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BORANGPENGESABANSTATUSTE~*

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---~~~~~---~~~---mengaku membenarkan tesis (PSM/Sarjana/Doktor Falsafah) ini disimpan di Perpustakaan FakuJti Teknologi Maklumat dan Komunikasi dengan syarat-syarat kegunaan berikut:

1. Tesis dan projek adalah hakmilik Universiti Teknikal Malaysia Melaka

2. Perpustakaan Fakulti Teknologi Maklumat dan Komunikasi dibenarkan membuat salinan tmtuk tujuan pengajian sahaja.

3. Perpustakaan FakuJti Teknologi Maklumat dan Komunikasi dibenarkan membuat salinan tesis ini sebagai bahan pertukaran antara institusi pengajian tinggi.

4.

**

Sila tandakan (/)

SULIT

/

TERHAD

TIDAK TERHAD

(k_Q~~-(TANDA~P~NULIS

)

Alamat tetap:~· ~A, ~ ·¥"%".

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~({SAil. , [email protected]

Tarikh: ---

-(Mengandungi maklumat yang berdarjah keseJematan atau kepentingan Malaysia seperti yang termaktub di dalam AKT A RAHSIA RASMI 1972)

(Mengandugi maklumat TERHAD yang telah ditentukan oleb organisasi/badan di

mana penyelidikan dijalankan)

(T AND AT ANGAN PENYELIA)

F¥1RJJI.J rvRI?IA AzmrJN Nama Penyelia

Tarikh: ~/

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CAT AT AN:

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Tesis dimaksudkan sebagai Laporan AkhirProjek Sarjana Muda (PSM)
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DysMath: MULTIMEDIA COURSEWARE FOR LEARNING DISABILITY DYSCALCULIA

MANISAH BINTI ABD. HAMID

This report is submitted in partial fulfillment of the requirements fro the Bachelor

of Computer Science (Media Interactive)

FACULTY OF INFORMATION AND COMMUNICATION TECHNOLOGY UNIVERSITI TEKNIKAL MALAYSIA MELAKA

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ADMISSION

I hereby declare that this project report entitled

DysMath: MULTIMEDIA COURSEWARE FOR LEARNING

DISABILITY DYSCALCULIA

is written by me and is my own effort and that no part has been plagiarized without citations.

STUDENT Date:

q /

1

1/61

( MANISAH BINTI ABD. HAMID)

SUPERVISOR Date:

9/11/ol

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11

DEDICATION

A special acknowledgement goes to my supervisor, lecturers and friends for their supports during the development of this thesis (PSM).

To my beloved family, friends and everyone for their love, inspiration and support, nothing can be done if not have trust in Allah S.W.T always and forever.

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lLl

ACKNOWLEDGEMENT

Assalammualaikum w.b.t

I am thankful to Allah S.W.T. It is with His blessing that I was able to

complete my Projek SaJjana Muda (PSM).

There were a lot of people who have contributed for the completion of my

PSM, they've earned my thanks, and I am humbly grateful to them all.

I would like to thank my beloved dad, Tn.Hj.Abd. Hamid B. Abd.Manap,

mom, Pn.Hjh. Hamsiah Binti Shaari and family who gave a lot of support,

encouragement and assistance to complete this PSM

Special thanks also, to my supervisor Pn.Farah Nadia Binti Azman for her

constant guidance and assistance throughout of the PSM period. Then, I would

thanks to lecturers for their support and kindness during the PSM.

Not forget also, thanks to Pn. Ruziah Binti Sapar as coordinator teacher dyslexia special education programme in S.K. Padang Temu, Melaka for her

kindness and help and good cooperation during interview session to carry out the

related information thank also to the all student that involved as a tester for my

courseware.

Last but not least, I would like to thank my dearest friends for assisting and

guiding me whenever I encountered problems in completes the PSM. I feel lucky to have such good friends whom I consider to be living legends.

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IV

ABSTRACT

DysMath is courseware developed specific to students, Year 2 is a type of learning ctisability involving math. Tills problem also known as Dyscalculia, it is a type of the disease that remains lifetime wlllch happen cause by differently deep

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v

ABSTRAK

DysMath adalah perisian pembelajaran yang dibangunkan khusus untuk pelajar Tahun 2 yang mengalami masalah di dalam pembelajaran yang berkaitan

dengan matematik. Masalah ini juga dikenali sebagai Dyscalculia, ia adaJah

sejenis penyakit yang kekaJ seumur hidup berkaitan dengan kelainan dalam

struktur dan fungsi otak namun boleh diatasi melalui beberapa kaedah yang

khusus. Oleh yang demikian, perisian pembelajaran ini dibina berdasarkan

sifat-sifat semulajadi pelajar dyscalculia ini di mana mempunyai IQ yang normal tetapi

sukar mengingati sesuatu yang diajar dan lemah daya imaginasi. DysMath

dibangunkan berdasarkan silibus semasa yang digunakan di sekolah- sekolah di

Malaysia dengan teknik dan kaedah yang tertentu serta penggunaan teknologi

multimedia Antara kaedah yang digunakan ialah teknik mind mapping di mana

mengingati nombor melalui warna dan animasi yang dipaparkan. Dengan ini

dapat merangsang daya ingatan pelajar dan menggunakan otak di sebelah kiri

dengan lebih bai.k. Perisian pembelajaran ini dibangunkan dengan meliputi topik

nombor 0 - 1000, darab dan bahagi Topik-topik ini dipilih berdasarkan kajian

dan pemerbatian yang dibuat terhadap pelajar dyscalculia di mana mereka

mempunyai masalah dalam menulis nombor secara terbalik. Para pelajar ini juga

sukar untuk memahami jujukan nombor menaik dan menumn dalam nilai ratus

dan ribu. Antara topik lain yang kritikal ialah darab dan bahagi di mana mereka

sukar untuk membayangkan hubungan darab dan tambah serta bahagi dan darab.

Oleh yang demilian, DysMath ini dibangunkan dengan memberikan penerangan

konsep darab dan bahagi dengan jelas untuk membantu meningkatkan

pemahaman dan daya ingatan mereka Selain daripada itu, modul permainan

dibangunkan untuk menarik minat pelajar terhadap perisian pembelajaran ini

DysMath ini bukan satu keadah penyelesaian tetapi sebagai alat untuk membantu

mereka dalam menangani penyakit ini. Menurut kajian seseorang yang

menghidapi masalah di dalam pembelajaran ini bergantung kepada cara mereka

sendiri untuk mengatasinya dan sokongan serta bantuan daripada ahJj keluarga

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TABLE OF CONTENTS

CHAPTER SUBJECT

ADMISSION

DEDICATION

ACKNOWLEDGEMENT

ABSTRACT

ABSTRAK

TABLE OF CONTENTS

LIST OF TABLES

LIST OF FIGURES

CHAPTER INTRODUCTION

I 1.1 Project Background

1.2 Problem Statements

1.3 Objective

1.4 Scope

1.5 Project Significance

1.6 Expected Output

1.7 Conclusion

CHAPTER LITERATURE REVIEW & PROJECT METHODOLOGY

n

2.1

2.2

2.3

Introduction

Definition of Learning Disability

2.2. 1 Behavior ofDyscalculia

Facts and Findings

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Vll

2

.

3

.

1

Domain

12

2

.

3.2

Existing Technique

14

2.3.3

Technique

19

2.4

Project Methodology

21

2

.

5

Project Requirement

24

2.5

.

1

Software Requirement

24

2

.

5.2

Hardware Requirement

24

2

.

5

.

3

Other Requirement

25

2

.

6

Project Schedule and Milestones

26

2

.

7

Conclusion

28

CHAPTER ANALYSIS

m

3

.

1

Introduction

29

3

.

2

Problem Analysis

30

3

.

2

.

1

Hard to solve the basic

30

math problem

3

.

2.2

Learners cannot learn by

31

themselves

3

.

2.3

Limited of multimedia

31

courseware for

dyscalculia student

3

.

2.4

As an additional learning

32

tool

3.3

Requirement Analysis

32

3

.

3.1

System Centered Design

33

3.2.2

Other Requirement

35

3.3.2.1

Software

35

Requirement

3.3.2

.

2

Hardware

36

Requirement

3.4

Conclusion

37

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