Maksom, Zulisman
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Lecopelese - a Novel Evaluation Model for Measuring Educational Aspects of Game-based Learning Fatta, Hanif Al; Maksom, Zulisman; Zakaria, Mohd Hafiz
JOIV : International Journal on Informatics Visualization Vol 9, No 5 (2025)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.9.5.3135

Abstract

This study aimed to establish a model for assessing the pedagogical quality of mobile game-based learning (GBL), which seeks to convey educational content to users. Evaluating the educational effectiveness of GBL necessitates a robust model tailored for this purpose. Current models can be improved to better address various educational challenges associated with mobile GBL. The LECOPELESE (LEarning COntent, PEdagogy and LEarning StyLE) model was developed by integrating relevant constructs identified in existing literature. To validate this model, a qualitative research approach was employed, drawing a sample from 270 undergraduate students. The analysis utilized Structural Equation Modeling (SEM) and resulted in a final model based on rigorous factor analysis. The findings indicated that the proposed model effectively measures educational quality in game-based learning. This new model includes more comprehensive constructs and items, addressing the educational aspects of game-based learning. Specifically, the model introduces a pedagogy construct to evaluate game-based learning quality, reflecting criteria for outstanding educational content and delivery through mobile applications. It assesses how effectively GBL provides real-world learning experiences. Additionally, the research highlights that the quality of pedagogy is influenced by two key factors: the GBL's ability to accommodate learners' unique characteristics (learning styles) and the quality of the learning content that adapts to learners' needs. Ultimately, the study demonstrates that both learning content and style significantly impact the pedagogy construct, suggesting that enhancing these areas can improve the overall pedagogical quality of game-based learning.
A SMIL-Based Approach for Designing Interactive Multimedia Film Players Wijaya, Marvin Chandra; Tanubrata, Markus; Maksom, Zulisman; Lehman, Andrew Sebastian; Tjiharjadi, Semuil; Siahaan, Agnes Hardiani
SMATIKA JURNAL : STIKI Informatika Jurnal Vol 16 No 01 (2026): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM Universitas Bhinneka Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/smatika.v16i01.2206

Abstract

Typically, an HTML-style application requires extensive scripting to coordinate user interactions, manage display layout, and synchronize the timing of all interaction events. With Synchronized Multimedia Integration Language (SMIL), an alternative approach to developing an interactive multimedia film application has been defined, supporting time-based multimedia cooperation and user interactivity without the need for complex scripts. This study presents the development and evaluation of an SMIL-based interactive multimedia film application. The application allows for user-selected films to be automatically selected, played, and managed (synchronized) through an interactive GUI. The two measures, the Layout Consistency Score (LCS) and Screen Utilization Efficiency (SUE), were evaluated. Experimental evaluations have shown that the average LCS for the application = 0.92, indicating that the application maintains a consistent and predictable layout across multiple instances of the interface. In addition, the average SUE score for the application was calculated to be 0.79, indicating that it uses the available screen space efficiently and does not create a visually competing cluster. These results reinforce the concept that the region-based approach of SMIL and its declarative style for creating applications enable the development of multimedia that is consistently and efficiently presented across multiple contexts. As a result, the findings of this study indicate that the SMIL approach will simplify and allow for a practical methodology to build interactive multimedia film player applications, while preserving layout quality and interactivity.