The Development of E-Learning Courseware of Unity-Mecanim

Main Article Content

เอกพงษ์ นพวงศ์

Abstract

- This research aims to develop E-Learning courseware for Special topic in Computer Games and Multimedia on Unity-Mecanim Application course, study the learning achievement and evaluate the satisfaction of the students after using this E-Learning courseware. The sample of this research is seven students who enrolled in CGM499: Special topic in Computer Games and Multimedia on Unity-Mecanim Application course in the first semester of 2014. This E-Learning courseware was developed using Adobe Captivate 7.0 and divided into six chapters. Each chapter consists of Pre-test, Learning Contents, and Post-Test. The results showed that the contents and the presentation of this E-Learning courseware fulfilled the needs of the students and this E-Learning courseware could be used as the teaching materials inside the classroom or self-learning materials outside the classroom.

Keywords

Article Details

How to Cite
นพวงศ์เ. (2015). The Development of E-Learning Courseware of Unity-Mecanim. JOURNAL OF INFORMATION SCIENCE AND TECHNOLOGY, 5(2), 9-16. https://doi.org/10.14456/jist.2015.8
Section
Research Article: Soft Computing (Detail in Scope of Journal)

References

1. M. Simonson, S. Smaldino, M. Albright, S. Zvacek, “Teching and Learning at a Distance Foundations of Distance Education,” 4th ed, Pearson, 2011.

2. S. Hubackova, “Evolution and evaluation of e-Learning,” ELSEVIER:Procedia-Social and Behavioural Sciences, p.231-235, 2015.

3. A. Thorn, “Foundations of Game Development:Game Engine Design and Implementation,” Jones&Bartlett Learning, 2011.

4. Clark, Ruth C., and Richard E. Mayer. “E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning,” John Wiley & Sons, 2011.

5. Garrison, D. Randy, “E-learning in the 21st century: A framework for research and practice,” Taylor & Francis, 2011.

6. Horton, William. E-learning by design. John Wiley & Sons, 2011.

7. Venkataraman, Sivakumar, and S. Sivakumar. "Engaging students in Group based Learning through e-learning techniques in Higher Education System," International Journal of Emerging Trends in Science and Technology, 2015.

8. Ong,C.S.,Lai,J.Y.,and Wang,Y,S., “Factors affecting engineers’ acceptance of asynchronous E-learning systems in high-tech companies,” Information & Management,41(6),795-804, p.01,2004.

9. Mona Nasr, Shimaa Ouf, An Ecosystem in e-Learning Using Cloud Computing as platform and Web2.0, The Research Bulletin of Jordan ACM – ISWSA,2011.

10. Laurillard , Diana, “E-learning in Higher Education”. Retrieved on May 22, 2015, from www.griffith.edu.au/03/Itn/docs/Elearning_in_Higher_Education.doc.

11. Jeff Ward, “What is a Game Engine?”. Retrieved on May 12, 2015, from http://www.gamecareerguide.com/features/529/what_is_a_game_.php

12. Eike Falk Anderson, Steffen Engel, etc. “The Case for Research in Game Engine Architecture”. 08 Proceedings of the 2008 Conference on Future Play, 2008.

13. Michal Valient. “3D Engines in games – Introduction”. HTML article written in April 2001.