Education plays an important role in human knowledge and development. Due to the rapid development of current science and technology, this paper will discuss about the used of storytelling approach in the development of an interactive multimedia courseware as an introduction to science for preschool education. Developing an interactive multimedia courseware with storytelling approach promotes learning process become more exciting and the knowledge could be delivered and acknowledged easier. The purpose of the courseware is to act as CAI and CAL tool for 5 to 6 years old preschool children in order to gain their interest in Science subject, to nurture good values, to encourages and improving their reading abilities. The courseware is developed based on ADDIE methodology and used Macromedia Director as the main platform. The development started by designing the courseware conceptual model as one of the objective. The courseware is delivered in English and incorporated adventure module, option module and game module. The storytelling approach used in creating the adventure module, which display a story about a seed thatfly away from its origin, grows and becomes a tree with the help of water from the rain and light from the sun in a new place where it's landing. It is hoped that the development of the courseware could attract students toward Science education. Hence, the courseware could help in promoting and enhancing preschool education specifically in Malaysia in promoting the development of excellent individual in a knowledge society.
Serious games have the potential to increase motivation among users in the aspect of safety training. Additionally, serious games can also positively impact training outcomes when the knowledge and skills acquired during a serious game training are transferred to a real-world application. The development of a serious game is based on the game elements and theories determined according to the goals or objectives of the game being developed. There are existing serious games that have been used for training but less usage of scenarios and feedback element render the game less effective for training purposes. Besides that, existing serious games for training purposes fail in delivering domain content to achieve the game objectives since they are more focused on entertainment. This is because the games do not involve experts in providing game domain content. The objective of this paper is to design a serious game model for flood safety training. Preliminary study and literature review are used in this study as the research method. The result of this study is a model of a serious game for flood safety training. In conclusion, this study focuses on the design of a serious game model for flood safety training that includes the elements of serious game identified and adapted to psychology readiness based on the flood training module by Malaysian Defense Force (APM). This makes the serious game more attractive and can give intrinsic motivation to players. For future studies, every single element serious game and theory of psychology readiness in the model developed in this study will be validated with the expert game and expert psychology.
Abstract-Current research on image annotation often represents images in terms of labelled regions or objects, but pays little attention to the spatial positions or relationships between those regions or objects. To be effective, general purpose image retrieval systems require images with comprehensive annotations describing fully the content of the image. Much research is being done on automatic image annotation schemes but few authors address the issue of spatial annotations directly. This paper begins with a brief analysis of real picture queries to librarians showing how spatial terms are used to formulate queries. The paper is then concerned with the development of an enhanced automatic image annotation system, which extracts spatial information about objects in the image. The approach uses region boundaries and region labels to generate annotations describing absolute object positions and also relative positions between pairs of objects. A domain ontology and spatial information ontology are also used to extract more complex information about the relative closeness of objects to the viewer.
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