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    Communication accommodation strategies in TikTok: A study of bilingual interaction between Indonesian and Russian speakers in @Bagus Istri Shine Rusia: (Strategi penyesuaian komunikasi di TikTok: Kajian interaksi dwibahasa antara penutur bahasa Indonesia dengan Rusia dalam akaun @Bagus Istri Shine Rusia)

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    The existence of social media makes the boundaries of time and space disappear. This phenomenon has led to the emergence of many people who are able to master more than one language as tool of communication, known as bilingualism, through language contact. This language contact phenomenon is evident in social media content, particularly on TikTok. Based on the phenomenon of language contact on TikTok, his study aims to explore how bilingual Indonesian-Russian speakers on TikTok employ communication accommodation strategies when interacting with native Indonesian speakers. This makes the study focusing on social media as a platform for language accommodation. This qualitative research applies a way of working that involves three strategic steps, namely collecting data, analysing data by identifying linguistic features using utterance analysis, and presenting the results of data analysis. The data used in this study amounted to 6 (six) videos obtained from the TikTok account @Bagus Istri Shine Rusia. This study concludes that @Bagus Istri Shine Rusia tends to use a communication accommodation strategy in the form of convergence like using English as more prestige language, with occasional use of divergence such as using slangs and non-formal form of the language. This shows that @Bagus Istri Shine Rusia in each video content tries to be similar and the same as the interlocutor and the audience. This research is beneficial to understand how bilinguals accommodate their communication with interlocutors of other languages

    THE IMPORTANCE AND EVOLUTION OF CHARACTER DESIGN IN CHINESE ANIMATION

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    In animation creation, animation character design occupies an extremely important position. To impress the audience, an animated film can\u27t rely entirely on a good story, but also on molding excellent animated characters. Its designers can use a variety of artistic expressions to shape the characteristics of animation character design, such as the character\u27s expression, clothing, hand design, and so on. So that it has a distinctive personality, unique appearance, and unique action characteristics, to leave a deep impression on the audience. Through literature analysis and theoretical integration, the importance and evolution of character design in Chinese 3D animation are explored, and how traditional culture is integrated into modern animation character design is analysed. The results show that combining traditional culture and animation design can enhance the cultural value and market competitiveness of Chinese animation

    DIGITAL STORYTELLING FOR ENHANCING PUBLIC UNDERSTANDING OF ZAKAT AND ASNAF: THE ZADIS PROJECT

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    This study introduces the Zakat and Asnaf Digital Storytelling (ZADiS) project, which aims to improve public understanding of zakat and asnaf, two central concepts in Islamic financial education. Although zakat is one of the five pillars of Islam, studies show that more than 30% of eligible Muslims in Malaysia do not consistently fulfil their zakat obligations. According to the Department of Statistics Malaysia, in 2023, zakat collection reached RM 1.05 billion, yet awareness of zakat types and asnaf categories remains low. Traditional teaching methods, such as sermons, brochures, and static websites, have limited effectiveness, particularly among younger generations who prefer digital and interactive content. To address this challenge, ZADiS developed 17 short animated videos (9 on zakat types and 8 on asnaf categories), each lasting two minutes and combining one minute of narrative storytelling with one minute of explanatory content. The project followed four phases: needs identification with two zakat experts, content design and production using Adobe Animate, validation by experts, and user testing with five university-aged participants from diverse backgrounds. The findings revealed that all participants reported increased comprehension, with 100% affirming the videos’ educational value. Experts highlighted the clarity and cultural appropriateness of the materials. These results confirm that digital storytelling enhances engagement, emotional connection, and comprehension of complex religious concepts. The study recommends training zakat staff in digital media production and expanding ZADiS into schools, universities, and public campaigns. Future directions include piloting AR/VR applications to create more interactive and immersive Islamic education experiences

    The Existence of Meaningful Gamification Elements Fostering Ecotourism Behavior: Global Trends in a Bibliometric

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    This study uses a comprehensive bibliometric analysis to look for patterns all across the world to see if there are any unique gamification components in eco-tourism and, if so, what impact they have. With the rise of sustainable tourism practices, gamification elements integrated into eco-tourism experiences have the potential to encourage positive behavioral change and boost visitor engagement. In order to discover important themes, notable works, and global trends in the intersection of gamification and eco-tourism, the bibliometric study systematically examines relevant literature. In order to promote environmental awareness, conservation initiatives, and responsible tourist behavior, this study aims to identify where the meaningful gamification strategies in eco-tourism and assess their effectiveness. Additionally, to better understand and direct future research, the analysis offers helpful insights into the evolving ecotourism. It is possible to use these results as a springboard for more innovative and participatory approaches to sustainable tourist promotion on a global scale

    ECONOMIC, POLITICAL, AND CULTURAL EXCLUSION IN TOURISM DEVELOPMENT: A CASE STUDY OF SAJEK VALLEY, CHITTAGONG HILL TRACTS

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    This study examines the dynamics of social exclusion within the rapidly expanding tourism sector of Sajek Valley, located in the Chittagong Hill Tracts (CHT) of Bangladesh - a region inhabited by indigenous communities and subject to post-conflict reconstruction. Development of tourism is a part of such reconstruction and peace-building efforts within the region, as well as empowering the indigenous community. However, in many cases the development of tourism lacks proper inclusivity, rather introducing exclusionary elements that hinder the sustainable peace-building and reconstruction efforts. Sajek Valley is not an exception in this case. The research focuses on three intersecting dimensions of exclusion: economic, political, and social, with a particular emphasis on the lived experiences of indigenous groups such as the Tripura and Lusai communities. This location was selected due to the expanding nature of the tourism industry here: while tourism has boomed in Sajek Valley, it has done so without adequately addressing the socio-political vulnerabilities of local populations, making it a critical site for examining exclusion within tourism development. Utilizing qualitative methods, including 20 key informant interviews, 4 in-depth interviews, and 2 focus group discussions, the study employs thematic analysis to interpret the data, allowing for in-depth exploration of recurring exclusionary patterns. Findings reveal political exclusion manifested through lack of involvement in tourism planning, forced displacement, and inadequate indigenous representation in local decision-making bodies. Relationship exclusion is evident in deteriorating inter-ethnic relations, exacerbated by unequal power dynamics and externally influenced favoritism. Economic and resource exclusion appears through severe environmental stress, including water scarcity and deforestation, disproportionately burdening indigenous residents. The study contributes to the literature by offering grounded, context-specific insights into how tourism-driven development can reproduce inequalities in a post-conflict regions like CHT, where tourism is promoted as a tool for peacebuilding. The study underscores the urgent need for inclusive, participatory tourism planning and holistic policies that protects the rights and well-being of local communities

    ARKEOPELANCONGAN LEMBAH BUJANG: POTENSI DAN STRATEGI PEMASARAN DARIPADA SUDUT PEMAIN INDUSTRI

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    Penyelidikan arkeologi Lembah Bujang telah mendedahkan bukti-bukti sejarah, budaya dan warisan yang unggul dan mampu dipasarkan sebagai produk pelancongan warisan khususnya di dalam lingkungan arkeopelancongan sebaris dengan tapak-tapak arkeopelancongan di rantau ini dan negara-negara Komanwel. Oleh hal yang demikian bagi memlengkapkan kajian, beberapa metodologi telah diaplikasikan termasuklah survei makmal yang merangkumi rumusan terhadap kajian terdahulu, serta laporan di jabatan kerajaan khasnya data daripada pihak Jabatan Muzium Malaysia. Selain itu, survei lapangan yang merangkumi aktiviti turut serta terhadap program pelancongan yang dianjurkan turut dilakukan bagi mengesahkan lagi potensi arkeopelancongan di kawasan ini secara maksimum. Hasil-hasil kajian akademik yang telah dijalankan sejak 1800 telah membuktikan wilayah ini mempunyai hubungkait sejarah yang rapat bermula dari prasejarah sehingga era kolonial. Produk-produk pelancongan ikonik yang dikenal pasti ialah geopelancongan, arkeopelancongan dan biopelancongan (Jerai Geopark, Tamadun Awal Sungai Batu, Estuari Sungai Merbok dan hutan hujan khatulistiwa) serta produk-produk sokongan pelancongan yang lain seperti sejarah, agro, rekreasi-eko, budaya, kesihatan, pendidikan, sukan dan gastronomi klasik yang saling melengkapi antara satu dengan yang lain. Malah setakat ini kawasan Lembah Bujang sudah terdapat persatuan pelancongan, usahawan komuniti, pengendali bot ke pulau-pulau, pengusaha chalet dan operator-operator yang menyediakan pakej-pakej pelancongan ke lokasi geotapak. Perkara ini akan menyemarakkan aktiviti pelancongan dengan pelibatan komuniti tempatan. Kekuatan arkeopelancongan Lembah Bujang ialah pelawat berpeluang mendapat penerangan dan lawatan tapak daripada penyelidik sendiri yang berpengalaman terlibat di lapangan dengan data-data yang lebih tepat dan terperinci serta tidak terlalu bersifat akademik dengan bayaran lawatan yang berpatutan. Hal ini akan banyak membantu ejen-ejen pelancongan serta pemain industri secara holistik dalam usaha mempromosikan dan memasarkan tapak-tapak warisan lain di dunia

    INSTITUSI MUZIUM NEGERI TERENGGANU SEBAGAI SUMBER PEMBELAJARAN SEJARAH SEKOLAH RENDAH: SATU SUDUT PANDANG KURATOR: (The Terengganu State Museum Institution as a Source of Primary School History Education: A Curator\u27s Perspective)

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    Institusi muzium merupakan sebuah institusi yang berautoriti dalam menyimpan segala macam khazanah berharga yang memiliki nilai sejarahnya tersendiri. Muzium memainkan peranan terpenting dalam membawa masyarakat sosial lebih memahami dan menghayati sejarah negara bangsanya melalui aspek penglihatan, pendengaran, pengalamian, pengalaman dan sentuhan. Namun, peranan muzium sering disalahtafsirkan sebagai tempat penyimpanan artifak silam semata sedangkan peranan muzium meliputi pelbagai bidang displin ilmu yang boleh diterokai.  Objektif kajian ini adalah meneliti peranan Muzium Negeri Terengganu sebagai sumber pembelajaran sejarah dalam konteks pendidikan sejarah sekolah rendah dan menganalisis perkaitan Muzium Negeri Terengganu dengan sukatan kurikulum sejarah sekolah rendah. Metodologi kajian ini merupakan kajian kualitatif yang menggunakan reka bentuk kajian kes bagi mendapatkan maklumat secara mendalam. Pengkaji telah memilih Muzium Negeri Terengganu sebagai sampel kes yang ingin dikaji dan seramai dua orang kurator muzium dipilih sebagai pensampelan bertujuan (purposive). Kajian ini juga menggunakan kaedah pemerhatian tidak turut serta dan menganalisis buku laporan program muzium. Hasil daripada dapatan data, pengkaji menggunakan analisis bertema secara induktif. Kajian ini berpotensi memberikan nafas baharu kepada guru dan murid dalam merancang strategi dan kaedah pembelajaran sejarah yang bersifat inovatif dengan menggunakan pendekatan pembelajaran di luar bilik darjah dan meneroka bahan bukti bersejarah. Kajian muzium wajar diperluas dan perlu diteroka dengan menganalisis kandungan muzium dengan kandungan kurikulum sejarah yang boleh dilakukan oleh pihak muzium, institusi pendidikan dan penggubal dasar dalam memperkasa peranan muzium di negara ini.   ABSTRACT The museum institution is an authoritative entity in storing various valuable treasures that have their own historical significance. Museums play a crucial role in helping the social community better understand and appreciate the history of their nation through aspects of sight, hearing, experience, and touch. However, the role of museums is often misunderstood as merely a place for storing ancient artifacts, whereas the role of a museum encompasses various fields of knowledge that can be explored. The objective of this study is to examine the role of the Terengganu State Museum as a source of historical learning in the context of primary school history education and to analyse the correlation between the Terengganu State Museum and the primary school history curriculum. This study uses a qualitative research methodology with a case study design to obtain in-depth information. The researcher has selected the Terengganu State Museum as the case sample for the study, with two museum curators chosen as purposive samples. This study also employs the non-participant observation method and analyses museum program report books. Based on the data findings, the researcher uses thematic analysis inductively. This study has the potential to provide a fresh perspective for teachers and students in planning innovative strategies and methods for teaching history by using out-of-classroom learning approaches and exploring historical evidence. The study of museums should be expanded and explored by analysing museum contents alongside the history curriculum, which can be done by museums, educational institutions, and policymakers to strengthen the role of museums in this country.

    FOOD HUNTER: HYPERLOCAL FOODIES\u27 EXPERIENCE

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    Food Hunter: Hyperlocal Foodies\u27 Experience addresses the problem of decision fatigue and untrustworthy restaurant reviews by offering personalised, community-based dining recommendations. The platform targets users within hyperlocal communities, providing suggestions tailored to individual preferences and supported by trusted feedback from friends and locals. The system was developed using a structured methodology, including planning, user research, agile development, and iterative testing. Data was collected through on-site observations and interviews in a community housing area to ensure the platform aligns with user needs. Findings reveal that personalised recommendations and community-driven reviews enhance user trust and satisfaction, while also promoting the discovery of local food culture. The platform fosters stronger community engagement and supports local food businesses by celebrating nearby culinary experiences

    UNIVERSITY SMART FOOD BANK APPLICATION TOWARDS DEVELOPING A HUNGER-FREE CAMPUS

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    Food insecurity, a pervasive global challenge, extends its reach to university campuses, posing a pressing concern that affects the well-being of both individuals and entire academic communities. Within the academic realm, campuses grapple with the multifaceted issue of ensuring food security for students, a challenge that demands attention and concerted efforts. Addressing the complexities of this problem involves exploring sustainable solutions and fostering a campus environment where every student has reliable access to nutritious and affordable food options, promoting not only physical health but also overall academic success and well-being. To address this issue, a Smart Food Bank application has been developed for the Android platform, aiming to efficiently manage the university food bank and contribute to achieving zero hunger within the university community. The application encompasses key functions such as food stock management, food allocation, food applications, food donations, and user registration management. Users can track their application status and request food by sharing their location through a map, while donors can specify their donation drop-off points. Designed to streamline interactions among administrators, applicants, and donors, the application aligns with Sustainable Development Goals (SDGs) by targeting hunger eradication and promoting health and well-being. This innovative food bank application not only has the potential to enhance the quality of life for less fortunate members of the university community but also supports broader SDG objectives. Serving as a platform for providing healthy meals, it addresses the university\u27s specific challenges while contributing to global sustainability goals. The application\u27s success suggests its potential for scalability, allowing it to be extended to other food bank facilities or similar organisations. With positive findings, feedback, and impactful outcomes, the Smart Food Bank application stands as a promising tool in the collective effort to achieve zero hunger on a larger scale

    FLUFFY\u27S LEARNING JOURNEY: DESIGN OF AN INTERACTIVE ANIMATION FOR GAME-BASED ENGLISH LEARNING

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    In recent years, interactive animation has become a standard teaching method in classrooms, especially with game-based learning, as traditional methods are less effective for this generation of students. Interactive media learning is absent for standard two students at SJK(C) Ave Maria Convent Ipoh, and the students are relatively weak in English due to their reliance on their mother tongue. The purpose of this project is to develop a game-based interactive animation to serve as a teaching tool for English teachers and engage students’ learning interests. The application was developed based on the Standard 2 syllabus using the SuperMinds textbook, covering Chapters 5 to 9. The design and development process of Fluffy’s Learning Journey followed the ADDIE model, encompassing five key stages: Analysis, Design, Development, Implementation, and Evaluation. The evaluation phase was conducted in two parts: formative and summative assessments. Formative evaluation involved expert reviews to gather feedback for refining the application during its development. Summative evaluation, conducted post-development, aimed to collect user responses through an interview and observation with Standard 2 students in SJK(C) Ave Maria Convent Ipoh. The survey assessed the animation\u27s performance in terms of effectiveness, ease of use, and overall user satisfaction. The results indicate that despite the introduction of the animation, many students were satisfied with learning English through the media. The findings affirm the satisfaction with Interactive Animation and Game-Based English Learning in enhancing motivation for learning the English language

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