BORANG PENGESAHAN STATUS TESIS* JUDUL : MOHD ZULHILMI BIN AHMAD. Saya

Similar documents
A SURVEY ON UTM TESL UNDERGRADUATES READING PREFERENCE: BETWEEN HYPERTEXTS AND BOOKS

DFVBCPIft-m ASD (VALUATION OF A FIBRE OPTIC i.earning mudi.hi:: for iethnology-based. it mm. SVlViA t i s AI IIMS. i u»y I tuwv!...

STUDENTS SATISFACTION LEVEL TOWARDS THE GENERIC SKILLS APPLIED IN THE CO-CURRICULUM SUBJECT IN UNIVERSITI TEKNOLOGI MALAYSIA NUR HANI BT MOHAMED

UNIVERSITI PUTRA MALAYSIA TYPES OF WRITTEN FEEDBACK ON ESL STUDENT WRITERS ACADEMIC ESSAYS AND THEIR PERCEIVED USEFULNESS

UNIVERSITI PUTRA MALAYSIA RELATIONSHIP BETWEEN LEARNING STYLES AND ENTREPRENEURIAL COMPETENCIES AMONG STUDENTS IN A MALAYSIAN UNIVERSITY

Faculty Of Information and Communication Technology

PROBLEMS IN ADJUNCT CARTOGRAPHY: A CASE STUDY NG PEI FANG FACULTY OF LANGUAGES AND LINGUISTICS UNIVERSITY OF MALAYA KUALA LUMPUR

UNIVERSITI PUTRA MALAYSIA SKEW ARMENDARIZ RINGS AND THEIR RELATIONS

UNIVERSITY ASSET MANAGEMENT SYSTEM (UniAMS) CHE FUZIAH BINTI CHE ALI UNIVERSITI TEKNOLOGI MALAYSIA

yang menghadapi masalah Down Syndrome. Mereka telah menghadiri satu program

SYARAT-SYARAT KEMASUKAN DI TATI UNIVERSITY COLLEGE

KEPERLUAN SUSUNATUR DAN PERANCANGAN TAPAK BAGI KESELAMATAN KEBAKARAN (ARIAL 18 ) NORAINI BINTI ISMAIL FAKULTI ALAM BINA UNIVERSITI MALAYA 2007

SIMILARITY MEASURE FOR RETRIEVAL OF QUESTION ITEMS WITH MULTI-VARIABLE DATA SETS SITI HASRINAFASYA BINTI CHE HASSAN UNIVERSITI TEKNOLOGI MALAYSIA

TAHAP KEFAHAMAN PELAJAR TINGKATAN 4 TENTANG PENGGUNAAN KONSEP SAINS DALAM KEHIDUPAN FASEEHA BINTI SHAIK IBRAHIM

Lulus Matrikulasi KPM/Asasi Sains UM/Asasi Sains UiTM/Asasi Undang-Undang UiTM dengan mendapat sekurangkurangnya

PENGESAHAN PENYELIA. Tandatangan : PROF DR. NOOR AZLAN BIN AHMAD ZANZALI

GARIS PANDUAN BAGI POTONGAN PERBELANJAAN DI BAWAH PERENGGAN 34(6)(m) DAN 34(6)(ma) AKTA CUKAI PENDAPATAN 1967 BAGI MAKSUD PENGIRAAN CUKAI PENDAPATAN

SULIT FP511: HUMAN COMPUTER INTERACTION/SET 1. INSTRUCTION: This section consists of SIX (6) structured questions. Answer ALL questions.

RANCANGAN KURSUS. Muka surat : 1 daripada 6. Nama dan Kod Kursus: Komputer dalam Pendidikan Kimia(MPS1343) Jumlah Jam Pertemuan: 3 x 14 = 42 jam

UNIVERSITI PUTRA MALAYSIA

MEMBINA DAN MENILAI PERISIAN MENGENAI PERGERAKAN BAHAN MERENTAS MEMBRAN PLASMA BAGI BIOLOGI TINGKATAN 4

PENGGUNAAN ICT DALAM KALANGAN GURU PELATIH KEMAHIRAN HIDUP FAKULTI PENDIDIKAN, UTM

"66O "8 '

UNIVERSITI PUTRA MALAYSIA IMPACT OF ASEAN FREE TRADE AREA AND ASEAN ECONOMIC COMMUNITY ON INTRA-ASEAN TRADE

INSTRUCTION: This section consists of SIX (6) structured questions. Answer FOUR (4) questions only.

Impact of Learner-Centred Teaching Environment with the Use of Multimedia-mediated Learning Modules in Improving Learning Experience

PROFORMA KURSUS Course Proforma. FAKULTI PENDIDIKAN Faculty of Education SEMESTER I, SESI

BORANG PENGESAHAN STATUS TESIS

PEMBINAAN DAN PENILAIAN KESESUAIAN MODUL PENGAJARAN KENDIRI PERMODELAN OBJEK PADU MATA PELAJARAN REKABENTUK BERBANTU KOMPUTER

PENGAMALAN KERJA BERPASUKAN DALAM PANITIA KEMAHIRAN HIDUP BERSEPADU DI SEKOLAH MENENGAH DAERAH JOHOR BAHRU

PENGURUSAN PUSAT SUMBER SEKOLAH DI SEKOLAH MENENGAH ZON BANDAR DAERAH SEGAMAT, JOHOR RAJA ROZITA BINTI RAJA ARIFF SHAH UNIVERSITI TEKNOLOGI MALAYSIA

UNIVERSITI TEKNOLOGI MALAYSIA JUDUL: PEMBANGIINAN E-PETA MINDA BERTAJUK REDOX REACTION IN ELECTROLYTIC CELL AND CHEMICAL CELL KIMIA TINGKATAN LIMA

PENILAIAN ESEI BERBANTUKAN KOMPUTER MENGGUNAKAN TEKNIK BAYESIAN DAN PENGUNDURAN LINEAR BERGANDA

KEMAHIRAN BERKOMUNIKASI SECARA BERKESAN DALAM KALANGAN PELAJAR SARJANA MUDA SAINS SERTA PENDIDIKAN (PENGAJIAN ISLAM)

BORANG PENGESAHAN STATUS TESIS

PENGHASILAN BAHAN E-PEMBELAJARAN BAGI TOPIK POLYGONS II UNTUK PELAJAR TINGKATAN TIGA BERASASKAN MOODLE

AN INVESTIGATION INTO THE FACTORS AFFECTING SECOND LANGUAGE LEARNERS CLASSROOM PARTICIPATION

TEACHING WRITING DESCRIPTIVE TEXT BY COMBINING BRAINSTORMING AND Y CHART STRATEGIES AT JUNIOR HIGH SCHOOL

PENGGUNAAN KOMPUTER DI KALANGAN GURU DALAM PENGAJARAN MATA PELAJARAN MATEMATIK DI DAERAH KOTA STAR, KEDAH DANIEL CHAN

PENGGUNAAN GAMBAR RAJAH DALAM MENYELESAIKAN MASALAH GERAKAN LINEAR SITI NOR HIDAYAH BINTI ISMAIL UNIVERSITI TEKNOLOGI MALAYSIA

IMPROVING STUDENTS SPEAKING ABILITY THROUGH SHOW AND TELL TECHNIQUE TO THE EIGHTH GRADE OF SMPN 1 PADEMAWU-PAMEKASAN

Pendekatan Pengajaran Guru Dan Kesannya Terhadap Pencapaian Pelajar Dalam Mata Pelajaran Kemahiran Hidup Di Sekolah Menengah Kebangsaan Senai, Johor

NATIONAL INSTITUTE OF OCCUPATIONAL SAFETY AND HEALTH

PEMBANGUNAN PERISIAN PEMBELAJARAN BERBANTUKAN KOMPUTER SUBJEK TEKNOLOGI MAKLUMAT DAN KOMUNIKASI BAGI TAJUK KESELAMATAN KOMPUTER TINGKATAN 4

UNIVERSITI TEKNOLOGI MALAYSIA

ILLOCUTIONARY ACTS FOUND IN HARRY POTTER AND THE GOBLET OF FIRE BY JOANNE KATHLEEN ROWLING

Jurnal Pendidikan Bahasa Melayu JPBM (Malay Language Education Journal MyLEJ)

THE ROLE OF ENGLISH TEACHERS ON HELPING PASSIVE LEARNERS IN CLASSROOM (A Study at The Ninth Grade Students of SMP N 31 Andalas Padang)

BODJIT KAUR A/P RAM SINGH

PERSEPSI PELAJAR TERHADAP SAINTIS DAN KEFAHAMAN PELAJAR DALAM SAINS (SEKOLAH MENENGAH) GHANDISWARI A/P PANIANDI UNIVERSITI TEKNOLOGI MALAYSIA

UNIVERSITI PUTRA MALAYSIA EFFECTIVENESS OF PROBLEM-BASED LEARNING - TEACHING ALGEBRA AMONG FORM FOUR STUDENTS

Sila lekatkan gambar berukuran passport. 3. No. Kad Pengenalan/Pasport Identification Card /Passport No.

MINAT MEMBACA DALAM KALANGAN GURU PELATIH TAHUN DUA FAKULTI PENDIDIKAN UTM SKUDAI MD ZAKI BIN MD GHAZALI

Dian Wahyu Susanti English Education Department Teacher Training and Education Faculty. Slamet Riyadi University, Surakarta ABSTRACT

Research Journal ADE DEDI SALIPUTRA NIM: F

UNIVERSITI PUTRA MALAYSIA ECONOMIC VALUATION OF CONSERVATION OF LIVING HERITAGE IN MELAKA CITY, MALAYSIA CHIAM CHOOI CHEA

UNIVERSITI MALAYA PERAKUAN KEASLIAN PENULISAN. Nama: Rosnah binti Ishak (No. Kad Pengenalan: )

KURIKULUM STANDARD SEKOLAH MENENGAH SAINS PELAKSANAAN PENTAKSIRAN SEKOLAH

TAHAP PERANCANGAN BAHAN SUMBER, KEMUDAHAN DAN PERALATAN PENGAJARAN DALAM KALANGAN GURU PENDIDIKAN JASMANI

FAKTOR-FAKTOR YANG MUNGKIN MEMPENGARUHI PERLAKSANAAN PROGRAM BIMBINGAN TAULAN DALAM MEMBANTU GURU SAINS MENGUASAI BAHASA INGGERIS DI SEKOLAH

THE IMPLEMENTATION OF TEACHING ENGLISH TO THE TENTH GRADE STUDENTS AT SMK NEGERI 8 SURAKARTA IN 2015/2016 ACADEMIC YEAR

PENGGUNAAN BAHAN ILUSTRASI OBJEK PADANAN ABJAD (IOAP) BAGI MENINGKATKAN KEUPAYAAN MENGECAM HURUF KANAK-KANAK PRASEKOLAH

THE ROLES OF INTEGRATING INFORMATION COMMUNICATION TECHNOLOGY (ICT) IN TEACHING SPEAKING AT THE FIRST SEMESTER OF ENGLISH STUDENTS OF FKIP UIR

Jurnal Pendidikan Bahasa Melayu JPBM (Malay Language Education Journal MyLEJ)

BORANG PENGESAHAN STATUS TESIS

SIJIL PELAJARAN MALAYSIA 2011

AMALAN PEMBANGUNAN PROFESIONAL (LDP) DALAM KALANGAN GURU SEKOLAH MENENGAH DAERAH MANJUNG

MEMBANGUN WEB PORTAL BERASASKAN MOODLE BERTAJUK PROBABILITY SPM

UNIVERSITI PUTRA MALAYSIA

STRES DI KALANGAN GURU-GURU KEMAHIRAN HIDUP BERSEPADU DI SEKOLAH MENENGAH KEBANGSAAN DI DAERAH KOTA SAMARAHAN, SARAWAK.

TAHAP PENGUASAAN KEMAHIRAN MANIPULATIF DI KALANGAN GURU PELATIH KIMIA UNIVERSITI TEKNOLOGI MALAYSIA

KESEDIAAN PENGAJAR DAN PELAJAR TERHADAP PROGRAM KOUZA MEETING DI KOLEJ KEMAHIRAN TINGGI MARA BERANANG NURIMAN BIN YUSOP

EXTENSIVE READING AND ITS IMPACT ON STUDENTS COMPREHENSION, VOCABULARY AND READING ATTITUDE

ISU KRITIKAL PENGGUNAAN TULISAN JAWI DALAM PELAKSANAAN KURIKULUM PENDIDIKAN ISLAM PERINGKAT SEKOLAH MENENGAH: PANDANGAN PAKAR

Novi Riani, Anas Yasin, M. Zaim Language Education Program, State University of Padang

IMPROVING STUDENTS SPEAKING SKILL THROUGH

Il\rm\rm~ \ \~r1\

KEMAHIRAN EMPLOYABILITY:TANGGAPAN GURU TERHADAP PENERAPANNYA DI SEKOLAH SATU KAJIAN KES

UNIVERSITI PUTRA MALAYSIA GENDER, PASSAGE CONTENT AND TEXT TYPES IN READING COMPREHENSION AMONG ESL LEARNERS

THE EFFECT OF USING SILENT CARD SHUFFLE STRATEGY TOWARD STUDENTS WRITING ACHIEVEMENT A

Abstrak. Penerapan Rutin Berfikir dalam Membina Penguasaan Kosa Kata Murid. Khuraisah Mohd Abthar

CVT COLOUR VIBRATION THERAPY SDN BHD BORANG PERMOHONAN KEMASUKAN KE PROGRAM KURSUS TERTINGGI COLOUR VIBRATION THERAPY

KESAN DASAR PENGAJARAN MATEMATIK DAN SAINS DALAM BAHASA INGGERIS Dl SEKOLAH RENDAH

PEMBANGUNAN DAN PENGESAHAN INSTRUMEN UJIAN KEMAHIRAN BERFIKIR ARAS TINGGI FIZIK BAGI TAJUK DAYA DAN GERAKAN ROHANA BINTI AMIN

Jurnal Pendidikan Bahasa Melayu JPBM (Malay Language Education Journal MyLEJ)

Agenda 4.2: LAPORAN KAJIAN KEPUASAN PELANGGAN TAHUN 2014

PEMBELAJARAN MOBILE BAGI KURSUS JAVA DI POLITEKNIK

PERPUSTAKAAN KUi TTHO IIIIIIIII~IIM~II~

PENGGUNAAN PERISIAN PAINTER DALAM PEMBELAJARAN ASAS LUKISAN DIKALANGAN PELAJAR FSM, UPSI

CHAPTER III RESEARCH METHODOLOGY. A. Research Method. descriptive form in conducting the research since the data of this research

HUBUNGAN ANTARA KUALITI GURU BAHASA ARAB DAN KECENDERUNGAN MINAT PELAJAR DALAM BAHASA ARAB

SIFU Oleh: HANITA LADJAHARUN SMK Bandaraya Kota Kinabalu, Sabah ABSTRAK

COOPERATIVE LEARNING TIME TOKEN IN THE TEACHING OF SPEAKING

FAKTOR-FAKTOR YANG MEMPENGARUHI PEMILIHAN PELAJAR MENGIKUTI MATA PELAJARAN VOKASIONAL (MPV) DI SEKOLAH- SEKOLAH AKADEMIK DI DAERAH ALOR GAJAH, MELAKA

Assessing School-based Learning: A Developmental Framework for Student Teachers

Abstrak. Masalah Pembelajaran Bahasa bukan Saintifik dalam Pembelajaran Sains

PEMBANGUNAN SISTEM SOKONGAN PEMBELAJARAN KENDIRI ATAS TALIAN BAGI TAJUK STATISTIK II AMIRUDIN BIN ABD RAHMAN UNIVERSITI TEKNOLOGI MALAYSIA

KOLABORASI DALAM PEMBELAJARAAN BERASASKAN MASALAH MELALUI PENDEKATAN LESSON STUDY

CHAPTER III RESEARCH METHODOLOGY. A. Research Type and Design. questions. As stated by Moleong (2006: 6) who makes the synthesis about

TTHO -J 01 c $ 3 OOUU uu i >

Transcription:

BORANG PENGESAHAN STATUS TESIS* JUDUL : DEVELOPMENT OF 3D GAME FOR LEARNING CRITICAL THINKING TECHNIQUE: "MR.RIGHT HAT" SESI PENGAJIAN : 2010 / 2014 Saya MOHD ZULHILMI BIN AHMAD mengaku membenarkan tesis Projek Sarjana Muda ini disimpan di Perpustakaan Fakulti Teknologi Maklumat dan Komunikasi dengan syarat-syarat kegunaan seperti berikut: 1. Tesis dan projekadalah hakmilik Universiti Teknikal Malaysia Melaka. 2. Perpustakaan Fakulti Teknologi Maklumat dan Komunikasi dibenarkan membuat salinan untuk tujuan pengajian sahaja. 3. Perpustakaan Fakulti Teknologi Maklumat dan Komunikasi dibenarkan membuat salinan tesis ini sebagai bahan pertukaran antara institusi pengajian tinggi. 4. ** Sila tandakan (/) SULIT (Mengandungi maklumat yang berdarjah keselamatan atau kepentingan Malaysiaseperti yang termaktub di dalam AKTA RAHSIA RASMI 1972) TERHAD (Mengandungi maklumat TERHAD yang telah ditentukan oleh organisasi/badan di mana penyelidikan dijalankan) TIDAK TERHAD (TANDATANGAN PENULIS) (TANDATANGAN PENYELIA) Alamat tetap: No 161Q,Jln kesidang Prof.Madya.Dr.Sazilah bt. Salam Tarikh: 2/15, Tmn.Kesidang Sek.2, Nama Penyelia Kg.Lapan,75200,Melaka. Tarikh: CATATAN: * Tesis dimaksudkan sebagai Laporan Projek Sarjana Muda (PSM). ** Jika tesis ini SULIT atau atau TERHAD, sila lampirkan surat daripada pihak berkuasa.

DEVELOPMENT OF 3D GAME LEARNING FOR CRITICAL THINKING TECHNIQUE: "MR.RIGHT HAT" MOHD ZULHILMI BIN AHMAD This report is submitted in partial fulfilment of the requirements for the Bachelor of Computer Science (Media Interactive) FACULTY OF INFORMATION AND COMMUNICATION TECHNOLOGY UNIVERSITI TEKNIKAL MALAYSIA MELAKA 2013

i DECLARATION I hereby declare that this project report entitled DEVELOPMENT OF 3D GAME FOR LEARNING CRITICAL THINKING TECHNIQUE: "MR.RIGHT HAT" is written by me and is my own effort and no part has been plagiarized without citations. STUDENT SUPERVISOR : MOHD ZULHILMI BIN AHMAD : PROF. MADYA DR SAZILAH BINTI SALAM

ii DEDICATION To my beloved family especially my mother and father, by giving me a spirit for my education. My kindhearted supervisor, Prof. Madya Dr. Sazilah bt. Salam, the person who always encourages and guide me during this project. All my friends for being such a good supporter all the time. Thank you very much for the support and guidance given throughout the completion of my Final Year Project.

iii ACKNOWLEDGEMENT Firstly, I would like to say Alhamdulillah and very thankful to Almighty Allah S.W.T for giving a good health and strength to me to complete my final year project. Special thanks to my supervisor Prof. Madya Dr. Sazilah bt. Salam, for being such a good advisor during the development of my project. I gained knowledge and a lot of experiences from her. For my beloved families especially my both parents, thanks to them for giving me an inspiration to do this project. Finally to all my supporting friends that keep helping me until my completion project.

iv ABSTRACT "Mr.Right Hat" is a 3D game that implemented Critical Thinking Technique known as Six Hat Thinking that was created by Edward de Bono. Six Hat Thinking is a powerful technique to develop the problem solving and decision making skills in facing the problem. This game targeting student in higher level education. There are three objectives in this game, firstly is to study how to integrate critical thinking technique in 3D game so that players will learn and practice critical thinking technique while playing the game. Second is to design and develop 3D game that allows players to practice critical thinking technique while playing the game.lastly is to evaluate the user experience using the game prototype. This game has three levels, which is at level one and two players will expose to the type and function of each hat in Six Hat Thinking technique. At level three, the player will be testing the knowledge that gain in level one and two with the question related to the Six Hat thinking technique. This report has seven chapters that consist of an Introduction, Literature Review, Methodology, Analysis, Design and Implementation, Testing and Evaluation, and lastly is Project Conclusion. In chapter Introduction explains about the details background of the project. Literature Review showed the related project and Methodology is discussed about the method to run the project. Design and Implementation was covered up the multimedia element. Testing and Evaluation is for data gathered and analysis for result. Project Conclusion will take the result of analysis and determine the strength and weakness. Proposition to improve the project will be done based on the results obtained in the analysis of testing and evaluation. It is aimed at improving the project until becomes a quality product.

v ABSTRAK "Mr.Right Hat" adalah permainan video interaktif tiga dimensi yang memperkenalkan teknik pemikiran kritikal yang dikenali sebagai 'Six Hat Thinking' dan diciptakan oleh Edward de Bono. 'Six Hat Thinking' adalah salah satu teknik yang kuat untuk membantu dalam penyelesaian masalah dan mebuat keputusan. Permainan ini mensasarkan pelajar di peringkat pengajian tinggi. Terdapat tiga objektif dalam permainan ini, pertama adalah untuk mengkaji bagaimana untuk mengintegrasikan teknik pemikiran 'Six Hat Thinking' dalam permainan supaya pemain akan dapat mengamalkan teknik pemikiran kritikal semasa bermain. Kedua adalah untuk mereka bentuk dan membangunkan permainan tiga dimensi yang membolehkan pemain untuk mengamalkan teknik pemikiran kritikal ketika bermain. Akhir sekali adalah untuk menilai pengalaman pengguna setelah menggunakan prototaip permainan. Permainan ini mempunyai tiga peringkat, iaitupada tahap satu dan dua pemain akan didedahkan kepada jenis dan fungsi setiap topi dalam teknik 'Six Hat Thinking'. Pada tahap ketiga pemain diuji pengetahuan yang dipelajari di peringkat satu dan dua. Laporan ini mempunyai tujuh bab yang terdiri daripada bab Pengenalan, Kajian Literatur, Metodologi, Analisis, Rekabentuk dan Pelaksanaan, Pengujian dan Penilaian dan akhir sekali adalah Kesimpulan Projek. Bab Pengenalan menerangkan tentantg latar belakang butiran projek. Kajian Literatur menunjukan projek yang berkaitan dan Metodologi membincangkan kaedah untuk menjalankan projek itu. Rekabentuk dan perlaksanaan meliputi seluruh elemen multimedia. Pengujian dan Penilaian adalah untuk data yang dikumpulkan dan analisis bagi hasil. Kesimpulan Projek akan mengambil daripada analisis dan menetukan kekutan dan kelemahan projek. Usul menambah baik projek akan dilakukan berdasarkan keputusan yang didapati dalam analisis pengujian dan penilaian. Ia bertujuan menambah baik projek sehingga menjadi produk yang berkualiti.

vi TABLE OF CONTENTS CHAPTER SUBJECT PAGE DECLARATION DEDICATION ACKNOWLEDGEMENTS ABSTRACT ABSTRAK TABLE OF CONTENTS LIST OF TABLES LIST OF FIGURES LIST OF ABBREVIATIONS LIST OF APPENDIX i ii iii iv v vi xi xiii xvii xviii CHAPTER I INTRODUCTION 1.1 Project Background 1 1.1.1 Current Scenario 2 1.1.2 Problem in current system 3 1.2 Problem Statements 4 1.3 Objectives 5 1.4 Research Question 5 1.5 Scope 5 1.6 Project Framework 6 1.7 Project Significance 6 1.8 Conclusion 6

vii CHAPTER II LITERATURE REVIEW 2.1 Introduction 7 2.2 Domain 8 2.3 Area of Study 8 2.4 Current System 9 2.4.1 Game 9 2.4.2 Game Classification 10 2.4.3 Current System of Game 14 2.5 Critical Thinking 16 2.5.1 Definition 16 2.5.2 How Critical Thinking Relates to 17 Instructional Design 2.5.3 Questioning Techniques 17 2.5.4 Six Hat Thinking 18 2.5.5 A Starting Six Hat process 20 2.5.6 How to Use the Tool 20 2.6 Comparison of the Existing System 21 2.7 Conclusion 22 CHAPTER III METHODOLOGY 3.1 Methodology 23 3.2 Research Activities 24 3.2.1 Data Gathering 24 3.2.2 Questionnaire 24 3.2.3 Analysis of the data 25 3.3 Product Development Methodology 35 3.3.1 Analysis Phase 36

viii 3.3.2 Design Phase 37 3.3.3 Development Phase 37 3.3.4 Implementation Phase 38 3.3.5 Evaluation Phase 38 3.4 Project Requirements 38 3.4.1 Software Requirements 39 3.4.2 Hardware Requirements 40 3.5 Mile Stone 42 3.6 Conclusion 44 CHAPTER IV ANALYSIS 4.1 Analysis 45 4.2 Current Scenario Analysis 46 4.2.1 Comparison Between Project and 47 Existing Game 4.3 Project Analysis 48 4.4 User Requirements 48 4.4.1 Functional Requirements 49 4.4.2 Non Functional Requirements 50 4.5 System Requirements 50 4.5.1 Software Requirements 51 Specification 4.5.2 Hardware Requirements 52 Specification 4.6 Conclusion 53

ix CHAPTER V DESIGN AND IMPLEMENTATION 5.1 Introduction 54 5.2 System Architecture 55 5.2.1 System Architecture Diagram 55 5.2.2 Storyboard Design 56 5.2.3 Character Design 59 5.3 User Interface Design 60 5.3.1 Navigation Design 60 5.3.2 Input Design 63 5.3.3 Output Design 64 5.3.4 Metaphors 66 5.3.5 Media Creation and Production 68 5.3.6 Media Integration 76 5.4 Product Configuration Management 77 5.4.1 Configuration Environment Setup 77 5.4.2 Version Control Procedure 79 5.4.3 Implementation Status 81 5.5 Conclusion 83 CHAPTER VI TESTING AND EVALUATION 6.1 Introduction 84 6.2 Test Plan 85 6.2.1 Test User 85 6.2.2 Test Environment 86 6.3 Test Schedule 87 6.4 Test Strategy 87 6.4.1 Unit Testing 88 6.4.2 Alpha Testing 88

x 6.4.3 Beta Testing 88 6.5 Test Design 89 6.5.1 Test Description 89 6.5.1.1 Unit Testing 89 6.5.1.2 Alpha- 89 Functionality Test 6.5.1.3 Beta- 90 User Acceptance 6.5.2 Test Data 93 6.5.2.1 Alpha Testing Data 93 6.5.2.2 Beta Testing Data 94 6.6 Test Analysis and Result 98 6.6.1 Alpha Testing 98 6.6.1.1 Game Button 99 6.6.1.2 Level 1 and 2 99 6.6.1.3 Game scores 100 time and lives 6.6.1.4 Enemy 100 6.6.1.5 Online 100 Highscore 6.6.2 Beta Testing 101 6.5.2.1 Perceived Ease of Use 101 6.5.2.2 Perceived Usefulness 105 6.5.2.3 Attitude Toward Using 106 6.4.2.4 Intention to Use 107 6.5 Conclusion 108

xi CHAPTER VII PROJECT CONCLUSION 7.1 Observation on Weakness and Strengths 109 7.1.1 Project Weakness 110 7.1.2 Project Strengths 111 7.2 Proposition 112 7.3 Contribution 114 7.4 Conclusion 114 REFERENCES APPENDICES Appendix A: Project Framework Appendix B: Survey Questionnaire Appendix C: Evaluation Questionnaire

xii LIST OF TABLES TABLE TITLE PAGE 2.1 Six Hat Function 20 2.2 Comparison of the Existing System 22 3.1 Project Milestones 42 4.0 Comparison Project with Existing Game 47 4.1 Software Requirements Specification 51 4.2 Hardware Requirements Specification 52 5.0 Storyboard Design 56 5.1 Input Controller of keyboard 63 5.2 Joystick Input 64 5.3 Methapor Objects 67 5.4 Configuration Environment Setup 77 5.5 Version Control Procedure 80 5.6 Module Main Engine 81 5.7 Module Contoller System 81 5.8 Module Message System 82 5.9 Module Level System 82 6.0 Minimum Requirements for Testing 86 6.1 Location Testing 86 6.2 Schedule of Testing Activity 87 6.3 Scaling Analysis of Usability and User Acceptance 88 6.4 Alpha Testing Data 93 6.5 Perceived Ease of Use-Graphic 94 6.6 Perceived Ease of Use-Interaction 95

xiii 6.7 Perceived Ease of Use-Immersive 95 6.8 Perceived Ease of Use-Content 96 6.9 Perceived Usefulness 96 6.10 Toward Attitude Using 97 6.11 Intention To Use 97 6.12 Alpha Testing Data 98 6.13 Beta Testing Data ( PEOU-Graphic ) 101 6.14 Beta Testing Data ( PEOU-Interaction ) 102 6.15 Beta Testing Data ( PEOU-Immersive ) 103 6.16 Beta Testing Data ( PEOU-Content ) 104 6.17 Beta Testing Data ( Perceived Usefulness ) 105 6.18 Beta Testing Data ( Attitude Toward Using 106 6.19 Beta Testing Data ( Intention To Use ) 107

xiv LIST OF FIGURES FIGURE TITLE PAGE 1.0 Show Kampung Cyber gameplay 2 1.1 Show game instruction of Briker 2 3 3.0 Percentage of respondents like playing game. 26 3.1 Percentage respondents play game. 26 3.2 Percentage of respondents when playing games. 27 3.3 Percentage frequency of playing computer games. 28 3.4 Percentage kind of a game genre respondents like. 28 3.5 Percentage platform games respondents interested. 29 3.6 Percentage respondents downloading the game. 30 3.7 Percentage frequency respondents 30 downloading the game. 3.8 Percentage time respondents spend 31 for playing games per day 3.9 Percentage Respondents know 32 critical thinking technique. 3.10 Percentage respondent applies critical 33 thinking technique to solve problems 3.11 Percentage respondents agree everyday 33 in life involves critical thinking 3.12 Percentage respondents agree critical 34 help in problem solving 3.13 Percentage critical thinking important 35 for problem solving.

xv 3.14 ADDIE Development Model 37 36 4.0 Uses Case Mr, Right Hat 49 5.0 Mr. Right Hat System Architecture 55 5.1 Game Instruction 56 5.2 Game Main Page 56 5.3 Level1 57 5.4 Level2 57 5.5 Level3 58 5.6 Credit 58 5.7 High Score Room 59 5.8 Main Character Design 59 5.9 Sprite of Main Character 60 5.10 Play Game Navigation 61 5.11 Control Game Navigation 62 5.12 Credit Game Navigation 62 5.13 Quit Game Navigation 63 5.14 Mystery Box Edit uses Game Maker 68 Sprite Editor Mask 5.15 Background Editing using Adobe Photoshop 69 5.16 Mystery Box 69 5.17 CREATE event for the mystery box 70 5.18 DESTROY event fort the mystery box 71 5.19 STEP event for the mystery box 71 5.20 Mystery Box change 72 5.21 GML for Mystery Box 72 5.22 Audio Effect Creation and Production process 74 5.23 Creation of animation in Crazytalk 75 5.24 Animated sprite in GIF format 76 5.25 Function in Game Maker to create 76 Stand alone

xvi 6.0 Technology Acceptance Model (TAM) 92 Diagram

xvii LIST OF ABBREVIATIONS PSM - Projek Sarjana Muda 3D - Three Dimension RPG - Role Playing Games ADDIE - Analysis, Design, Development, Implementation, Evaluate FPS - First Shooting Person QA - Question and Answer UAT - User Acceptance Test HCI - Human Computer Interface GML - Game Maker Languages TAM - Technology Acceptance Model PEOU - Perceived Ease of Use PU - Perceived Usefulness ATTITUDE - Attitude Towards Using ITU - Intention to Use SD - Standard Deviation

CHAPTER I INTRODUCTION 1.1 Project Background Every game is serious, when you ask to the game developers and the hardcore gamer. They take seriously when developed and played it. For developers, it is honorable to them making the great game that played by thousands people across the countries. For the player, it is a self-satisfaction when winning the game they played. Describing the serious game means put the education as the main objective rather than entertainment only. This is what "Mr. Right Hat" has implemented in its gameplay. There are three levels that players need to go through. First and second level will introduce players to the Six Hat Thinking Technique. In the third level, the player will implement what they had learned by answering the question that related to Six Hat Thinking Technique.

2 1.1.1 Current Scenario Critical thinking technique like Six Hat Technique can help people in making the Right decision. Many game has used this concept to help people increase the critical thinking skills while playing the game. For the example, board game like chess, the most popular game that need critical thinking to win the game by defeating the opponent. In a puzzle game, there are a lot of examples, like finding a hidden word, guess the word from similar picture, crossword, and Othello. All this game really encourages people to use brain to think and find the solution. For this project, games that will be compared is a Cyber Security game which name Kampung Cyber and the other one is Briker 2. Both game has same concept that need the player to think and find the Right decision to solve the problem. Figure 1.0: Show Kampung Cyber gameplay.

3 Figure 1.1 : Show game instruction of Briker 2. 1.1.2 Problem in current system There is some improvement can be done in both games. This two game success implemented the critical thinking concept in the game as a method to win. Below is several suggestions that can be used to make the improvement: 1. This two element quiz and puzzle concept can be combined as one that will need to think more critically to play it. 2. Both game has just one goal to focus, by adding on some bonus element in game for player focus. Example, bonus score, power up and so on. This will make player more excited. 3. For Kampung Cyber maybe can make an avatar that controlled by player to go to each house.for Briker 2 also can make avatar rather than just a block, therefore player could feel more related to the game. 4. In Briker 2, only the move is counted. So, the timer can add to the game so player can know how fast they think to solve the problem. In future they can improve to be a fast thinker.

4 1.2 Problem Statements The employer's of manufacturing industry in Malaysia find technical graduates in Malaysia with more than enough technical skills, however, employers feel less satisfied in terms of non-technical skills such as motivational skills, communication, interpersonal, critical thinking, problem solving and entrepreneurial skills(mustapha & Greenan 1998). Ministry of Higher Education Malaysia in the year 2006 has issued a list of nontechnical skills that necessary to be implemented in every student in higher institutions in Malaysia. One of elements of non-technical skills in the outline are critical thinking and problem solving skills(shakir 2009). Employers expect that all of the engineers in Malaysia have the ability to improve their non-technical skills after graduating from university or in the workplace, but the situation is not(zaharim 2008). Critical thinking and its corollary and creative problem solving, are key for many companies, (Analysis 2000). Thinking is not only for finding answers to problems but also to find the best solution to solve a problem. This can be explained more clearly if a skilled worker has a mastery of critical thinking and problem solving skills in a job(nabil et al. 2011). According to the problem statement, the game application to learn critical thinking technique will be created. It will provide the learning platform for people to learn the Six Hat which is one of the powerful critical thinking technique.

5 1.3 Objectives 1. To study how to integrate critical thinking technique which is Six Hat Thinking Technique in 3D game so that players will learn and practice while playing the game. 2. To design and develop 3D game that allows players to learn and practice Six Hat Thinking Technique while playing the game. 3. To evaluate the user experience using the game prototype. 1.4 Research Question 1. How to study and to integrate critical thinking technique which is Six Hat Thinking Technique in 3D game so that players will learn and practice while playing the game. 2. How to design and develop 3D game that allows players to learn and practice Six Hat Thinking Technique while playing the game. 3. To evaluate the user experience using the game prototype. 1.5 Scope Developing a 3D game by integrating Six Hat Thinking Technique. Target Audience : Student ( Ages 17-25 ) Three different levels to introduce and testing about Six Hat Technique.. The content of the game is based on Six Hat Technique questionnaire.