Trading card game as reading medium in context of Malaysian folklore / Muhammad Hamdi Esahal

Malaysian folklore has many of interesting stories and got lot of benefits and moral values inside to the stories. In order to gain the benefits or knowledge from Malaysian folklore, basically reading is the main medium that has been used to deliver the stories. However, most of our youngsters gener...

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Main Author: Esahal, Muhammad Hamdi
Format: Thesis
Language:English
Published: 2014
Subjects:
Online Access:https://ir.uitm.edu.my/id/eprint/14308/
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author Esahal, Muhammad Hamdi
author_facet Esahal, Muhammad Hamdi
author_sort Esahal, Muhammad Hamdi
building UiTM Institutional Repository
collection Online Access
description Malaysian folklore has many of interesting stories and got lot of benefits and moral values inside to the stories. In order to gain the benefits or knowledge from Malaysian folklore, basically reading is the main medium that has been used to deliver the stories. However, most of our youngsters generation has no interest in reading habit. Because of that, they have no interest at all to read the books about Malaysian folklore and in fact they will not know about our Malaysian folklore stories. Then, the focus of the research is to identify the interest in reading non-education and education books, to know about the perception of our teenagers about Malaysian folklore and to analyze the potential of trading card game (TCG) with the element of Malay's mythological stories. In this research, the case study is among TeG group community at Facebook.com and quantitative research method will be used in order to gain the raw data about the frequency, population and perception of the case study about the issues. About 100 questionnaire will be distributed to several group such as Pokemon Trading Card Game Online (Malaysia), Malaysia Duelist club, Cardfight! Vanguard Players (M.V.P), and U.T.C.C Justice Room (Malaysia). In addition, the qualitative research method also will be used on this research. In order to know about the Malaysian folklore, several books will be used by researcher as reference. In this case, this study is only focus on Hikayat Hang Tuah as the scope and limitation. Furthermore, the two films that the researcher will observe in order to understand the view the feel of the story, scene and characters. The films that researcher use is Hang Tuah directed by Phani Majumdar released on 1956 and Hang Jebat directed by Hussain Haniff released on 1961. Other than that, in order to create a new TCG for Malaysian folklore, the researcher will refer to several books that related with TCG which is the main book is TCG for dummies and Pokemon XY trading card game rules book. This book will help the researcher to know about the background of TCG and even to understand about the concept of game play in TCG.
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format Thesis
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institution Universiti Teknologi MARA
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last_indexed 2025-11-14T21:39:24Z
publishDate 2014
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spelling uitm-143082016-07-21T00:50:17Z https://ir.uitm.edu.my/id/eprint/14308/ Trading card game as reading medium in context of Malaysian folklore / Muhammad Hamdi Esahal Esahal, Muhammad Hamdi GR Folklore Computer games. Computer simulated games. Electronic games Malaysia Malaysian folklore has many of interesting stories and got lot of benefits and moral values inside to the stories. In order to gain the benefits or knowledge from Malaysian folklore, basically reading is the main medium that has been used to deliver the stories. However, most of our youngsters generation has no interest in reading habit. Because of that, they have no interest at all to read the books about Malaysian folklore and in fact they will not know about our Malaysian folklore stories. Then, the focus of the research is to identify the interest in reading non-education and education books, to know about the perception of our teenagers about Malaysian folklore and to analyze the potential of trading card game (TCG) with the element of Malay's mythological stories. In this research, the case study is among TeG group community at Facebook.com and quantitative research method will be used in order to gain the raw data about the frequency, population and perception of the case study about the issues. About 100 questionnaire will be distributed to several group such as Pokemon Trading Card Game Online (Malaysia), Malaysia Duelist club, Cardfight! Vanguard Players (M.V.P), and U.T.C.C Justice Room (Malaysia). In addition, the qualitative research method also will be used on this research. In order to know about the Malaysian folklore, several books will be used by researcher as reference. In this case, this study is only focus on Hikayat Hang Tuah as the scope and limitation. Furthermore, the two films that the researcher will observe in order to understand the view the feel of the story, scene and characters. The films that researcher use is Hang Tuah directed by Phani Majumdar released on 1956 and Hang Jebat directed by Hussain Haniff released on 1961. Other than that, in order to create a new TCG for Malaysian folklore, the researcher will refer to several books that related with TCG which is the main book is TCG for dummies and Pokemon XY trading card game rules book. This book will help the researcher to know about the background of TCG and even to understand about the concept of game play in TCG. 2014 Thesis NonPeerReviewed text en https://ir.uitm.edu.my/id/eprint/14308/1/TD_MUHAMMAD%20HAMDI%20ESAHAL%20AD%2014_5.pdf Esahal, Muhammad Hamdi (2014) Trading card game as reading medium in context of Malaysian folklore / Muhammad Hamdi Esahal. (2014) Degree thesis, thesis, Universiti Teknologi MARA. <http://terminalib.uitm.edu.my/14308.pdf>
spellingShingle GR Folklore
Computer games. Computer simulated games. Electronic games
Malaysia
Esahal, Muhammad Hamdi
Trading card game as reading medium in context of Malaysian folklore / Muhammad Hamdi Esahal
title Trading card game as reading medium in context of Malaysian folklore / Muhammad Hamdi Esahal
title_full Trading card game as reading medium in context of Malaysian folklore / Muhammad Hamdi Esahal
title_fullStr Trading card game as reading medium in context of Malaysian folklore / Muhammad Hamdi Esahal
title_full_unstemmed Trading card game as reading medium in context of Malaysian folklore / Muhammad Hamdi Esahal
title_short Trading card game as reading medium in context of Malaysian folklore / Muhammad Hamdi Esahal
title_sort trading card game as reading medium in context of malaysian folklore / muhammad hamdi esahal
topic GR Folklore
Computer games. Computer simulated games. Electronic games
Malaysia
url https://ir.uitm.edu.my/id/eprint/14308/