Najib Hamdan - Academia.edu (original) (raw)

Papers by Najib Hamdan

Research paper thumbnail of Aristotle, On Poetics1 eds., and trans., Seth Benardete and

Research paper thumbnail of The effects of realism level of talking-head animated character on students' pronunciation learning

2015 International Conference on Science in Information Technology (ICSITech), 2015

This study intends to evaluate the effects of talking-head animation on the pronunciation of word... more This study intends to evaluate the effects of talking-head animation on the pronunciation of words by using various levels of realism. The evaluation is measured by using the pronunciation test after students have completed the self-exploratory coursework. The four talking-head animation coursework with varying levels of realism such as the 3D non-realistic animation character (3D-NR), the 3D realistic animation character (3D-R), the 2D animation character (2D) and the talking-head courseware using actual human character (HUMAN) were developed for testing. The research design was quasi experimental and the data were analyzed using the quantitative approach. 150 first semester students taking the Certificate in Multimedia Creative Animation course from four Community Colleges were selected as samples. Overall, the ANCOVA statistical test was used to answer the research questions, and the findings indicated that students who were exposed to talking-head animations with different levels of realism showed significant differences in pronunciations.

Research paper thumbnail of Instructional animation, segmentation and user control strategies

2015 International Conference on Science in Information Technology (ICSITech), 2015

The aim of this study is to evaluate the effect of segmented animation with various user control ... more The aim of this study is to evaluate the effect of segmented animation with various user control strategies on students' achievement. The research design was in a quasi-experimental form and the research data were analyzed using a quantitative approach. Sample sizes of 265 semester two students pursuing the Diploma in Networking System from five polytechnics were involved in the study. Overall, the ANCOVA statistical test was used to answer the research questions. The research findings revealed significant differences in students' achievement among groups who had received different control strategies of learning. The group who studied the Random User Control (KPR) strategy obtained highest mean score and the group who studied the Without User Control (TK) strategy obtained lowest mean score. Therefore, this study recommended the Random User Control (KPR) as the best control strategy for designing the segmented animation courseware.

Research paper thumbnail of User Satisfaction of Non-Realistic Three-Dimensional Talking-Head Animation Courseware (3D-NR)

International Journal of e-Education, e-Business, e-Management and e-Learning, 2015

Talking-head animation is an instructional approach that helps students in linguistic learning, e... more Talking-head animation is an instructional approach that helps students in linguistic learning, especially in the pronunciation aspect. However, the use of talking-head animation has caused some emotional uneasiness among students when the design and realistic level of the animated characters are too human-like. This phenomenon is known as 'Uncanny Valley' and was corroborated through a research by a Japanese robotics expert named Masahiro Mori in 1970, who had also produced a graph explaining this phenomenon. To overcome these problems, the non-realistic three-dimensional talking-head animation has been developed to ensure that students get the maximum learning from the point of emotional and learning performance. On this regard, the focus of this study was mainly on developing non-realistic three-dimensional talking-head animation. The courseware was developed based on theories, principles and literature overview conducted. The paper also reports the outcome of usability and user satisfaction (PSSUQ) test carried out.

Research paper thumbnail of The implication of realistic levels of the computer based animation character: A conceptual framework

2014 9th International Conference on Computer Science & Education, 2014

The talking-head animation is an instructional approach that helps students in linguistic learnin... more The talking-head animation is an instructional approach that helps students in linguistic learning, especially in the pronunciation aspect. However, the use of talking-head animation has caused some emotional uneasiness among students when the design and realistic level of the animated characters were too human-like. This phenomenon is known as Uncanny Valley and was corroborated through a research by a Japanese robotics expert named Masahiro Mori in the year 1970, who also produced a graph explaining this phenomenon. Hence, this paper proposed a conceptual framework for talking-head computer animation, specifically for pronunciation learning and discussing the significance of choosing an appropriate animation character to avoid the emotionally unsettling effects of the Uncanny Valley phenomenon. The framework was developed based on theories, principles and literature review. This paper also suggests further studies to affirm the framework proposed.

Research paper thumbnail of The Effects of Talking-Head with Various Realism Levels on Students’ Emotions in Learning

Journal of Educational Computing Research, 2016

The aim of this study was to evaluate the effects of various realistic levels of talking-head on ... more The aim of this study was to evaluate the effects of various realistic levels of talking-head on students’ emotions in pronunciation learning. Four talking-head characters with varying levels of realism were developed and tested: a nonrealistic three-dimensional character, a realistic three-dimensional character, a two-dimensional character, and an actual human character. The student’s emotional level was measured with the learning component of Achievement Emotions Questionnaire following their exploration of the instructional material on a self-paced learning method. The research method was a quasi-experimental design, and the data were analyzed using ANCOVA test. The sample consisted of 150 Semester 1 students from four community colleges. The findings revealed significant differences ( p < .05) in emotion test outcomes among groups who received different levels of realism for the talking-head in pronunciation learning app. In conclusion, this study recommends a nonrealistic th...

Research paper thumbnail of Implikasi Animasi Talking-Head yang Berbeza Tahap Realistik Terhadap Prestasi Pembelajaran Sebutan Perkataan (Implications of Talking-Head Animation of Various Realistic Levels on Students’ Pronunciation Learning)

Malaysian Journal of Learning and Instruction, 2016

Tujuan-Kajian ini bertujuan untuk menilai kesan penggunaan animasi talking-head yang berbeza taha... more Tujuan-Kajian ini bertujuan untuk menilai kesan penggunaan animasi talking-head yang berbeza tahap realistik terhadap prestasi pembelajaran sebutan perkataan. Penilaian penggunaan animasi ini diukur melalui ujian sebutan setelah pelajar selesai menerokai koswer secara kendiri. Metodologi-Empat koswer animasi talking-head dengan tahap realistik berbeza iaitu karakter animasi tiga dimensi tidak realistik (3D-TR), karakter animasi tiga dimensi realistik (3D-R), karakter animasi dua dimensi (2D) dan koswer talking-head menggunakan manusia sebenar (MANUSIA) dibangunkan untuk diuji. Reka bentuk kajian berbentuk kuasi eksperimen dan data kajian dianalisis melalui pendekatan kuantitatif. Seramai 150 orang pelajar semester 1 kursus Sijil Multimedia Kreatif Animasi dari empat buah Kolej Komuniti dipilih sebagai sampel kajian. Secara keseluruhan, ujian statistik ANCOVA dan Bonferonni digunakan untuk menjawab persoalan kajian.

Research paper thumbnail of Effects of Various User Control Strategies of Segmented Animation on Student Achievement) Kesan Pelbagai Strategi Kawalan Pengguna Animasi Bersegmen Terhadap Prestasi Pelajar (Effects of Various User Control Strategies of Segmented Animation on Student Achievement

Tujuan-Kajian ini bertujuan untuk menilai kesan animasi bersegmen dengan pelbagai strategi kawala... more Tujuan-Kajian ini bertujuan untuk menilai kesan animasi bersegmen dengan pelbagai strategi kawalan pengguna terhadap prestasi pelajar. Lima strategi kawalan tersebut ialah strategi Kawalan Pengguna Linear (KPL), Kawalan Pengguna Rawak (KPR), Kawalan Program (KP), Kawalan Berterusan (KB) dan Tanpa Kawalan (TK). Metodologi-Reka bentuk kajian berbentuk kuasi eksperimen dan data kajian dianalisis melalui pendekatan kuantitatif. Seramai 265 orang pelajar semester 2 kursus Diploma Sistem Rangkaian dari lima buah Politeknik dipilih sebagai sampel kajian. Penilaian dilakukan melalui ujian pos. Dapatan-Secara keseluruhan, ujian statistik ANCOVA digunakan untuk menjawab persoalan kajian. Dapatan kajian menunjukkan terdapat perbezaan yang signifikan dari sudut prestasi ujian pos antara

Research paper thumbnail of Kesan tahap realistik karakter animasi talking-head ke atas emosi dan prestasi pelajar : satu kajian awal

Animasi talking-head merupakan animasi arahan yang mampu membantu pembelajaran kemahiran sebutan ... more Animasi talking-head merupakan animasi arahan yang mampu membantu pembelajaran kemahiran sebutan sesuatu perkataan secara betul dan tepat. Namun, kesilapan dalam penggunaan karakter animasi memberi kesan negatif kepada pelajar. Kajian ini memfokus kepada isu Uncanny Valley yang dapat memberi kesan kepada emosi pelajar akibat daripada karakter animasi yang hampir menyerupai manusia. Justeru, kajian ini menilai penggunaan animasi talking-head yang berbeza tahap realistik terhadap pembelajaran sebutan perkataan di Kolej Komuniti. Penilaian keberkesanan animasi ini diukur melalui ujian sebutan dan ujian emosi mengguna soal selidik AEQ. Empat perisian animasi talking-head dengan tahap realistik berbeza dibangun untuk diuji dan setiap perisian tersebut dipelajari secara kendiri oleh sekumpulan pelajar yang terdiri daripada 20 orang. Jumlah keseluruhan sampel ialah 80 orang terdiri daripada pelajar di empat buah kolej komuniti di Perak. Ujian statistik deskriptif seperti nilai min, sisihan...

Research paper thumbnail of Kesan Tahap Realistik Karakter Animasi Talking-HeadTerhadap Prestasi Pembelajaran Dan Emosi Pelajar

Kajian ini bertujuan membangun dan menilai kesan penggunaan karakter animasi talkinghead yang ber... more Kajian ini bertujuan membangun dan menilai kesan penggunaan karakter animasi talkinghead yang berbeza tahap realistik terhadap prestasi pembelajaran dan emosi pelajar. Empat koswer animasi talking-head dengan tahap realistik berbeza iaitu karakter animasi tiga dimensi tidak realistik (3D-TR), karakter animasi tiga dimensi realistik (3D-R), karakter animasi dua dimensi (2D) dan karakter manusia sebenar (MANUSIA) dibangunkan untuk diuji secara eksperimen kuasi. Penilaian animasi talking-head ini diukur melalui ujian sebutan dan ujian emosi setelah pelajar selesai menerokai koswer animasi talking-head secara kendiri. Seramai 150 orang pelajar semester 1 kursus Sijil Multimedia Kreatif Animasi dari empat buah Kolej Komuniti dipilih sebagai sampel kajian melalui kaedah pensampelan bertujuan. Ujian statistik ANCOVA, regresi linear serta regresi linear berganda digunakan untuk menjawab persoalan kajian secara kuantitatif. Dapatan kajian menunjukkan terdapat perbezaan yang signifikan daripa...

Research paper thumbnail of Kesan Pelbagai Strategi Kawalan Pengguna Animasi Bersegmen Terhadap Prestasi Pelajar

Purpose The aim of this study was to evaluate the effect of segmented animation with various user... more Purpose The aim of this study was to evaluate the effect of segmented animation with various user control strategies on student achievement. The five user control strategies were Linear User Control (KPL), Random User Control (KPR), Program Controlled (KP), Open User Control (KB) and Without Control (TK). Methodology The research design was quasi-experimental and the research data were analyzed using a quantitative approach. 265 second semester students pursuing their Diploma in Networking System in five polytechnics were involved in the study. A post test was used to measure the learning outcome. Finding Overall, the ANCOVA statistical tests indicated significant differences in post test achievements among students who received different control strategies of segmented animation. Significance – The research findings suggest that segmented animation with appropriate user control strategy is capable of addressing Malaysian Journal of Learning and Instruction: Vol. 14, No. 2 Dec (2017...

Research paper thumbnail of Kebolehgunaan dan Kepuasan Pengguna Terhadap Koswer Animasi Talking-Head Tiga Dimensi Tidak Realistik

Animasi talking-head merupakan animasi instruksi yang berpotensi membantu pelajar dalam pembelaja... more Animasi talking-head merupakan animasi instruksi yang berpotensi membantu pelajar dalam pembelajaran linguistik terutamanya dari sudut sebutan. Walau bagaimanapun, penggunaan animasi talking-head ini telah menyebabkan emosi manusia berasa tidak selesa apabila reka bentuk dan tahap realistik karektor animasi tersebut menyerupai manusia. Fenomena ini dikenali sebagai Uncanny Valley dan telah disahkan melalui satu kajian ahli robotik Jepun yang bernama Masahiro Mori pada tahun 1970. Beliau telah menghasilkan suatu graf bagi menerangkan fenomena ini. Untuk mengatasi masalah tersebut, animasi talking-head tiga dimensi tidak realistik telah dibangunkan bagi memastikan pelajar mendapat pembelajaran yang maksimum dari sudut emosi dan prestasi pembelajaran. Oleh itu, kajian ini akan menumpukan pada proses pembangunan animasi talking-head tiga dimensi tidak realistik berdasarkan teori,prinsip-prinsip multimedia dan kajian literatur yang telah dijalankan. Kajian ini juga melaporkan hasil ujian...

Research paper thumbnail of Developing and Evaluating of Non- Realistic Three-Dimensional (3d-Nr) And Two-Dimensional (2d) Talking-Head Animation Courseware

The talking‐head animation is an instructional animation capable of improving the communication s... more The talking‐head animation is an instructional animation capable of improving the communication skills through enhancing the pronunciation skills; whereby a word is pronounced correctly and accurately. This had been proven by several researches, which indicate that learning with interactive animation is much more advantageous than conventional learning. Hence, the mistake in choosing the realistic level of an animated character at a particular condition has negative effect on students’ learning performance. Therefore, this study would focus on the Uncanny Valley phenomenon, which is understood to have an effect on the students’ emotions. This phenomenon is mainly attributed to the animated character design which is almost similar to real humans. To overcome these problems, the non‐realistic three‐dimensional and two‐dimensional talking‐head animation courseware has been developed to ensure that students get the maximum learning from the point of emotional reaction and learning perfo...

Research paper thumbnail of Impact of the Realistic Level of the Animated Talking-Head Character on Students Emotion and Performance

Asia-Pacific Journal of Information Technology and Multimedia, Dec 30, 2014

Animasi talking-head merupakan animasi arahan yang mampu membantu pembelajaran kemahiran sebutan ... more Animasi talking-head merupakan animasi arahan yang mampu membantu pembelajaran kemahiran sebutan sesuatu perkataan secara betul dan tepat. Namun, kesilapan dalam penggunaan karakter animasi memberi kesan negatif kepada pelajar. Kajian ini memfokus kepada isu Uncanny Valley yang dapat memberi kesan kepada emosi pelajar akibat daripada karakter animasi yang hampir menyerupai manusia. Justeru, kajian ini menilai penggunaan animasi talking-head yang berbeza tahap realistik terhadap pembelajaran sebutan perkataan di Kolej Komuniti. Penilaian keberkesanan animasi ini diukur melalui ujian sebutan dan ujian emosi mengguna soal selidik AEQ. Empat perisian animasi talking-head dengan tahap realistik berbeza dibangun untuk diuji dan setiap perisian tersebut dipelajari secara kendiri oleh sekumpulan pelajar yang terdiri daripada 20 orang. Jumlah keseluruhan sampel ialah 80 orang terdiri daripada pelajar di empat buah kolej komuniti di Perak. Ujian statistik deskriptif seperti nilai min, sisihan piawai dan peratus diguna bagi menjawab persoalan kajian. Dapatan kajian menunjukkan perisian animasi talking-headtiga dimensi tidak realistik (3D-TR) memperoleh peratusan tertinggi dari sudut emosi dan prestasi sebutan pelajar manakala perisian animasi talking-head tiga dimensi realistik (3D-R) memperoleh peratusan terendah dari kedua-dua aspek tersebut. Justeru, penggunaan karakter animasi tiga dimensi talking-head yang tidak realistik merupakan tahap realistik yang terbaik untuk membentuk emosi yang positif seterusnya berpotensi meningkat prestasi pelajar.

Research paper thumbnail of Implikasi Animasi Talking-Head yang Berbeza Tahap Realistik Terhadap Prestasi Pembelajaran Sebutan Perkataan (Implications of Talking-Head Animation of Various Realistic Levels on Students’ Pronunciation Learning)

Malaysian Journal of Learning and Instruction

Tujuan-Kajian ini bertujuan untuk menilai kesan penggunaan animasi talking-head yang berbeza taha... more Tujuan-Kajian ini bertujuan untuk menilai kesan penggunaan animasi talking-head yang berbeza tahap realistik terhadap prestasi pembelajaran sebutan perkataan. Penilaian penggunaan animasi ini diukur melalui ujian sebutan setelah pelajar selesai menerokai koswer secara kendiri. Metodologi-Empat koswer animasi talking-head dengan tahap realistik berbeza iaitu karakter animasi tiga dimensi tidak realistik (3D-TR), karakter animasi tiga dimensi realistik (3D-R), karakter animasi dua dimensi (2D) dan koswer talking-head menggunakan manusia sebenar (MANUSIA) dibangunkan untuk diuji. Reka bentuk kajian berbentuk kuasi eksperimen dan data kajian dianalisis melalui pendekatan kuantitatif. Seramai 150 orang pelajar semester 1 kursus Sijil Multimedia Kreatif Animasi dari empat buah Kolej Komuniti dipilih sebagai sampel kajian. Secara keseluruhan, ujian statistik ANCOVA dan Bonferonni digunakan untuk menjawab persoalan kajian.

Research paper thumbnail of Aristotle, On Poetics1 eds., and trans., Seth Benardete and

Research paper thumbnail of The effects of realism level of talking-head animated character on students' pronunciation learning

2015 International Conference on Science in Information Technology (ICSITech), 2015

This study intends to evaluate the effects of talking-head animation on the pronunciation of word... more This study intends to evaluate the effects of talking-head animation on the pronunciation of words by using various levels of realism. The evaluation is measured by using the pronunciation test after students have completed the self-exploratory coursework. The four talking-head animation coursework with varying levels of realism such as the 3D non-realistic animation character (3D-NR), the 3D realistic animation character (3D-R), the 2D animation character (2D) and the talking-head courseware using actual human character (HUMAN) were developed for testing. The research design was quasi experimental and the data were analyzed using the quantitative approach. 150 first semester students taking the Certificate in Multimedia Creative Animation course from four Community Colleges were selected as samples. Overall, the ANCOVA statistical test was used to answer the research questions, and the findings indicated that students who were exposed to talking-head animations with different levels of realism showed significant differences in pronunciations.

Research paper thumbnail of Instructional animation, segmentation and user control strategies

2015 International Conference on Science in Information Technology (ICSITech), 2015

The aim of this study is to evaluate the effect of segmented animation with various user control ... more The aim of this study is to evaluate the effect of segmented animation with various user control strategies on students' achievement. The research design was in a quasi-experimental form and the research data were analyzed using a quantitative approach. Sample sizes of 265 semester two students pursuing the Diploma in Networking System from five polytechnics were involved in the study. Overall, the ANCOVA statistical test was used to answer the research questions. The research findings revealed significant differences in students' achievement among groups who had received different control strategies of learning. The group who studied the Random User Control (KPR) strategy obtained highest mean score and the group who studied the Without User Control (TK) strategy obtained lowest mean score. Therefore, this study recommended the Random User Control (KPR) as the best control strategy for designing the segmented animation courseware.

Research paper thumbnail of User Satisfaction of Non-Realistic Three-Dimensional Talking-Head Animation Courseware (3D-NR)

International Journal of e-Education, e-Business, e-Management and e-Learning, 2015

Talking-head animation is an instructional approach that helps students in linguistic learning, e... more Talking-head animation is an instructional approach that helps students in linguistic learning, especially in the pronunciation aspect. However, the use of talking-head animation has caused some emotional uneasiness among students when the design and realistic level of the animated characters are too human-like. This phenomenon is known as 'Uncanny Valley' and was corroborated through a research by a Japanese robotics expert named Masahiro Mori in 1970, who had also produced a graph explaining this phenomenon. To overcome these problems, the non-realistic three-dimensional talking-head animation has been developed to ensure that students get the maximum learning from the point of emotional and learning performance. On this regard, the focus of this study was mainly on developing non-realistic three-dimensional talking-head animation. The courseware was developed based on theories, principles and literature overview conducted. The paper also reports the outcome of usability and user satisfaction (PSSUQ) test carried out.

Research paper thumbnail of The implication of realistic levels of the computer based animation character: A conceptual framework

2014 9th International Conference on Computer Science & Education, 2014

The talking-head animation is an instructional approach that helps students in linguistic learnin... more The talking-head animation is an instructional approach that helps students in linguistic learning, especially in the pronunciation aspect. However, the use of talking-head animation has caused some emotional uneasiness among students when the design and realistic level of the animated characters were too human-like. This phenomenon is known as Uncanny Valley and was corroborated through a research by a Japanese robotics expert named Masahiro Mori in the year 1970, who also produced a graph explaining this phenomenon. Hence, this paper proposed a conceptual framework for talking-head computer animation, specifically for pronunciation learning and discussing the significance of choosing an appropriate animation character to avoid the emotionally unsettling effects of the Uncanny Valley phenomenon. The framework was developed based on theories, principles and literature review. This paper also suggests further studies to affirm the framework proposed.

Research paper thumbnail of The Effects of Talking-Head with Various Realism Levels on Students’ Emotions in Learning

Journal of Educational Computing Research, 2016

The aim of this study was to evaluate the effects of various realistic levels of talking-head on ... more The aim of this study was to evaluate the effects of various realistic levels of talking-head on students’ emotions in pronunciation learning. Four talking-head characters with varying levels of realism were developed and tested: a nonrealistic three-dimensional character, a realistic three-dimensional character, a two-dimensional character, and an actual human character. The student’s emotional level was measured with the learning component of Achievement Emotions Questionnaire following their exploration of the instructional material on a self-paced learning method. The research method was a quasi-experimental design, and the data were analyzed using ANCOVA test. The sample consisted of 150 Semester 1 students from four community colleges. The findings revealed significant differences ( p < .05) in emotion test outcomes among groups who received different levels of realism for the talking-head in pronunciation learning app. In conclusion, this study recommends a nonrealistic th...

Research paper thumbnail of Implikasi Animasi Talking-Head yang Berbeza Tahap Realistik Terhadap Prestasi Pembelajaran Sebutan Perkataan (Implications of Talking-Head Animation of Various Realistic Levels on Students’ Pronunciation Learning)

Malaysian Journal of Learning and Instruction, 2016

Tujuan-Kajian ini bertujuan untuk menilai kesan penggunaan animasi talking-head yang berbeza taha... more Tujuan-Kajian ini bertujuan untuk menilai kesan penggunaan animasi talking-head yang berbeza tahap realistik terhadap prestasi pembelajaran sebutan perkataan. Penilaian penggunaan animasi ini diukur melalui ujian sebutan setelah pelajar selesai menerokai koswer secara kendiri. Metodologi-Empat koswer animasi talking-head dengan tahap realistik berbeza iaitu karakter animasi tiga dimensi tidak realistik (3D-TR), karakter animasi tiga dimensi realistik (3D-R), karakter animasi dua dimensi (2D) dan koswer talking-head menggunakan manusia sebenar (MANUSIA) dibangunkan untuk diuji. Reka bentuk kajian berbentuk kuasi eksperimen dan data kajian dianalisis melalui pendekatan kuantitatif. Seramai 150 orang pelajar semester 1 kursus Sijil Multimedia Kreatif Animasi dari empat buah Kolej Komuniti dipilih sebagai sampel kajian. Secara keseluruhan, ujian statistik ANCOVA dan Bonferonni digunakan untuk menjawab persoalan kajian.

Research paper thumbnail of Effects of Various User Control Strategies of Segmented Animation on Student Achievement) Kesan Pelbagai Strategi Kawalan Pengguna Animasi Bersegmen Terhadap Prestasi Pelajar (Effects of Various User Control Strategies of Segmented Animation on Student Achievement

Tujuan-Kajian ini bertujuan untuk menilai kesan animasi bersegmen dengan pelbagai strategi kawala... more Tujuan-Kajian ini bertujuan untuk menilai kesan animasi bersegmen dengan pelbagai strategi kawalan pengguna terhadap prestasi pelajar. Lima strategi kawalan tersebut ialah strategi Kawalan Pengguna Linear (KPL), Kawalan Pengguna Rawak (KPR), Kawalan Program (KP), Kawalan Berterusan (KB) dan Tanpa Kawalan (TK). Metodologi-Reka bentuk kajian berbentuk kuasi eksperimen dan data kajian dianalisis melalui pendekatan kuantitatif. Seramai 265 orang pelajar semester 2 kursus Diploma Sistem Rangkaian dari lima buah Politeknik dipilih sebagai sampel kajian. Penilaian dilakukan melalui ujian pos. Dapatan-Secara keseluruhan, ujian statistik ANCOVA digunakan untuk menjawab persoalan kajian. Dapatan kajian menunjukkan terdapat perbezaan yang signifikan dari sudut prestasi ujian pos antara

Research paper thumbnail of Kesan tahap realistik karakter animasi talking-head ke atas emosi dan prestasi pelajar : satu kajian awal

Animasi talking-head merupakan animasi arahan yang mampu membantu pembelajaran kemahiran sebutan ... more Animasi talking-head merupakan animasi arahan yang mampu membantu pembelajaran kemahiran sebutan sesuatu perkataan secara betul dan tepat. Namun, kesilapan dalam penggunaan karakter animasi memberi kesan negatif kepada pelajar. Kajian ini memfokus kepada isu Uncanny Valley yang dapat memberi kesan kepada emosi pelajar akibat daripada karakter animasi yang hampir menyerupai manusia. Justeru, kajian ini menilai penggunaan animasi talking-head yang berbeza tahap realistik terhadap pembelajaran sebutan perkataan di Kolej Komuniti. Penilaian keberkesanan animasi ini diukur melalui ujian sebutan dan ujian emosi mengguna soal selidik AEQ. Empat perisian animasi talking-head dengan tahap realistik berbeza dibangun untuk diuji dan setiap perisian tersebut dipelajari secara kendiri oleh sekumpulan pelajar yang terdiri daripada 20 orang. Jumlah keseluruhan sampel ialah 80 orang terdiri daripada pelajar di empat buah kolej komuniti di Perak. Ujian statistik deskriptif seperti nilai min, sisihan...

Research paper thumbnail of Kesan Tahap Realistik Karakter Animasi Talking-HeadTerhadap Prestasi Pembelajaran Dan Emosi Pelajar

Kajian ini bertujuan membangun dan menilai kesan penggunaan karakter animasi talkinghead yang ber... more Kajian ini bertujuan membangun dan menilai kesan penggunaan karakter animasi talkinghead yang berbeza tahap realistik terhadap prestasi pembelajaran dan emosi pelajar. Empat koswer animasi talking-head dengan tahap realistik berbeza iaitu karakter animasi tiga dimensi tidak realistik (3D-TR), karakter animasi tiga dimensi realistik (3D-R), karakter animasi dua dimensi (2D) dan karakter manusia sebenar (MANUSIA) dibangunkan untuk diuji secara eksperimen kuasi. Penilaian animasi talking-head ini diukur melalui ujian sebutan dan ujian emosi setelah pelajar selesai menerokai koswer animasi talking-head secara kendiri. Seramai 150 orang pelajar semester 1 kursus Sijil Multimedia Kreatif Animasi dari empat buah Kolej Komuniti dipilih sebagai sampel kajian melalui kaedah pensampelan bertujuan. Ujian statistik ANCOVA, regresi linear serta regresi linear berganda digunakan untuk menjawab persoalan kajian secara kuantitatif. Dapatan kajian menunjukkan terdapat perbezaan yang signifikan daripa...

Research paper thumbnail of Kesan Pelbagai Strategi Kawalan Pengguna Animasi Bersegmen Terhadap Prestasi Pelajar

Purpose The aim of this study was to evaluate the effect of segmented animation with various user... more Purpose The aim of this study was to evaluate the effect of segmented animation with various user control strategies on student achievement. The five user control strategies were Linear User Control (KPL), Random User Control (KPR), Program Controlled (KP), Open User Control (KB) and Without Control (TK). Methodology The research design was quasi-experimental and the research data were analyzed using a quantitative approach. 265 second semester students pursuing their Diploma in Networking System in five polytechnics were involved in the study. A post test was used to measure the learning outcome. Finding Overall, the ANCOVA statistical tests indicated significant differences in post test achievements among students who received different control strategies of segmented animation. Significance – The research findings suggest that segmented animation with appropriate user control strategy is capable of addressing Malaysian Journal of Learning and Instruction: Vol. 14, No. 2 Dec (2017...

Research paper thumbnail of Kebolehgunaan dan Kepuasan Pengguna Terhadap Koswer Animasi Talking-Head Tiga Dimensi Tidak Realistik

Animasi talking-head merupakan animasi instruksi yang berpotensi membantu pelajar dalam pembelaja... more Animasi talking-head merupakan animasi instruksi yang berpotensi membantu pelajar dalam pembelajaran linguistik terutamanya dari sudut sebutan. Walau bagaimanapun, penggunaan animasi talking-head ini telah menyebabkan emosi manusia berasa tidak selesa apabila reka bentuk dan tahap realistik karektor animasi tersebut menyerupai manusia. Fenomena ini dikenali sebagai Uncanny Valley dan telah disahkan melalui satu kajian ahli robotik Jepun yang bernama Masahiro Mori pada tahun 1970. Beliau telah menghasilkan suatu graf bagi menerangkan fenomena ini. Untuk mengatasi masalah tersebut, animasi talking-head tiga dimensi tidak realistik telah dibangunkan bagi memastikan pelajar mendapat pembelajaran yang maksimum dari sudut emosi dan prestasi pembelajaran. Oleh itu, kajian ini akan menumpukan pada proses pembangunan animasi talking-head tiga dimensi tidak realistik berdasarkan teori,prinsip-prinsip multimedia dan kajian literatur yang telah dijalankan. Kajian ini juga melaporkan hasil ujian...

Research paper thumbnail of Developing and Evaluating of Non- Realistic Three-Dimensional (3d-Nr) And Two-Dimensional (2d) Talking-Head Animation Courseware

The talking‐head animation is an instructional animation capable of improving the communication s... more The talking‐head animation is an instructional animation capable of improving the communication skills through enhancing the pronunciation skills; whereby a word is pronounced correctly and accurately. This had been proven by several researches, which indicate that learning with interactive animation is much more advantageous than conventional learning. Hence, the mistake in choosing the realistic level of an animated character at a particular condition has negative effect on students’ learning performance. Therefore, this study would focus on the Uncanny Valley phenomenon, which is understood to have an effect on the students’ emotions. This phenomenon is mainly attributed to the animated character design which is almost similar to real humans. To overcome these problems, the non‐realistic three‐dimensional and two‐dimensional talking‐head animation courseware has been developed to ensure that students get the maximum learning from the point of emotional reaction and learning perfo...

Research paper thumbnail of Impact of the Realistic Level of the Animated Talking-Head Character on Students Emotion and Performance

Asia-Pacific Journal of Information Technology and Multimedia, Dec 30, 2014

Animasi talking-head merupakan animasi arahan yang mampu membantu pembelajaran kemahiran sebutan ... more Animasi talking-head merupakan animasi arahan yang mampu membantu pembelajaran kemahiran sebutan sesuatu perkataan secara betul dan tepat. Namun, kesilapan dalam penggunaan karakter animasi memberi kesan negatif kepada pelajar. Kajian ini memfokus kepada isu Uncanny Valley yang dapat memberi kesan kepada emosi pelajar akibat daripada karakter animasi yang hampir menyerupai manusia. Justeru, kajian ini menilai penggunaan animasi talking-head yang berbeza tahap realistik terhadap pembelajaran sebutan perkataan di Kolej Komuniti. Penilaian keberkesanan animasi ini diukur melalui ujian sebutan dan ujian emosi mengguna soal selidik AEQ. Empat perisian animasi talking-head dengan tahap realistik berbeza dibangun untuk diuji dan setiap perisian tersebut dipelajari secara kendiri oleh sekumpulan pelajar yang terdiri daripada 20 orang. Jumlah keseluruhan sampel ialah 80 orang terdiri daripada pelajar di empat buah kolej komuniti di Perak. Ujian statistik deskriptif seperti nilai min, sisihan piawai dan peratus diguna bagi menjawab persoalan kajian. Dapatan kajian menunjukkan perisian animasi talking-headtiga dimensi tidak realistik (3D-TR) memperoleh peratusan tertinggi dari sudut emosi dan prestasi sebutan pelajar manakala perisian animasi talking-head tiga dimensi realistik (3D-R) memperoleh peratusan terendah dari kedua-dua aspek tersebut. Justeru, penggunaan karakter animasi tiga dimensi talking-head yang tidak realistik merupakan tahap realistik yang terbaik untuk membentuk emosi yang positif seterusnya berpotensi meningkat prestasi pelajar.

Research paper thumbnail of Implikasi Animasi Talking-Head yang Berbeza Tahap Realistik Terhadap Prestasi Pembelajaran Sebutan Perkataan (Implications of Talking-Head Animation of Various Realistic Levels on Students’ Pronunciation Learning)

Malaysian Journal of Learning and Instruction

Tujuan-Kajian ini bertujuan untuk menilai kesan penggunaan animasi talking-head yang berbeza taha... more Tujuan-Kajian ini bertujuan untuk menilai kesan penggunaan animasi talking-head yang berbeza tahap realistik terhadap prestasi pembelajaran sebutan perkataan. Penilaian penggunaan animasi ini diukur melalui ujian sebutan setelah pelajar selesai menerokai koswer secara kendiri. Metodologi-Empat koswer animasi talking-head dengan tahap realistik berbeza iaitu karakter animasi tiga dimensi tidak realistik (3D-TR), karakter animasi tiga dimensi realistik (3D-R), karakter animasi dua dimensi (2D) dan koswer talking-head menggunakan manusia sebenar (MANUSIA) dibangunkan untuk diuji. Reka bentuk kajian berbentuk kuasi eksperimen dan data kajian dianalisis melalui pendekatan kuantitatif. Seramai 150 orang pelajar semester 1 kursus Sijil Multimedia Kreatif Animasi dari empat buah Kolej Komuniti dipilih sebagai sampel kajian. Secara keseluruhan, ujian statistik ANCOVA dan Bonferonni digunakan untuk menjawab persoalan kajian.