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Safe House App: Development of Mobile Application for Handling Household Emergency Mohammed Zubil, Nurul Aida; Ahmad Zaki, Nadia Akma
International Journal of Recent Technology and Applied Science (IJORTAS) Vol 5 No 1: March 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.ijortas-0501.483

Abstract

Many people have a poor level of emergency preparedness, especially in their home environment. A previous study has stated that only a small percentage of people were well prepared in case of an emergency happening in their home while others are either do not know what to do or do not even think about it. This ignorance can lead to a harmful accident. For example, if an emergency such as a kitchen fire happens and is poorly handled by the people in the house it can lead to bigger accidents such as fire outbreaks. Thus, this study aims to identify the requirement, design, and develop a mobile application that can help users learn about household emergencies and increase their preparedness level for emergencies. Compared to other mobile applications for an emergency, Safe House App provides multimedia elements such as videos, and quiz activity which can attract users to use the application more to learn about the household emergency. The methodology implemented for this study is the Agile Model. Functionality Evaluation is conducted on 10 respondents aged 18 and above and most of the respondents are satisfied with the overall performance of Safe House App and agree that Safe House App can help the user increase their emergency preparedness level and attract them to learn about the household emergency.
Augmented Realiti Application For Introducing Animal Names in Kadazandusun Language Primary School Salun, Rozella; Ahmad Zaki, Nadia Akma; Yani, Achmad; Iksan, Nur
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 5 No 1: April 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.jetas-0501.502

Abstract

Kajian ini adalah mengenai satu Aplikasi Augmented Realiti, dimana ia menjurus kepada memperkenalkan nama-nama haiwan dalam subjek Bahasa Kadazandusun untuk murid Tahun. Selain itu, aplikasi ini dibangunkan sebagai BBM bagi subjek BKD di sekolah rendah, dimana subjek ini masih baru diperkenalkan dan memerlukan BBM yang berbentuk teknologi dalam PDP untuk memastikan pembelajaran lebih bermakna. Objektif utama pembangunan projek ini adalah untuk membangunkan satu aplikasi yang membolehkan murid mengenali nama-nama haiwan dalam Bahasa Kadazandusun secara nyata melalui aplikasi Augmented Realiti. Keadah yang saya gunakan untuk membangunkan aplikasi ini adalah, kaedah ADDIE yang terdiri daripada fasa analisis, fasa reka bentuk, fasa pembangunan, fasa pelaksanaan dan fasa penilaian. Aplikasi ini dibangunkan dengan menggunakan beberapa perisian iaitu, perisian unity 3D, perisian JSK, dan perisian SDK. Pengkaji menggunakan borang soal selidik sebagai instrumen utama kajian untuk mendapatkan maklumat penting daripada respondon untuk dianalisis. Kesimpulannya, aplikasi Augmented Realiti adalah salah satu alat bantu mengajar kepada para guru agar pembelajaran di dalam kelas lebih menarik perhatian murid. Augmented Realiti Application For Introducing Animal Names in Kadazandusun Language Primary School Abstract: This research is about Augmented Reality application, where it leads to introducing animal names in Kadazandusun language subject in primary school year 1. More than that, the application was develop as teaching aids in primary school, where the Kadazandusun language subject newly introduced and need teaching more meaningful. The main objective to this application development is allows students to recognize the Kadazandusun language in real time through Augmented Reality application. The method that I was used to develop the application is, ADDIE method which consists of analysis phase, design phase, development phase, implementation phase and assessment phase. The application was develop using some software, unity 3D software, JSK software and SDK software. The researcher used a questionnaire as the main instrument of the study to option important information from respondents for analysis. In conclusion, Augmented Reality application is one of the teaching aids for teachers so that learning in the classroom is more attractive to students. Keywords: ADDIE, Augmented Reality, Teaching and Learning Aids.
Introducing Adobe Photoshop Software Tools among Secondary School Multimedia Students by Using Augmented Reality Intang, Ezra; Ahmad Zaki, Nadia Akma; Yani, Achmad
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 5 No 2: August 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.jetas-0502.549

Abstract

Aplikasi ini memperkenalkan tools perisian Adobe Photoshop dalam kalangan pelajar Multimedia, yang dibangunkan adalah bertujuan untuk membantu pelajar Multimedia untuk mengenali tools perisian Adobe Photoshop dengan cara yang lebih moden iaitu menggunakan AR. Reka bentuk aplikasi ini dibangunkan dengan menggunakan elemen multimedia seperti audio, video, grafik, animasi dan teks. Kajian ini dijalankan bagi mengetahui persepsi pengguna yang ianya merangkumi kebolehgunaan, keberkesanan dan reka bentuk responden terhadap hasil produk akhir yang telah dibangunkan. Pembangunan aplikasi ini dibangunkan menggunakan ADDIE Model. Dapatan kajian menunjukkan min yang terkumpul bagi responden kajian ialah 3.50 bagi persepsi kebolehgunaan, 3.33 bagi min persepsi keberkesanan dan 3.57 bagi persepsi reka bentuk aplikasi. Secara keseluruhannya, hasil kajian yang diperolehi oleh responden kajian menunjukkan skor min yang tinggi. Introducing Adobe Photoshop Software Tools among Secondary School Multimedia Students by Using Augmented Reality Abstract: This application is introducing Adobe Photoshop software tools among multimedia students; it was developed to help multimedia students to recognize Adobe Photoshop software tools in a more modern way that is using AR. The design of this application is developed using multimedia elements such as audio, video, graphics, animation, and text. This study was conducted to find out consumer perceptions which include the usability, effectiveness, and design of respondents to the final product that has been developed. The development of this application was developed using the ADDIE Model. The findings of the study showed that the cumulative mean for the study respondents was 3.50 for the perception of usability, 3.33 for the mean of the perception of effectiveness, and 3.57 for the perception of application design. Overall, the results obtained by the study respondents showed a high mean score. Keywords: ADDIE, Adobe Photoshop, Augmented Reality, Teaching and Learning Aids.
Development of Mobile Application for Accounting Subject Hakim Azammullah, Muhammad Akmal; Ahmad Zaki, Nadia Akma; Manaf, Abdi
International Journal of Education, Science, Technology, and Engineering (IJESTE) Vol 7 No 1: June 2024
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.ijeste-0701.546

Abstract

This study aims to develop a mobile application called "On-Lejar" to assist Form 4 students in learning the Ledger (Lejar) topic in accounting. The application addresses the limited availability of online study aids for accounting, which has led to difficulties in mastering the Ledger topic. Traditional teaching methods, which often rely solely on direct instruction from teachers, can hinder student engagement and interest in accounting. By incorporating multimedia and information technology elements, the On-Lejar application seeks to enhance the learning experience for both students and educators. The Agile Model guided the application’s development, and functionality tests conducted with 10 respondents through questionnaires indicated high satisfaction with the app's overall performance, encouraging further learning and use. Additionally, the study highlights the role of Open Distance Learning (ODL) in ensuring continuity in education, especially during the COVID-19 pandemic. Educational applications, including the On-Lejar app, have become vital in facilitating home teaching and learning activities, promoting student engagement and flexible access to resources. Future recommendations include continuous innovation in educational applications to maintain user interest. Overall, the research underscores that engaging learning experiences can be achieved beyond the traditional classroom setting through well-developed mobile applications.