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MYSIMBA: Interactive Multimedia Learning Courseware for Grade 6 Students' Idioms Learning Shukri Khalid, Muhammad Shukri; Mohamad Rasli, Roznim
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 3 No 3: December 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.jetas-0303.316

Abstract

Penyelidikan ini yang lebih tertumpu kepada asas salah satu bentuk peribahasa yang terdapat dalam silibus mata pelajaran bahasa Melayu iaitu simpulan bahasa. Metadologi Kajian dalam pembangunan koswer ini adalah menggunakan model ADDIE. Terdapat lima fasa terlibat dalam pembangunan koswer ini. Kaedah analisis yang digunakan fasa ini melibatkan analisis kandungan perlu difokuskan dari segi kesesuaian kandungan dan sasaran pengguna. Hal ini adalah kerana supaya koswer yang ingin dibangunkan mencukupi dan selaras dengan keperluan pengguna dari segi perisian dan perkakasan. Perisian yang digunakan adalah seperti Microsoft Words dan Microsoft Powerpoint dan perisian lain yang berkaitan seperti server dan sebagainya. Keberhasilan produk akan diuji melalui Technology Acceptance Model (TAM) yang digunakan dalam fasa penilaian yang akan menilai dari segi kebolehgunaan. Tegasnya, koswer ini juga dibangunkan untuk memudahkan pengajaran bagi pengajar atau guru-guru yang mengajar murid sekolah dan mengimplementasikan penggunaan multimedia dalam proses PdP. Ini bertujuan untuk menarik minat murid sekolah dalam proses mengenali simpulan bahasa dan seterusnya memudahkan proses PdP di dalam kelas. Impaknya, diharapkan koswer ini dapat memahirkan murid-murid sekolah terhadap penggunaan simpulan bahasa dalam sesi PdP dan kehidupan seharian. MYSIMBA: Interactive Multimedia Learning Courseware for Grade 6 Students' Idioms Learning Abstract: This research is more focused on basic one form of proverbs found in the Malay language syllabus of idioms. Research Methodology in the development of this courseware is using the ADDIE model. There are several phases involved in the development of this course. The method of analysis used in this phase involves content analysis should be focused in terms of content suitability and target users. This is because so that the courseware to be developed is adequate and in line with the needs of users in terms of software and hardware. The software used is like Microsoft Words and Microsoft Powerpoint and other related software such as servers and so on. Product success will be tested through the Technology Acceptance Model (TAM) used in the evaluation phase which will evaluate in terms of usability. Strictly speaking, this courseware was also developed to facilitate teaching for teachers or teachers who teach school children and implement the use of multimedia in the PdP process. This aims to attract school students in the process of recognizing idioms and further facilitate the PdP process in the classroom. As a result, it is hoped that this course will be able to educate school children on the use of idioms in PdP sessions and daily life. Keywords: ADDIE, Courseware, Instructional Technology.
Web-Based Interactive Multimedia Courseware for the ‘Discovering Computer’ in the Self-Learning Strategies Concept Salman, Noralia Akilah; Mohamad Rasli, Roznim
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 3 No 3: December 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.jetas-0303.318

Abstract

Teknologi multimedia interaktif telah menyumbang kepada proses pengajaran dan pembelajaran yang lebih efektif khususnya dalam penggunaan perisian instruksional koswer. Tujuan kajian ini adalah untuk membangunkan koswer multimedia interaktif bagi pelajar universiti untuk mempelajari dengan lebih mendalam berkenaan komputer yang bertajuk Discovering Computer. Koswer ini dibangunkan dengan menggunakan metodologi ADDIE yang terdiri daripada modul pelajar, video pembelajaran dan koleksi latihan. Pengujian kebolehgunaan meliputi isi kandungan kursus, kebolehcapaian, reka bentuk antara muka dan kebolehfungsian dijalankan dengan menggunakan kaedah tinjauan kuantitatif yang melibatkan seramai 33 orang sampel. Sasaran utama koswer ini ialah pelajar universiti yang berumur di antara 18 tahun ke 25 tahun sahaja. Dapatan menunjukkan bahawa kandungan pembelajaran di dalam koswer ini adalah lebih menarik dan interatif berbanding pembelajaran menggunakan teknik pengajaran tradisional iaitu berasaskan buku. Selain itu, pengguna koswer ini dapat meningkatkan mutu dan prestasi pengajaran dan pembelajaran (bahan bantu mengajar) dan juga meningkatkan pengalaman dan motivasi pelajar. Web-Based Interactive Multimedia Courseware for the ‘Discovering Computer’ in the Self-Learning Strategies Concept Abstract: Interactive multimedia technology has contributed to a more effective teaching and learning process, especially in the use of instructional software. The purpose of this study is to develop an interactive multimedia courseware for university students to learn more about computer entitle Discovering Computer. This courseware is developed by using the ADDIE methodology comprises of student modules, learning videos and a collection of exercises. Software Usability testing consist of course content, accessibility, interface design and functionality were evaluated using a quantitative survey method that involving 33 samples respondents by student in different categories. The main target of this study is university student‘s aged between 18 and 25 years old. Findings indicate that the learning content in this book is more interesting and interactive than learning using traditional teaching technique, book based learning. In addition, this courseware can enhance the quality and performance of teaching and learning (teaching aids) and also improve student’s experience and motivation. Keywords: Computer Teaching and Learning, Interactive Multimedia Courseware, Self-Paced Learning Strategies, Teaching Aids.
MATHNECT: Mathematics Motion Based Learning for Primary School Rejmi, Zaki Hakimi; Mohamad Rasli, Roznim
International Journal of Artificial Intelligence Vol 9 No 2: December 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.ijai-0902.456

Abstract

Courseware is now widely used in the process of learning and teaching, particularly at the primary school level and in mathematics classes. Students become less interested in learning mathematics because it involves abstract and complex concepts. Difficulty learning math is a profound and acknowledged difficulty among students throughout the generations. The way of teaching and learning mathematics has remained relatively the same in our education system. Students are unable to provide their entire focus in class because of the current educational system, which is sometimes boring and relies solely on the whiteboard as a medium of instruction. However, with today's technological advancements, this problem may be overcome. It can be used to enhance the current educational system by utilizing current technology. One of them is Kinect, this device is a motion-tracking technology that allows users to interact with applications by moving their bodies. The main objective of this Mathnect is to develop a motion-based learning environment by utilizing Kinect technology as a learning aid to improve student concentration and attention in mathematics class. This project is developed using a methodology ADDIE. The methodology of analysis employed in this phase, which includes content analysis, should be focused on the compatibility of the content and the target users. The game will be focusing on teaching simple mathematics number, which it will cover on basic numbers among primary school students. Thus, by implementing this project in primary schools, our educational environment can be improved to produce new adaptive learning methods. This Mathnect is beneficial for educators, students, and parents to be used in the classroom and can also be used for self-based learning. As a result, students will not be bored in the classroom at any time.
Web Based Expert System in Area & Land Value Calculation and Faraid Distribution Mohd Saad, Muhammad Solihin; Mohamad Rasli, Roznim
International Journal of Artificial Intelligence Vol 9 No 2: December 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.ijai-0902.468

Abstract

E-FaraidTanah is a web-based expert system that can help Muslims better understand Islamic Inheritance Law and calculates land distribution based on Faraid law. The main goal of this project is to develop the E-FaraidTanah prototype and to evaluate the user satisfaction. The methodology use throughout this project is an iterative and incremental model which offers the advantage of allowing the project improvement in a step-by-step basis. Hence, it is much easier to control risk and track errors at an early stage. E-FaraidTanah has been analyze based on usability testing through an online survey involving Muslim university students that measures percentages. Findings indicate that 82% of 30 respondents agreed that E-FaraidTanah performed well in terms of efficacy and efficiency. Thus, it is beneficial to assist society awareness on how Faraid property is divided and calculated.