UPSI Digital Repository (UDRep)
|
|
|
Full Text : |
Kajian ini bertujuan untuk membangun dan menilai kebolehgunaan koswer realiti maya Rumah Tradisional Melayu Terengganu untuk mata pelajaran Pendidikan Seni Visual. Koswer ini dibangunkan dengan menggunakan teknologi realiti maya. Pengguna sasaran kajian ini ialah pelajar Tingkatan empat Sekolah Menengah Kebangsaan Menerong, Ajil, Hulu Terengganu, Terengganu. Reka bentuk kajian yang dilaksanakan ialah reka bentuk kajian pembangunan. Reka bentuk instruksional yang digunakan pula adalah merujuk kepada model Alessi dan Trollip. Penilaian koswer ini dilaksanakan dengan responden seramai 88 orang pelajar Sekolah Menengah Kebangsaan Menerong. Hasil kajian menunjukkan bahawa aspek kebolehgunaan koswer iaitu elemen navigasi, teknikal, interaksi dan reka bentuk antara muka adalah sesuai dan memenuhi standard kebolehgunaan perisian komputer. Oleh itu, teknologi realiti maya sesuai digunakan bagi menghasilkan koswer Rumah Tradisional Melayu Terengganu. Selain itu, model Allesi dan Trollip sesuai digunakan dalam pembangunan koswer yang menggunakan teknologi realiti maya. |
References |
1. Abdul Jabbar, A. R. (2010). Persepsi pelajar terhadap mata pelajaran Pendidikan Seni Visual di sekolah Bestari SMK Seri Bintang Selatan Kuala Lumpur: Satu Kajian Kes. Tesis sarjana tidak diterbitkan. Universiti Pendidikan Sultan Idris, Perak.
2. Allessi, S. dan Trollip, M. (2001). Multimedia for learning. Boston, MA: Allyn & Bacon Publishers.
3. Burdea, G.C., & Coiffet, P. (2003). Virtual reality technology. New Jersey: John Wiley & Sons.
4. Chittaro, L & Ranon, R. (2007). Web3D technologies in learning, education and traning: motivations, issues, opportunities. Computers & Education, 49, 3-18.
5. Dror, I. (2008). Technology enhanced learning: the good, the bad, and the ugly. Pragmatics Cognition, 2(2), 215 – 223, John Benjamins Publishing Company.
6. El Sayed, N. A . M., Zayed, H. H., & Sharawy, M . I. (2011). ARSC: Augmented reality student card- An augmented reality solution for the education field. Computers & Education, 56(4), 1045– 1061.
7. Hamilton, K. & Olenewa, J. (2010). Augmented reality in education [PowerPoint slides]. (Atas talian) dari Lecture Notes Online Web site: http://www.authorstream.com/Presentation/k3hamilton-478823-aug -mentedreality-in-education/ August 16, 2015
8. Jang, S., Vitale, J.M., Jyung, R.W & Black, J.B. (2017). Direct manipulation is better than passive viewing for learning anatomy in a three-dimensional virtual reality environment. Journal Computers & Education. 106 (2017) 150-165.
9. Johnson L, Smith R, Willis H, Levine A, Haywood K. (2011). The 2011 Horizon Report. The New Media Consortium, Austin
10. Kementerian Pendidikan Malaysia. (2002). Kurikulum bersepadu sekolah menengah, huraian sukatan pelajaran Pendidikan Seni Visual. Pusat Perkembangan Kurikulum. Kuala Lumpur.
11. Kementerian Pendidikan Malaysia. (2013). Laporan Awal Pelan Pembangunan Pendidikan Malaysia 2013-2025
12. Klopfer, E., & Yoon, S. (2004). Developing games and simulations for today and tomorrow’s tech savvy youth. TechTrends, 49(3), 41-49.
13. Klopfer E, Squire K. (2008). Environmental detectives-the development of an augmented reality platform for environmental simulations. Educ Tech Res Dev 56(2):203–228.
14. Lee, E., & Wong, K. W. (2014). Learning with desktop virtual reality: low spatial ability learners are more positively affected. Journal Computers & Education. 79 (2014) 49e58.
15. Lembaga Peperiksaan Malaysia. (2013). Laporan Prestasi SPM Pendidikan Seni Visual: Kementerian Pendidikan Malaysia.
16. Lendal, K. (1997). Management by Menu. London: Wiley and Son Inco.
17. Lorenzo, G., Lledo, A., Pomares, J. & Roig, R. (2016). Design and application of an immersive virtual reality system to enhance emotional skills for children with autism spectrum disorders. Journal Computers & Education. 98 (2016) 192-205.
18. Mahamad, N. (2014). Abadi rumah Melayu Terengganu. Dicapai pada 13 April 2014, daripada http://www.sinarharian.com.my/abadi-rumah-melayu-terengganu-1.261207
19. Mantovani, F. (2003). VR learning: potential and challenges for the use of 3D environments in education and training. Dicapai daripada http://citeseer.ist.psu.edu/mantovani03vr.html.
20. Martin, S., Diaz, G., Sancristobal, E., Gil, R., Castro, M., & Peire, J. (2011). New technology trends in education: seven years of forecasts and convergence. Computers & Education, 57(3), 1893 – 1906.
21. Mclellan, H. (2004). Virtual realities. Dalam Jonassen, D.H (ed), Handbook of research on educational communications and technology. Lawrence Erlbaum Associates, Mahwah New Jersey, 461-497.
22. Mohd Ghazali, H. (2006). Modul pengajaran dan pembelajaran ICT Pendidikan Seni Visual. Pusat Perkembangan Kurikulum, Kementerian Pelajaran Malaysia.Osman, M. (2016). Creative Malaysia 2050. Smart Community. Dicapai pada 1 Febuari 2017, daripada http://www.msc.com.my
23. Othman, M. Y. (2012). Warisan seni bina Melayu Terengganu. Kuala Terengganu: Yayasan Diraja Sultan Mizan.
24. Osberg K.M. (1997). Constructivism in practice: the case for meaning-making in the virtual world, Unpublished Ph.D. Dissertation, University of Washington, College of Engineering.
25. Richards, M., & Taylor, M. (2015). A comparison of learning gains when using a 2D simulation tool versus a 3D virtual world: An experiment to find the right representation involving the Marginal Value Theorem. Journal Computers & Education. 86 (2015) 157e171.
26. Rubin, J. & Crisnell, D. (2008). How to plan, design, and conduct effective test. Indiana, Wiley Publishing, Inc.
27. Said, C. S. (2012). Multimedia interaktif dengan perisian realiti maya dalam pembelajaran biologi sel. Disertasi Doktor Falsafah Tidak Diterbitkan. Universiti Sains Malaysia, Pulau Pinang.
28. Saiman, I., Jonid, J., Sarbini, M., Ismail, M. J., Abd Rahim, M.T., Khamis, Z., Nasir, Z., & Yaakob, Z. (2014). Seni dalam pendidikan. Kuala Lumpur: Freemind Horizons Sdn.Bhd.
29. Sanchez, A., Barreiro, J. S., & Maojo, V. (2000). Design of virtual reality systems for education: A cognitive approach. Education and Information Technologies, 5 (4), 345-362.
30. Sayers, H. M, Wilson, S., & McNeill, M. D. J. (2004). Navigational tools for desktop virtual environment interfaces. Virtual Reality, 7, 131–139.
31. Unit Perancangan Ekonomi. (2012). Program transformasi ekonomi: Laporan Tahun 2012. Jabatan Perdana Menteri.
32. Wallet, P. (2014). Information and comunication technology (ICT) in education in Asia a comparative analysis of ICT integration and e-readiness in schools across Asia. UNESCO Institute for Statistics. Quebec, Montreal.
33. Winn, W. (1993). A conceptual basis for educational applications of virtual reality. (Laporan Teknikal. No. R-93-9). Washington: University of Washington, HITL. Dicapai daripada http://www.hitl.washington.edu/publications |
This material may be protected under Copyright Act which governs the making of photocopies or reproductions of copyrighted materials. You may use the digitized material for private study, scholarship, or research. |