6 research outputs found

    Indigenous knowledge management - multimedia capture of oral history (New lamps for old)

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    The history or origins of a village has always been transmitted through oral storytelling by the older generations who have lived in that village for a long time. In order to collect and preserve this tacit knowledge, Perbadanan Perpustakaan Awam Selangor (PPAS) the Selangor State Public Library, in collaboration with Discovery Research Consultant Management Sdn. Bhd and Unit Perancang Ekonomi Negeri Selangor (The Selangor Stae Ecomonic Unit) decided to collect oral histories of villages in Sabak Bernam, which is one of the districts in Selangor, a state in Peninsular Malaysia. With the realization that knowledge is a core resource, they captured and documented all the oral histories (tacit knowledge) into a book (explicit knowledge) called “KOLEKSI CERITA RAKYAT: DAERAH SABAK BERNAM”. Through the oral histories told to them by the older inhabitants, they managed to collect 53 stories of villages in Sabak Bernam. Though the PPAS initiatives were good, the book failed to catch the younger generation’s attention. Now in conjunction with the Faculty of Creative Multimedia, Multimedia University, they have taken one step further by converting the book into animation format

    Knowledge management infrastructure: Preliminary evidences of Malaysian banking practice

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    Knowledge Management (KM) has become a vital concept for Malaysian banking industries in enhancing their competitive advantage.Leveraging the power of knowledge occurs when individuals intended to share their knowledge.When there is a trust and secure feeling of ownership, the knowledge will spread without any constraints.With an adequate infrastructure in organizations, it can ease the communication and employees interaction for knowledge sharing. The purpose of this research is to investigate the impact of infrastructure, organizational culture, organizational structure and technology towards knowledge sharing in banking industries

    Technology Acceptance Model and the Use of Digital Game-Based Learning (DGBL)

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    The globalization of information technology has been an agent of changes in almost every aspect of our life especially in the way we learn. The current generation as referred to by Prensky (2001), “digital nativeâ€, has been fully influenced by the technology. This challenge created a pedagogic imbalance as the current learners becomes uncomfortable with the old traditional methods of teaching. As a result digital games were advocated. This research investigates the acceptance of DGBL among undergraduate students of Multimedia University of Malaysia. 171 questionnaires were collected and analyzed using descriptive statistics which covered perceived usefulness, perceived ease of use and attitudes towards use. The result indicated that, students with agreed and strongly agreed responses have higher mean and standard deviation. The research also verifies whether there exist any significant differences of the user demography (gender and age-group) and their attitude   towards use. Mann Whitney U test and Kruskal Wallis H test were used for the analysis. The result showed that there were no statistically significant differences

    Design Criteria For Visual Presentation Produced By Non-Design Lecturers

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    The study was aimed at identifying the most appropriate design criteria for lecturers with non-design background when producing visual presentation, and to produce a visual presentation template which meets the design criteria

    Male students and digital game: reason, motivation and feeling

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    The games industry has become one of the most lucrative industries in the world due to the billion dollar sales of digital games. Digital game play is like a culture among majority of students in high schools, especially males who play games every day. This phenomenon has stimulated researchers and academics to further study the various contexts of gaming. This preliminary study has identified the motivating factors of certain games that were able to sustain the interest of five male students in playing those digital games. A basic qualitative research design is adopted as the research method. The findings has reported – five motivating factors which are type of game, content, challenge, control, update and fun that incite students to consistently play the digital games
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