23 research outputs found

    Students’ Acceptance On Educational Video Sharing Sit: A Proposed Research Model

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    Video sharing site is becoming increasingly popular and is used as a platform for video-based learning and teaching. In line with the development of new media technologies nowadays, learning through video sharing sites has become a choice of preference amongst students to get access to learning materials in the form of videos such as screencast tutorials, video presentations, recordings of learning video, animations and so forth. However, the existence of video sharing sites that have a social media characteristic in them is negatively affecting the students' learning performance. Thus, a provision of video sharing site with a more formal educational characteristic should be established in order to facilitate a safer learning environment. This study was conducted to analyse the acceptance of students towards educational video sharing sites. By using Technology Acceptance Model (TAM) as the basic model for this study, the original attributes in TAM model such as perceived usefulness and perceived ease of use were put to the test in order to determine their effects on attitudes and intentions of the students to use educational video sharing sites. In addition to that, TAM model was also expanded by adding other factors such as psychological factors (enjoyment and motivation), social factors (social influence and subjective norm), technological factors (system performance and system accessibility) and organisational factors (facilitating condition and technical support). This conceptual paper was prepared to tested on how they affect students' acceptance towards educational video sharing sit

    EFFECTS OF SEGMENTATION OF INSTRUCTIONAL ANIMATION IN FACILITATING LEARNING

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    The aim of this study was to investigate the effects of segmented-animation, playpause- animation and continuous-animation in facilitating learning of low prior knowledge learners. A courseware prototype entitled Transmission Media was developed for the research purpose. The courseware contains nine animations on various topics in Transmission Media. Pre-test and post-test experimental design was employed on three different groups respectively. The data collected were analyzed statistically by using one-way between-groups ANOVA with post-hoc comparisons. Apparently, the result suggests that segmented-animation was significantly more effective than play-pause-animation and continuous-animation in enhancing students’ learning performance. The result indicates that segmented-animation was beneficial for students in conducting adequate cognitive processes of the information depicted in the animation. Furthermore, the result shows that allowing students to decide the segmentation in play-pause-animation condition does not necessarily promotes better learning. This was due to low prior knowledge students’ inability in deciding the appropriate stop points in animation and/or play-pause-replay button design that might causes split attention effect resulting extraneous cognitive load throughout the learning process

    The potentials of emoji in visual communication / Noorlida Daud and Ahmad Zamzuri Mohamad Ali

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    Emojis are developed from emoticons and commonly used to convey emotion in online communication. It frequently assists in delivering an emotion in text-centric media such as email, media social and instant messages. This paper focuses on emojis advantages in visual communication including its effects on human's feeling. Literatures based methodology applied in this research; the datas are collected from various literatures and then analysed. From the analysis of this research, it shows other functions of emojis in persuading people in visual communication. The limitation of this study is only certain types of emojis are used and measured in delivering emotion, feeling and message from the previous researches. In future research, the potential of emojis can be expended and tested to measure its impact among users by using various types of emoji

    Kesan tahap realistik karakter animasi talking-head ke atas emosi dan prestasi pelajar : satu kajian awal

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    Animasi talking-head merupakan animasi arahan yang mampu membantu pembelajaran kemahiran sebutan sesuatu perkataan secara betul dan tepat. Namun, kesilapan dalam penggunaan karakter animasi memberi kesan negatif kepada pelajar. Kajian ini memfokus kepada isu Uncanny Valley yang dapat memberi kesan kepada emosi pelajar akibat daripada karakter animasi yang hampir menyerupai manusia. Justeru, kajian ini menilai penggunaan animasi talking-head yang berbeza tahap realistik terhadap pembelajaran sebutan perkataan di Kolej Komuniti. Penilaian keberkesanan animasi ini diukur melalui ujian sebutan dan ujian emosi mengguna soal selidik AEQ. Empat perisian animasi talking-head dengan tahap realistik berbeza dibangun untuk diuji dan setiap perisian tersebut dipelajari secara kendiri oleh sekumpulan pelajar yang terdiri daripada 20 orang. Jumlah keseluruhan sampel ialah 80 orang terdiri daripada pelajar di empat buah kolej komuniti di Perak. Ujian statistik deskriptif seperti nilai min, sisihan piawai dan peratus diguna bagi menjawab persoalan kajian. Dapatan kajian menunjukkan perisian animasi talking-headtiga dimensi tidak realistik (3D-TR) memperoleh peratusan tertinggi dari sudut emosi dan prestasi sebutan pelajar manakala perisian animasi talking-head tiga dimensi realistik (3D-R) memperoleh peratusan terendah dari kedua-dua aspek tersebut. Justeru, penggunaan karakter animasi tiga dimensi talking-head yang tidak realistik merupakan tahap realistik yang terbaik untuk membentuk emosi yang positif seterusnya berpotensi meningkat prestasi pelajar

    Kesan Koswer Strategi Animasi Pelbagai Kawalan Pengguna Terhadap Prestasi Kognitif Dan Ketekalan Pelajar [ LB1028.3. Z26 2007 f rb ].

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    Keberkesanan animasi dalam sesuatu koswer instruksi dapat ditingkatkan melalui aplikasi kawalan pengguna terhadap animasi tersebut. The effectiveness of the animation in an instructional courseware can be enhanced by applying a user-controlled strategy onto it

    Design of Microwave LNA Based on Ladder Matching Networks for WiMAX Applications

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    Advancement in the wireless industry, internet access without borders and increasing demand for high data rate wireless digital communication moving us toward the optimal development of communication technology. Wireless communication is a technology that plays an important role in current technology transformation. Broadband communication is a method of telecommunication that are available for transmitting large amounts of data, voice and video over long distance using different frequencies. Specifically, Low Noise Amplifier which is located at the first block of receiver system, makes it one of the important element in improving signal transmition. This study was aimed to design a microwave Low Noise Amplifier for wireless application that will work at 5.8 GHz using  high-performance low noise superHEMT transistor FHX76LP manufactured by Eudyna Technologies. The low noise amplifier (LNA) produced gain of 16.8 dB and noise figure (NF) of 1.20 dB. The input reflection (S11) and output return loss (S22) are -10.5 dB and -13.3 dB respectively. The bandwidth of the amplifier recorded is 1.2 GHz. The input sensitivity is compliant with the IEEE 802.16 standards

    Pengaruh tanggapan mudah guna dalam penerimaan terhadap laman perkongsian video pendidikan berfokus

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    Kajian ini bertujuan untuk menganalisis faktor psikologi, sosial, teknologi dan institusi dalam mempengaruhi tanggapan mudah guna pelajar terhadap laman perkongsian video pendidikan berfokus dalam melihat penerimaan dan penggunaan laman tersebut bagi tujuan pendidikan. Model Penerimaan Teknologi (TAM) digunakan sebagai model asas dalam kajian ini, serta model lanjutan dibina sesuai dengan keperluan kajian yang sedang dibangunkan. Beberapa siri video tutorial mempelajari perisian dalam bentuk screencast dibangunkan dan dimuatnaik ke laman perkongsian video pendidikan berfokus (LearnSoftware) yang dibangunkan bagi tujuan kajian ini. Soal selidik digunakan sebagai instrumen kajian. Kajian ini berbentuk kuantitatif dengan data dikumpulkan daripada 294 orang pelajar yang sedang mengikuti pengajian Multimedia (major dan minor) dari 5 buah Institusi Pengajian Tinggi Awam (IPTA). Melalui analisis regresi berganda yang dilakukan mendapati faktor psikologi dan teknologi adalah pengaruh utama tanggapan mudah guna pelajar terhadap laman perkongsian video pendidikan berfokus, manakala faktor sosial dan institusi tidak berpengaruh. Secara kesimpulan, dapatan kajian ini dapat memberi manfaat kepada pihak institusi pendidikan, pelajar dan tenaga pengajar serta pembangun laman perkongsian video dalam memahami tingkah laku pelajar terhadap menerima dan menggunakan teknologi baru yang diperkenalkan

    Kesan Pelbagai Strategi Kawalan Pengguna Animasi Bersegmen Terhadap Prestasi Pelajar

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    Tujuan - Kajian ini bertujuan untuk menilai kesan animasi bersegmen dengan pelbagai strategi kawalan pengguna terhadap prestasi pelajar. Lima strategi kawalan tersebut ialah strategi Kawalan Pengguna Linear (KPL), Kawalan Pengguna Rawak (KPR), Kawalan Program (KP), Kawalan Berterusan (KB) dan Tanpa Kawalan (TK). Metodologi - Reka bentuk kajian berbentuk kuasi eksperimen dan data kajian dianalisis melalui pendekatan kuantitatif. Seramai 265 orang pelajar semester 2 kursus Diploma Sistem Rangkaian dari lima buah Politeknik dipilih sebagai sampel kajian. Penilaian dilakukan melalui ujian pos. Dapatan - Secara keseluruhan, ujian statistik ANCOVA digunakan untuk menjawab persoalan kajian. Dapatan kajian menunjukkan terdapat perbezaan yang signifikan dari sudut prestasi ujian pos antara kumpulan pelajar yang menerima strategi kawalan paparan animasi bersegmen yang berbeza. Kepentingan - Dapatan kajian menunjukkan faktor reka bentuk paparan animasi bersegmen yang disertakan dengan strategi kawalan pengguna yang bersesuaian berkemampuan mengatasi masalah keciciran maklumat. Strategi KPR dan KPL didapati membantu dalam memperuntukkan masa yang bersesuaian bagi memori sensori pelajar untuk mengekstrak maklumat bermakna daripada animasi untuk diproses di dalam memori jangka pendek yang agak terbatas sebelum didaftarkan ke dalam memori jangka panjang. Kedua-dua strategi ini juga didapati berupaya meningkatkan prestasi pencapaian pelajar

    Dual-stage gain-clamped erbium-doped fiber amplifier with fiber Bragg grating

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    We demonstrate a dual-stage gain-clamped erbiumdoped fiber amplifier. The first-stage amplifier consists of a short length of erbium-doped fiber to produce low noise figures. The second-stage is constructed from a counter-propagating ringlaser, in which the signals and the lasing wavelength propagate in the opposite direction. The lasing wavelength is selected via a reflective-type of fiber Bragg grating. The gain-clamping mechanism can be adjusted by either changing the fiber Bragg grating reflectivity or center wavelength. The noise figure penalty is about 1.5 dB for the gain-clamping value from 11 dB to 20.5 dB. (© 2008 by Astro Ltd., Published exclusively by WILEY-VCH Verlag GmbH & Co. KGaA

    Brillouin–Raman comb fiber laser with cooperative Rayleigh scattering in a linear cavity

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    We demonstrate a multiple-wavelength Brillouin comb laser with cooperative Rayleigh scattering that uses Raman amplification in dispersion-compensating fiber. The laser resonator is a linear cavity formed by reflector at each end of the dispersion-compensating fiber to improve the reflectivity of the Brillouin Stokes comb. Multiple Brillouin Stokes generation has been improved in terms of optical signal-to-noise ratio and power-level fluctuation between neighboring channels. Furthermore, the linewidth of the Brillouin Stokes is uniform within the laser output bandwidth
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