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Development of augmented reality to learn history Nur Hazirah Mohd Azhar; Norizan Mat Diah; Suzana Ahmad; Marina Ismail
Bulletin of Electrical Engineering and Informatics Vol 8, No 4: December 2019
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (474.055 KB) | DOI: 10.11591/eei.v8i4.1635

Abstract

Augmented Reality (AR) is a technology that enables a new information delivery environment. AR promotes both engagement and motivation for people to obtain and acquire certain knowledge or information including those concerning history. People, especially the young generation, often view history as an uninteresting and boring subject matter. This may be due to the lack of interactivity and visual images that accompanying the information on history. This could affect our level of understanding about the history of our country such as the fall of Melaka Empire and weaken our spirit of patriotism. Thus, this research aims to study the effect of combining the AR technology together with the traditional information to create excitement in learning history. The development of the AR application in this project is to enhance the traditional book by allowing users to see the digital visual of historical events. The development of the application involves five phases that are analysis, design, develop, implement, and evaluate. The mobile application of AR book on the fall of Melaka Empire history has been developed successfully and the findings show that most users agree that the application contributes to higher users’ satisfaction.
Development of augmented reality to learn history Nur Hazirah Mohd Azhar; Norizan Mat Diah; Suzana Ahmad; Marina Ismail
Bulletin of Electrical Engineering and Informatics Vol 8, No 4: December 2019
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (474.055 KB) | DOI: 10.11591/eei.v8i4.1635

Abstract

Augmented Reality (AR) is a technology that enables a new information delivery environment. AR promotes both engagement and motivation for people to obtain and acquire certain knowledge or information including those concerning history. People, especially the young generation, often view history as an uninteresting and boring subject matter. This may be due to the lack of interactivity and visual images that accompanying the information on history. This could affect our level of understanding about the history of our country such as the fall of Melaka Empire and weaken our spirit of patriotism. Thus, this research aims to study the effect of combining the AR technology together with the traditional information to create excitement in learning history. The development of the AR application in this project is to enhance the traditional book by allowing users to see the digital visual of historical events. The development of the application involves five phases that are analysis, design, develop, implement, and evaluate. The mobile application of AR book on the fall of Melaka Empire history has been developed successfully and the findings show that most users agree that the application contributes to higher users’ satisfaction.
Development of augmented reality to learn history Nur Hazirah Mohd Azhar; Norizan Mat Diah; Suzana Ahmad; Marina Ismail
Bulletin of Electrical Engineering and Informatics Vol 8, No 4: December 2019
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (474.055 KB) | DOI: 10.11591/eei.v8i4.1635

Abstract

Augmented Reality (AR) is a technology that enables a new information delivery environment. AR promotes both engagement and motivation for people to obtain and acquire certain knowledge or information including those concerning history. People, especially the young generation, often view history as an uninteresting and boring subject matter. This may be due to the lack of interactivity and visual images that accompanying the information on history. This could affect our level of understanding about the history of our country such as the fall of Melaka Empire and weaken our spirit of patriotism. Thus, this research aims to study the effect of combining the AR technology together with the traditional information to create excitement in learning history. The development of the AR application in this project is to enhance the traditional book by allowing users to see the digital visual of historical events. The development of the application involves five phases that are analysis, design, develop, implement, and evaluate. The mobile application of AR book on the fall of Melaka Empire history has been developed successfully and the findings show that most users agree that the application contributes to higher users’ satisfaction.
Adaptation Meta-Cognitive as an Educational Tool: Animated Puzzle Ida Syakirah Sudin; Suzana Ahmad; Marina Ismail; Norizan Mat Diah
Indonesian Journal of Electrical Engineering and Computer Science Vol 12, No 1: October 2018
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v12.i1.pp319-325

Abstract

Students need to be equipped with high order thinking skill in order to prepare them with future world. Eventhough variety of programs on teaching high order thinking skills has been implemented formally in schools in Malaysia and also placed in the school curriculum, the results are not to the satisfactory.  This research is proposing a suitable educational tool which can  increase higher thinking skills among students. Keeping in mind that learning is a conceptualized multidimensional development involving three components: cognitive learning achievement, meta-cognition and motivation, an educational game with Meta-cognitive activity is proposed.  An animated puzzle game that adapts acitivities that enables to nurture meta-cognitive skills has been developed and tested.  Heuristic testing and functionality testing has been done towards the project prototype and positive results has been obtained.  An enhancement of prototype will embark a new perspective of educational mechanism and could improve students higher order thinking skills capability.
Prediction Outcome for Massive Multiplayer Online Games Using Data Mining Shazwani Samsurim; Nor Ashikin Mohamad Kamal; Marina Ismail; Norizan Mat Diah
Indonesian Journal of Electrical Engineering and Computer Science Vol 11, No 1: July 2018
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v11.i1.pp248-255

Abstract

Massive Multiplayer Online (MMO) game is one of the famous game genres among teenagers nowadays. MMO games allow gamers to interact and play with up to thousand players. Rainbow Six Siege (RSS) belongs to MMO type of game. However, due to many operators that are available in this game, the player needs to choose the right operator to counter the enemy operator. Therefore, based on the characteristic of the selected operator, this paper attempted to predict the outcomes of the game.  In our prediction model, characteristics for these operators were extracted from 120 live stream replays. Three classification algorithms were utilized to predict the outcome of the game. Among these algorithms, IBK had obtained outstanding performance in the dataset. The accuracy of the model is 93.75%, applying 5-fold cross-validation test. The success rate reveals that our proposed model is suitable to predict the outcome of the game.