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Jawi Hangman Game Application As A Learning Medium For Children

Suriani , Mohd Bedu (2004) Jawi Hangman Game Application As A Learning Medium For Children. Project Report. UTeM, Melaka, Malaysia. (Submitted)

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Abstract

This report presents the Projek Sarjana Muda thesis to fulfill the integrated curriculum of the Bachelor of Information and Communication Technology (ICT) degree courses, Faculty of Information and Communication Technology (FICT) at Kolej Universiti Teknikal Kebangsaan Malaysia (KUTKM) in Ayer Keroh, Melaka. The project, Jawi Hangman Game is build to enhance Jawi reading among children age five to seven. It is also as an alternative way ofleaming besides the help of book and to gain the use of Information and Communication Technology (ICT) to make the learning procedure more interactive, dynamic and interesting. The development of this game is also as a support for The Education Ministry to introduce Jawi, Al-Quran, Arabic and Fardhu Ain (Islamic scripture) learning in all primary schools next year and to enhance the command of Jawi, enable them to recite the Al-Quran fluently, make Arabic a compulsory subject and practise the religious obligations. The idea in development of Jawi Hangman Game was based on the Jawi Pro Tutor Program, an application develop by IKED Systems Sdn. Bhd. The objective of the application is to teach children aged five to seven reading and writing jawi character. This program application is a very interesting product and good for the children. Experiencing working outdoor and meets the user when promoting the Jawi Tutor application in Pusat Sumber Pendidikan Negeri (PSPN) in Pengkalan Chepa, Kelantan during the Industrial Training period was extremely precious. The courses give a lot of experience and give chance to know the user whom is the children age five to seven. From their reaction to the application the weakness of the software have been recognize and it give knowledge as the guide on how to develop multimedia application that will fully satisfy and can take children attraction. The methodological approach adopted for this study was the qualitative methods that tend to focus deeper on the specific study questions. This way it is easier to answer the questions on how and why certain phenomena apply. Given the problems with digital learning using game application, a major challenge is to make it more interesting. This thesis is written based on a hypothesis that the use of games and is one way of learning medium for children. To explore how and to what extent games and can be used as elements for presenting learning content. The main focus is to highlight whether games can help the procedure of learning. In summary, the overall findings suggest that game design with regard to functionality of education, and are embedded within rich multimedia based learning environments have the potential to provide user with greatly enrich experience of learning.

Item Type: Final Year Project (Project Report)
Uncontrolled Keywords: Computer-assisted instruction, Interactive computer systems, Interactive multimedia, Learning, Educational games, Jawi alphabet
Subjects: Q Science > Q Science (General)
Q Science > QA Mathematics
Divisions: Library > Final Year Project > FTMK
Depositing User: Siddiq Jais
Date Deposited: 21 Jan 2014 07:29
Last Modified: 28 May 2015 04:12
URI: http://digitalcollection.utem.edu.my/id/eprint/10618

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