124 research outputs found

    Islamic Sex Education (ISE) conceptual model of cognitive theories–the findings

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    This study proposes a conceptual model of Islamic Sex Education (ISE) and an ISE courseware based on the model; named Al-Adab, in conveying rightful sex education information to the parents, particularly Muslims.By the end of the study two evaluations were conducted namely; learning evaluation and reaction evaluation to investigate the effectiveness of the prototype as well as the constructed model with 41 respondents, which are parents.Employing the pre and post test, learning evaluation that includes 15 similar questions about ISE was given before and after the respondents used the courseware prototype. Meanwhile, the reaction evaluation was given after the respondents used the courseware prototype in assessing the overall effectiveness of the prototype.After analyzing the data, we found that the correct answers of the learning evaluation were increased after the respondents used the prototype; and overall they agreed the effectiveness of the prototype in increasing their knowledge

    Evaluations of the Islamic Sex Education (ISE) courseware prototype for parents based on cognitive theory

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    This study developed Islamic Sex Education (ISE) interactive courseware to help users particularly parents discover guidelines in guiding them for sex education in Islam. In fact, sex education in Islam provides guidelines in manners related to what is allowed and forbidden, and stresses the faith towards the religion.Islam believes that parents play the main role to educate their children about this matter.However, the deficiency of this ‘taboo’ learning material in conveying the information makes the situation more stressful. In consequence, this study proposed the courseware as an attempt to the problem.We have conducted two evaluations namely; learning and reaction evaluation towards the effectiveness of the prototype with 41 respondents, which are parents.Employing the pre and post test, learning evaluation that includes 15 similar questions about ISE was given before and after the respondents used the courseware prototype. Meanwhile, the reaction evaluation was given after the respondents used the courseware prototype in assessing the overall effectiveness of the prototype. After analyzing the data, we found that the correct answers of the learning evaluation were increased after the respondents used the prototype; and overall they agreed the effectiveness of the prototype in increasing their knowledge

    Reconstruction of virtual environment using CAD-VR approach

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    Virtual environment should be able to replicate real environment as realistic as possible. This paper proposes a design framework for constructing virtual environments using Computer-Aided Design (CAD) and Virtual Reality (VR) packages, or in short, CAD-VR approach. This paper discusses the technical issues involved based on the experience in developing two prototype models of the Universiti Utara Malaysia Sports Complex and Sultanah Bahiyah Library. The benchmark of the development is the compatibility of the three dimensional (3D) CAD models with VR packages. The CAD modelling issues that have been encountered throughout the development stages are also discussed for future guidelines

    Conceptual Model of Game Aesthetics for Perceived Learning in Narrative Games

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    Narrative games may offer reasoning on players’ behaviour or make-believe on players’ personation as a pursuit to achieve specific goals. One of the goals is probably the intention to instil learning, which subconsciously provide information on the content of the game. However, there is lack of studies on the contribution of game aesthetics towards player’s perceived learning. By means of expert review, this article reports on conceptual model of game aesthetics towards perceived learning and the degree of importance of each attributes in perceived learning.  Findings reveal that all experts agreed on the contribution of game aesthetics towards perceived learning. In additon, expert recommends three other factors that may contribute to learning: player’s motivation, learning content, and gameplay. Future work will continue to design and develop the game prototype and to investigate the relationship between game aesthetics and perceived learning

    The evaluation of V-Hajj: A courseware for Hajj learning procedures

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    Previous researches and current initial findings have shown that conventional approaches used in most Hajj supplementary learning materials are less effective in providing clear understanding to users, particularly the pilgrims.Most of the materials are based on passive learning.Thus, in order to cater for those limitations , this study incorporates virtual environment (VE) and multimedia technology in developing V -Hajj courseware as an attempt to provide a better learning aid for supporting active and self-directed learning for Hajj.In addition, this courseware is also intended to persuade users, and in this case elders to use computer technology as their main supplementary learning material. Thus, this study adapted the persuasive design guidelines from persuasive technology. Generally, this paper elaborates the evaluation that has been conducted on the V-Hajj courseware. It also reviews some related literatures about Hajj, multimedia, VE and persuasive technology. Lastly, this paper discusses on the results of the evaluation on the targeted users

    The model of persuasive Hajj learning environment

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    Hajj is one of five pillars of Islam.Every capable and able-bodied Muslim is obliged to make the pilgrimage to Mecca at least once in their lifetime.Even though comprehensive courses were provided before the pilgrimage particularly in Malaysia, additional learning material is still needed.This is due to the complexity of Hajj procedures comprehension including the practical parts. Multimedia (MM) and virtual environment (VE) technology adaptation seems appropriate to be used for Hajj learning.Nevertheless, to design and develop a Hajj learning procedure application needs thorough preparation to achieve the objectives of use, particularly when it deals with elderly peoples who are not really interested in the technological approach learning.Thus, this paper proposed a model of persuasive Hajj learning environment and the theories usage; covering constructivist, MM principles, persuasive design principle and CTML use.This prototype was developed based on the model, and a heuristic evaluation also has been discussed in the end of topic.The methodology used in this study is an adaptation of the research design used by Vaishnavi and Kuechler in 2008.This paper is hoped to bring ideas and help designers and developers in the future

    Virtual environment navigation using an image-based approach

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    this paper investigates and illustrates the potential of using panorama virtual reality to enhance web-based library instruction. The project presents that panorama virtual reality (VR) could be a powerful tool when comparing conventional tour and virtual tour.VR tour into as a whole can became a more useful medium that allows navigating, viewing, reading,hearing and remote access. This paper describes the implement processes and the lessons leamed throughout the development process regarding the application stage of prototype development using various software: VR Worx Panorama, VR Worx Scene, Photovista Panorama, Reality Studio and Ulead COOL 360. The discussion includes an overview of comparison between panorama VR and other VR tools.Adding to this is the result of survey, which was done with the objective of comparing the virtual reality panorama with the conventional technique in delivered guided tour informatio

    STEP for e-manufacturing: Concepts and applications

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    The ISO standard, STandard for the Exchange Product Data Model or STEP is known as a standard data exchange format for design and manufacturing.STEP is intended to provide a complete representation of a product throughout the product lifecycle. More recently, with the idea of e-manufacturing is being put into great emphasis; this brings the consideration of implementing STEP into that new idea.This paper presents the concepts, applications, and perspectives of STEP in the e-manufacturing environment.The objective is to provide guidelines and references for future research and implementation related to this area

    Mobile-based library loan service(MBLLS)

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    Most libraries provide book reservation and renewal services through the library counter as well as online computer.However, through the counter, these services are only available during of ice hours.Even though through online computer, users are able to access the services anytime, but they must be connected to the Internet which limits their access to these services.Since the need of library users have increased tremendously, an alternative technology is required.Thus, mobile technology has been identified as a potential alternative since it is able to provide the two services anytime and anywhere.This paper discusses a prototype Mobile-Based Library Loan Service (MBLLS), a facility which has been developed for library users to access online library services through mobile devices. MBLLS was developed for book reservation and renewal services. Results of user evaluation on the MBLLS indicate that it has good usability in terms of Usefulness, Ease of Use and Outcome/Future Use.The results also indicate that there is a significant dif erence between novice and expert users for Usefulness and Ease of Use, while no significant dif erence for Outcome/Future Use

    A Study of Mobile Augmented Reality Advertising app

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    There are several typical marketing and promotional tools that have been used by most printed media Microenterprises in Malaysia to spread their services and information about their products such as brochures and banners. However, there are some weaknesses of these approaches that include; the product information consisting only text and images, and also non-interactive. The aim of this paper is to provide interactive information beyond that of conventional advertising approaches. This paper introduces the mobile Augmented Reality Advertising (MARA) app for the printed media Microenterprises. A study was carried out among a sample of 60 mobile users. Descriptive statistical analysis was employed to determine the perceptions of users towards the use of the MARA app in terms of Perceived Ease of Use, Perceived Usefulness, Attitude toward Use, Informativeness and Advertising Value. The results indicated that the users highly agreed on all the measurements
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