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International MAAC Symposium 2019
                              Politeknik Sultan Mizan Zainal Abidin, Terengganu, Malaysia. 25-26 September 2019



               [ID PC1009]
               Development of “MyKingdom” Game as a Tool in Teaching Vocabulary to Polytechnic Students
                                  Najmi Wahidi Ab. Wahab , And Nor Rulmaisura Mohamad ,b
                                                        1,A
                             1 Politeknik Besut, Lot 7222 Kampung Raja, 22200 Besut, Terengganu,
                                            a
                                                                b
                                    E-mail :  najmi78@gmail.com,   mysura85@gmail.com
               Abstract.  Teaching  English  can  be  bored  and  dull,  with  limited  students’  engagement  and  this  led
               students to lost focus during the class sessions. To improve students’ engagement and create more
               interactive elements in teaching English, an interactive game called “My Kingdom” was created by using
               RPG Maker MV. By using “My Kingdom”, students must face several tasks that need to be solved and
               when they are solving the problems or also known as quest, students will learn about Vocabulary, which
               they need to master and it will be a key to explore another level or world. For this innovation project, a
               Need Analysis is done by using a qualitative method among 5 lecturers and 8 students. Quantitative
               method is also used in collecting data among 30 respondents. The findings from the questionnaires
               showed that this innovation project is able to improve students’ engagement and interest to learn English
               and it can be used either inside or outside the classroom. In conclusion, learning English will not be
               boring anymore because of the game interactivity, challenges and multimedia elements used in this
               game will be able to motivate the students to explore by themselves and at the same time, learn English
               in a fun way to accomplish the game.


               Keywords: MyKingdom, interactive game, RPG Maker MV, Quest, Vocabulary



               [ID PC3002]

                      Usability And User Satisfaction Of Mobile Apps Measurement Super Smart Notes
                               Normala Rahmat, PhD 1, a , Azwa Hasnan 2,b  and Herdawati Ahmad 3,c
                 1,2,3  Department of Electrical Engineering, Polytechnic Sultan Azlan Shah, 35950 Behrang, Malaysia
                             E-mail :  normala.rahmat@psas.edu.my,  azwa.hasnan@psas.edu.my,
                                                                  b
                                    a
                                              c herdawati.ahmad@psas.edu.my
               Abstract.   A mobile apps has been proven to be making learning more interactive and in-dependency
               for anyone who wants to learn in anytime and anywhere. Although there is a great deal of research done
               on mobile apps development, but there is no yet research done on mobile apps development use to
               help  students  understand  the  basic  concepts  of  measurement.    In  this  study,  we  developed  a
               Measurement  Super  Smart  Notes  with  the  main  objective  is  intended  to  help  students  remember
               important facts about fundamental measurement quickly and easily.  Usability and user's satisfaction
               also have conducted to evaluate the success of Measurement Super  Smart Notes in regard to the
               learning objectives.  A total of 79 student’s semester 1 of the Department of Electrical Engineering was
               asked  to  complete  a  questionnaire  adapted  from  the  Post-Study  System  Usability  Questionnaire
               (PSSUQ). This study uses descriptive methods to evaluate the perceptions of users on the usability of
               the developed mobile apps. The results of this study found that apps users are satisfied with applications
               developed with a mean score higher than 3.33. In conclusion, the development of this mobile application
               has been successfully developed and potentially implemented in teaching and learning for Measurement
               Courses throughout Polytechnic Malaysia.


               Keywords: Mobile Apps, Measurement, Teaching and Learning










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