Mohamad Yuzairie, Yusri (2023) NgapSayor: Gamification of home gardening process using AR. [Final Year Project Report] (Unpublished)
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Abstract
Home gardening encourages environmentally friendly habits and strengthens our bond with nature. Despite its popularity, comprehensive understanding and consistent engagement often fall short. This study introduces NgapSayor, a gamified mobile application designed to bridge this gap. The research employs the Waterfall Model methodology, evaluating NgapSayor's usability through the System Usability Scale (SUS) with a sample of 33 students. Findings reveal a mean SUS score of 70 (SD=12.0), indicating a positive user perception of usability. A score range from 60 to 80 further underscores the application's overall effectiveness. These findings underscore the potential of integrating gamification and mobile technology to increase engagement in home gardening, shedding light on new pathways for enriching interest and participation
Item Type: | Final Year Project Report |
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Additional Information: | Project report (B.Sc.) -- Universiti Malaysia Sarawak, 2023. |
Uncontrolled Keywords: | Gamification, Mobile Application, Home Gardening, Augmented Reality |
Subjects: | Q Science > QA Mathematics > QA76 Computer software |
Divisions: | Academic Faculties, Institutes and Centres > Faculty of Computer Science and Information Technology Faculties, Institutes, Centres > Faculty of Computer Science and Information Technology Academic Faculties, Institutes and Centres > Faculty of Computer Science and Information Technology |
Depositing User: | Unai |
Date Deposited: | 17 Jan 2024 05:23 |
Last Modified: | 17 Jan 2024 05:23 |
URI: | http://ir.unimas.my/id/eprint/44168 |
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