Technical evaluation on FIQIR road safety from expert's perspective

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internalnotes [1] Jabatan Keselamatan Jalanraya. Pelan Keselamatan Jalanraya Malaysia 2014-2020. Jabatan Keselamatan Jalanraya(JKJR), Kementerian Pengangkutan Malaysia.2014. [2] N. A. , Rawi, A. R, Mamat, M. S. M., Deris, M. M., Amin, andN.Rahim. A Novel Multimedia Interactive Application to Support Road Safety Education among Primary School Children in Malaysia. Jurnal Teknologi. Vol 77 (19).75-81.2015. [3] J., Sauro, andKindlund, E. A method to standardize usability metrics into a single score. In Proceedings of the SIGCHI conference on Human factors in computing systems ,pp. 401-409. 2005. [4] G., Sim,S., MacFarlane, andRead, J. All work and no play: Measuring fun, usability, and learning in software for children. Computers & Education,46(3), 235-248.2006. [5] K. Finstad, The Usability Metric for User Experience. Interacting with Computers, 22(5), 323-327.2010. [6] N.A.Rawi, M.M.Amin, A.Rozaimee, W.M.W. Isa. Teaching DzikirThrough 2D Games. 2nd International Conference on Islamic Applications in Computer Science And Technology, 12-13 Oct 2014, Amman, Jordan.2014. [7] N.A.Rawi, M.M.Amin, A.Rozaimee, W.M.W. Isa. Expert’s Technical Review on 2D Games with Religious Elements. International Journal of Multimedia and Ubiquitous Engineering, 11(1), 67-78.2016 .[8] S. M., Alessi, and S. R. Trollip,. Computer-based instruction: Methods and development. New Jersey, NJ:Prentice-Hall.1984. [9] E. B., Kirikkaya, Ş.İŞERİ, and , G. Vurkaya. A board game about space and solar system for primary school students.The Turkish Online Journal of Educational Technology, 9(2), 1-13.2010. [10] J., Huizenga, S.,Akkerman, W., Admiraal, andG. T. Dam. Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game. Journal of Computer Assisted Learning, 25(4), 332-344.2009. [11] M. Papastergiou, Digital game-based learning in high school computer science education: impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1-12.2009a. [12] M. D. Dickey. Murder on Grimm Isle: The impact of game narrative design in an educational game based learning environment. British Journal of Educational Technology.doi:10.1111/j.1467-8535.2009.01032.x.2010. [13] W. H.Huang. Evaluating learners' motivational and cognitive processing in an online game-based learning environment.Computers in Human Behavior.doi: 10.1016/j.chb.2010.07.021. 2010. [14] H., Tüzün, M., Yılmaz-Soylu, T., Karakuş,Y., İnal, and G.Kızılkaya. The effects of computer games on primary school students’ achievement and motivation in geography learning.Computers & Education,52(1), 68-77.2009. [15] M., Carbonaro, D., Szafron, M., Cutumisu, and J.Schaeffer. Computer-game construction: A gender neutral attractor to Computing Science. Computers & Education, 55(3), 1098-1111. 2010.M., Virvou, G., Katsionis. And K., Manos. Combining Software Games with Education: Evaluation of its Educational Effectiveness. Educational Technology & Society, 8 (2) 54-65. 2005. [16] M., Virvou,G., Katsionis. And K., Manos.Combining Software Games with Education: Evaluation of its Educational Effectiveness. Educational Technology & Society, 8 (2) 54-65. 2005. [17] J.M., Yien, C.M., Hung,G.J., Hwang, Y. C., Lin. A Game-Based Learning Approach To Improving Students’ Learning Achievements In A Nutrition Course. TOJET: The Turkish Online Journal of Educational Technology, 10 (2), 1-10. 2011. [18] W.F. W., Ahmad, E. A. P., Akhir, S., Azmee. Games-based Learning Courseware for Children with Learning Disabilities. 2010 International Symposium in Information Technology (ITSim), 1-4. 2010. [19] J., Bourgonjon, M., Valcke, R., Soetaert, and T., Schellens. Students’ perceptions about the use of video games in the classroom.Computers & Education, 54 (4), 1145-1156.2010. [20] S. J.,Warren, M.J., Dondlinger, and S.A.,Barab. A MUVE towards PBL writing: effects of a digital learning environment designed to improve elementary student writing. Journal of Research on Technology in Education, 41(1), 113-140.2008. [21] S. Terrell, and P. Rendulic. Using computer-managed instructional software to increase motivation and achievement in elementary school children. Journal of Research on Computing in Education, 26(3), 403-414.1996. [22] R. W., Yun, Y. Y., Jiang, and X. Li. The summaries of studies of application effectiveness of computer games in primary and secondary education.Distance Education Journal, 28(2), 86-92.2010. [23] M. Papastergiou. Exploring the potential of computer and video games for health and physical education: A literature review.Computers & Education, 53(3), 603-622.2009b [24] M. Q. Patton. The evaluator's responsibility for utilization. Evaluation Practice, 9(2), 5-24.1988. [25] J.Nielsen. Usability Engineering. Academic Press.Boston, MA.1993. [26] S., Crozat, O., Hû, and P.,Trigano. A method for evaluating multimedia learning software.In Multimedia Computing and Systems, IEEE International Conference on Vol. 1, pp. 714-719.IEEE.1999. [27] S. H. Lee. Usability testing for developing effective interactive multimedia software: concepts, dimensions, and procedures. Educational Technology & Society, 2(2), 1-13.1999. [28] G., Kennedy,T., Petrovic, and M., Keppell.The development of multimedia evaluation criteria and a program of evaluation for computer aided learning. InASCILITE ,Vol. 98, p. 407.1998. [29] R.,Sims. Interactivity: A forgotten art?. Computers in Human Behavior,13(2), 157-180.1997. [30] Kamus Dewan, Dewan Bahasa dan Pustaka. Kuala Lumpur.2005.
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spelling 13241 https://intelek.unisza.edu.my/intelek/pages/view.php?ref=13241 https://intelek.unisza.edu.my/intelek/pages/search.php?search=!collection407072 Restricted Document Article Journal image/jpeg inches 96 96 norman 10 10 1419 753 2016-09-14 11:40:09 1419x753 7550-01-FH02-FIK-16-06524.jpg UniSZA Private Access Technical evaluation on FIQIR road safety from expert's perspective Journal of Telecommunication, Electronic and Computer Engineering An earlier paper of FIQIR Road Safety had been published in Journal of Technology whilst in this paper; FIQIR is focusing on technical aspects evaluation from the expert’s view. The experts were one from multimedia industry and three academicians from Multimedia School. The feedback from experts collected through a questionnaire set. The questionnaire includes contents, navigation or interactivity, presentation of the prototype and the use of animations as aspects to be observed by selected experts. According to multiple previous studies, they are important criteria to be considered during evaluation of usability. Results obtained shown that ten (10) aspects over fourteen (14) observed by the reviewers were above the average score of 4.00 according to the Likert scale. Further enhancements will be carried out towards the prototype based on the findings of this study. 8 3 Universiti Teknikal Malaysia Melaka Universiti Teknikal Malaysia Melaka 15-20 [1] Jabatan Keselamatan Jalanraya. Pelan Keselamatan Jalanraya Malaysia 2014-2020. Jabatan Keselamatan Jalanraya(JKJR), Kementerian Pengangkutan Malaysia.2014. [2] N. A. , Rawi, A. R, Mamat, M. S. M., Deris, M. M., Amin, andN.Rahim. A Novel Multimedia Interactive Application to Support Road Safety Education among Primary School Children in Malaysia. Jurnal Teknologi. Vol 77 (19).75-81.2015. [3] J., Sauro, andKindlund, E. A method to standardize usability metrics into a single score. In Proceedings of the SIGCHI conference on Human factors in computing systems ,pp. 401-409. 2005. [4] G., Sim,S., MacFarlane, andRead, J. All work and no play: Measuring fun, usability, and learning in software for children. Computers & Education,46(3), 235-248.2006. [5] K. Finstad, The Usability Metric for User Experience. Interacting with Computers, 22(5), 323-327.2010. [6] N.A.Rawi, M.M.Amin, A.Rozaimee, W.M.W. Isa. Teaching DzikirThrough 2D Games. 2nd International Conference on Islamic Applications in Computer Science And Technology, 12-13 Oct 2014, Amman, Jordan.2014. [7] N.A.Rawi, M.M.Amin, A.Rozaimee, W.M.W. Isa. Expert’s Technical Review on 2D Games with Religious Elements. International Journal of Multimedia and Ubiquitous Engineering, 11(1), 67-78.2016 .[8] S. M., Alessi, and S. R. Trollip,. Computer-based instruction: Methods and development. New Jersey, NJ:Prentice-Hall.1984. [9] E. B., Kirikkaya, Ş.İŞERİ, and , G. Vurkaya. A board game about space and solar system for primary school students.The Turkish Online Journal of Educational Technology, 9(2), 1-13.2010. [10] J., Huizenga, S.,Akkerman, W., Admiraal, andG. T. Dam. Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game. Journal of Computer Assisted Learning, 25(4), 332-344.2009. [11] M. Papastergiou, Digital game-based learning in high school computer science education: impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1-12.2009a. [12] M. D. Dickey. Murder on Grimm Isle: The impact of game narrative design in an educational game based learning environment. British Journal of Educational Technology.doi:10.1111/j.1467-8535.2009.01032.x.2010. [13] W. H.Huang. Evaluating learners' motivational and cognitive processing in an online game-based learning environment.Computers in Human Behavior.doi: 10.1016/j.chb.2010.07.021. 2010. [14] H., Tüzün, M., Yılmaz-Soylu, T., Karakuş,Y., İnal, and G.Kızılkaya. The effects of computer games on primary school students’ achievement and motivation in geography learning.Computers & Education,52(1), 68-77.2009. [15] M., Carbonaro, D., Szafron, M., Cutumisu, and J.Schaeffer. Computer-game construction: A gender neutral attractor to Computing Science. Computers & Education, 55(3), 1098-1111. 2010.M., Virvou, G., Katsionis. And K., Manos. Combining Software Games with Education: Evaluation of its Educational Effectiveness. Educational Technology & Society, 8 (2) 54-65. 2005. [16] M., Virvou,G., Katsionis. And K., Manos.Combining Software Games with Education: Evaluation of its Educational Effectiveness. Educational Technology & Society, 8 (2) 54-65. 2005. [17] J.M., Yien, C.M., Hung,G.J., Hwang, Y. C., Lin. A Game-Based Learning Approach To Improving Students’ Learning Achievements In A Nutrition Course. TOJET: The Turkish Online Journal of Educational Technology, 10 (2), 1-10. 2011. [18] W.F. W., Ahmad, E. A. P., Akhir, S., Azmee. Games-based Learning Courseware for Children with Learning Disabilities. 2010 International Symposium in Information Technology (ITSim), 1-4. 2010. [19] J., Bourgonjon, M., Valcke, R., Soetaert, and T., Schellens. Students’ perceptions about the use of video games in the classroom.Computers & Education, 54 (4), 1145-1156.2010. [20] S. J.,Warren, M.J., Dondlinger, and S.A.,Barab. A MUVE towards PBL writing: effects of a digital learning environment designed to improve elementary student writing. Journal of Research on Technology in Education, 41(1), 113-140.2008. [21] S. Terrell, and P. Rendulic. Using computer-managed instructional software to increase motivation and achievement in elementary school children. Journal of Research on Computing in Education, 26(3), 403-414.1996. [22] R. W., Yun, Y. Y., Jiang, and X. Li. The summaries of studies of application effectiveness of computer games in primary and secondary education.Distance Education Journal, 28(2), 86-92.2010. [23] M. Papastergiou. Exploring the potential of computer and video games for health and physical education: A literature review.Computers & Education, 53(3), 603-622.2009b [24] M. Q. Patton. The evaluator's responsibility for utilization. Evaluation Practice, 9(2), 5-24.1988. [25] J.Nielsen. Usability Engineering. Academic Press.Boston, MA.1993. [26] S., Crozat, O., Hû, and P.,Trigano. A method for evaluating multimedia learning software.In Multimedia Computing and Systems, IEEE International Conference on Vol. 1, pp. 714-719.IEEE.1999. [27] S. H. Lee. Usability testing for developing effective interactive multimedia software: concepts, dimensions, and procedures. Educational Technology & Society, 2(2), 1-13.1999. [28] G., Kennedy,T., Petrovic, and M., Keppell.The development of multimedia evaluation criteria and a program of evaluation for computer aided learning. InASCILITE ,Vol. 98, p. 407.1998. [29] R.,Sims. Interactivity: A forgotten art?. Computers in Human Behavior,13(2), 157-180.1997. [30] Kamus Dewan, Dewan Bahasa dan Pustaka. Kuala Lumpur.2005.
spellingShingle Technical evaluation on FIQIR road safety from expert's perspective
summary An earlier paper of FIQIR Road Safety had been published in Journal of Technology whilst in this paper; FIQIR is focusing on technical aspects evaluation from the expert’s view. The experts were one from multimedia industry and three academicians from Multimedia School. The feedback from experts collected through a questionnaire set. The questionnaire includes contents, navigation or interactivity, presentation of the prototype and the use of animations as aspects to be observed by selected experts. According to multiple previous studies, they are important criteria to be considered during evaluation of usability. Results obtained shown that ten (10) aspects over fourteen (14) observed by the reviewers were above the average score of 4.00 according to the Likert scale. Further enhancements will be carried out towards the prototype based on the findings of this study.
title Technical evaluation on FIQIR road safety from expert's perspective
title_full Technical evaluation on FIQIR road safety from expert's perspective
title_fullStr Technical evaluation on FIQIR road safety from expert's perspective
title_full_unstemmed Technical evaluation on FIQIR road safety from expert's perspective
title_short Technical evaluation on FIQIR road safety from expert's perspective
title_sort technical evaluation on fiqir road safety from expert's perspective