6,318 research outputs found

    Design and Development of 3D approach for Electromagnetic Theory Courseware

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    This paper will explain about research on development of three dimensional (3D) courseware for EMT subject that have been offers to all Malaysia Technical University Network (MTUN). The EMT courseware was included a multimedia software, three dimensional environment, and exercises for student to be done to test their understanding after using the courseware. This courseware covers up to the whole chapters for EMT subject in multimedia terms but only one chapter that will be using 3D simulation deeply which is coordinate system and transformation. Moreover, this paper explains about the theoretical framework which is divided into three parts which are analysis, design and development, and evaluation. For the second objectives, the instructional design model is used to see the effectiveness of the 3D courseware for teaching and learning starting from defining education media, how to measure the content, authoring program and systematic instructional design and include also the simulation of 3D object. ID model focused on learning and teaching aspects and science education, education process and by using multimedia interactive module. This courseware has six modules which are Note, Tutorial, Simulation, Glossary, Help, and Past Year. Next phase is Development phase, and this phase focus on development of 3D courseware

    Learning through games using multimedia courseware for primary school students

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    This project presents a preliminary work on examining the importance of incorporating the elements of games, in particular complex games, in the design of an interactive multimedia-learningenvironment to enhance and create an engaging learning experience. A review suggests that computer games have the potential to enhance the learning environment; in part due to its interactive and engagement attributes. The result of an informal survey reveals that "Fraction", one of the mathematic topics taught at schools was identified as one of the most difficult topics to teach. Thus development of the prototype software was based on this topic. An initial examination of two current multimedia courseware CDs used for Mathematic Year 3 under this topic has revealed that most of the contents in the CDs have integrated all the multimedia elements such as text, image, audio and graphics but it lacks interactive games and activities that could stimulate enjoyment and motivation for learning. Activities found consist mainly of simpleor trivial gamesthat do not lend to sustainedengagement. The architecture and the preliminary designof the prototype software that integrate complexgames are described. To form the basis of the courseware development, a pre-survey questionnaire was conducted to find out students interest on computer games. The results of the survey showed that 100% or 60 out of 60 respondent express interest and engage on games. The result of the analysis provides motivations for the development of the learning through games courseware. The development of the courseware is based on the courseware development framework which will analyze the requirement and courseware specification, the initial storyboard, designation of multimedia, the integration of the storyboard and the design itself and also the testing on the courseware. The result of testing on the courseware shows that by integrating complex games elements and multimedia elements on courseware may help students understand and motivate them to learn. In conclusion, a courseware with additional games elements could be an interactive and more interesting usable courseware

    An Assistive Multimedia Courseware for Dyslexics

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    One of the most promising areas of education is the development of computer-based teaching materials, especially interactive multimedia programs. Interactive multimedia allows independent and interactive learning, and yet presents the learning information to the learners in newly engaging and meaningful ways. This paper delivers the theoretical concepts and design of a multimedia courseware called ‘MyLexic’. ‘MyLexic’ is the first learning tool to nurture interest on Malay language basic reading among preschool dyslexic children in Malaysia. The theoretical framework proposed in the study is based on research in dyslexia theory with Dual Coding Theory, Structured Multi-sensory Phonic Teaching and Scaffolding instructional technique. Detail explanations on its learning content are also discussed. The courseware is hoped to contribute a significant idea to the development of technology in Malay language education for dyslexics in Malaysia

    Evaluation of the development and application of multimedia computer assisted learning in Higher Education.

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    This thesis deals with approaches to the evaluation of multimedia computer assisted learning in higher education. The thesis is presented in two parts. The first part consists mainly of a literature based review of the rationale and methods employed in the development of multimedia CAL systems focusing on the ability of such systems to deliver a variety of pedagogic aims and objectives which the literature on the subject generally attributes to them. This was done in order to identify and examine the important features which should be incorporated in the effective evaluation of such systems. 1) the pedagogical basis of multimedia learning environments with particular reference to the mechanism by which they claim to encourage an approach to learning which facilitates 'deep' rather than 'shallow' learning' (Chapters 3 and 4); 2) the basis on which multimedia CAL systems claim to provide interactive learning environments which allow the teaching materials to be tailored by learners to accommodate their own individual preferences for adopting particular learning strategies. In particular this focused on the importance of individual learning styles and learners' degree of computer confidence (Chapter 5); 3) the institutional/delivery factors which must be understood to explain fully the context in which evaluations are carried out and which may have important effects on the outcomes of evaluation (Chapter 6). This literature review, together with a practical survey of a range of existing CAL courseware and an e-mail survey of CAL developers provides the basis for presenting an approach to evaluation which differentiates systems on the basis of the pedagogic approach they adopt and the context in which they are implemented. Finally, a critical review of existing evaluation methods was undertaken and important elements within these methods were incorporated into a new framework for evaluation. The framework provides a tool for determining an evaluation strategy that encompasses all stages of development, formative and summative evaluation of CAL courseware. Evaluation is based on the explicit aims and objectives of the courseware being provided and is moderated by contextual factors that define the pedagogical approach being taken, any individual learner differences that must be taken into account, and the institutional/delivery context within which the courseware is used. An analysis of the implications of the framework when formulating an evaluation strategy demonstrates weaknesses in the assessment instruments currently being used in evaluation studies - particularly for providing reliable measures of 'learning effect' as part of summative evaluation and also with respect to accurate quantification of costs associated with development and use of CAL courseware. The second part of the thesis tests the framework. The approach taken was to develop and formatively and summatively assess a multimedia CAL system used to teach parts of a course on bibliographic classification to students at the Robert Gordon University in Aberdeen. Qualitative and quantitative tests to accomplish this are described and the result of statistical analyses of learner performance when using the system are presented. This empirical study provides further insights into the practical problems involved in developing and evaluating a multimedia CAL system and in particular highlights: 1) the influence which individual learning style (as measured by the Gregorc Style Delineator) has on student performance in a context in which postgraduate students were required to use the CAL courseware rather than attend lectures - results indicate that CAL does not serve all learners equally; 2) the importance of the delivery context in a study in which undergraduate students were provided with CAL materials to supplement the delivery of their course. The evaluation framework was found to be a robust framework for developing and testing didactic teaching packages which were developed in the context of improving the quality of the teaching and learning of bibliographic classification to both undergraduate and postgraduate students. Recommendations are provided for future research based on using the framework to explore other contexts in which courseware is developed and implemented

    Learning through games using multimedia courseware for primary school students

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    This project presents a preliminary work on examining the importance of incorporating the elements of games, in particular complex games, in the design of an interactive multimedia-learningenvironment to enhance and create an engaging learning experience. A review suggests that computer games have the potential to enhance the learning environment; in part due to its interactive and engagement attributes. The result of an informal survey reveals that "Fraction", one of the mathematic topics taught at schools was identified as one of the most difficult topics to teach. Thus development of the prototype software was based on this topic. An initial examination of two current multimedia courseware CDs used for Mathematic Year 3 under this topic has revealed that most of the contents in the CDs have integrated all the multimedia elements such as text, image, audio and graphics but it lacks interactive games and activities that could stimulate enjoyment and motivation for learning. Activities found consist mainly of simpleor trivial gamesthat do not lend to sustainedengagement. The architecture and the preliminary designof the prototype software that integrate complexgames are described. To form the basis of the courseware development, a pre-survey questionnaire was conducted to find out students interest on computer games. The results of the survey showed that 100% or 60 out of 60 respondent express interest and engage on games. The result of the analysis provides motivations for the development of the learning through games courseware. The development of the courseware is based on the courseware development framework which will analyze the requirement and courseware specification, the initial storyboard, designation of multimedia, the integration of the storyboard and the design itself and also the testing on the courseware. The result of testing on the courseware shows that by integrating complex games elements and multimedia elements on courseware may help students understand and motivate them to learn. In conclusion, a courseware with additional games elements could be an interactive and more interesting usable courseware

    Reka Bentuk Perisian Multimedia dalam Pengajaran dan Pembelajaran

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    The purpose of this study was to prepare a multimedia courseware design for teaching and learning. The design will be based on the school’s or students’ background. The first step in the design was to prepare the teaching content based on actual lessons in classrooms. Then, it was divided into sub-topics and multimedia elements were allocated into each sub-topics accordingly. Next, a rough framework design was prepared before writing the storyboard. Finally, the multimedia courseware were ready to be developed. The content and material of the courseware were prepared based on observation of actual lessons and interviews with the teachers. The design of the courseware revealed that the integration of two or more forms of multimedia elements such as audio, video, text, graphics and animation along with interactive capabilities will enhance students transformation from computer literate to information literate. Furthermore, the courseware can be used on specific students. The findings of this project suggested that further research should be done to identify the essential features of multimedia courseware which can be exploited to enhance the teaching and learning process. It was also recommended that further study should be undertaken to gather more information on ways to enhance the effectiveness of multimedia courseware development in Malaysian context

    THE DEVELOPMENT, EFFECTIVENESS AND USABILITY STUDY FOR LOCI IN TWO DIMENSIONS COURSEWARE: Li2D

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    The advancement of information technology (IT) and communications has given new impetus to the use of computers in education. Through multimedia technology, various courseware can be developed with the integration of various media such as text, graphics, audio and animation and interactivity capabilities in teaching and learning process. The use of multimedia courseware can also help to solve problems related to teaching and learning process. This study primarily is conducted to achieve three main objectives: to design a conceptual framework to be used in multimedia courseware; to develop a multimedia courseware known as Li2D for enhancing the visualization capabilities in learning Loci in Two Dimensions and to assess the effectiveness and usability of the developed courseware. The development of multimedia courseware Li2D takes into account components such as Van Hiele model, Learning theory, ARCS Motivational Model, Game Based Learning, Pedagogical Agent and the integration of multimedia elements in a digital environment to enable students to gain insight into Loci in Two Dimensions. For the Instructional Design model, ADDIE methodology has been adopted into the life cycle of Li2D. Li2D is developed using Macromedia Flash, Adobe Illustrator and SoundForge. Furthermore, this courseware involves four modules including Lesson, Do it, Tutorial, and Quiz module. The content is structured according to the first four levels of the Van Hiele model to help students to master the topics of geometry, and Loci in Two Dimension. Based on Quasi-experimental, the sample study consists of 64 students Form Two from a secondary school in Per&. Various instruments such as sets of pre-test and post-test, direct observation, questionnaires and interview have been designed to measure the effectiveness and usability of the multimedia courseware. The effectiveness and usability of Li2D are evaluated based on quantitative and qualitative analysis using SPSS software. Overall, the results of studies have shown that multimedia courseware, Li2D is effective for learning geometry topics, Loci in Two Dimensions

    DEVELOPMENT AND USABILITY STUDY OF MULTIMEDIA COURSEWARE FOR SLOW LEARNERS: 'KOMPUTER SAYA'

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    Multimedia has proven for its convenience as assisting tools in learning. One of the unique advantages offered by multimedia in he field of education is that it enables the creation of customized learning tool for different types of learners to meet their individual learning requirements. slow learners are those with limited cognitive abilities, whose thinking skills develop slower than the norm for their ages and have difficulties in learning. Realizing their special needs in learning, they need an individualized learning tool, whilst previous researchers have proven that slow learners can gain advantages with incorporation of multimedia into their daily learning. This research aims is to fulfil three main objectives: 1) TO propose a conceptual framework for designing multimedia courseware for slow learners; 2) To develop a multimedia courseware for slow learners by studying and applying suitable educational theories, educational strategies and usability needs, and 3) To evaluate the developed multimedia courseware. The courseware namely 'Komputer Saya' has been developed as referring to the 'Sukatan Pelajaran Pendidikan khas bermasalah Pembelajaran Sekolah Rendah & Menengah', which focus on functional academic skills based on the cuniculum of Multimedia Component. The tools used are Adobe Flash CS3 as the main development platform, also Adobe Illustrator and Adobe photoshop for interfaces and graphics design. The research also adopted a usercentered design approach as overall framework. The summative evaluation was carried out at the end of the research stage using qualitative and quantitative techniques that involved eight slow learners, four teachers and one parent. overall,the results have proven that the courseware has been developed within suitable curriculum context of slow learners and it fits well according to their usability needs in terms of engaging, efficiency, ease of learn and satisfaction attributes. This research study has contributed significantly of taking in fundamental requirements in of content and usability in designing a high-quality multimedia tool to help slow learners in their learning
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