Muhammad Asyraf Abdullah Zawawi
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OOP-AR: Learn Object Oriented Programming Using Augmented Reality Zulhafiza Zainal Abidin; Muhammad Asyraf Abdullah Zawawi
International Journal of Multimedia and Recent Innovation Vol 2 No 1 (2020)
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.ijmari-0201.83

Abstract

Object-Oriented Programming (OOP) is one of the challenging concept in computer science education especially for novice programmers. To help students understand this concept, this research try to blend OOP with Augmented Reality (AR). The reason because AR can give fun aspect to the learner, which can also help learner to focus longer without distraction. For this research purpose, the target audience is 20 university students with different ability in programming and augmented reality experience. The overall results of this research show that OOP-AR received positive feedback from users. It also proved that OOP-AR is a necessary product for students who need to improvise their knowledge in OOP and its concepts and gain interest in using AR application
Learning Mathematics: One Minute Amir Zuhairi Zakaria; Haslina Hassan; Hanasrullah Halim; Wan Amirah Najwa Wan Idris; Muhammad Asyraf Abdullah Zawawi; Nur Fathihah Mansor
International Journal of Multimedia and Recent Innovation Vol 2 No 2 (2020)
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.ijmari-0202.130

Abstract

This game is made with purpose to educate student in terms of mathematical skill combined with fun adventure game. The target audience is the students should be primary-school (10-13 years old). This is an educational game and made on purpose to create a difference method to present solving a mathematical problem to the audience. The user will play a game where the character is chased by a dog and must avoid obstacles such as river. In each level of the game, the user must find a door in which they must solve the mathematical question as pass code. Successful in solving the mathematical question will bring user to another level. This game is made with 3 level and must be completed within 1 minute. This game can be used as a tool for learning. The level of mathematical questions is simple mathematical quiz, designed with objective to teach early age students.
Learning History Using Augmented Reality Nur Ain Najihah Ibharim; Siti Zalifah Ramli; Siti Aishah Zahari; Nur Amalia Atikah Edyanto; Muhammad Asyraf Abdullah Zawawi
International Journal of Multimedia and Recent Innovation Vol 3 No 1 (2021)
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.ijmari-0301.199

Abstract

Subject of history is one of the subject that must be passed in the SPM examination. Subjet of history is very important in our life as a guides and teaches us in how to progress and advance not making the same mistakes. We also must have deep knowledge about history of homeland so we can appreciate them and also make them all our idols. However, learning about history of homeland warrior can be challenging, especially for student who think that learning about history is boring and some student are less aware of the importance of studying history. For help teacher to teach and also attract student in learn about history, we are try to use Augmented Reality for make learning session fun. The research aims to design an application for learning history of homeland using Augmented Reality.
Learn Idioms Using Augmented Reality Nur Amalia Atikah Edyanto; Siti Zalifah Ramli; Nur Ain Najihah Ibharim; Siti Aishah Zahari; Muhammad Asyraf Abdullah Zawawi
International Journal of Multimedia and Recent Innovation Vol 3 No 1 (2021)
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.ijmari-0301.209

Abstract

English language is international language that are worldwide use and also one of the important language in communication and a main-medium of instruction in education in Malaysia. In order to become good in English we must learn since we were kids like since preschool and primary school and that show how important to learn English language. Then it need to help the students especially the pre-school and the primary school students to learn English in more effective and attractive ways so that they will not feel boring or lost interest in learning English language. Aim of this research is to find an interactive tool that can be used in learning an English idioms. This research use RAD Model to develop AR application and quantitative methods through questionnaires were implemented to evaluate the research that were developed. The research was evaluated by 10 teachers who teach English Language and evaluated based on usefulness, satisfaction and ease of use questionnaires.
Travel to Southeast Asia: Learning About Southeast Asia through Augmented Reality Siti Zalifah Ramli; Siti Aishah Zahari; Nur Amalia Atikah Edyanto; Muhammad Asyraf Abdullah Zawawi; Nur Ain Najihah Ibharim
International Journal of Multimedia and Recent Innovation Vol 3 No 2 (2021)
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.ijmari-0302.272

Abstract

‘Travel to Southeast Asia’ application is one of Augmented Reality (AR) technology. Learn about Southeast Asia is very important and has been emphasized in high schools. However, there are some students who are bored and not interested in learning geography especially related to foreign countries due to lack of exposure and information about it. So, the main purpose of this project is to develop an educational application based on Augmented Reality for students to interest them in learning about Southeast Asia. Students also can identify eleven countries in Southeast Asia by using this application and gain some knowledge related to the countries. Unity software is the main software to develop this Augmented Reality because Unity engine can support the high quality of audio and visual effects to ease the development of the project. This project developed by using ADDIE Model as a dynamic and flexible guideline for building effective training and performance support tools. This research was evaluated by among 15 students from Sultan Idris Education University who pursuing a Bachelor of Education (Geography) with Honor by using quantitative methods through online questionnaire. This questionnaire was distributed to the respondents for evaluation based on Usefulness, Satisfaction and Ease of Use (USE) questionnaire. As a result of the questionnaire, majority of respondents gave positive feedback and interested with ‘Travel to Southeast Asia’ application. Based on the research, learning about Southeast Asia using Augmented Reality provides better knowledge and understanding.
Picture Dictionary Augmented Reality based for Pre-School Children's Learning Rusyaidi; Muhammad Asyraf Abdullah Zawawi; Salini Krishna Pillai
International Journal of Multimedia and Recent Innovation Vol 4 No 1 (2022)
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.ijmari-0401.330

Abstract

The use of technology in education has shown that technology can increase motivation in learning. This study will highlight the Augmented Reality Application For Picture Dictionary For Pre-School Children’s Learning. The objective of this study is to design application features that can make children interested in knowing the content found in the picture dictionary and test the usability and functionality of applications that children can use. This research was conducted using the ADDIE design model based on five phases namely analysis phase, design phase, development phase, implementation phase and testing phase. These five phases are described in detail in the methodology component of the study. This study was analyzed through a descriptive study which is a type of quantitative study involving 20 children. Children’s acceptance of the developed Augmented Reality (AR) application was assessed by answering a questionnaire with the help of a teacher. The results show that the developed AR applications work well and can attract children to learn.