58 research outputs found

    Pembangunan kandungan digital indigen untuk pengguna: Pendekatan pempakejan berasaskan model arahan dan kognitif

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    Dunia tidak memerlukan peringatan bahawa warganya sedang hidup dalam era glabalisasi dan era maklumat. Manusia hari sedar bahawa jumlah maklumat serta ilmu yang boleh diperoleh melalui satu petikan jari disebabkan teknologi maklumat dan technologi komunikasi baru yang kian berkembang. Seeorang itu boleh ‘melayari’ laman web dan menjelajah kandungannya, seseorang itu boleh juga ‘melombong’ data warehouses untuk memperoleh pandangan baru ataupun seseorang itu boleh membuat pencarian maklumat ataupun ilmu di perpustakaan digital untuk memperoleh maklumat atau ilmu yang diperlukan. Perpustakaan digital telah lama disebut-sebut dan diramalkan kewujudannya, tetapi, penampilannya secara nyata yang berlaku hanya dalam hujung abad ke 20 nyata telah menjangkau jangkaan ramai. Perpustakaan digital kini merupakan satu aplikasi yang menakjubkan bagi masyarakat berasaskan maklumat abad ke-21 ini. Pelbagai isu tentang perpustakaan digital masih sedang dibahaskan dan dikaji dan masih banyak yang tidak diketahui berkaitan dengan aspek budaya, pendemokrasian pembelajaran, keselamatan maklumat dan ilmu dan banyak lagi isu-isu yang lain. Walau bagaimanpun, perkembangan perpustakaan digital telah menjadi satu fenemena dan penulis yakin fenomena ini akan terus berkembang luas. Mungkin salah satu perubahan yang dramatic ialah pertemuan yang amat ketara di antara initiatif pengkomputeran, komunikasi dan kandungan indigen. Negara-negara masing-masing berasakan dengan globalisasi, pempakejan maklumat ataupun ilmu seharusnya mempunyai acuan budaya, cita rasa warganya sendiri walaupun bahasa yang digunakan adalah bahasa lingua frangca Internet. Ini bermakna, aspek pembangunan kandungan pembelajaran digital multimedia perlu mengambil kira pendekatan yang dapat memenuhi kehendak komuniti indigen. Kertas ini bercadang untuk membincangkan reka bentuk kandungan multimedia bagi tujuan pembelajaran berasaskan model reka bentuk berarahan dan model kognitif yang digelar pendekatan arahan kognitif yang dirasakan sesuai untuk membangunkan pekerja ilmu (knowledge workers) yang digelar k-insan untuk negara Malaysia.Kertas ini juga akan membincangkan ciri-ciri k-insan,dan entiti kandungan digital multimedia yang dicadangkan berasaskan pendekatan arahan kognitif dengan merujuk kepada contoh-contoh pakej multimedia indigen seperti pakej ME, ME2 untuk sekolah bestari dan MEL

    Multimedia package for learning English based on learners’ profile

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    The current advancement of Information and Communications Technologies (ICT), especially the advancement in multimedia technology, has spurred the use of computers in education setting. The use of multimedia technology for teaching and learning have been proved that to be essential and more effective compared to the conventional approach. Research have stated that multimedia technology application can help the students in their learning process by attracting and engaging the learners, providing a better learning retention time, making learners more self reliant and proactive in their learning environment.This research aims to study the development of a multimedia package based on learners` profile in English.The multimedia package was developed based on two main objectives : I) developing a learners` profile to determine learners` learning style, II) developing a multimedia package for learning English.The development of this multimedia package took into consideration various aspects such as : principles of instructional design in the development of learning materials and the development methodology of a package; multimedia elements and the integration of learning and cognitive theories in package development.The multimedia package consists of three main modules to meet the needs of each type of the preferred modality learning style of learners : visual, auditory and kinesthetic learning style.The evaluation of the multimedia package was conducted to test the system based on its strengths and weaknesses amongst the students.Findings of the research showed that despite a number of weaknessess of the system, the modules of the system based on specific learner’s learning styles managed to attract the interest of learners based on their matching learning styles.The fuzzy logic and neural network have been applied at this stage to analyse the ouput data for evaluation purposes

    Reading discrepency and the promise of computer technology

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    Computer technology is one of the promising tools for students with reading discrepancy.In the first section this paper discusses previous studies related to computer technology which is used to improve reading. Second section puts forward reviews on research that has been carried out on augmented reality technology and learning. Summarized data from 2001 to 2008 are also highlighted as evidence on how augmented technology improves reading. This paper finally put up the proposed Bahasa Melayu augmented reality books for students with reading disability

    Predict Incorrect Thinking Process: Negative Numbers Subtraction Operation Second Category

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    This study was divided into two parts. The first part was to identify the incorrect answer produced by the respondent for each item and its frequency. Then, the second part was to predict the ITP with respect to its frequencies that that respondent might have adapted in solving such sentence questions incorrectly. The respondent of this study were five mathematics teachers and  124 students aged 14 years old from Malaysian secondary school. The finding shows types of mistakes made by the students for each type of items tested and the prediction of ITP respectively

    The Development of virtual LAB for chemistry (acid,base and salt) based on constructivism-cognitiveness-contextual approach

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    This paper addresses about designing virtual laboratory for chemistry subject, acid, base and salt. Discussion involved on theoretical framework modelling where it divided into three parts that is analysis, design and, development and evaluation. For the second objective, researcher will view on constructivism-cognitive ness-contextual lifecycle model where it will be used for virtual laboratory for the chemistry subject ( VLab-CHEM ). This model will define about education media, how to measure content, authoring program and systematic instructional design. Others objective are defining Instructional Design (ID) model ( VLab-CHEM ) where it include virtual laboratory modules. ID model focused on learning and teaching aspects and science education, education process and by using multimedia interactive module. While designing the development of VLab-CHEM, researcher has used approach in learning theory such as constructivism-cognitive-contextual. Concept through learning-bydoing, contextual education, simulation, 3D animation and real time animation to create 3D virtual based on reality, will be added in the VLab-CHEM

    Augmented reality based educational tool on Live Solar System (LSS)

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    Augmented Reality (AR) has its own potential in the education field, because AR can provide a seamless interaction between real and virtual objects. Hence, it draws many researchers’ interest in recent years on applying AR in the education field.This paper intends to give an overview of AR and the workflow of AR application.Besides, this paper also highlights the methodology of developing Live Solar System (LSS) based on the iterative prototype software engineering life cycle model, and the LSS overview which can be divided into software and hardware components

    Kejuruteraan perisian kursus multimedia matematik berasaskan model kecerdasan pelbagai (MI-MathS)

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    Pengajaran dan pembelajaran berbantukan komputer multimedia telah digunakan sebagai komponen utama dalam mereka bentuk dan mengimplementasi suasana pengajaran dan pembelajaran di dalam bilik darjah. Perbezaan individu memainkan peranan yang penting dalam proses pengajaran dan pembelajaran. Pengajaran yang direka bentuk berasaskan pengajaran berbantukan teknologi multimedia dapat memenuhi keperluan pelajar yang mempunyai gaya pembelajaran dan kecerdasan yang berbeza. Kajian ini menggunakan teori kecerdasan pelbagai sebagai satu kriteria untuk menilai kecerdasan yang dimiliki oleh pelajar dalam membangunkan sebuah perisian multimedia, kerana teori ini dikenal pasti dapat meningkatkan motivasi dan pencapaian pelajar. Sehubungan dengan itu, pengkaji telah membangunkan sebuah perisian kursus multimedia berasaskan teori kecerdasan pelbagai bagi mempelajari topik trigonometri untuk pelajar tingkatan 4 (dipanggil MI-MathS). Kertas ini membincangkan model reka bentuk berarahan perisian yang merangkumi enam komponen iaitu: ciri kecerdasan pelbagai, hasil pembelajaran, teori pengajaran dan pembelajaran, pendekatan, strategi dan interaktiviti.Tiga jenis strategi pengajaran diterapkan ke dalam perisian MI-MathS iaitu strategi pengajaran linguistik verbal (VL), strategi pengajaran matematik logik (LM) dan strategi pengajaran ruang visual (VS). Dapatan kajian menunjukkan penggabungan antara multimedia dan teori kecerdasan pelbagai dapat meningkatkan pernyertaan aktif pelajar secara berkesan dalam proses pengajaran dan pembelajara

    Using interactive storytelling approach in science education

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    This research was aimed to develop interactive multimedia software and to determine its competencies. This Computer Aided Learning (CAL) was established based on National Pre-School Curriculum, 2006, Education Ministry of Malaysia. This Computer Aided Learning (CAL) focused on Science subject with the theme of "Explore the Space" for pre-school level. The development of educational multimedia software with animated story approach making the learning process more fun as well as enable teachers to convey knowledge in easier way. Furthermore, this study refers to the learning theories, for instance, behaviorism, cognitivism, constructivism as well as scaffolding. This software package was developed using ADDIE methodology and Adobe Director 11 software as the base. The interactive animated story approach used in the exploration module includes stories of 9 planets in the solar system; Mercury, Venus, Earth, Mars, Jupiter, Saturn, Uranus, Neptune and Pluto. Early analysis was done in 10 preschools managed by the Education Ministry of Malaysia. From the analysis, it was found that the current Science teaching is teacher-oriented. This contributes to the development of the children with criterion such as passive, lack of confidence to speak and depend solely on their teachers
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