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ARMyPat: Mobile Application in Learning Malay Historical Patriots Using Augmented Reality

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Part of the book series: Lecture Notes in Networks and Systems ((LNNS,volume 67))

Abstract

In the era of evolving technology, the generation who was born in 1995 onwards or known as Gen Z in Malaysia is becoming less interested in knowing and learning about Malay Historical Figures. Currently, the medium or tool applied in learning about Malay Historical Figures is only by using textbook as reference in the classroom. Looking at this scenario, this project attempts to attract their interest in learning historical information, especially about Malay Figure by converting the text or image information into an interactive learning method. The approach for this project is by implementing an augmented reality technology where the interactive fighting game has been embedded. The objectives of this study are to identify the requirements, design and develop Augmented Reality mobile learning application about Malay Historical Figures with the commercial name of ARMyPat (Augmented Reality based in Learning about Malay Patriots). This application prototype will be compatible for the Android platform mobile devices and the target users for this application are students aged between 10 and 15 years old who learn the historical subject at school. The project methodology is ADDIE model that covered analyses, design, develop, implement and evaluation phase since this methodology is suitable for the interactive learning development process. The students can obtain the information such as the summary of character, biodata, heritage and contribution interactively. For 3D character model view, they can learn and know the attraction of the martial art which is Silat. Therefore, they can learn a few movements of the Silat martial art. The last part is an interactive fighting game whereby it can bring the students to the fighting action in real environment and encourage them to know about the heroism characters of that Malay Historical Figure. In the end, this application is to encourage young generation patriotism spirits towards Historical Figure in Malaysia by utilizing augmented reality technology.

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Acknowledgements

We would like to express our high gratitude to University Teknologi MARA, Shah Alam, Selangor, Malaysia for funding this paper submission via an internal grant called BESTARI (Ref. No: 600-IRMI/DANA 5/3/BESTARI (P) (109/2018)). The highest appreciation also goes to the Faculty of Computer and Mathematical Sciences (FSKM) and Institute of Malay Thoughts and Leadership (IMPAK), Universiti Teknologi MARA, Shah Alam, Selangor, Malaysia.

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Correspondence to Mudiana Mokhsin .

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Mokhsin, M., Zainol, A.S., Ibrahim, E.N.M., Som, M.H.M., Basit, K.A.A., Azman, A.A. (2019). ARMyPat: Mobile Application in Learning Malay Historical Patriots Using Augmented Reality. In: Piuri, V., Balas, V., Borah, S., Syed Ahmad, S. (eds) Intelligent and Interactive Computing. Lecture Notes in Networks and Systems, vol 67. Springer, Singapore. https://doi.org/10.1007/978-981-13-6031-2_6

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