Audio enthusiasts nowadays listen to or stream their music through digital devices which makes their listening more towards digital consumption. The sound appreciation towards digital consumption has simplified the listening experience in the context of the sound values and managing the digital playback devices. The digital appreciation integrates microchips to replicate vintage sound appreciation in the context of the amplifier to make it more compact and streamline the vintage sound listening experience. Therefore, this study aims to examine the perceptions and distinctions between modern and vintage amplifiers among audio enthusiasts in Malaysia. This study used a qualitative approach using self-administered questionnaires involving a total of 21 Malaysian audio enthusiasts aged between 25 to 70 years old, with a focus on a single question aimed at capturing their perspectives on amplifier differentiation. The collected data was analyzed to identify common themes and patterns regarding the distinctions between modern and vintage amplifiers. The results show that there are perceptions and distinctions of audio enthusiasts in Malaysia in terms of sound, aesthetic and design, functionality as well as price. Ironically, this study will redound to society’s benefit especially to the audio enthusiast in Malaysia, including academia, researchers and hi-fi audio manufacturer due to the findings that have practical implications for manufacturers and audio enthusiasts seeking to understand the nuanced differences between modern and vintage amplifiers.
In learning English, there are several skills that should be learned by students such as listening, speaking, reading and writing. The students are expected to be able to master all language skills of English to communicate. In order to communicate there are components that the students must be able to acquire. Vocabulary is important to learn by students. One of ways to learn vocabulary is through a game. An Alvo Game was adapted from Game Guess Image and Scrabble game. The purpose of this study is to make Alvo Game to for elementary school students. The result of this study was a set of Alvo Game consists of plywood in which that there are twenty-nine double of alphabet and thirty pictures. The evaluation showed that it was suitable for elementary school students. By using this game, the students can learn vocabulary in a more interesting and attractive way.
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