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Yusram, S.Pd., M.Pd
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journal.lamintang@gmail.com
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+6281268339633
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journal.lamintang@gmail.com
Editorial Address
Building of LET Centre. Buana Impian, Blok B1 No. 27. Kota Batam 29452, KEPRI. Indonesia
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INDONESIA
International Journal of Multimedia and Recent Innovation (IJMARI)
ISSN : 27214745     EISSN : 27217299     DOI : https://doi.org/10.36079/lamintang.ijmari
Core Subject : Science,
The aim of this journal is to publish high-quality articles dedicated to all aspects of the latest outstanding developments in the field of Multimedia.
Articles 3 Documents
Search results for , issue "Vol 2 No 2 (2020)" : 3 Documents clear
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)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.ijmari-0202.130

Abstract

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)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.ijmari-0202.131

Abstract

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)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.ijmari-0202.133

Abstract

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.

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