Acceptance on mobile application in learning Malay traditional games (congkak & dam haji) amongst children / Nor Aqmalia Khairudin

Malay traditional games has been forgotten as time goes on and it leads to low level of children knowledge including the history, significance, tools, playing method and rules of Malay traditional games. Developing mobile application in learning based on users' acceptance to learn Congkak and D...

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書誌詳細
第一著者: Khairudin, Nor Aqmalia
フォーマット: 学位論文
言語:英語
出版事項: 2017
主題:
オンライン・アクセス:https://ir.uitm.edu.my/id/eprint/64147/1/64147.pdf
Abstract Abstract here
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author Khairudin, Nor Aqmalia
author_facet Khairudin, Nor Aqmalia
author_sort Khairudin, Nor Aqmalia
description Malay traditional games has been forgotten as time goes on and it leads to low level of children knowledge including the history, significance, tools, playing method and rules of Malay traditional games. Developing mobile application in learning based on users' acceptance to learn Congkak and Dam Haji as an alternative way for children learning towards Malay traditional games. The objectives of this project are to identify the requirements of mobile application in learning Malay traditional games (Congkak & Dam Haji) amongst children, to identify the factors that contribute to the acceptance on mobile application in learning Malay traditional games (Congkak & Dam Haji) amongst children, to develop mobile application in learning Malay traditional games (Congkak & Dam Haji) amongst children and to evaluate mobile application in learning Malay traditional games (Congkak & Dam Haji) amongst children. This project only focuses on Congkak and Dam Haji game among children. This study employed quantitative research approach. A survey questionnaire was conducted involving 100 children at Pusat Internet 1 Malaysia (PilM) Kampung Tualang Sekah, Perak. Based on Unified Theory of Acceptance and Use of Technology (UTAUT) model, the findings of this study informed that Performance Expectancy and Effort Expectancy have significant correlations with Behavior Intention to Use mobile application in learning Congkak and Dam Haji. Usability testing and user acceptance testing was conducted to obtain user's feedback regarding on its ease of use, design, navigation and purpose. As a conclusion, children increase their knowledge about Congkak and Dam Haji after use mobile application as it serves an alternative way for children learning Congkak and Dam Haji.
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spelling oai:ir.uitm.edu.my:641472022-10-31T07:14:02Z https://ir.uitm.edu.my/id/eprint/64147/ Acceptance on mobile application in learning Malay traditional games (congkak & dam haji) amongst children / Nor Aqmalia Khairudin Khairudin, Nor Aqmalia Computer games. Computer simulated games. Electronic games Consumer behavior. Consumers' preferences. Consumer research. Including consumer profiling Malay traditional games has been forgotten as time goes on and it leads to low level of children knowledge including the history, significance, tools, playing method and rules of Malay traditional games. Developing mobile application in learning based on users' acceptance to learn Congkak and Dam Haji as an alternative way for children learning towards Malay traditional games. The objectives of this project are to identify the requirements of mobile application in learning Malay traditional games (Congkak & Dam Haji) amongst children, to identify the factors that contribute to the acceptance on mobile application in learning Malay traditional games (Congkak & Dam Haji) amongst children, to develop mobile application in learning Malay traditional games (Congkak & Dam Haji) amongst children and to evaluate mobile application in learning Malay traditional games (Congkak & Dam Haji) amongst children. This project only focuses on Congkak and Dam Haji game among children. This study employed quantitative research approach. A survey questionnaire was conducted involving 100 children at Pusat Internet 1 Malaysia (PilM) Kampung Tualang Sekah, Perak. Based on Unified Theory of Acceptance and Use of Technology (UTAUT) model, the findings of this study informed that Performance Expectancy and Effort Expectancy have significant correlations with Behavior Intention to Use mobile application in learning Congkak and Dam Haji. Usability testing and user acceptance testing was conducted to obtain user's feedback regarding on its ease of use, design, navigation and purpose. As a conclusion, children increase their knowledge about Congkak and Dam Haji after use mobile application as it serves an alternative way for children learning Congkak and Dam Haji. 2017 Thesis NonPeerReviewed text en https://ir.uitm.edu.my/id/eprint/64147/1/64147.pdf Khairudin, Nor Aqmalia (2017) Acceptance on mobile application in learning Malay traditional games (congkak & dam haji) amongst children / Nor Aqmalia Khairudin. (2017) Masters thesis, thesis, Universiti Teknologi MARA (UiTM).
spellingShingle Computer games. Computer simulated games. Electronic games
Consumer behavior. Consumers' preferences. Consumer research. Including consumer profiling
Khairudin, Nor Aqmalia
Acceptance on mobile application in learning Malay traditional games (congkak & dam haji) amongst children / Nor Aqmalia Khairudin
thesis_level Master
title Acceptance on mobile application in learning Malay traditional games (congkak & dam haji) amongst children / Nor Aqmalia Khairudin
title_full Acceptance on mobile application in learning Malay traditional games (congkak & dam haji) amongst children / Nor Aqmalia Khairudin
title_fullStr Acceptance on mobile application in learning Malay traditional games (congkak & dam haji) amongst children / Nor Aqmalia Khairudin
title_full_unstemmed Acceptance on mobile application in learning Malay traditional games (congkak & dam haji) amongst children / Nor Aqmalia Khairudin
title_short Acceptance on mobile application in learning Malay traditional games (congkak & dam haji) amongst children / Nor Aqmalia Khairudin
title_sort acceptance on mobile application in learning malay traditional games congkak dam haji amongst children nor aqmalia khairudin
topic Computer games. Computer simulated games. Electronic games
Consumer behavior. Consumers' preferences. Consumer research. Including consumer profiling
url https://ir.uitm.edu.my/id/eprint/64147/1/64147.pdf
url-record https://ir.uitm.edu.my/id/eprint/64147/
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