of Education
SDGs Focus

Biography

Mohamad Firdaus is a Senior Lecturer and researcher with over 15 years of experience in higher education. His expertise includes instructional design, educational technology, curriculum development, and game-based learning. His research focuses on gamification, formative assessment, programming education, and technology-enhanced learning to improve student engagement and learning experiences. 

He has published in peer-reviewed journals and contributed to several funded research projects. His contributions to educational innovation have received multiple recognitions, including the Hong Kong Teaching Excellence Alliance (HKTEA) Innovation in STEM Education Award 2026. He is committed to developing engaging, student-centered learning experiences through innovative teaching practices. 

Academic & Professional Qualifications

  • Doctor of Higher Education, Universiti Kebangsaan Malaysia (UKM), Malaysia (2026)
  • Master of Science (Information Technology), Universiti Teknologi MARA (UiTM), Malaysia (2010)
  • Bachelor of Information Technology (Hons) Business Information System, Multimedia University (MMU), Malaysia (2006)

Research Interests

  • Instructional Design
  • Educational Technology
  • Gamification and Game-Based Learning
  • Technology-Enhanced Learning
  • Artificial intelligence in education
  • Computing Education
  • Design and Development Research

Teaching Areas

  • Instructional design
  • Educational technology
  • Technology-Enhanced Teaching and Learning
  • Gamification and Game-Based Learning
  • Assessment and Evaluation in Education
  • Research Methods and Methodology
  • Programming and Web Development
  • Curriculum Development

Notable Publications

  1. Che Abdul Rani, M. F., Mubin, S. A., Adnan, N. H., Md. Yunus, M., Rafiq, K. R. M., & Nordin, N. (2026). Use of the System Usability Scale for Evaluating Educational Games in Higher Education. In Learning Technology for Education Challenges (CCIS, Vol. 3106, pp. 303–313). Springer, Cham. https://doi.org/10.1007/978-3-032-33997-3_26 

  2. Rafiq, K. R. M., Pazilah, F. N., Che Abdul Rani, M. F., Muhammad Bazlan, M. S. A., & Md. Yunus, M. (2026). Mobile Learning Application Design and Development: Insights from Technology Acceptance Models. In Learning Technology for Education Challenges (CCIS, Vol. 3106, pp. 280–290). Springer, Cham. 
    https://doi.org/10.1007/978-3-032-33997-3_24 

  3. Che Abdul Rani, M. F., & Kasinathan, V. (2026). Prompt-based instructional design in artificial intelligence-supported programming education. Millenium - Journal of Education, Technologies, and Health, 30(2), e45667. 
    https://doi.org/10.29352/mill0230.45667 

  4. Che Abdul Rani, M. F., Adnan, N. H., Mansor, A. Z., & Md. Yunus, M. (2026). The Role of Technology Acceptance Model in Evaluating Educational Games for Higher Education. Bulletin of Electrical Engineering and Informatics, 15(2), 1743–1755. 
    https://doi.org/10.11591/eei.v15i2.10322 

  5. Che Abdul Rani, M. F., Adnan, N. H., Mansor, A. Z., & Md. Yunus, M. (2026). Formative Assessment Methods and Impacts in Introductory Programming Courses in Higher Education. In A. Gokhale (Ed.), Lecture Notes in Educational Technology (pp. 675–693). Springer, Singapore. 
    https://doi.org/10.1007/978-981-95-2521-8_49 

  6. Che Abdul Rani, M. F., Adnan, N. H., Mansor, A. Z., Md. Yunus, M., El Mourabit, I., & Ike, T. C. (2025). Needs Analysis for Developing an Educational Hybrid Board Game for Python Programming. International Journal of Information and Education Technology, 15(12), 2603–2612. 
    https://doi.org/10.18178/ijiet.2025.15.12.2456 

  7. Che Abdul Rani, M. F., Adnan, N. H., Mansor, A. Z., & Md. Yunus, M. (2025). Unpacking educational hybrid games. In Learning Technology for Education Challenges (CCIS, Vol. 2551, pp. 175–195). Springer, Singapore. 
    https://doi.org/10.1007/978-3-031-98003-9_15 

  8. Che Abdul Rani, M. F., Yunus, M. M., & Mansor, A. Z. (2024). The effects of gamification on learning outcomes in a web programming course. In Learning Technology for Education Challenges (CCIS, Vol. 2082, pp. 3–17). Springer, Singapore. 
    https://doi.org/10.1007/978-3-031-61678-5_1 

  9. Che Abdul Rani, M. F., & Kasinathan, V. (2023). Educational assessment design for computer programming module to create awareness on sustainability development goals among IT undergraduates. In Learning Technology for Education Challenges (CCIS, Vol. 1830, pp. 118–128). Springer, Singapore. 
    https://doi.org/10.1007/978-3-031-34754-2_10 

  10. Che Abdul Rani, M. F., Yunus, M. M., & Kasinathan, V. (2023). QRdice: QR-based gamification tool to gamify formative assessment in higher education. In Learning Technology for Education Challenges (CCIS, Vol. 1830, pp. 17–29). Springer, Singapore. 
    https://doi.org/10.1007/978-3-031-34754-2_2 

Achievements & Accolades

  1. Most Outstanding Pedagogy-Focused Solution – Hong Kong Teaching Excellence Alliance (HKTEA) Innovation in STEM Education Award, 2026. Hybrid Board Game. 

  2. Microsoft Elevate Educator Expert, 2026-2027 

  3. Gold Award – International University Carnival on E-Learning (IUCEL), 2024. Pythons & Ladders: A Formative Assessment Hybrid Board Game for Python Programming Concepts. 

  4. Gold Award – International University Carnival on E-Learning (IUCEL), 2023. eduQRation: Enhancing Student Engagement and Learning Outcomes Through QR Code-Based Gamified Learning. 

  5. Silver Award – International University Carnival on E-Learning (IUCEL), 2021. Engaging Children with Educational Content via Gamification. 

  6. Gold Award – International University Carnival on E-Learning (IUCEL), 2019. QRdice: Interactive Digital Learning Quiz Platform Using QR Code.

  7. Silver Award – Malaysia Technology Expo (MTE), 2019. eduQRation: An Internet of Things Based Application to Improve Digital Natives Learning Experience. 

  8. Gold Award – International University Carnival on E-Learning (IUCEL), 2018. QRgames: Improving Digital Native Audience Engagement During Learning Events with QR Code Technology.