Li-Booster: INTERACTIVE LITERACY COURSEWARE USING ANIMATION FOR LINUS PROGRAMME
Literacy and Numeracy Screening (LINUS) has been created in 2009 to fulfill the objectives of increasing the literacy and numeracy rate in Malaysia, however the programme are not implemented in secondary school whereby there are large number of students that are still not equipped with Literacy and...
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Universiti Teknologi Petronas
2013
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my-utp-utpedia.135942017-01-25T09:39:29Z http://utpedia.utp.edu.my/13594/ Li-Booster: INTERACTIVE LITERACY COURSEWARE USING ANIMATION FOR LINUS PROGRAMME Johanor, Aiman Literacy and Numeracy Screening (LINUS) has been created in 2009 to fulfill the objectives of increasing the literacy and numeracy rate in Malaysia, however the programme are not implemented in secondary school whereby there are large number of students that are still not equipped with Literacy and Numeracy skills. The focused groups for the project are secondary students, so more interactive method need to be used to gain the student interest. This project shows the important of multimedia integration into the new teaching method of LINUS programme. The objectives of the project is to do research on interactive multimedia (animation) to be integrated for LINUS programme, develop prototype that incorporates animation, graphic and interactive lesson, and conduct the user acceptance test on the developed prototype. The literature review component discussed about the LINUS programmed, the rationale and method used for LINUS programme in school, then the importance of integrating multimedia in learning especially literacy learning. Rapid Application Design (RAD) has been used for this project methodology because it allows the developer and end user to discuss on developing the courseware. The project phases are being discussed in detail at the methodology section. The courseware has been developed based on the use case, process flow chart and storyboard designed earlier to ease the development process. The prototype are being developed using the concept read-along book and for each story student will have to go through quizzes to test their understanding. The testing has been done at schools with the 30 student involves in the testing and result of the usability and effectiveness has been discussed in the chapter. In the recommendations section, all the related recommendations and some improvements that can be done for the future of this project are listed and elaborated. The conclusion section concludes the overall project. Universiti Teknologi Petronas 2013-01 Final Year Project NonPeerReviewed application/pdf en http://utpedia.utp.edu.my/13594/1/Thesis_15083_AimanJohanor.pdf Johanor, Aiman (2013) Li-Booster: INTERACTIVE LITERACY COURSEWARE USING ANIMATION FOR LINUS PROGRAMME. Universiti Teknologi Petronas. |
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Literacy and Numeracy Screening (LINUS) has been created in 2009 to fulfill the objectives of increasing the literacy and numeracy rate in Malaysia, however the programme are not implemented in secondary school whereby there are large number of students that are still not equipped with Literacy and Numeracy skills. The focused groups for the project are secondary students, so more interactive method need to be used to gain the student interest. This project shows the important of multimedia integration into the new teaching method of LINUS programme. The objectives of the project is to do research on interactive multimedia (animation) to be integrated for LINUS programme, develop prototype that incorporates animation, graphic and interactive lesson, and conduct the user acceptance test on the developed prototype. The literature review component discussed about the LINUS programmed, the rationale and method used for LINUS programme in school, then the importance of integrating multimedia in learning especially literacy learning. Rapid Application Design (RAD) has been used for this project methodology because it allows the developer and end user to discuss on developing the courseware. The project phases are being discussed in detail at the methodology section. The courseware has been developed based on the use case, process flow chart and storyboard designed earlier to ease the development process. The prototype are being developed using the concept read-along book and for each story student will have to go through quizzes to test their understanding. The testing has been done at schools with the 30 student involves in the testing and result of the usability and effectiveness has been discussed in the chapter. In the recommendations section, all the related recommendations and some improvements that can be done for the future of this project are listed and elaborated. The conclusion section concludes the overall project. |
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Johanor, Aiman |
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Johanor, Aiman Li-Booster: INTERACTIVE LITERACY COURSEWARE USING ANIMATION FOR LINUS PROGRAMME |
author_facet |
Johanor, Aiman |
author_sort |
Johanor, Aiman |
title |
Li-Booster: INTERACTIVE LITERACY COURSEWARE USING ANIMATION FOR LINUS PROGRAMME |
title_short |
Li-Booster: INTERACTIVE LITERACY COURSEWARE USING ANIMATION FOR LINUS PROGRAMME |
title_full |
Li-Booster: INTERACTIVE LITERACY COURSEWARE USING ANIMATION FOR LINUS PROGRAMME |
title_fullStr |
Li-Booster: INTERACTIVE LITERACY COURSEWARE USING ANIMATION FOR LINUS PROGRAMME |
title_full_unstemmed |
Li-Booster: INTERACTIVE LITERACY COURSEWARE USING ANIMATION FOR LINUS PROGRAMME |
title_sort |
li-booster: interactive literacy courseware using animation for linus programme |
publisher |
Universiti Teknologi Petronas |
publishDate |
2013 |
url |
http://utpedia.utp.edu.my/13594/1/Thesis_15083_AimanJohanor.pdf http://utpedia.utp.edu.my/13594/ |
_version_ |
1739831915046764544 |
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13.211869 |