International Journal of Multimedia and Recent Innovation
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Published By Lamintang Education And Training Centre

2721-7299, 2721-4745

Author(s):  
Siti Zalifah Ramli ◽  
Siti Aishah Zahari ◽  
Nur Amalia Atikah Edyanto ◽  
Muhammad Asyraf Abdullah Zawawi ◽  
Nur Ain Najihah Ibharim

‘Travel to Southeast Asia’ application is one of Augmented Reality (AR) technology. Learn about Southeast Asia is very important and has been emphasized in high schools. However, there are some students who are bored and not interested in learning geography especially related to foreign countries due to lack of exposure and information about it. So, the main purpose of this project is to develop an educational application based on Augmented Reality for students to interest them in learning about Southeast Asia. Students also can identify eleven countries in Southeast Asia by using this application and gain some knowledge related to the countries. Unity software is the main software to develop this Augmented Reality because Unity engine can support the high quality of audio and visual effects to ease the development of the project. This project developed by using ADDIE Model as a dynamic and flexible guideline for building effective training and performance support tools. This research was evaluated by among 15 students from Sultan Idris Education University who pursuing a Bachelor of Education (Geography) with Honor by using quantitative methods through online questionnaire. This questionnaire was distributed to the respondents for evaluation based on Usefulness, Satisfaction and Ease of Use (USE) questionnaire. As a result of the questionnaire, majority of respondents gave positive feedback and interested with ‘Travel to Southeast Asia’ application. Based on the research, learning about Southeast Asia using Augmented Reality provides better knowledge and understanding.


Author(s):  
Nur Ain Najihah Ibharim ◽  
Siti Zalifah Ramli ◽  
Siti Aishah Zahari ◽  
Nur Amalia Atikah Edyanto ◽  
Muhammad Asyraf Abdullah Zawawi

Subject of history is one of the subject that must be passed in the SPM examination. Subjet of history is very important in our life as a guides and teaches us in how to progress and advance not making the same mistakes. We also must have deep knowledge about history of homeland so we can appreciate them and also make them all our idols. However, learning about history of homeland warrior can be challenging, especially for student who think that learning about history is boring and some student are less aware of the importance of studying history. For help teacher to teach and also attract student in learn about history, we are try to use Augmented Reality for make learning session fun. The research aims to design an application for learning history of homeland using Augmented Reality.


Author(s):  
Nur Amalia Atikah ◽  
Siti Zalifah Ramli ◽  
Nur Ain Najihah Ibharim ◽  
Siti Aishah Zahari ◽  
Muhammad Asyraf Abdullah Zawawi

English language is international language that are worldwide use and also one of the important language in communication and a main-medium of instruction in education in Malaysia. In order to become good in English we must learn since we were kids like since preschool and primary school and that show how important to learn English language. Then it need to help the students especially the pre-school and the primary school students to learn English in more effective and attractive ways so that they will not feel boring or lost interest in learning English language. Aim of this research is to find an interactive tool that can be used in learning an English idioms. This research use RAD Model to develop AR application and quantitative methods through questionnaires were implemented to evaluate the research that were developed. The research was evaluated by 10 teachers who teach English Language and evaluated based on usefulness, satisfaction and ease of use questionnaires.


Author(s):  
Nur'Aina Norhalim ◽  
Azniah Ismail

This paper presents an early development process of an augmented reality-based healthy diet tool prototype i.e. getting the initial requirements for the prototype. This tool is being developed using the evolutionary prototype model. Thus, the tool development will follow several complete 4-phase iterations of the prototype model.  To get the initial requirements, we have analysed several existing applications that are related to diet, food and cooking. We found out that the augmented reality is not a common feature. We had also conducted an interview with one of 2018 diet challenge participants. The interviewee welcomed the idea of having augmented reality in the diet tool with a condition that the feature should be designed to accommodate the users. Therefore, several iterations will be conducted to get the best specifications for a diet tool prototype and finding the best ways to embed the augmented reality features into the tool. We will also validate with experts sets of menu, advice and instructions to be used in the tool. It is hoped that our effort will help in developing a reliable, healthy diet tool with suitable augmented reality feature. 


Author(s):  
Siti Nur Abu Samah

This paper presents a research conducted in Teluk Intan Community College aimed to evaluate the effectiveness and usability of integrating the Augmented Reality (AR) technology as an aid for animation course in Teluk Intan Community College. The focus was to integrate AR tool as an aid for students in the task of 3D modelling. For this research, the intended outcome is to compare the effectiveness between using the AR tool and written tutorial. The AR tool which later be called as ARC-3DM (Augmented Reality Courseware for 3D Modelling) will be developed and be tested in the experiment. Quantitative approach and quasi-experimental design were used in the study. A total of 54 animation students are involved in the study. The students were divided into two groups: control and treatment. A pretest and posttest were conducted to both groups. System Usability Scale (SUS) Questionnaire were administered to treatment group after the posttest to evaluate usability. Statistical methods involved were descriptive analysis and the analysis of covariance (ANCOVA) with the pretest as the covariate  at significant level of 0.05 was conducted to answer the hypothesis. The results indicate that the treatment group performed better than the control group in completing the task of 3D modelling. In terms of usability, the results showed that most of the students agreed on the usability in the ARC-3DM.


Author(s):  
Amir Zuhairi Zakaria ◽  
Haslina Hassan ◽  
Hanasrullah Halim ◽  
Wan Amirah Najwa Wan Idris ◽  
Muhammad Asyraf Abdullah Zawawi ◽  
...  

This game is made with purpose to educate student in terms of mathematical skill combined with fun adventure game. The target audience is the students should be primary-school (10-13 years old). This is an educational game and made on purpose to create a difference method to present solving a mathematical problem to the audience. The user will play a game where the character is chased by a dog and must avoid obstacles such as river. In each level of the game, the user must find a door in which they must solve the mathematical question as pass code. Successful in solving the mathematical question will bring user to another level. This game is made with 3 level and must be completed within 1 minute. This game can be used as a tool for learning. The level of mathematical questions is simple mathematical quiz, designed with objective to teach early age students.


Author(s):  
Hanasrullah Halim ◽  
Wan Amirah Najwa Wan Idris ◽  
Haslina Hassan

This game is based on Logic Gates that invented by Walther Bothe in 1924 and improvised by Konrad Zuse (from 1935 – 1938). This game is a simple method for a student that try to learn in Logic Gates, an educational game with futuristic adventure. The only way for the player to save the digital world in this game by using Logic Gates, with Logic Gates formulas the player can make the power connection on the circuit to the digital world engine. Without knowing how Logic Gates functional will make the player losing the power for the engine to the digital world. 7 Gates Digital World is a complex genre game. The main genre for this game absolutely is an Educational Game. Although, the game developer made a complex genre for this educational game. Puzzle include in this game combined with platforms games style the player must collect all the switches in confusion platform map to go through the next portal to the next level. Educational genre in this game giving the content level completely based on the level of understanding and give the player to memorize every gates formula.


Author(s):  
Nurul Hidayah Rahani ◽  
Aldrin Aran Bilong ◽  
Muhammad Rafiq Mat Suruji

Augmented reality (AR) is a new form as integration of technologies that overlays computer-generated information on real world believed would help students in learning process. Hence, educators have begun to seek technologies that have the potential to be integrated in education in order to help students learn actively and improve their understanding. The focus of this research is on development of mobile application on logic gates topic with three inputs by using augmented reality technology for Computer Architecture and Organization Subject in University Pendidikan Sultan Idris (UPSI). Students have difficulty to understand logic gates besides less usage of mobile application on augmented reality in logic gates topic, this application could help them understand logic gates easily and effectively. By using ADDIE model, evaluation phase included pre-test and post-test have been carried out on target user as to see the improvement when using this mobile application. The result of finding show that the improvement percentage is 56%. Hence, this mobile Apps of AR technology could enhance the traditional forms of teaching and learning in order to improve student knowledge and interest about Logic Gates and also encourage students to think critically and creatively which improves their understanding and experiences using technology while learn.


Author(s):  
Muhammad Azri Ishak ◽  
Mohammad Rafiq Kosnan ◽  
Nur Fatini Zakaria

Virtual Reality (VR) is a new form as integration of technologies that overlays computer-generated information on real world. Virtual reality can be used to enhance student learning and engagement. VR education can transform the way educational content is delivered; it works on the premise of creating a virtual world, real or imagined and allows users not only see it but also interact with it. Hence, educator has begun to seek technologies that have potential to be integrated in education in order to help students learn effectively and enhance their understanding. The focus of this research is on development of mobile application on Raspberry Pi topic by using Virtual Reality technology from Computer Architecture and Organization subject in University Pendidikan Sultan Idris (UPSI). Student have difficulty to understand and even not know what is Raspberry Pi besides less usage of mobile application on Virtual Reality, the application could help them understand the functionality of Raspberry Pi better and effectively. By using PROTOTYPING model, evaluation phase consisted of post tested have been carried out on target user as to see the learning effectiveness from student achieved. The result of finding shows that the students think that VR-Pi application is easy to use and the note provided is appropriate and easy to understand. Thus, this mobile application of VR technology could enhance the traditional form of teaching and learning in order to improve student’s knowledge and interest about Raspberry Pi which improves their understanding and experience using technology while learning.


Author(s):  
Zulhafiza Zainal Abidin ◽  
Muhammad Asyraf Abdullah Zawawi

Object-Oriented Programming (OOP) is one of the challenging concept in computer science education especially for novice programmers. To help students understand this concept, this research try to blend OOP with Augmented Reality (AR). The reason because AR can give fun aspect to the learner, which can also help learner to focus longer without distraction. For this research purpose, the target audience is 20 university students with different ability in programming and augmented reality experience. The overall results of this research show that OOP-AR received positive feedback from users. It also proved that OOP-AR is a necessary product for students who need to improvise their knowledge in OOP and its concepts and gain interest in using AR application


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