43 research outputs found

    Enjin aktiviti menyurih belajar menulis aksara Jawi

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    Tulisan Jawi diperkenal kepada masyarakat Melayu sejak kurun ke-14. Namun, pada hari ini terdapat ramai generasi muda yang tidak boleh menguasai tulisan Jawi. Oleh kerana Jawi adalah teras bagi mata pelajaran Pendidikan Islam, maka pelajar perlu menguasai tulisan dan bacaan Jawi bagi memudah pembelajaran subjek tersebut. Masalah penguasaan kemahiran menulis Jawi dalam kalangan kanak-kanak bermula dengan pembentukan aksara Jawi. Bagi memantap pembentukan aksara Jawi, pelajar perlu terlebih dahulu mahir menyurih aksara. Menyurih aksara merupakan salah satu aktiviti awal bagi kanak-kanak dalam proses belajar menulis aksara Jawi. Aktiviti tersebut mengguna teknologi digital dengan maklum balas masa nyata. Ia merupakan salah satu teknologi baharu dalam proses pembelajaran menulis Jawi. Menyurih di atas tablet mengguna pen stilus adalah sebagai input. Kajian ini bertujuan membangun enjin menyurih bagi memberi maklum balas terhadap ketepatan aktiviti menyurih oleh pengguna. Ketepatan maklum balas aktiviti menyurih dinilai dengan mengguna kaedah analisis perbandingan dengan melihat skor persetujuan di antara maklum balas enjin menyurih dan maklum balas pakar. Skor persetujuan Indeks Pekali Kebolehpercayaan Krippendorff Alfa (Krippendorff a) diguna bagi mengukur persetujuan di antara maklum balas enjin menyurih dan maklum balas pakar. Hasil penilaian skor persetujuan Krippendorff a mendapati ketepatan maklum balas enjin menyurih hampir sama dengan maklum balas yang diberi oleh pakar

    Kaedah pengajaran dan pembelajaran asas Jawi bagi kanak-kanak prasekolah / Norizan Mat Diah and Nor Azan Mat Zin

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    Kurangnya penggunaan tulisan Jawi dan tanggapan bahawa Jawi sukar dipelajari membuatkan generasi muda kini mula melupai tulisan ini. Kemahiran menulis Jawi bagi kanak-kanak sepatutnya bermula pada peringkat prasekolah. Kanak-kanak lingkungan usia ini boleh membentuk huruf asas Jawi dan juga mampu membaca sebahagian suku kata asasnya. Walaupun tulisan Jawi telah lama wujud di negara kita, namun kajian mengenai proses menulis huruf Jawi dan kaedah melatih kemahiran tersebut masih kurang. Berpandukan kajian lepas berkaitan tulisan lain seperti tulisan Rumi, Cina dan India, proses menulis huruf asas Jawi telah dapat dikenal pasti. Dapatan soal selidik terhadap guru turut mengesahkan proses yang telah dikenal pasti. Proses menulis huruf Jawi ialah menyurih, menyalin dan mencetak huruf. Kaedah latihan pula adalah secara pengulangan, memberi maklum balas dan aktiviti pengukuhan. Kesemua proses dan aktiviti yang dikenal pasti merupakan elemen penting dalam pendidikan menulis huruf Jawi bagi kanakkanak prasekolah

    A Rehabilitation Gaming System for Cognitive Deficiencies: Design and Usability Evaluation

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    Patients with Acquired Brain Injuries or ABI experience various cognitive deficiencies that adversely impact their daily lives, as their ability to perform everyday activities, becomes severely limited. These patients would benefit more from engaging in unconventional cognitive rehabilitation, specifically rehabilitation using Serious Games. However, it is difficult to categorize cognitive disabilities due to their heterogeneity; therefore individualized rehabilitation interventions are required. It is also challenging to design games for cognitive rehabilitation, as the complexity and production cost for these games are usually very high. There is an abundance of recent studies on cognitive rehabilitation, particularly game-based interventions. However, some studies explain how to design games that are enjoyable and usable for patients with cognitive disabilities. Hence, this study addresses this issue with a proposed framework for therapeutic game developers targeting patients with cognitive deficiencies. To this end, a prototype Rehabilitation Gaming System (RGS) was developed and evaluated by therapists. A 7-point Likert scale usability questionnaire was used and the mean scores for layout/design (5.94), ease of use (5.40), easy to learn (5.76), usefulness (5.96) and satisfaction (6.1) indicate that RGS has good usability. Therapists are willing to use RGS for rehabilitation purposes. Practitioners, game developers, and patients in the healthcare field will be able to use the proposed framework as a guide and tool for designing and implementing games targeted for cognitive rehabilitation.

    Design Science Paradigm in the Development of Serious Game for Cognitive Rehabilitation

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    The use of serious games in cognitive rehabilitation would be invaluable to the rehabilitation process and provide advantages that may not be available in conventional rehabilitation. Although many recent game-based interventions for cognitive rehabilitation have been reported in the literature, not much knowledge is available on the best approach to develop usable games for individuals with cognitive disabilities. Therefore, Design Science approach was adopted to find a solution to this problem. This paper explores an existing Design Science framework and methodology, which are then combined and reduced into one single framework. This paper further examines how this framework can be used as a means to develop an artefact that can be used as a guideline in developing serious games for cognitive rehabilitation. The Design Science paradigm works well for the development of serious game for cognitive rehabilitation. This paper concludes with a discussion of the research contributions

    Multi-Dimensional Interface Design of E-Commerce for Virtual Museum System

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    This research focuses on the interface design for E-commerce for virtual museum system that can be displayed in multi dimensions. The existing system (muziummaya.terengganu.gov.my) has proved that information presented with the existing interface cannot be presented effectively through mobile device. Navigation is also difficult to the human cognitive since a lot of information displayed in one screen. Furthermore, the existing system is only available in Malay language and the digitized artifacts are only 10-20% from the whole collection. The existing virtual museum was analyzed to obtain user's perspectives from the aspect of information displayed and the results of this analysis serves as an input and guideline in designing the model and interface of a virtual museum system. The finding of these analysis also determines the best techniques in displaying information in the context of multi-dimensional designs, the information needed in a virtual museum's system and the most suitable e-commerce platform. These findings are used in designing a multi-dimensional interface design for an e-commerce system for a virtual museum.  The result of this study proved that information presented is more effective due to ease of navigation of the system. Thus, it shows an increase in the usability and users gained more experience while using the system

    Automatic speech intelligibility detection for speakers with speech impairments: the identification of significant speech features

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    Selection of relevant features is important for discriminating speech in detection based ASR system, thus contributing to the improved performance of the detector. In the context of speech impairments, speech errors can be discriminated from regular speech by adopting the appropriate discriminative speech features with high discriminative ability between the impaired and the control group. However, identification of suitable discriminative speech features for error detection in impaired speech was not well investigated in the literature. Characteristics of impaired speech are grossly different from regular speech, thus making the existing speech features to be less effective in recognizing the impaired speech. To overcome this gap, the speech features of impaired speech based on the prosody, pronunciation and voice quality are analyzed for identifying the significant speech features which are related to the intelligibility deficits. In this research, we investigate the relations of speech impairments due to cerebral palsy, and hearing impairment with the prosody, pronunciation, and voice quality. Later, we identify the relationship of the speech features with the speech intelligibility classification and the significant speech features in improving the discriminative ability of an automatic speech intelligibility detection system. The findings showed that prosody, pronunciation and voice quality features are statistically significant speech features for improving the detection ability of impaired speeches. Voice quality is identified as the best speech features with more discriminative power in detecting speech intelligibility of impaired speech

    Designing Domain Model For Adaptive Web-based Educational System According to Herrmann Whole Brain Model

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    Educational materials represent a domain model of Adaptive Web-based Educational System (AWBES). However, these materials should be designed to cover the differences of learners’ preferences. Herrmann Whole Brain Model (HWBM) is a reliable Learning Style (LS) model which can be used to extract the learner’s preferences in educational environment according to brain structure of learner. In this paper, the learning materials of an essential programming language course (C++) are organized to cover all learners’ differences according to their brain dominance. The learning materials were described and classified by instructional metadata to fit the preferences of four brain quadrants (rational, organizational, interpersonal and intuitive) within diverse learning objects. The main advantage of this approach is that it is not related to particular type of learners, but it covers the different learners according to their brain-structure. The system which could apply this model can be used to detect the learner preferences dynamically and thus personalize the learning materials within Web-based Educational System (WBES)

    Development and Validation of Game Interface with Culture Questionnaire: Graphic and Animation

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    AbstractCultural values that are held by individuals within a society control how they act and believe. People with different culture may have different perception on the same subject. Due to this reason, some people may find difficulties playing computer games since the design is not intuitive and natural enough for the player. Hence, a model of game interface with cultural values is designed based on literature. The model consists of graphic and animation and four cultural elements – PDI, MAS, HC and IDV. This paper presents the development and validation of questionnaire for use to verify the game interface model .The study employed a mixed method design which consists of qualitative and quantitative method. Four panel of experts in the area of culture and human computer interface (HCI) were selected to validate the questionnaire, through structured interview. The face validation process involved five game players. For quantitative method, purposive sampling of 52 respondents was carried out. After development and validation process completed, 30 questions of game interface with cultural values remain. Some changes have been made on questions based on experts’ reviews. The reliability of the questionnaire, α = .955. The questionnaire is validated and reliable, thus it is good for use to verify the model
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