13 research outputs found

    ARTventure: learning Malay traditional dance through Augmented Reality / Muhammad Fahmi Rusli and Nor Intan Shafini Nasaruddin

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    Malaysia's traditional dances exemplify the nation's rich multicultural identity, a source of worldwide renown. Among these, Malay folk dances stand out, embracing diverse cultural practices like martial arts, storytelling, and humour. To ensure the preservation of this cultural heritage and ignite interest among the younger generation, effective materials are crucial. Enter an innovative augmented reality, this based learning application focused on the Inang dance, employing marker-based AR technology. This application holds the potential to safeguard Malay traditional dance among the youth, particularly students. Moreover, it fosters curiosity, inspiring users to delve deeper into the world of performing arts. Rooted in the ADDIE model, a proven and adaptable learning methodology, this project paves the way for future learning models to thrive, ensuring the legacy of Malaysia's traditional dances endures. For future recommendations, the application should offer comprehensive learning opportunities for Malay Dance enthusiasts. It must serve as a valuable resource for learning dance intricacies, acting as both a revision tool for experienced dancers and an attraction for newcomers to explore the culture. Additionally, attention to detail in animations is vital for creating immersive and captivating learning experiences. Expanding compatibility to multiple platforms will broaden the audience and promote the beauty of Malay Dance. The engagement testing yielded promising results and analysis, showcasing a favourable overall percentage of 72.71%. Despite encountering specific project limitations, these obstacles provide valuable lessons and serve as a compass for guiding future enhancements in application development. Through these enhancements, the augmented reality-based Malay Dance application can transform into a potent force, championing the promotion and preservation of this exquisite art form and its heritage. Simultaneously, it will entice users to embark on an alluring expedition, immersing themselves in the diverse and captivating cultural tapestr

    ArtQuest: a virtual reality escape room for learning art history lessons / Nurin Farhana Zamil and Nor Intan Shafini Nasaruddin

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    The ArtQuest project bravely tackles the challenges associated with teaching art history, particularly in the context of Malaysia's "Pendidikan Seni Visual." Recognizing the prevalent issue of students finding art history dull due to uninspiring teaching methods, ArtQuest steps in as a game-changer. By harnessing the power of Virtual Reality (VR) technology, ArtQuest aims to inject excitement into the learning experience. The core objective revolves around making art history not only enjoyable but also enhancing students' ability to remember, understand deeply, and stay motivated. Executing a meticulous plan known as the ADDIE methodology, ADDIE is a step-by-step method ArtQuest used to create an engaging VR escape room, ensuring effective and enjoyable art history learning. ArtQuest brings forth a VR escape room that not only received a high satisfaction rate of 83.6% but also successfully blends fun with education. Looking forward, ArtQuest harbors aspirations to elevate its impact further. The plan involves collaboration with teachers to infuse additional captivating information into the VR experience, introducing more quizzes in each room to encourage users to test their knowledge about art history. This strategic move not only facilitates learning but also allows users to delve deeper into various art movements. ArtQuest also envisions supporting more languages, moving beyond Malay, to ensure inclusivity for a broader student base. Recognizing the dynamism of technology, ongoing updates to the VR technology remain a priority, as adding new features can enhance the overall learning experience. In essence, ArtQuest stands as a testament to successful innovation in education, and with future plans for enriching content, language support, and technological advancements, it aims to be an even more valuable and enjoyable educational tool for students preparing for the SPM exam in Malaysia

    ARTventure: learning Malay Traditional Dance through Augmented Reality / Muhammad Fahmi Rusli and Nor Intan Shafini Nasaruddin

    Get PDF
    Malaysia's traditional dances exemplify the nation's rich multicultural identity, a source of worldwide renown. Among these, Malay folk dances stand out, embracing diverse cultural practices like martial arts, storytelling, and humour. To ensure the preservation of this cultural heritage and ignite interest among the younger generation, effective materials are crucial. Enter an innovative augmented reality, this based learning application focused on the Inang dance, employing marker-based AR technology. This application holds the potential to safeguard Malay traditional dance among the youth, particularly students. Moreover, it fosters curiosity, inspiring users to delve deeper into the world of performing arts. Rooted in the ADDIE model, a proven and adaptable learning methodology, this project paves the way for future learning models to thrive, ensuring the legacy of Malaysia's traditional dances endures. For future recommendations, the application should offer comprehensive learning opportunities for Malay Dance enthusiasts. It must serve as a valuable resource for learning dance intricacies, acting as both a revision tool for experienced dancers and an attraction for newcomers to explore the culture. Additionally, attention to detail in animations is vital for creating immersive and captivating learning experiences. Expanding compatibility to multiple platforms will broaden the audience and promote the beauty of Malay Dance. The engagement testing yielded promising results and analysis, showcasing a favourable overall percentage of 72.71%. Despite encountering specific project limitations, these obstacles provide valuable lessons and serve as a compass for guiding future enhancements in application development. Through these enhancements, the augmented reality-based Malay Dance application can transform into a potent force, championing the promotion and preservation of this exquisite art form and its heritage. Simultaneously, it will entice users to embark on an alluring expedition, immersing themselves in the diverse and captivating cultural tapestry

    Learning numerals for down syndrome by applying cognitive principles in 3D walkthrough / Nor Intan Shafini Nasaruddin ... [et al.]

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    Down Syndrome (DS) is a condition where extra genetic chromosomes cause delay in children development either mentally or physically. However the cognitive ability can be develop with the help of surrounding people and technology. Many available applications provided for children with learning difficulties like DS. However there are only a few of them that help in numerical learning. Due to the problem stated, this research study to provide an application that help the DS children range of four to five years olds in learning numerals (one to ten) in an interactive way applying the cognitive principles attention and memory using the walkthrough work frame. The effectiveness and the usability of this application are evaluated through testing and questionnaires. The projects were successful met the objective of the research

    MathMindset: game-based learning to reduce math anxiety / Farah Nabilah Fairos, Nor Intan Shafini Nasaruddin and Siti Feirusz Ahmad Fesol

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    Mathematics is one of the most important subjects for students to learn. Understanding topics, concepts, and formulas is crucial to fostering interest in learning it. The problem of anxiety in Mathematics arises when students fear dealing with it due to lack of confidence and interest, stemming from a lack of enjoyment in learning. To address this issue, a beneficial approach for students is through game-based learning. By implementing game-based learning as a platform for education, arithmetic topics can be learned easily without students realizing it. This project has three objectives: to design game-based learning that combines elements to foster interesting and enjoyable learning experiences, to develop game- based learning tools that can help students reduce anxiety related to mathematics, and to assess the effectiveness and enjoyment of game- based learning in reducing math anxiety among elementary school students. The GDLC methodology is utilized in the development of this project due to its suitability for saving time and ensuring a clear and simple development process. Upon completion of the project, results gathered from the 1st grade students of SK Merlimau 2, Merlimau, Melaka, based on a questionnaire using the EGameFlow model, revealed a 96.4% enjoyment rate. Additionally, questionnaires employing MSEAQ have also shown high scores. Thus, MathMindset: Game-Based Learning to Reduce Math Anxiety has successfully achieved all its objectives

    IMFLOODVR: an immersive virtual reality serious game for flood risk mitigation awareness / Nur Eisyah Farihah Mohd Dali, Nurazian Mior Dahalan and Nor Intan Shafini Nasaruddin

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    This project aims to design an immersive virtual reality game focusing on flood risk mitigation awareness. The primary objective is to enhance flood preparedness and minimize consequences in Malaysia. Climate change is currently increasing flood risk significantly. However, disaster readiness and knowledge among Malaysians are still at a low level, which leads to a lack of preparedness to deal with floods. This project aims to instil proactive mindsets and provide crucial pre, during, and post-flood risk management skills. The chosen methodology, the Game Development Life Cycle, drives a comprehensive and iterative game creation process. This methodology ensures the seamless integration of flood risk training components, enabling players to navigate through various stages of a flood event. To assess the game's effectiveness and user satisfaction, the Game Experience Questionnaire was employed. Preliminary results indicate positive feedback from testers, validating the potential impact of the game. The immersion score averaged 3.483, indicating a high level of immersion experienced by the testers. However, certain limitations include reports of motion sickness among users. Ultimately, this project holds the potential to empower Malaysian by fostering flood risk awareness and proactive risk management behaviours

    IMFLOODVR: an immersive virtual reality serious game for flood risk mitigation awareness / Nur Eisyah Farihah Mohd Dali, Nurazian Mior Dahalan and Nor Intan Shafini Nasaruddin

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    This project aims to design an immersive virtual reality game focusing on flood risk mitigation awareness. The primary objective is to enhance flood preparedness and minimize consequences in Malaysia. Climate change is currently increasing flood risk significantly. However, disaster readiness and knowledge among Malaysians are still at a low level, which leads to a lack of preparedness to deal with floods. This project aims to instil proactive mindsets and provide crucial pre, during, and post-flood risk management skills. The chosen methodology, the Game Development Life Cycle, drives a comprehensive and iterative game creation process. This methodology ensures the seamless integration of flood risk training components, enabling players to navigate through various stages of a flood event. To assess the game's effectiveness and user satisfaction, the Game Experience Questionnaire was employed. Preliminary results indicate positive feedback from testers, validating the potential impact of the game. The immersion score averaged 3.483, indicating a high level of immersion experienced by the testers. However, certain limitations include reports of motion sickness among users. Ultimately, this project holds the potential to empower Malaysian by fostering flood risk awareness and proactive risk management behaviours

    Jejak sejarah: a mobile application on Malaysian history for form four students with interactive notes and mind-map generator

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    The “Jejak Sejarah” mobile application was developed to enhance the learning experience of Malaysian history for Form Four students. The traditional methods of teaching history were often seen as monotonous, leading to reduced student engagement (Hassan & Mohamad, 2019). This study aimed to create an interactive learning tool incorporating gamification elements, quizzes, and a mind-map generator to improve learning outcomes. The development followed the ADDIE model, ensuring a systematic approach from analysis to evaluation (DeBell, 2020). The application provided chapter-based notes, interactive quizzes, and mind maps generated using Python and Graphviz (Xiao et al., 2023). The evaluation was conducted using the EGameFlow framework, measuring aspects such as concentration, goal clarity, feedback, and immersion (Fu, Su, & Yu, 2009). The results indicated that students found the application engaging and effective in enhancing their understanding of historical content. While some limitations were noted, such as incomplete syllabus coverage and lack of iOS support, future improvements could address these gaps. Overall, this project demonstrated the potential of mobile applications in making history learning more enjoyable and interactive for students

    Effectiveness of YouTube Videos in Learning Database Courses among University Students

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    This research explores the effectiveness of YouTube videos as supplementary resources for students studying database subjects. With the growing use of digital media in education, it is vital to understand how these resources impact learning outcomes. Using a mixed-methods approach, the study collects quantitative data through surveys and qualitative insights through interviews. The results indicate that YouTube videos significantly improve students' understanding, engagement, and retention of database concepts. The study concludes with recommendations for educators on effectively incorporating YouTube into their teaching strategies. This paper investigates the effectiveness of YouTube videos as a learning tool for students studying database subjects. With the increasing availability of online resources, it is essential to evaluate how these resources impact student learning outcomes. The study utilizes a mixed-methods approach, combining quantitative data from surveys and qualitative data from interviews with students. The findings suggest that YouTube videos enhance understanding, engagement, and retention of database concepts, while also providing flexibility and accessibility. Recommendations for educators on integrating YouTube into curriculum design are discussed

    Exploring the Influence of Reels and Short Videos on Hiking Motivation

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    This study investigates the influence of reels and short hiking videos on hiking motivation and interest among hikers. This research examines how reels and short videos affect individuals' motivation to participate in hiking. The popularity of social media platforms like Instagram and TikTok has transformed how people perceive and engage with outdoor activities. This study explores how short-form video content influences participants' attitudes and motivation toward hiking by surveying the hikers. The results indicate that visually appealing content significantly boosts motivation, encourages outdoor exploration, and fosters a sense of community among viewers. These findings highlight the potential of social media as a powerful marketing tool for promoting outdoor activities and provide valuable insights for organizers aiming to increase participation in hiking and other nature-related pursuits
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