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Learning about the Historical Building in Malacca Malay Sultanate Era Using Augmented Reality Anis Syafiqah Rozaidi; Nadia Akma Ahmad Zaki; Achmad Yani
International Journal of Multimedia and Recent Innovation (IJMARI) Vol 5 No 2: September 2023
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-0502.552

Abstract

Travel to Melaka application used to learn about the historical building in Malacca Malay Sultanate Era by using Augmented Reality (AR) technology. Learn about the historical building is very important. However, there are some students who are bored and not interested in learning History subject. The purpose of this application is to develop an educational application based on Augmented Reality for students to interest them in learning about the historical building. The design of this application is developed using multimedia elements which may interest the students to use this application. This application development was developed using the ADDIE Model. In addition, this research was evaluated by among 35 students from Sultan Idris Education University who pursuing a Bachelor of Education (History) with Honors by using quantitative methods through online questionnaire. As a result of the questionnaire, majority of respondents gave positive feedback and interested with Travel to Melaka application. In conclusion, learning about historical building in Malacca Malay Sultanate Era using Augmented Reality provides better knowledge and understanding.
AR Technology Educational Game for Inspiring Students to Implement Zero Waste Management Nur Fatihah Izzati Mohd Hairunnizam; Nadia Akma Ahmad Zaki
International Journal of Recent Technology and Applied Science (IJORTAS) Vol 8 No 1: March 2026
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.ijortas-0801.890

Abstract

Alongside Malaysia's population expansion, the amount of waste being thrown away has continuously increased, with the majority of it ending up in landfills. AR bridges the gap between abstract ideas and real-world experiences by allowing students to see and interact with virtual objects and information in the actual world. 5Rs-AG (AR Technology Educational Game for Inspiring Students to Implement Zero Waste Management) app is a mobile application that has AR technology in it to assist target users like students, local communities also UPSI students to learn and as for teachers to use as a learning aid in the learning process in school. The objective of this research is to identify significant elements of creating an effective learning aid by developing an AR mobile game about the 5Rs of zero waste management, develop the prototype in the mobile application AR Game also evaluate the usability of the developed prototype AR Game. The method that is being used is the Evolutionary Prototyping model. The evaluation is conducted using the System Usability Scale (SUS). Random 18 respondents are participated answering the Evaluation Form. From the analysis finding, the mean from all the statements is 3.84 which represents all the respondents are Agree and the SUS Final Score is 71.80 that represents as Good. Thus, using AR technology is the best way for students to learn interactively about waste management.