DysMath:Multimedia Courseware For Learning Disability Dyscalculia.

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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 (/)

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* Tesis dimaksudkan sebagai Laporan AkhirProjek Sarjana Muda
(PSM)
** Jika tesis ini SULIT atau TERHAD, sila lampirkan surat
daripada pihak berkuasa.


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
2007

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/ 11/61

Date:

9/11/ol

( MANISAH BINTI ABD. HAMID)

SUPERVISOR
( PN. FARAH NADIA BT AZMAN)

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.
Thank you very much.....

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.
Thank You.

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
structure and brain function, nevertheless it could be overcome through several
specific techniques. Therefore, this courseware created based on student
dyscalculia behaviour where normal IQ has but difficult to remember sometlllng
taught and weak imagination force.Dys.Math developed based on current syllabus
that used at primary schools in Malaysia with the certain technique and method
by using of multimedia technology. Amongst the methods used are technique
mind mapping where remember number through color and animation that
displayed Hereby it can stimulate student memory and use the brain on the left
side better. Tills courseware created by covered topic number 0 - 1000,
multiplication and division. These topics are selected based on research and
observation that have done where those dyscalculia have problem in write the
number inversely. These students are also has difficulty to understand number
sequence in hundred and thousand value as count on and count back. Besides that
the other critical topic is multiplication and division where they difficult to

imagine relationship between multiplication with addition and ctivision with
multiplication. So that, DysMath developed with giving clearly explanation
concept multiplication and ctivision in clearly to help them in better
understanding and memory. Beside that, game module developed to attract
student interest to use multimedia courseware. DysMath is not solution but as
tool to help those have dyscalculia especially for clllldren in primary school.
Regarding to research that has been done, for those has learning disability it
depends by themselves to overcome the problem and must important are support
and assistance from family, member and all side include government and so on.

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 sifatsifat 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
dan semua pibak amat diperlukan.

V1

TABLE OF CONTENTS

CHAPTER

SUBJECT

PAGE

ADMISSION

i

DEDICATION

ii

ACKNOWLEDGEMENT

iii

ABSTRACT

iv

ABSTRAK

v

TABLE OF CONTENTS

vi

LIST OF TABLES

xi

LIST OF FIGURES

xii

CHAPTER INTRODUCTION
I

1.1

Project Background

I

1.2

Problem Statements

3

1.3

Objective

4

1.4

Scope

5

1.5

Project Significance

6

1.6

Expected Output

7

1.7

Conclusion

8

CHAPTER LITERATURE REVIEW & PROJECT
METHODOLOGY

n

2.1

Introduction

9

2.2

Definition of Learning Disability

9

2.2. 1

10

2.3

Behavior ofDyscalculia

Facts and Findings

12

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

30

Hard to solve the basic
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

35

Software
Requirement

3.3.2.2

Hardware

36

Requirement

3.4
CHAPTER DESIGN

Conclusion

37