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Total records found : 2
Simplified search suggestions : Siti Nurfarliana Mohd Yusof
12024
Article
Malaysia folklore interactive game development: Tun Mamat adventure mission
Siti Nurfarliana Mohd Yusof
This study discusses the context of interactive stories centered around the legendary character of Tun Mamat, with a specific focus on their capacity to preserve cultural traditions among kids. Thus, this digital game, named Tun Mamat Adventure Mission, was created to introduce children to Malaysian folklore. It proposes a new alternative for storytelling that enhances the user experience. The objectives of this study were: i) to develop an interactive game that introduces the cultural identity of Malaysia's historical story in helping to sustain Malay folklore and ii) to test the game’s usability in terms of player engagement and education. The research method used in this study is a qualitative research design. The sample for this research contains 6 kids aged around 12 years old and above as a respondent. Post-playtest sessions involve having participants (kids) play the interactive game to discover the educational value and satisfaction that the kids get from playing the game. Th.....

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22024
Article
Malaysia folklore interactive game development Tun Mamat adventure mission
Siti Nurfarliana Mohd Yusof
This study discusses the context of interactive stories centered around the legendary character of Tun Mamat, with a specific focus on their capacity to preserve cultural traditions among kids. Thus, this digital game, named Tun Mamat Adventure Mission, was created to introduce children to Malaysian folklore. It proposes a new alternative for storytelling that enhances the user experience. The objectives of this study were: i) to develop an interactive game that introduces the cultural identity of Malaysia's historical story in helping to sustain Malay folklore and ii) to test the game’s usability in terms of player engagement and education. The research method used in this study is a qualitative research design. The sample for this research contains 6 kids aged around 12 years old and above as a respondent. Post-playtest sessions involve having participants (kids) play the interactive game to discover the educational value and satisfaction that the kids get from playing the game. Th.....

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