85 research outputs found

    Decisional guidance for computerised personal decision aid (ComPDA)

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    Recently, the existence of many computerized decision aids which support personal decision making have drawn massive attention to study how these aids really help the decision makers.Helping decision maker makes a particular decision has always been the major aim of decision aids.However, designing an effective decision aid is more than meet the eyes.Guidance portion of the interface design in decision aid cannot be taken lightly as it can influence the outcomes.This study acknowledges the needs to make sure the design of personal decision aids adhere to systematic investigation to achieve the sole goal of a ComPDA.In this paper eight ComPDAs were identified and comparedto extract the decisional guidance components for ComPDA. Accordingly, comparative analysis of the tools is further explained and illustrated

    Validation of mGBL engineering model using group treatment experimental study

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    A mGBL engineering model is proposed intentionally for developing mGBL applications and is outlined in this paper to provide novice developers with an integrated model with which they can approach more systematically the design and development of mGBL.The engineering model combines a game life cycle based on iterative prototyping and learning model, with supporting activities drawn from sources of best practice in mobile game development.This paper describes an experimental study involving the implementation of the proposed model with a group of undergraduate students who are taking Game Application Development course. The results indicate that the proposed model was practical and workable in developing mGBL applications compared to other models

    Mobile Game-Based Learning (mGBL) Engineering Model

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    Mobile game-based learning (mGBL) is a game played on any handheld devices such as mobile phones. It is among the most recent growing research areas whereby its main aim is to use game play to enhance motivation in learning, engage in knowledge acquisition, and improve the effectiveness of learning activities through mobile environment. To fully utilize the potential of mGBL, researchers suggest looking at the most important part, which is the development methodology of mGBL. In relation to this, various game development methodologies have been introduced for different types of game genres and platforms. These methodologies propose different numbers of steps and activities; some focusing only on the learning design; some concentrating on the mobile technologies; and others on the complete life cycle. Although many game methodologies have been introduced, studies show that customized phases and steps to develop games for learning in mobile environment are substantially required. Therefore, the study discussed in this thesis addresses this gap by proposing an mGBL Engineering Model based on a number of games and learning theoretical and developmental foundations. In particular, the study identified the key steps of development methodology to be considered in developing mGBL applications which consist of phases, components, steps, and deliverables. In accomplishing this aim, a design science research methodology was adopted, comprising of five phases; (i) awareness of problem, (ii) suggestion, (iii) development, (iv) evaluation, and (v) conclusion. Subsequently, eight mGBL evaluation dimensions were put forward: visibility, complexity, compatibility, flexibility, clarity, effectiveness, manageability, and evolutionary. Model evaluation was conducted in three phases, namely; expert review, prototype development with heuristics evaluation, and experimental study. Generally, the proposed mGBL Engineering Model was well accepted by the experts contacted in this study. The model was also employed by a game company while developing an mGBL prototype. Here, the findings have implied that the model is useful to follow and it provides an easy guideline for fellow developers. In the experimental study phase, four learning or game methodologies; Analysis-Design-Development-Implementation- Evaluation, Input-Process-Output, Game Life Cycle, and mGBL Engineering Model; were studied and compared by 70 respondents. The findings have indicated that the proposed mGBL Engineering Model scored mean above 7.0 (out of 10) of all dimensions compared to the other three models (scored less than 7.0). The ANOVA results show that there are significant differences between all groups in six dimensions except complexity and compatibility. Although complexity and compatibility dimensions are not significantly different, the scores for the mGBL Engineering Model are higher than the other three models. All these results have demonstrated that the proposed mGBL Engineering Model exhibits useful development indicators for mGBL applications and is indeed a theoretical and practical contribution of the study. In addition, the other significant contributions are the eight evaluation dimensions together with the validated instrument. Furthermore, the artefact produced, which is the mGBL prototype is also a functional contribution

    Mobile Game-Based Learning (mGBL): Application Development and Heuristics Evaluation Strategy

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    Purpose – This article presents an approach to developing a mobile game-based learning (mGBL) application by adapting unified characteristics of learning theories and approaches. In addition, the study also identified the strategy to evaluate mGBL. Method – The study utilized the design research approach in information systems. The research methodology can be divided into five phases; (i) awareness of problem (ii) suggestion (iii) development (iv) evaluation and (v) conclusion. Findings – Unified characteristics of mGBL were identified. In adapting the characteristics, the mGBL application was developed based on the concept of values in 1Malaysia. To evaluate the mGBL, a heuristics evaluation strategy is proposed. The strategy consists of four components: Game Usability, Mobility, Game Play, and Learning Content. Each of the components represents the issues to be considered and evaluated for a mGBL. Value – The study provides intensive review of mGBL characteristics that can be useful and may be of interest to game developers. In addition the heuristics evaluation strategy is developed for evaluating the effectiveness of mGBL application

    Preparation and Characterization of Glass-Ceramics Synthesized from Soda Lime Glass and Wastewater Sludge

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    This project reports the utilization and vitrification of wastewater sludge (WS) and soda lime silica (SLS) glass via converting them into glass-ceramic materials. The vitrification method has been used and also exploited as a solution for the disposal of WS and SLS glass and to minimize any environmental hazards. The glass ceramics were prepared from a mixture of wastewater sludge and SLS glasses and melted at 1375 °C for 3 hours and quenched by pouring it into water to obtain a coarse frit. The frit glass was then crushed and sieved to 106μm and pressed into a pellet. The sintering process was performed at various temperatures between 700-1000 °C for 2 hours at 50 ºC intervals. The combination of WS and SLS provided a suitable chemical composition for the production of glass-ceramic. The resulting samples were then characterized using energy dispersive X-ray fluorescence spectrometer (EDXFS), differential thermal analysis (DTA), X-ray diffraction (XRD), scanning electron microscopy (SEM) and laser flash apparatus (LFA). In this work, a thermal diffusivity measuring apparatus was used for measurement of thermal diffusivity (α) of glasses and glass-ceramics. The measurements of α were carried out at room temperature up to 300 °C with the intervals of 50 °C. Experimental results showed that α value for samples A (25%WS 75%SLS) are in the range of 0.386 - 0.767 mm2s-1, samples B (20%WS 80%SLS) are in the range 0.322 - 0.726 mm2s-1, samples C (15%WS 85%SLS) are in the range 0.3 - 0.66 mm2s-1, samples D (10%WS 90%SLS) are in the range 0.283 - 0.623 mm2s-1, and for samples E (5%WS 95%SLS) are in the range 0.24 - 0.615 mm2s-1. The changes of the nature of the crystallinity of the samples, heat treatment temperature and changes of the density value have been suggested to be responsible for the variation in the thermal diffusivity behavior. DTA study indicated that there were only inflection points of the endothermic peaks in the DTA curves of the glass samples. XRD analysis showed the amorphous state of the glass samples and also the presence of the diopside sodian, augite, cristobalite low and calcium silicate phases in the heat-treated samples. SEM investigations revealed that small amount of crystallites occurred in the microstructure of the heat treated samples such as flower shape, hemispherical shape, leaf shape, flaky shape and also residual glassy phase in contrast to the amorphous structure of the samples. It is recommended that future researches can be carried out to develop a good quality of glass-ceramic and would make them attractive to industrial application such as study in hardness, bend strength, erosive wear resistance, fracture strength and toughness

    Exploring digital comics as an edutainment tool: An overview

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    This paper aims t oexplore the growing potential of digital comics and graphic novels as an edutainment tool.Initially, the evolvement of comics medium along with academic and commercial initiatives in designing comicware systems arebriefly discussed. Prominent to this study, the methods and impact of utilizing this visual media with embedded instructional content and student-generated comics in classroom setting are rationallyoutlined.By recognizing the emerging technologies available for supporting and accelerating educational comic development, this article addresses the diverse research challenges and opportunities of innovating effective strategies to enhance comics integrated learning across disciplines

    Artificial intelligence support for knowledge management in construction

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    The deployment of Artificial Intelligence (AI) tools and techniques to various problem domains in organisation has been steady since their introduction.On the other hand, knowledge management is an innovative approach which is increasingly seen as a source of competitive advantage.This study attempts to investigate the use of established and proven AI tools and techniques in supporting end-users of knowledge management systems through more efficient elicitation and representation of corporate knowledge.Case studies are used to show the situations of knowledge management systems in the construction organisations.From the results of the case studies, this paper attempts to show the usefulness of deploying AI tools and techniques in capturing and representation knowledge in the context of the construction industry

    Pembangunan komik pendidikan sebagai solusi kepada stigma sosial pembaca malaysia: isu, elemen dan implikasi

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    Sebagai warisan seni tanah air yang tidak ternilai, sebilangan besar pelan tindakan bagi mengangkat martabat komik di Malaysia telah direalisasikan oleh pelbagai pihak. Namun begitu, masih wujud stigma negatif terhadap komik di kalangan masyarakat. Bagi menyokong usaha pembangunan komik pendidikan sebagai salah satu solusi memantapkan sokongan umum terhadap media visual ini, artikel ini mengkaji elemen utama dalam komik pendidikan yang disenaraikan mengikut kategori berbeza. Ini bertujuan untuk mengenalpasti bagaimana unsur pendidikan diintegrasikan dalam komik. Hasil kajian didapati selari dengan dua klafikasi umum komik instructional yang dinyatakan oleh pelopor seni komik antarabangsa, Will Eisner iaitu komik pendidikan dengan kandungan bersifat fakta dan kandungan untuk pembentukan sikap. Analisa juga merumuskan bahawa komik pendidikan berpotensi menjadi medium pilihan primer di kalangan kanak-kanak dan remaja kerana kandungannya memenuhi perkembangan intelektual dan kehendak emosi golongan tersebut. Artikel ini turut mengupas kepentingan menjalankan penyelidikan lanjutan bagi memantau sejauh mana komik pendidikan diterima pembaca dengan kerjasama warga industri komik negara

    KMICe eX: Conference management tool

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    The e-management application in organizing a conference is vital to help users whether they are organizers, reviewers, or authors who will make benefit from the Internet or web.The application is linked with the conference website that contains the conference information (such as the important dates, conference venue and the organizer) and the guidelines for presenters such as how to write and submit their papers.In developing such application, the important features and functions to be included have been identified and put into a working model. This article presents the working model which has been tested in organization KMICe 2008

    Teknik Persembahan Elemen Pendidikan: Perbandingan Antara Komik Umum Dan Komik Pendidikan

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    Komik merupakan khazanah seni tempatan yang bernilai tinggi. Kebanjiran majalah dan komik yang berkonsepkan infotainmentdi Malaysia memberi petunjuk bahawa masyarakat mula menerima komik sebagai sumber pengetahuan. Walau bagaimanapun, kajian terperinci berkenaan elemen pendidikan dalam media visual ini masih terhad. Maka, kertas kerja ini bertujuan untuk menganalisis perbandingan antara komik umum dan komik yang berlabelkan pendidikan dari segi teknik persembahan elemen pendidikan. Elemen utama dalam komik bercetak disenaraikan mengikut kategori berbeza bagi mengenal pasti bagaimana unsur pendidikan diintegrasikan. Analisamenunjukkan bahawa komik umum menyampaikan kandungan pendidikan secara lebih halus dan tersirat. Komik pendidikan sebaliknyajelas menonjolkan kandungan ilmiah secara tersurat sama ada dipaparkan sebahagian dari panel komik ataupun dimuatkan dalam ruang bukan komik berasingan. Dapatan kajian untuk komik pendidikan juga selari dengan definisi komik instructionalyang dinyatakan oleh pelopor seni komik antarabangsa, WillEisner di mana terdapat dua klasifikasi umum komik pendidikan iaitu kandungan bersifat fakta dan kandungan untuk pembentukan sika
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