International Journal of Creative Multimedia
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Published By Multimedia University

2716-6333

2021 ◽  
Vol 2 (2) ◽  
pp. 1-14
Author(s):  
Normahfuzah Ahmad

This study analyses types of source selection adopted by two online newspapers in regard to the COVID-19 reporting in Malaysia.


2021 ◽  
Vol 2 (2) ◽  
pp. 51-70
Author(s):  
Mohd Shahrul Hisham Ahmad Tarmizi ◽  
Sharmiza Abu Hassan ◽  
Mohd Fuad Md Arif ◽  
Luqmanul Hakim Zulkornain

This research utilised the practise-based method of art focussing on the hero’s journey and his inquiry in the search for information and knowledge related to Hikayat Raja Pasai; a Malay mythological narrative, for the conceptual framing within phenomenology and methodology (practise-based research). Therefore, this research unfolds the creative process revealing the gaps in reading the narrative into drawing practise, animation making, and hermeneutic phenomenology method as an important instrument in practise-based research.


2021 ◽  
Vol 2 (2) ◽  
pp. 30-50
Author(s):  
Tan Bee Sian ◽  
Tan Wee Hoe ◽  
Ahmad Zamzuri Mohamad Ali

This study sought to investigate using the digital game based learning (DGBL) approach to learn the assessment process among undergraduate students. A digital mobile game named Inventors of Future (IOF) is developed by gamifying the SA process. In this paper the results of the findings are presented through a single pre and post-test study.


2021 ◽  
Vol 2 (2) ◽  
pp. 15-29
Author(s):  
Nur Sarahaina Ahmad Anuar ◽  
Muhammad Syahiran Mahmud Fauzi ◽  
Noor Hidayah Azmi ◽  
Norshahila Ibrahim ◽  
Erni Marlina Saari ◽  
...  

This research aims to propose a Chemi-Chronicle game, a periodic table game that may help memorization tasks become more enjoyable.


2021 ◽  
Vol 2 (1) ◽  
pp. 42-56
Author(s):  
Tan Yun Yi ◽  
Sinthu Thiruvarul

This paper explores the potential of mobile applications that are developed to assist music learners in learning and practicing musical skills. Specifically, it attempts to shed light on the affordances of such mobile applications in elevating guitar skill learning among guitar players. This paper presents case studies of four guitar players who have used a mobile application namely “Yousician” to facilitate their guitar learning and practicing process. Findings of this study are drawn upon an investigation into their uses of the mobile application over a practicing period of one week. The study will also provide insights on the characteristics of such application from the music learners’ perspectives. It is also anticipated that findings from this study could contribute towards the understanding of the characteristics of mobile-based music applications that could potentially assist music learners in informal learning environments.


2021 ◽  
Vol 2 (1) ◽  
pp. 19-41
Author(s):  
Yanzhen Wang ◽  
Maizatul Hayati Mohamad Yatim

This paper presents the design, implementation and evaluation of a kindergarten based prevention on childhood obesity among preschool children. The prevention applies motivational game-based learning and behaviour change theories during design. Preschool children are the main target group for this study because preschool childhood obesity has been found correlated to obesity in later years of childhood, thus preventing and treating preschool obesity are particularly important. There have been few prevention and interventions that have targeted game based strategies in the kindergarten to promote health outcomes in preschool children and especially in Asian countries. To our knowledge, Fight Obesity 2.0is the first mobile application in Southeast Asia. In this study, it shows a positive way for the content experts and subject experts to collaborate with each other to design and develop digital mobile games for preschool children, we discuss in detail the challenges faced while designing and implementing this trial. Finally, we present the evaluation results from the three-scope validation strategy.


2021 ◽  
Vol 2 (1) ◽  
pp. 57-68
Author(s):  
Juvenah Washti Sera ◽  
Vimala Perumal ◽  
Ah-Cho Koo

The recent outbreak of Covid-19 as a global pandemic has taken a toll on people worldwide. Based on an article from Malaysiakini, the number of calls to the Crisis Preparedness and Response Centre (CPRC) increases significantly everyday indicating the large community who faces emotional and psychological distress during these hard times. Some have even related the situation as claustrophobic events. For creative content creators, claustrophobia can be an attractive story but requires different and complex techniques of presenting it. Therefore, in order to effectively inform amateur filmmakers on claustrophobia, this research focuses on the claustrophobic events portrayed in four nominated or award-winning films which simulates real claustrophobic events. The target audience for this research will be focused on amateur filmmakers and young content makers who are a vessel to help educate audiences on claustrophobia in a right manner. It is important to do a critical analysis on how successfully films have relayed this message to their audience with their visuals alongside with relatable stories and characters. Film has the ability to bring spotlight to claustrophobia for it is a perfect tool of education and definitely for entertainment, escaping from reality. This is supported in a Forbes article where it claims that there is an increased consumption of digital content from mobile apps to movie and music streaming due to the world’s population under lockdown. By studying how films portray the message of claustrophobia, it will help amateur film makers and short film content makers to have further information to relay their message effectively to their audience


2021 ◽  
Vol 2 (1) ◽  
pp. 69-73
Author(s):  
Nazirull Safry Paijo ◽  
Hassan Abdul Muthalib

This paper intends to go below the surface of Eric Rohmer’s 1986 masterpiece, to discover what is really being said in the film. It is but a brief look at the film’s naturalistic approach that carries elements of philosophy while also giving it a psychological touch. It is not too difficult a task as clues to what the film is really about are scattered throughout the screenplay. Eric Rohmer alludes to cinema being an art, eschewing the visual fireworks of commercial cinema and instead explores a character’s imagination and obsession


2021 ◽  
Vol 2 (1) ◽  
pp. 1-17
Author(s):  
Juhanita Jiman

This paper intends to illustrate how Knowles’ seven step process of androgogical approach can help educators to better facilitate animation students with acquired technological knowledge and skills while exposing them to critical aesthetical elements and ethical principles. It is important for educators to understand that they are dealing with young adults who are highly affected by their environments in this borderless world. Therefore, educators are responsible for more than just academics; they also have social roles. To resolve these concerns, an effective androgogical approach can be advantageous for both educators and students. We used to assume that teaching pedagogy was necessary at all levels of education; however, since university students are no longer children, pedagogical methods are not entirely relevant to them. Pedagogy is a teaching method that focuses on children, while andragogy is a teaching approach that focuses on adults and helps them learn more effectively. When people grow older, they become more self-reliant and accountable for their actions. The pedagogical model, in several ways, fails to take care for such developmental shifts, resulting in individual stress, frustration, and resistance. Due to the rapid development in technology, animation students have become highly aggressive in their pursuit of technological expertise, leading them to ignore and overlook the importance of a story's core values. As educators, we must not only help them achieve their goals in terms of technical abilities, and professional experience, but also teach them what is right and wrong, and inspire them to instil moral principles in their work


2020 ◽  
Vol 1 (2) ◽  
pp. 34-56
Author(s):  
Elyna Amir Sharji ◽  
Lim Yan Peng ◽  
Peter Charles Woods ◽  
Vimala Perumal ◽  
Rose Linda Zainal Abidin

The challenge of transforming an empty space into a gallery setting takes on the concept of place making. A place can be seen as space that has meaning when the setting considers space, surroundings, contents, the people and its activities. This research concentrates on investigating how visitors perceive the space by gauging their sense of place (sense of belonging towards a place). Galleries are currently facing changes in this technological era whereby multiple content and context, space and form, display modes, tools and devices are introduced in one single space. An observational study was done during the Foundation Studies Annual Exhibition held at Faculty of Creative Multimedia, Multimedia University. The exhibition was curated and managed by staff and students of Foundation Year showcasing an array of design works. Analogue and digital presentations of paintings, drawings, sculptures, photography and video works were displayed.. The outcome of this research will contribute towards a better design criteria of place making which affects individual behaviour, social values and attitudes. Characterizing types of visitor experience will improve the understanding of a better design criteria of place making, acceptance, understanding and satisfaction.


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