15 research outputs found

    Implementation of Augmented Reality in Automotive Mobile Learning Application

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    Nowadays, the young generation is the technology generation. Most of the students used technology devices such as smartphones as their mobile-learning tools. Students used their mobile devices to download learning applications for self-learning through devices. However, most of the existing applications do not teach full- learning and no tutorials. One of the example applications is the automotive learning application. Therefore, the AUTOGO application is introduced to help students learn and guide them about automotive subjects. AUTOGO is a mobile learning application using the Augmented Reality approach for Form 4 and 5 students from Kolej Vokasional Kluang (KVK). The methodology chosen for the development process is the Multimedia Mobile Content Development (MMCD) method. The software selected to develop the AUTOGO application are Unity3D and Visual Studio Code with C# language. The result of the beta testing show AUTOGO application is completely functioning as expected. Thus, the application of beta testing scores on the System Usability Scale (SUS) is 93% which means it falls within the acceptance range

    Perception of mathematics game’s design for primary school: based on teachers’ opinions

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    Unmistakable methods can be used for learning, and they can be looked at in a few viewpoints, particularly those identified with learning results. In this paper, we introduce an examination with a specific end goal to think about the design adequacy and development’s requirement of a game based learning (GBL) approach that is about to be used in LINUS screening for mathematics subject in primary school. The approach includes multiple interaction forms regarding addition and subtraction operation in mathematics based on LINUS constructs. Ten teachers from three different school located in Batu Pahat have participated in the study. The investigations involving survey activity by using questionnaire as the instrument. While breaking down the results, the outcomes demonstrated that the kids observed the amusement to be all the more fulfilling if there are less levels and more colours. Since the survey were conducted to a very common type of school in Malaysia, we believe game that is about to be built based on opinion gained could be utilized as an effective instrument in primary schools to strengthen pupils' lessons

    Aplikasi buku cerita interaktif “Kisah Nabi Sulaiman A.S.”

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    Aplikasi buku cerita interaktif telah mendapat sambutan yang menggalakkan pada masa kini. Hal ini kerana penggunaan elemen multimedia yang dapat menambah pengalaman dan keseronokan semasa menggunakan aplikasi. Walaupun terdapat banyak aplikasi buku cerita interaktif dalam pasaran, masih terdapat beberapa kelemahan yang dikenalpasti. Antaranya ialah kurangnya cerita yang menggunakan Bahasa Melayu serta terdapat banyak gangguan-gangguan antaramuka semasa proses penceritaan. Oleh itu aplikasi Aplikasi Buku Cerita Interaktif “Kisah Nabi Sulaiman A.S.” ini dibangunkan menggunakan teknik animasi 2D. Tujuan utama pembangunan aplikasi ini adalah untuk menyediakan kandungan buku cerita interaktif kisah Nabi Sulaiman untuk pelantar Android. Pengguna sasaran aplikasi adalah peringkat usia empat hingga enam tahun khususnya yang beragama Islam. Model MMCD dipilih sebagai metodologi untuk membangunkan sistem ini. Pengujian aplikasi telah dijalankan ke atas 23 orang murid Kelas Pra-Sekolah Sekolah Kebangsaan Pintas Raya. Hasil pengujian menunjukkan semua responden bersetuju bahawa aplikasi ini menepati citarasa mereka

    2D platform-based game of arithmetic game-based learning

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    Mobile games have attracted attention among game developers and users. Throughout the years, mobile games have developed to become one of the domination of the digital world. They have evolved from just a non-coloured with few animated dots and lines to a coloured and more realistic three-dimensional gameplay. Besides, mobile games do not only act as an entertainment but also as a medium for improving mental arithmetic skill if the content is designed accordingly. However, most of mobile games nowadays have been developed for leisure purpose only. There is less game on IQ test and education while more on skills and action alternatively. Hence, arithmetic game-based learning application is developed as an alternative to be included in the variety of gameplay or content of the game. The game created based on platform genre with endless running style. Arithmetic questions are provided in the gameplay as one of the obstacles to both provide challenges and IQ test for the players. This game is implemented in mobile platform. Technology Acceptance Model (TAM) is adopted to measure the game quality based on the evaluation of user acceptance level towards the gameplay, functionality and playability, and overall performance of the game. Overall, 50% of respondents agreed that the gameplay is satisfying. In addition, 40% of respondents strongly agreed that the functionality and playability of the game is stable and the overall performance of the game functions perfectly

    Comparative analysis of gamification approaches in education

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    Games promised that when it comes to comparison between them with traditional training, they are more engaging and entertaining [1]. Using gamification has attracted many attentions from researchers [2] but empirical support of these tasks has been slowly emerge. Besides, games also offer multiple roles including storytelling, programming, artwork, sound and mechanics [3]. Every year, school will go through the list of children who get enrolled. There was never been a year without children with poor skills in Bahasa, English and Mathematics

    Augmented Reality Technology Implementation in Local Automobile Advertising

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    Advertising plays a vital role in businesses. Businesses use advertising to achieve various goals and spread their brand as well as to directly sell products and services to the public. As technology advances, mobile advertising is becoming more and more critical for brands and services. Therefore, Augmented Reality (AR) technology has entered the mobile advertising industry to enable advertisers to increase consumer engagement and revenue. Hence, in this project, an implementation of AR technology for local automobile advertising on Android platform is proposed as an alternative to advertising new cars. Perodua Myvi is chosen as the case study in this implementation. By using a marker, users will have an unprecedented way to interact and view the car’s exterior, features and specification regardless of time and location. This project has been developed successfully to provide an alternate method of advertising to the automobile consumer

    Application of A Computer Animation Technique to Assist the Teaching of Pre-Handwriting Skills to Children with Coordination Difficulties/Dyspraxia

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    We have proposed a method to assist children with coordination difficulties or dyspraxia to improve their handwriting skills. We have chosen an animation technique called ‘Rotoscopy’, a method that normally been used in animation and film production and adapted it to Rotoscopy Prehandwriting Interface (RPI) prototypes using the interactive whiteboard (IWB) as interaction device. The motivation of this research is to discover how efficient if Rotoscopy is used beyond its normal purposes? Does it give benefits in terms of behavioural and motivational aspect rather than commercial and profit point of view? Implementation of RPI prototypes has taken place through series of workshops with a teacher and a group of children with handwriting difficulties at a special education school in Caerphilly, Cardiff, United Kingdom. In the workshops children were given pre-handwriting activities in two different environments. They have been trained to use RPI prototypes and IWB as well as using pen and paper. Their activities and action has been observed and recorded using video camera. Evaluation method is based-on video analysis of children’s pre-handwriting result and their reaction and motivation during the workshop. It was learnt that majority of children who used RPI prototypes and IWB have produced better results in terms of accuracy of the drawing as compared to results of pen and paper activities. Furthermore the children are more motivated to use the prototypes and IWB rather than using pen and paper. The study’s contribution includes offering a new way to improve children’s prehandwriting skills using computer animation technique and touch-based devices

    Aplikasi permainan mudah alih Vespa Ventures

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    Perkembangan terkini dalam dunia teknologi maklumat, terdapat banyak aplikasi permainan yang dibangun berasaskan sukan permotoran dalam perkembangan terkini teknologi maklumat. Ini kerana ramai yang meminati sukan permotoran di seluruh dunia. Antara jenis motosikal yang diminati ramai ialah Vespa klasik. Namun begitu, golongan muda pada masa kini semakin melupakan motosikal klasik ini kerana munculnya banyak model motosikal baharu. Atas tujuan inilah Aplikasi Permainan Mudah Alih Vespa Ventures ini dibangunkan untuk memberi pengalaman dan pengetahuan kepada pengguna telefon pintar. Selain itu permainan ini memberi peluang kepada orang ramai untuk mengenali jenis-jenis motosikal Vespa yang ada. Metodologi yang digunakan untuk pembangunan aplikasi ini adalah model prototaip evolusi. Model ini mengandungi enam fasa iaitu fasa perancangan, fasa analisa, fasa rekabentuk, fasa pembangunan prototaip, fasa pengujian dan fasa penilaian aplikasi. Pengujian aplikasi telah dilakukan oleh ahli Kelab Vespa yang berumur 13 tahun hingga 25 tahun di sekitar Batu Pahat. Hasil pengujian menunjukkan 74% responden setuju bahawa permainan ini menarik dan 80% responden agak setuju dan setuju bahawa mereka dapat mempelajari sesuatu melalui aplikasi ini. Secara kesimpulannya, aplikasi yang dibangunkan ini mencapai objektif yang ditetapkan

    Enhancing user experience in interactive directory kiosk with virtual walkthrough

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    Interactive kiosk is an information platform featuring specialized hardware and software which can be found almost in public exhibition. It serves the purpose of providing information to users for communication, health, commerce, entertainment, and education. Directory kiosk is other types of information kiosk that allows the user to find certain location or rooms within the building. This kiosk becomes a centre of attraction and it is located at the main entrance of the building and publicly accessible by the user to find information. The users are also diverse in terms of their skills, experience and expectation in using the kiosk (Maguire, 1999). For that, instead of achieving the usability goals, providing a quality of experience in kiosk development process is very crucial and become a challenge to the user experience (UX) and user interface (UI) designers

    Application of A Computer Animation Technique to Assist the Teaching of Pre-Handwriting Skills to Children with Coordination Difficulties/Dyspraxia

    No full text
    We have proposed a method to assist children with coordination difficulties or dyspraxia to improve their handwriting skills. We have chosen an animation technique called ‘Rotoscopy’, a method that normally been used in animation and film production and adapted it to Rotoscopy Prehandwriting Interface (RPI) prototypes using the interactive whiteboard (IWB) as interaction device. The motivation of this research is to discover how efficient if Rotoscopy is used beyond its normal purposes? Does it give benefits in terms of behavioural and motivational aspect rather than commercial and profit point of view? Implementation of RPI prototypes has taken place through series of workshops with a teacher and a group of children with handwriting difficulties at a special education school in Caerphilly, Cardiff, United Kingdom. In the workshops children were given pre-handwriting activities in two different environments. They have been trained to use RPI prototypes and IWB as well as using pen and paper. Their activities and action has been observed and recorded using video camera. Evaluation method is based-on video analysis of children’s pre-handwriting result and their reaction and motivation during the workshop. It was learnt that majority of children who used RPI prototypes and IWB have produced better results in terms of accuracy of the drawing as compared to results of pen and paper activities. Furthermore the children are more motivated to use the prototypes and IWB rather than using pen and paper. The study’s contribution includes offering a new way to improve children’s prehandwriting skills using computer animation technique and touch-based devices
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