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Learning Logic Gate through 7-Gates
Hanasrullah Halim;
Wan Amirah Najwa Wan Idris;
Haslina Hassan;
Ismail Yusuf Panessai
International Journal of Multimedia and Recent Innovation Vol 2 No 1 (2020)
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)
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DOI: 10.36079/lamintang.ijmari-0201.70
This game is a simple method for a student that try to learn in Logic Gates, an educational game with futuristic adventure. The only way for the player to save the digital world in this game by using Logic Gates, with Logic Gates formulas the player can make the power connection on the circuit to the digital world engine. Without knowing how Logic Gates functional will make the player losing the power for the engine to the digital world. 7 Gates Digital World is a complex genre game. The main genre for this game absolutely is an Educational Game. Although, the game developer made a complex genre for this educational game. Puzzle include in this game combined with platforms games style the player must collect all the switches in confusion platform map to go through the next portal to the next level. Educational genre in this game giving the content level completely based on the level of understanding and give the player to memorize every gates formula.
GENIUS KIDS: Learn to Count through Games
Wan Amirah Najwa Wan Idris;
Hanasrullah Halim;
Haslina Hassan;
Ismail Yusuf Panessai
International Journal of Multimedia and Recent Innovation Vol 1 No 1 (2019)
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)
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DOI: 10.36079/lamintang.ijmari-0101.71
The goal of learning to count addition, subtraction, multiplication and division can have a positive impact for student to play because it can attract student to prefer learn while playing. The motivations for the player to play the game are interesting and not bored because this game is concept education. The aim of this research is to help students learn and love mathematics well. The objective of this research is to train student to play while counting. Researcher use use a game maker to develop this game and adobe photoshop for design. Researcher use a game maker to develop this game and adobe photoshop for design. The first idea of this game is not to make a fire, but wants to make the player jump to touch a block that contains a question mark so that it will reveal either poison or medicine. If medicine, Ben has extra point but if poison, he must to answer the question again. However, the idea is further expanded to make the barrier because the game is only for children aged 12 and below. Problem software development when compile many error at the system and must to reduce unimportant views and display size resolution because of the many elements causing game maker to run. The suggestion for this game is screens need to be raised to attract children to plays.
Build IoT through Virtual Reality
Muhammad Azri Ishak;
Mohammad Rafiq Kosnan;
Nur Fatini Zakaria
International Journal of Multimedia and Recent Innovation Vol 2 No 1 (2020)
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)
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DOI: 10.36079/lamintang.ijmari-0201.80
Virtual Reality is a new form as integration of technologies that overlays computer-generated information on real world. Virtual reality can be used to enhance student learning and engagement. VR education can transform the way educational content is delivered; it works on the premise of creating a virtual world, real or imagined and allows users not only see it but also interact with it. Hence, educator has begun to seek technologies that have potential to be integrated in education in order to help students learn effectively and enhance their understanding. The focus of this research is on development of mobile application on Raspberry Pi topic by using Virtual Reality technology from Computer Architecture and Organization subject in Universiti Pendidikan Sultan Idris (UPSI). Student have difficulty to understand and even not know what is Raspberry Pi besides less usage of mobile application on Virtual Reality, the application could help them understand the functionality of Raspberry Pi better and effectively. By using Prototyping Model, evaluation phase consisted of post tested have been carried out on target user as to see the learning effectiveness from student achieved. The result of finding shows that the students think that VR-Pi application is easy to use and the note provided is appropriate and easy to understand. Thus, this mobile application of VR technology could enhance the traditional form of teaching and learning in order to improve student’s knowledge and interest about Raspberry Pi which improves their understanding and experience using technology for learning
Learning Logic Gates Using Augmented Reality
Nurul Hidayah Rahani;
Aldrin Aran Bilong;
Muhammad Rafiq Mat Suruji;
Ismail Yusuf Panessai
International Journal of Multimedia and Recent Innovation Vol 2 No 1 (2020)
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)
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DOI: 10.36079/lamintang.ijmari-0201.81
This research is important to enhance students understanding and learning performance in Computer Organization and Architecture subject especially in logic gate circuit topic as student also can improve their knowledge and usage in new technology like AR. The appropriate methodology chosen in development of this research is ADDIE model which is consists of five phases. The application were evaluated by the student who take Computer Organization and Architecture subject in Sultan Idris Education University. By using ADDIE model as its methodology, the planning of this mobile application was successfully proceeding smoothly starting from the analysis phase until evaluation phase. The details gained from the phase of evaluation will be explained through the next chapter of this research. Overall from this research, the AR-LoGates Apps has shown that it is a necessary product by receiving a good reception from students. The results proved that AR-LoGates application can help students in learning especially in easy to understanding the logic gate topic and make the learning become interesting way.
POCKET MALAYSIA: Learning About States in Malaysia Using Augmented Reality
Siti Fatimah Sezali;
Ainun Mardhiah Radzuan;
Nurul Imani Mohd Shabudin;
Rabia'tul Athirah Afendi
International Journal of Multimedia and Recent Innovation Vol 2 No 1 (2020)
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)
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DOI: 10.36079/lamintang.ijmari-0201.82
In era 4.0, teaching and learning are still in traditional method, which is using textbook. Hence, students become bored and easily to fall asleep during class. Therefore, researcher wish to develop an attractive and friendly-user augmented reality application as a learning aid for students. Pocket Malaysia uses AR system to learn about states in Malaysia. Student can learn in fun way through multimedia usage. There are several objectives to implement this research. Those are to identify which topic in Form One Geography Textbook is suitable to be implement in augmented reality concept, develop an augmented reality application that can help students recognize the name of states in Malaysia, location of states in Malaysia map and other details regarding each state in Malaysia through an interactive way and, evaluate usability of the application. This research uses quantitative method. The research approach is survey. About 15 students that are studying Geography subject in Universiti Pendidikan Sultan Idris (UPSI) are involve as sample through quota sampling. Overall, Pocket Malaysia is a good starting point for Geography subject in secondary school. This is because not many AR applications today are focusing on Geography subject. Based on the survey, many agree that it is easy to use although there is unclear instruction in scan section. The GUI also is quite pleasant along with the font size and colour selection. In general, it is successfully developed as it gave out the expected outcome. The weakness of this application should be improved in the future.
OOP-AR: Learn Object Oriented Programming Using Augmented Reality
Zulhafiza Zainal Abidin;
Muhammad Asyraf Abdullah Zawawi
International Journal of Multimedia and Recent Innovation Vol 2 No 1 (2020)
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)
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DOI: 10.36079/lamintang.ijmari-0201.83
Object-Oriented Programming (OOP) is one of the challenging concept in computer science education especially for novice programmers. To help students understand this concept, this research try to blend OOP with Augmented Reality (AR). The reason because AR can give fun aspect to the learner, which can also help learner to focus longer without distraction. For this research purpose, the target audience is 20 university students with different ability in programming and augmented reality experience. The overall results of this research show that OOP-AR received positive feedback from users. It also proved that OOP-AR is a necessary product for students who need to improvise their knowledge in OOP and its concepts and gain interest in using AR application
Learning Mathematics: One Minute
Amir Zuhairi Zakaria;
Haslina Hassan;
Hanasrullah Halim;
Wan Amirah Najwa Wan Idris;
Muhammad Asyraf Abdullah Zawawi;
Nur Fathihah Mansor
International Journal of Multimedia and Recent Innovation Vol 2 No 2 (2020)
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)
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DOI: 10.36079/lamintang.ijmari-0202.130
This game is made with purpose to educate student in terms of mathematical skill combined with fun adventure game. The target audience is the students should be primary-school (10-13 years old). This is an educational game and made on purpose to create a difference method to present solving a mathematical problem to the audience. The user will play a game where the character is chased by a dog and must avoid obstacles such as river. In each level of the game, the user must find a door in which they must solve the mathematical question as pass code. Successful in solving the mathematical question will bring user to another level. This game is made with 3 level and must be completed within 1 minute. This game can be used as a tool for learning. The level of mathematical questions is simple mathematical quiz, designed with objective to teach early age students.
The Efficacy of Augmented Reality on Student Achievement and Perception among Teluk Intan Community College Student in Learning 3D Animation
Siti Nur Shuhada Abu Samah
International Journal of Multimedia and Recent Innovation Vol 2 No 2 (2020)
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)
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DOI: 10.36079/lamintang.ijmari-0202.131
This paper presents a research conducted in Teluk Intan Community College aimed to evaluate the effectiveness and usability of integrating the Augmented Reality (AR) technology as an aid for animation course in Teluk Intan Community College. The focus was to integrate AR tool as an aid for students in the task of 3D modelling. For this research, the intended outcome is to compare the effectiveness between using the AR tool and written tutorial. The AR tool which later be called as ARC-3DM (Augmented Reality Courseware for 3D Modelling) will be developed and be tested in the experiment. Quantitative approach and quasi-experimental design were used in the study. A total of 54 animation students are involved in the study. The students were divided into two groups: control and treatment. A pretest and posttest were conducted to both groups. System Usability Scale (SUS) Questionnaire were administered to treatment group after the posttest to evaluate usability. Statistical methods involved were descriptive analysis and the analysis of covariance (ANCOVA) with the pretest as the covariate at significant level of 0.05 was conducted to answer the hypothesis. The results indicate that the treatment group performed better than the control group in completing the task of 3D modelling. In terms of usability, the results showed that most of the students agreed on the usability in the ARC-3DM.
An Early Development Process of an Augmented Reality-Based Healthy Diet Tool Prototype
Nur'Aina Norhalim;
Azniah Ismail
International Journal of Multimedia and Recent Innovation Vol 2 No 2 (2020)
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)
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DOI: 10.36079/lamintang.ijmari-0202.133
This paper presents an early development process of an augmented reality-based healthy diet tool prototype i.e. getting the initial requirements for the prototype. This tool is being developed using the evolutionary prototype model. Thus, the tool development will follow several complete 4-phase iterations of the prototype model. To get the initial requirements, we have analysed several existing applications that are related to diet, food and cooking. We found out that the augmented reality is not a common feature. We had also conducted an interview with one of 2018 diet challenge participants. The interviewee welcomed the idea of having augmented reality in the diet tool with a condition that the feature should be designed to accommodate the users. Therefore, several iterations will be conducted to get the best specifications for a diet tool prototype and finding the best ways to embed the augmented reality features into the tool. We will also validate with experts sets of menu, advice and instructions to be used in the tool. It is hoped that our effort will help in developing a reliable, healthy diet tool with suitable augmented reality feature.
Learning History Using Augmented Reality
Nur Ain Najihah Ibharim;
Siti Zalifah Ramli;
Siti Aishah Zahari;
Nur Amalia Atikah Edyanto;
Muhammad Asyraf Abdullah Zawawi
International Journal of Multimedia and Recent Innovation Vol 3 No 1 (2021)
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)
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DOI: 10.36079/lamintang.ijmari-0301.199
Subject of history is one of the subject that must be passed in the SPM examination. Subjet of history is very important in our life as a guides and teaches us in how to progress and advance not making the same mistakes. We also must have deep knowledge about history of homeland so we can appreciate them and also make them all our idols. However, learning about history of homeland warrior can be challenging, especially for student who think that learning about history is boring and some student are less aware of the importance of studying history. For help teacher to teach and also attract student in learn about history, we are try to use Augmented Reality for make learning session fun. The research aims to design an application for learning history of homeland using Augmented Reality.