THE DEVELOPMENT OF AN INTERACTIVE MULTIMEDIA COURSEWARE FOR








































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THE DEVELOPMENT OF AN INTERACTIVE MULTIMEDIA COURSEWARE FOR THE SPORTS SCIENCE SUBJECT FORM FOUR BY: AFIQAH HAZIRAH BINTI MUSA (2017645956) SUPERVISOR NAME : MADAM SITI NURUL HAYATIE BINTI ISHAK MADAM NAZATUL AZLEEN ZAINAL ABIDIN 1
CHAPTER 1 INTRODUCTION
Background of Study Case Study: Sports Sciences student form four Area of Interest: Multimedia Application Domain: Education Theory: Usability Heuristic by Jacob Nielson Current Business Process For Sports Science student classes intake in high school is not based on the best achievement in Science subject during examination Pentafsiran Tingkatan 3 (PT 3). The variety of students in term learning ability and learning style often result in the achievement of Sport Science subject during monthly test, mid-semester or year-end examination at moderate levels. This subject is 105 hours for 35 weeks a year. The teaching and learning for this subject will meet twice a week for three hours each meeting. Sports Science that involving seven topics the first three fields form four 3
Problem Statement Proposed Solution Lack of visual learning in teaching and learning process • The current approach is lack of interest and focus of student in the class • The low students of achievement because of perception that sports sciences is difficult to understand. • • • Topic needs visual to help student more understand some theory because it uses the scientific name. Teacher can provide an alternative learning method for student to self-learn. The learning method are not effective because using the traditional learning method As an additional learning material that promotes interactive learning through the integration of visual, audio & animation To increase the level of student achievement to the percentage high and medium level The perception of student that the Sports Science subject is difficult to understand must be change. The content follow based on syllabus in the text book. Make mind map to make sure student more understand. 4
Objectives Significance • To identify the requirements of a courseware on form four Sports Science subject. 1. Malaysia’s Ministry of Education • To design and develop a courseware form four Sports Science subject. • To evaluate the functionality and usability of the proposed courseware. Scope • By using courseware, it also one of the techniques teaching and learning using the ICT in the class. 2. The form four Sports Science The Target user: student I. • As an additional learning material that promotes interactive learning through the integration of visual, audio & animation The form four boys and girls who are 16 years old and also taking Sports Science as their elective subject in SPM. The scope of content follow I. KSSM through the drafting Dokumen Standard Kurikulum dan Pentafsiran (DSKP) for the Sports Science subjects. II. Field 3 title Pengenalan Sains Pergerakan III. Four difficult sub-topics based on the results from distributed questionnaires which are Satah dan Pergerakan Asas, Jenis-jenis Gerakan, Asas Kinematik Gerakan and Hukum Newton. The delivery of content method: • The CD based is self-learning using Personal Computer (PC) not using the any internet connection to access the courseware 3. Sports Science teacher. • Teacher can use courseware that have simple notes that attract student and make some simple video about the topic that student difficult to understand. 5
CHAPTER 2 LITERATURE REVIEW
Literature Review 1. Sports Science Subject in Malaysian School 4. ADDIE Development Methodology • Subject Content • Current Teaching Method • Assessment • Analysis • Design • Development • Implementation • Evaluation 7
Table 1 Subtopic in Field 3. No. Subtopic Table 3 Time Distribution for The Sports Science Form Four. 1 Satah Dan Pergerakan Asas 2 Jenis-Jenis Gerakan 3 Asas Kinematik Gerakan 4 Asas Kinetik Gerakan 5 Hukum Newton 6 Stabiliti 7 Asas Kemahiran Motor Manusia Pembelajaran Kemahiran Motor Source: Bahagian Pembangunan Kurikulum , 2016. 8 Fields 1. Pengenalan Sains Sukan dan Pengurusan Sukan Time Allocation 27 hours 2. Fungsi Sistem Tubuh dalam Pergerakan 36 hours 3. Pengenalan Sains Pergerakan Total hours 42 hours 105 hours 8
Usability Heuristic • Visibility of system status • Match between system and the real world • User control and freedom • Consistency and standards • Error prevention • Recognition rather than recall Usability Heuristic by Jacob • Flexibility and efficiency of use Nielson (Ten general principle • Aesthetic and minimalist design for user interface design ) • Help users recognise, diagnose and recover from errors • Help and documentation 9
Similar Existing Application Lambaian Kaabah Courseware Basic Electromechanical Computer Assisted Teaching and Learning Software (CATL) For the Form One. 10
Table 4 Comparison of Features of Existing Similar Courseware Existing Courseware/ Features The Development of An Interactive Multimedia Courseware For The Sports Science Subject Form Four Lambaian Kaabah Courseware Image Audio Video Text Animation Mind Map Quiz Topic Summary X X Interactive Button Basic Electromechanical Computer Assisted Teaching and Learning Software (CATL) For the Form One. X X X 11
Implication of Literature Review Context Implication Area of Interest The Development of An Interactive Multimedia Courseware For The Sports Science Subject Form Four. Theory The developer using seven principle of the usability heuristic for user interface design to improve usability by Nielson. Development Model ADDIE model Software that will be use • • Adobe Anime Adobe Photoshop Adobe Illustrator Wondershare Filmora 9 12
CHAPTER 3 METHODOLOGY
Phase Initial Study Activity Outcome Research and problem statement. Searching for the problem in real-world. Conduct interview. Research the suitable topic for design and development of courseware. Analyse “Goal-setting Stage” Designer focus on the target audience Identify the courseware requirement. Design The documentation of the project instruction Create storyboard. Develop the courseware based on the requirement. Use the Adobe Animate for development and use Adobe Photoshop to edit the picture. The target user The content The hardware and software requirements The sitemap Storyboard User interface. Courseware Implementation Testing the functionality of the courseware. Publish apps. Write to CD Testing the usability of the courseware to the target audiences. Testing the usability of the courseware to the expert. The process of writing report after finishing the project evaluation. The report had been done within the dateline given. Functionality test analysis. Published application. Write to CD and packaging. Usability test analysis. Future recommendation identified. Produce full report. Evaluate Documentation The current problem identified. The topic for the project identified. Objective identified. Scope identified. 14
Navigation Map 15
Screen Name START MAIN MENU F 1 Start Page Pengenalan Sains Pergerakan Satah dan pergerakan asas O 1 Option page Satah dan pergerakan asas N 1 R 1 UK 1 F 2 O 2 F 3 O 3 F 4 O 4 N 2 R 2 UK 2 N 3 R 3 UK 3 FUM OUM END N 4 R 4 UK 4 UM UM 1 2 3 4 Screen Description Nota Rumusan Ulang Kaji 1 Jenis-jenis gerakan Option page Jenis-jenis gerakan Nota Rumusan Ulang Kaji 2 Asas kinematik gerakan Option page Asas kinematik gerakan Nota Rumusan Ulang Kaji 3 Hukum Newton Option page Hukum Newton Nota Rumusan Ulang Kaji 3 Uji Minda Option page Uji Minda Salah atau Betul Susun Suai Objektif Tarik dan Susun Exit Page 16
Storyboard The Development Of An Interactive Multimedia Courseware For The Sports Science Subject Form Four
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CHAPTER 3 RESULT AND DISCUSSION
Business Process Improvement Two main sources of reference: Sports Science Form Four textbook & Dokument Standard Kurikulum dan Pentafsiran This courseware can help the student to more understand enjoy in learning. It can help the teacher to attract the student interest to this subject other than can help the student more understanding theory. It can make the learning method in Sports Science is more effective, creative and innovative because can use (ICT). It can help the school to increase the level of student achievement to percentage high and medium level. (DSKP) for the Sports Science. As one of the tools in learning technique that can change the perspective that the Sports Sciences is the difficult subject. 24
Two main sources of reference: 25
Usability Heuristic Element in the development. Visibility of system status Match between system and real world 26
User control and freedom Consistent and standards 27
Recognition rather than recall Flexibility and efficiency of use Aesthetic and minimalist design 28
User Evaluation Questions Effectiveness A 1. The courseware can play an importance part in education 80 % A 2. The courseware should be intellectually stimulating. 80 % A 3. The courseware should provide fun for learning. 80 % A 4. This courseware provides selfmonitoring of learns. 80 % A 5. This courseware is easy to learn 60 % A 1. The courseware can play an importance part in education 80 % 29
Questions Effectiveness B 1. The courseware allows learners to discover information through active exploration. B 2. Screen are design in a clear and understandable manners. 80 % B 3. The color text follows the principles of readability. 80 % B 4. The use of picture support meaningfully the text provided. 80 % B 5. The design uses proper fonts in term of style and size 60 % B 6. The presentation of information captivate the student attention. 80 % 30
Questions Effectiveness C 1. The button of navigation is easy to understand suitable to the user 60 % C 2. Button for moving forward and backward in lesson 100 % C 3. The navigation give the effective responses when user click 100 % C 4. The courseware allow the user control 100 % C 5. The exit button for the user exiting the program 80 % C 6. Use the synchronize button 100 % 31
Questions Effectiveness D 1. The content is reliable 100 % D 2. The application of courseware is possible in various topics of curriculum 100 % D 3. The activities help learns to understand what they have learned 100 % D 4. Easy to understand the instruction and question given. 100 % 32
Questions Effectiveness E 1. The system is using Match between system and real world (eg language and icon) E 2. The system is user control and freedom when to stop and play the video. E 3 The position of button is at the consistent place and standard at the all page. E 4. So the user will be able to recognize the information that are being familiar and consistent at every page E 5. The user is flexible to choose any button easily. 100 % E 6 The design to use mind map with active button to minimalize and more understanding 100 % 100 % 33
Questions Effectiveness F 1. The text can be clearly read and understand 60 % F 2. Animation and video used support learning 100 % F 3 audio is clear that can be heard 100 % F 4. The image used is clear and attractive 100 % F 5. The quality of text, image , graphic and video in a good quality 100 % F 6. Video enhance the presentation of information 100 % F 7. Sound in this courseware is used only when appropriate. 100% 34
Project Summary Objectives 1. To identify the requirements of a courseware on form four Sports Science subject. Methods Conduct interview and online survey 2. To design and develop a courseware form four Sports Science subject. ADDIE Model 3. To evaluate the functionality and usability of the proposed courseware. Courseware testing Expert Testing User Testing Results The problem Statement were define An Interactive Multimedia Courseware for The Sports Science Subject Form Four User feedback All comments and suggestion for courseware improvement 35
CHAPTER 5 CONCLUSION AND RECOMMENDATIONS
Project Contribution As an additional tool for the student learn about Field 3 title Pengenalan Sains Pergerakan The user can self-learning this subject using the courseware and the learning process in the class are more interactive This courseware has simple mind map to help the user remember the main topic, video that related to the topic, the suitable image, text and sound 37
Project Limitation There are no video about explanation about the topic in the internet. The content of the courseware is only cover four topics in Field 3 title Pengenalan Sains Pergerakan Spend their own money to upgrade the existing Hard Disk Drive (HHD) to Solid-State drive (SSD) 38
Recommendation for Future Enhancement Add more sound that pronounce the topic to make sure the student knows about the true pronunciation of the word. Add more content that cover all the topic in the Sports Science form four. Add more video to attract the student and make them easy to study. Provide more attractive sound to make the learning process more interesting and the student more exited if they answer the right answer. 39
THANK YOU 40