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Total records found : 3
Simplified search suggestions : Kogilathah Segaran
12014
thesis
The effectiveness of modality principle on 3D talking head linguistic learning aid on pronunciation among tertiary level students
Kogilathah Segaran
This study aimed to investigate the effectiveness of various modality effects on 3D talking-head on pronunciation learning among tertiary level students. The research methodology is based on quasi-experimental study which investigates the effects of three different multimedia presentation strategies of 3D talking-head MALL on the learning achievement of students with low English pronunciation skills. The data is in the form of performance test scores of the pre-test and post-test. A number of 60 college students were selected as samples and they were divided into three groups of 20 students in each group. The scores obtained were analyzed statistically with one way analysis of covariance (ANCOVA), with the pre-test scores as covariate. After adjusting for pre-test scores, there was a significant difference on post-test achievement of 3D talking-head with audio and text MALL in comparison with both 3D talking-head with audio alone MALL and audio and text alone MALL application. The adju.....

624 hits

22019
article
3D game avatar with different realism level-A conceptual framework of mediating effects on motivation in game-based learning
Kogilathah Segaran
Referring to digital entertainment games, digital game-based learning (DGBL) has been evolved in several ways such as by integrating avatar to assist the students to learn on their own. However, what type of avatar would be preferred by the learners in DGBL? There were dearth studies conducted on how the realism level of an avatar in DGBL would influence the emotions of a learner since emotions experienced during a learning process provide clues to the process of learning. Likewise, there are fewer studies in identifying the relationship between level of realism with different elements of emotions (valence and arousal) and aspect of motivation. Hence, based on theories, principles and literature overview, a conceptual framework was outlined. This framework illustrates the emotion as the potential mediating effects between realism level of an avatar and motivation of a learner in the game...

1134 hits

32021
thesis
The effects of avatar realism levels on students emotion and motivation in a digital game-based learning
Kogilathah Segaran
This study aimed to investigate the effects of realism levels of 3D avatar on students’ emotions, specifically arousal and valence, and its mediating effects on their motivation in digital game-based learning (DGBL) environment. A game prototype with five different realism levels of 3D male avatar were designed and developed. The realism levels are ranked from low realism to high realism based on the enlargement and reduction of eye size and, thickness and eyebrow shape. Quasi experimental design was used to answer the research questions formulated and the data obtained was analysed using ANOVA, post hoc and bootstrap mediation statistical analysis. A number of 200 Diploma in Computer Graphic Design students from five different Cosmopoint College branches were selected using multistage sampling as research sample. Each college consists of one class of 40 students who underwent DGBL prototype with different realism levels of 3D avatar respectively. The ANOVA test show that.....

793 hits

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