Wednesday, December 19, 2012

FINAL EXAM!!

 
 
jadual exam CD ROM

 

~~17 jan 2013~~

GOOD LUCK kawan2!!

FINAL SCREEN CAPTURE


This is the screen capture for our storyboard for final presentation. There are some changes/ improvement made from the original planning. The changes are based on the evaluation during the prototype presentation last month.
 

 Title:
LAMBAIAN KAABAH
FOR FORM 4 STUDENT
 
 
montage page                                         insert name page
 
        mainmenu page                                      cara pelaksanaan page
 
rukun haji page                                             activity page 

video page                                                   gallery page
 
credit page                                                            exit page



Wednesday, December 12, 2012

Week 14: Final Presentation

::11122012::

Today is our final presentation for this subject. Today presentation should be finish 100%.

There are 4 groups presented today:

1st Group: Cikgu Murad, En Zul and Banat
Title: Suku Kata

This picture taken from Munir's blog.TQ

-This group presented a project for Pembelajaran Pra Sekolah Bahasa Melayu.
-This project was very good with colorful interface and images
-Audience can learn about suku kata and know about transportation.
-They even shoot the video by themselves!!
-Very good effort

Congratulation my friends!!

2nd Group: My group (Me, K.Faridanura and Rafidah)
Title: Lambaian Kaabah for Form 4


This picture taken from Ayat's blog.TQ

-Some weaknesses/ comments from audience:
•Button home should go to main menu, not to the insert name page(actually only 1 button was wrong which is in page ‘rukun’)
•The blink button is not suitable because it will attract the student to always click it.
•Penerangan button for tawaf and sa’ie are not functioning in Lambaian_Kaabah.exe  file. [But the button actually works when the page is in separate file (rukun.fla) huhu]

•Arrow for jenis rukun haji is not suitable to show 'RUKUN'.should replace to other technique.
Istilah in gallery page should be interactive. Make it student can click the istilah then go to the istilah page
 -Anyway,Congratulation my dear friends!!

3rd Group: Ayat and Munir
Title: Science year 5-Water Cycle

This picture taken from Ayat's blog.TQ

-This group presented a project for year 5 student
-This project was very good and smart. Very nice interface.
-Audience can learn from the simulation and activities
-Very good effort

Congratulation my friends!!

 
4th Group: Fadlee, K. Halizah and K. Masni
Title: Kemahiran Pertukangan Pendidikan Khas



This picture taken from Munir's blog.TQ
-tak sempat tengok huhu
-Anyway, I know they also did very good project.

Congratulation my friends!!

So today was the last class for this subject this semester....After this, FINAL EXAM!!!

p/s:dont forget to submit final report!!


 


Wednesday, December 5, 2012

Week 13: Documentation of Multimedia project

::04122012::

Today i've learnt about documentation of multimedia project. Documentation is all about data/facts/steps/procedures/action/any figures of the development project. It records all

Before this i only know 2 types of doc which are proposal n final doc. Actually,  there is one more type of doc which is support document.

So, 3 types of documents are:

I. Proposal / Design Document
II. Support Document
III. Final Document


What is Proposal / Design Document?

-is important
- for example if the developer A is not around, the developer B can take over and do the same project.

What is support document?

-provide additional info 4 using the program-->macam user manual
-provided together with the program
-usually the contents are:
  • how to use the software/program
  • technical requirements (software & hardware)
  • installation guide (if necessary)

What is final document?
-reports all the improvement made to the project
-includes all the formative assessment, review, meeting minutes, decision made on each meeting, improvement throughout the development (apa yg ditambah/dikurangkan)
-reports all activities and tasks undertaken by each group member.-list down all the tasks

En Juhazreen also add on the final report guideline and format:

guideline
-intro
-group meeting
-suggestions gathered from peers
-testing and evaluation report
-improvements/changes made from the original planning doc
-problems/issues arised during the development
-reflection of group members

format
-unspecified font type/size or spacing
-at least 5 pages
-content of support doc

DUE DATE : during final exam (17 jan 2013)!!

Wednesday, November 28, 2012

Week 12: Distribution of Multimedia Courseware

::27112012::
 
Form my understanding; this topic is about how the application will be distributed. It supposed to be thought during the development progress..

According to En Juhazreen, there are 2 things:
i)                    Technology and Method
ii)                   Marketing Strategy
Sufficiency and efficiency (cukup dan cekap) factor must be considered for multimedia distribution.

1)      Multimedia courseware distribution needs high capacity storage media. For example:
  • magneto-optical disks (CDROM / DVD / BluRay)
  • Flash storage
  • Networks

2)      Advantages:
  • Boleh dibawa kemana-mana
  • Murah
  • Boleh di duplicate
  • Boleh diletak security
  • Storage yang besar (BluRay)

3)      Disadvantages:
Network- Need internet connection
***En Juhazren also shared about new technology; cloud computing (same like network). According to the article that he read, flash drive will pupus during 2013-2015. It is because people will save their things on the cloud/network

To know more about cloud computing, click here
http://searchcloudcomputing.techtarget.com/definition/cloud-computing


4)      Marketing Strategy

·         How to market?
-From testimonial
-collaboration with certain parties. For example, the developer of CD courseware for Mathematics Year 6 collaborates with the book suppliers.

      ·         Where to start?
 
·         What to be considered?
-Price
-Target audience

 ·         After sales?

 
5) Marketing Plan

 
 
 
Next class!!
-think of any issues that arise during the courseware development

Wednesday, November 21, 2012

Week 11: Evaluation and Testing...more

::20112012::

continue with this topic:Evaluation and Testing


Formative Evaluation. Why?
-->To determine weaknesses





click here to see an example of Multimedia Project Evaluation Rubric

Saturday, November 10, 2012

Week 10: Mid Sem Break

::10-18 Nov 2012::


 
Please dont forget kerja rumah!!
Submit planning document after sem break!!

Thursday, November 8, 2012

SCREEN CAPTURE


This is the screen capture for our storyboard for prototype presentation


montage page


 
insert name page                                          mainmenu page
 
cara pelaksanaan page                                       rukun haji page
 
aktiviti page                                                   video page
 
galeri page                                                    exit page
 

Week 9 : Presentation Prototype

::06112012::

Today are the prototype presentation.

Some of the comments we received were:
  • Reduce the use of sentences.
  • The color of bg was too bright
  • The font size was too small for certain page.
  • The bg ''field" is not suitable
After the other groups presented their prototype, I got some idea to improve our project:-
  • Button that show u current location/page
  • meaningful icon/button...button with meaningful icon
  • for drag n drop: if student drag the wrong answer, it cant drop
  • Button that show the current number of activities
  • animated button
  • insert sound for instruction/ tell some notes
InshaAllah...we will improve our project after this

Thursday, November 1, 2012

Week 8: What is???

continued..........

What is?

Usability= how easy and pleasant these features are to use

Utility= whether it providesnthe features u need

Useful=usability + utility

Learnability= able to learn.(bagaimana mudah sesuatu itu)

Memorability=ex;home normally for main menu, question mark for information, arrow for next/back

Week 8: Testing & Evaluation

::30102012::

Testing
  • Pengujian.
  • is crucial
  • To test whether the system works or not.
  • To test whether the specification works as designed
  • Matching the criteria that can be evaluated;to see the its performance
  • See the checklist, whether it meets/fulfill the criteria or not
Evaluation
  • Penilaian
  • Too see larger view than testing
  • Evaluate as a whole
  • For improvement
So how to test the design?
--> Using test plan
=provide a checklist that consist of all functionality in the system/program
=find a potentially serious problem


To identify error/ralat, must have a test plan. Types of errors:

1.Design Flaws
-Information
Interaction
-Visual

2. Content Errors
-inaccuracies
-data of poor quality (photo image quality, text mispelling)

3. System defects (called bugs)
-broken link


Types of testing
  • Content
  • Usability
  • Functionality
  • Layout
  • Link

Test Usability

= is a technique used in user-centered interaction design to evaluate a product by testing it on users
= focuses on measuring a human-made product's capacity to meet its intended purpose
= can focus to the profesional
= also can be focus to our target audience


Tuesday, October 23, 2012

Week 7: Self Discussion

::23102012::
 
Today we have no class bcoz En Juhazren gave us chance to do our project...So we decided to have a disscussion in Library.....

We divided task among us such as:

  • Montage
  • Main Page
  • Cara Pelaksanaan Haji
  • Rukun Haji
  • Aktiviti
  • Video
  • Galeri

Wednesday, October 17, 2012

Week 6: Flowchart

::16102012::

The flow chart is a means of visually presenting the flow of data through an information processing systems, the operations performed within the system and the sequence in which they are performed

 
FLOW CHART DESIGN SYMBOL
It is not strictly necessary to use boxes, circles, diamonds or other such symbols to construct a flow chart, but these do help to describe the types of events in the chart more clearly. Described below are a set of standard symbols which are applicable to most situations without being overly complex.
  • Rounded box - use it to represent an event which occurs automatically. Such an event will trigger a subsequent action, for example 'receive telephone call', or describe a new state of affairs.
  • Rectangle or box - use it to represent an event which is controlled within the process. Typically this will be a step or action which is taken. In most flowcharts this will be the most frequently used symbol.
  • Diamond - use it to represent a decision point in the process. Typically, the statement in the symbol will require a 'yes' or 'no' response and branch to different parts of the flowchart accordingly.
  • Circle - use it to represent a point at which the flowchart connects with another process. The name or reference for the other process should appear within the symbol.
 
Storyboards
 
Storyboards are graphic organizers in the form of illustrations or images displayed in sequence for the purpose of pre-visualizing a motion picture, animation, motion graphic or interactive media sequence.
 

click here to see some examples of storyboarding.
 
The conclusion is;
flowchart=to show flow
storyboard=to show interaction



 

Wednesday, October 10, 2012

Week 5: Visual Design

::09102012::

Today we learn about Visual Design which is planning how your web site will look.

Some elements:

i)Colours
ii)Fonts / Style
iii) Graphics and multimedia

All these elements must be combined and arrange into an interactive layout..

Notes:
serif: with 'ekor': suitable for printing/hard copy
sans serif: without ekor: suitable on screen












Elements of User Interface
-A background that reflects the theme
(colors or images)

-Foreground
(Content and links-title, heading,sub-heading,body text,illustrations,caption)

-Other elements that support the theme
(text,images,buttons,navigation bars,animation,video etc)

For next week, all groups must prepare need analysis for our group project. The contents are:
-Learning problems
-solution
-objective
-learning theory
-content of the courseware
-flowchart
-treatment
gantt chart

So lets discuss K.ida n Fidah!!!

Thursday, October 4, 2012

Information To Interaction

Information Design=Flow of information
Interaction=navigation of information

-->designing interaction turns the information design into a storyboard

Wednesday, October 3, 2012

Week 4: Interaction Design

::02102012::

First class with En Juhazren.
Today we learn about interaction design;which is how the courseware interact to the user.

There are 3 essential elements:

a) ORGANIZATION
which one is the best?? It depends on individual situation and  need analysis

b) NAVIGATION
interaction design relate to the navigation system. So what is navigation?



Anyway, good navigation design will:
– Minimise travel ‐ create the simplest and shortest path between any two points.
– Minimise depth ‐ create a hierarchy with the fewest possible levels.
– Minimise redundancy ‐ avoid creating multiple paths to the same place from the same screen.

-->pengguna tidak akan teraba-raba/tak tau nak pergi mana atau macamane nak patah balik (back)

Anyway i've found 10 Principles Of Navigation Design:
1. Design for the reader
2. Provide a variety of navigation options
3. Let readers know where they are


On CNN's entertainment page, you will see the masthead in bold capitals, the word "ENTERTAINMENT".

4. Let readers know where they've been
5. Let readers know where they are going 
6. Provide context
7. Be Consistent
  • consistent classification;
  • consistent graphical navigation design;
  • consistent hypertext colors.
8. Follow Web Convention
9. Don't surprise or mislead the reader
10. Provide the reader with support and feedback


c)INTERACTIVITY: kawalan yang diberi kepada pengguna





Monday, October 1, 2012

Congratulation Pn Norasykin


From now onwards En Juhazren will take over our class...Congrates Pn Norasykin...


Semoga cepat sihat Pn...

Thursday, September 27, 2012

Week 3: Multimedia Courseware Design

::25 September 2012::


For this week, we learnt about Multimedia Courseware Design.
So what is purpose of courseware design?
-->to inform or to persuade users
-->not miss the step.


Besides, what are the most important to observe when designing a MM courseware?

-->content
-->audience
-->level of target group
-->etc

There are four primary aspects that influence MM design;


1. content.

2. technology
3. visual
4. economy

Hence, we have to plan a courseware that consist:

-well structured
-easy to navigate
-quick download/display time
-simplicity;clear and not too many choices
-consistency;builds trust with the user
-engagement; invites the user to participate

We have to put ourselves as users so that we know what they want and give them a good experience from our courseware.  I've found this;



Alben and her colleagues  defined experience as “…the way it feels in their hands, how well they understand how it works, how they feel about it while they're using it, how well it serves its purpose, and how well it fits into the entire context in which they are using it.”

 If these experiences are successful and engaging, they argue, then they are valuable to users. The criteria fall into two categories: those that directly impact user experience (e.g., learnable and usable), and those that make their contribution indirectly (e.g., understanding of users and effective design process).
  • Understanding of users refers to how well the design team understood the needs, tasks and environments of the users, and how well this understanding was reflected in the process.
  • Effective design process refers to having a well thought-out process that addresses various project concerns and included user involvement, iteration, and multidisciplinary collaboration.
  • Needed refers to whether the product meets some recognized need, and makes some significant social, economic, or environmental contribution.
  • Learnable and Usable refers to how well a product communicates its purpose and operation, and how well it supports different personal styles, given users different knowledge, skills, and strategies for problem solving.
  • Appropriate refers to whether a product solves the right problem at the right level, with a good fit to social, cultural, economic and technical factors.
  • Aesthetic refers to whether the product is aesthetically pleasing and sensually satisfying, and whether it performs well within its technological constraints. There is also some reference to contributing factors, such as cohesive design, and continuity across interaction, information, visual, and industrial design.
  • Mutable refers to how well the product can adapt, both to individual needs and over time.
  • Manageable refers to whether the designers have taken a more systemmic view of the product, for example by thinking about how the product might be purchased, installed, maintained, and disposed of.
Alben, L. (1996) Quality of Experience: Defining the Criteria for Effective Interaction Design,interactions 3.3 May+June 1996, p11.
http://users.ices.utexas.edu/~natacha/CATTt/theory.html


Besides, there are 3 parts of MM courseware design:
i) Information Design
ii) Interaction Design
iii) Visual Design=Sensorial Design

  • Information Design is an approach to designing clear, understandable communications by giving care to structure, context, and presentation of data and information.
  • Interaction Design is an approach to designing interactive experiences (in any medium) which is concerned with the participant's experience flow through time.
  • Sensorial Design is a term used to include the presentation of an experience in all senses (visual, hearing, touch, smell, taste). It is simply the employment of all techniques with which we communicate to others through our senses.


Wednesday, September 19, 2012

Week 2: Multimedia Development Process

::18092012:


There are many type of learning theories with certain category;

Behaviorisme:

  • Drill Practice
  • Tutorial
  • Simulation
  • Games
  • Problem solving

Cognitive & Constructivisme 

  • Problem based learning
  • Project based learning
  • Cooperative learning
  • Situated/Scenario based learning
  • Case based learning
  • Inquiry based learning

Tuesday, September 11, 2012

1st class

Today we start the first lesson: Multimedia Development Process..
Why we need to follow the process?
--> more organize
-->x miss the important part/process.
-->If something happen, we can avoid making the work over from scratch

In Instruction Design, we have a lot of models. Some are:


ADDIE model


Dick n Carey Model

KEMP model
To be more specific, overall process of developing a courseware generally follows six major stages:
􀂃Courseware definition and planning (Analysis)
􀂃Information architecture (Analysis)
􀂃Courseware design (Design)
􀂃Courseware construction (Development)
􀂃Courseware marketing/implementation (Implementation)
􀂃Tracking, evaluation, and maintenance (Evaluation)