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Development of 3D Simulation Application for Production Multimedia Subject Muhammad Syazwan Mohd Januri; Abu Bakar Ibrahim; Azman Salleh; Marzuki Hussain
International Journal of Multimedia and Recent Innovation Vol 4 No 2 (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-0402.404

Abstract

The development of 3D simulation applications for Production of Multimedia Subjects is intended to provide exposure and convenience to teachers, especially prospective teachers of Universiti Pendidikan Sultan Idris in exploring the 3D virtual world of the classroom and school environment in the context of learning and facilitate teachers to obtain daily information in finding relevant information. 3D. The objective of this study is to identify the 3D elements needed to build a school environment, design and develop a virtual reality application simulation application program that can be developed and evaluate the function of this 3D simulation application can help teachers teach and learn in schools. In addition, the use of applications such as simulators is basically for research and educational purposes. This study uses the ADDIE model used in the development of a 3D simulation application for this Multimedia Production subject. Simulation is capable of producing a virtual world of the surrounding atmosphere and a real environment. This Multimedia Production subject learning simulation can give students an idea of the learning environment in school. There is no denying that the use of simulation applications is not widespread as most of the available applications mostly focus on skills such as aeroplane piloting. With this, applications such as simulators are developed to give students an experience of the virtual learning environment.
KESIMBA: A Game-Based Learning Approach to Teaching Malay Idioms in Primary Schools Yusri Abdullah; Mohammad Zaimizan Zainal; Mohd H. A. Rahman; Fizaril Amzari Omar; Abu Bakar Ibrahim
RUBINSTEIN Vol. 4 No. 2 (2026): RUBINSTEIN (juRnal mUltidisiplin BIsNis Sains TEknologI & humaNiora)
Publisher : LP3kM Buddhi Dharma University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31253/rubin.v4i2.4652

Abstract

This study reports on the development and evaluation of KeSimba (Kembara Simpulan Bahasa), a digital game designed to enhance Year 5 pupils’ comprehension and motivation in learning Malay idioms (simpulan bahasa). Recognising pupils’ persistent challenges in mastering figurative language, the study aimed to identify the pedagogical need for a game-based approach, develop KeSimba using the ADDIE instructional design model, and evaluate its effects on idiom learning achievement and motivation. A mixed-method design involving 30 pupils and three Malay language teachers was adopted, employing a needs survey, pre- and post-tests, the System Usability Scale (SUS), and semi-structured teacher interviews. Findings indicated significant improvement in pupils’ idiom achievement, with mean scores increasing from 52.1 to 78.2, and an SUS score of 82.3 categorised as “Excellent”. Thematic analysis revealed three themes; heightened participation, enhanced confidence and transfer of learning, and the need for integration support. Grounded in Constructivism and Self-Determination Theory, KeSimba fostered contextual meaning-making, autonomy, competence, and relatedness. The findings suggest that culturally relevant, game-based tools can revitalise idiom learning when embedded in curriculum practices and supported through teacher training.