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General Introduction and Summary<br />This project is a CD-ROM aimed to teach Form 4 –Alternative subject for  art students that offer a basic knowledge about Kraf Batik. The client is teacher who is responsible for Art  programs in Sekolah Menengah Alam Shah Putrajaya. Currently there are 20 students studying Kraf Batik for the subject of Seni Visual internally, within one hour class per-week, which means they would normally never get to meet with their dissertation teacher personally. For some years now the the teacher  has been concerned at the level of support given to students studying the Art of Batik in this mode, and hopes this product will go some way towards making the process less mystifying for his students. The CD will contain largely interactive materials, interactive exercises, some audio and video segments and some either still or moving image segments of a beginning student and her “journey” through the first steps to final success in learning the Kraf Batik. In this courseware developed, it is specifically tough about the basic knowledge about Kraftangan Batik:<br />,[object Object]
The history on Batik
The type of Batik in video
The making of Batik
Game about BatikIt is anticipated that the project will take a month to produce (from start to finish). Whilst initially this will be delivered in CD-ROM form, it is anticipated that it could be developed later as a web-based tool which students can access from their home computers.<br />Aims of the Project <br />The project is an educational application designed for a very specific purpose. It aims to teach students who choose art for their alternative subject in form 4 offered by their school, specifically Sekolah Alam Shah.  Most or all of the students have had very little previous knowledge in Kraf Batik before deciding in taking Art for their alternative subject. They only have the basic knowledge in Pendidikan Seni Visual that was offered in form 1 - 3. This project aims to give those students a “formula” for learning Batik, the history of it and the making of Batik and have fun with the interactive exercised offered in the courseware. The Kraf Batik is seen as a form of quot;
art explorationquot;
 and so this level of close instruction is justified and necessary.<br />Statement of What the User Needs from the Application<br />The students (users) will need something that is readily accessible and with multiple entry points. The learning about Kraf Batik normally takes students about 10 months to complete. Students need to be able to access to the Batik factory to see what is really needed in the making of Batik, to complete the overall knowledge about Batik. They need interactive exercises related to the skills they are trying to learn, and they need built-in feedback from any attempts they make at the various exercises. They also need to feel that the application relates directly to their needs, and they need to be able to see the basic knowledge and skill needed to make the Batik as shown in the video proposed to the courseware. <br />The students need also to be able to see the “step by step” process of making all type of Batik as in the factory-. This video should be included in the CD-ROM.<br /> Navigation should be easy and the application should not take up excessive memory/bandwidth as student computing capacity will vary, although students have been told a minimum hardware requirement is a recent model Pentium computer and a CD-ROM drive.<br />The client needs have confidence in the ease of operation of the application, and in the robustness of the software.<br />General Treatment and Reasons for Choice<br />The application will show video or still segments of a the introduction of Batik, the interactive content and the video of making the Batik. Once a section is introduced in this way, the student will be directed to specific interactive exercises. These will largely be game-based, but will also include audio segments for variety of question.<br /> Much of the application will be interactive and ended with game as the interactive exercise. These interactive exercises have two parts, a practice component which is common to all students (and provides pre-set feedback), and a second component whereby students enter their own data and get quot;
livequot;
 feedback from the programmed game provided.<br />The reason for choosing a videoed “student” to guide the user, through the real situation in making the Batik as in the factory. It  is also will allow the user to be readily identify with this guide and so feel more personally connected to the subject matter and processes. The interactive exercises enable the users to practice as much as possible the knowledge-skills they had learn throughout the courseware. The more work they do, the more confident they will become with this unfamiliar process. Then they will be ready to input their own data. <br />Variations on the Treatment<br />If possible, it may be helpful to incorporate a little animated figure to be the “helper” throughout the application, rather than using a “live” teacher on video. The avatar might be designed using the research done on the software from http://www.myavatareditor.com/<br />This might make the somewhat heavy workload a little lighter for the users.<br />Outline Diagram      The navigation structure for each topic to be taught/practised. <br />The design incorporates multiple entry and exit points. Users can opt out of some sections, or go back, forward, repeat sections at will.<br />Human Resources <br />If in real business development, for this project, I will need to get a full briefing from the client who is the Art teacher from Sekolah Alam Shah. In fact the client will be the main writer for the project, and will need to work closely with our editor and other team members. <br />,[object Object]
The project manager (producer) will work on this project from start to finish, and will be responsible for client liaison.
The audio technician will also be used for approximately three hours plus editing time.

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