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192
Assistive Courseware for the Visually Impaired based on Theory
of Multiple Intelligence
Nurulnadwan Aziz1
, Nur Hazwani Mohamad Roseli1
, Erratul Shela Eshak1,
Ariffin
Abdul Mutalib2
1
Faculty of Office Management and Technology,
Universiti Teknologi MARA Terengganu, Kampus Dungun (UiTM),
23000 UiTM Dungun,
Terengganu, MALAYSIA
{nuruln746, nurha5338 errat449}@tganu.uitm.edu.my
2
Office of Applied Science,
UUM College of Arts and Sciences,
Graduate Department of Information Technology
Universiti Utara Malaysia (UUM),
06010 UUM Sintok,
Kedah, MALAYSIA
am.ariffin@uum.edu.my
ABSTRACT
This paper aims to develop an Assistive Courseware
(AC) for visually-impaired (VI) learners based on
multiples intelligence (MI) theory. In the
introduction part the term of knowledge
management (KM) is discussed and related with MI
theory. Current issues regarding VI students in the
context of education scenario in Malaysia is also
discussed. It also outlines the objectives of the
paper. Next the design and development of AC is
outlined. The final part of the paper discusses the MI
theory implemented in AC. The findings of this paper
highlight the prototype of the AC labeled with eight
type of intelligence.
Keywords
Knowledge Management, Multiples Intelligence
Theory, Assistive Courseware, Visually Impaired
1.0 INTRODUCTION
Today’s world has been representing hectic
circumstances of managing intellectual assets into a
corporate memory. This would end up by containing
value and used by organization as its competitive
advantage. Through the process of Knowledge
Management (KM), intellectual and knowledge
based assets can be generated [Singer & Hurley,
2005] in which the intellectual assets will be derived
through collective perspective, insights, ideas, best
practices, and lessons learnt.
Meanwhile, knowledge is the key factor for driving
growth, creating new value, and providing the basis
to remain competitive (Mihalca et al. 2008).
Yordanova adds that KM is a method to simplify
and improve the process of sharing, distributing,
creating, capturing, and understanding knowledge
(2007).
In a nutshell, KM is a discipline originating from
management studies, but always going hand in hand
with information technologies (Mihalca et al., 2008).
In addition, technology-based knowledge is driven
by choice and implementation of suitable tools of
interactions (Pedroni, 2007). KM technology can be
seen it as technological attributes of a tool for online
interaction to support KM process.
On the other hand, individual differences determine
different styles of learning. It is said that each
individual differs in traits such as skills, aptitudes,
and preferences for processing information and
applying in real world situations (Jonassen &
Grabowski, 1993; Bushro & Halimah, 2006) and it
is called personal knowledge. In relation, MI is one
of the prominent theories regarding individual
differences. It allows process of learning and
understanding in dynamic and logical ways basing to
the individual performance capability. The theory
serves as one of the most effective curricular and
instructional frameworks for classrooms teachers to
use in designing their lesson plan (Bushro &
Halimah, 2006).
The theory of MI was proposed by Howard Gardner
in 1983. He said that “intelligence” is the ability to
solve problems, or to create products, that are valued
within one or more cultural setting. Gardner (1993)
and Bushro and Halimah (2006) discussed that each
individuals has eight types of intelligences, in which
each individual may have good skills at different
types. The intelligences are as follow:
193
Verbal-Linguistic Intelligence
This involves sensitivity to spoken and written
language, the ability to learn languages, and the
capacity to use languages to accomplish certain
goals.
Mathematical-Logical Intelligence
This involves the capacity to analyze problems
logically, carry out mathematical operations, and
investigate issues scientifically.
Visual-Spatial Intelligence
Features the potential to recognize and manipulate
patterns of wide space as well as patterns of more
confined areas.
Intrapersonal Intelligence
Involves the capacities to understand oneself, to
have an effective working of oneself including one’s
own desire, fears and capacities and to use such
information effectively in regulating one’s own life.
Bodily-Kinesthetic Intelligence
Entails the potential of using one’s whole body or
parts of the body to solve problems or fashion
products.
Interpersonal
Denotes a person’s capacity to understand the
intentions, motivations and desires of other people
and consequently to work effectively with others.
Naturalist Intelligence
Demonstrate expertise in the recognition and
classification of the numerous species the flora and
fauna of his or her environment.
Musical-Rhythmic Intelligence
In the intelligence, individuals entail skills in
performance, composition and appreciation of
musical patterns.
The MI with its eight types of intelligences has been
used as the basis for a number of multimedia
application developments for teaching and learning.
This can be seen in works by Ariffin and
Norshuhada (2009), Norshuhada, Landoni, Gibbs,
and Shahizan (2003), and Faridah Hanim and
Halimah (2008). Multimedia features including text,
graphics, animation, audio, and video can cater for
all types of intelligences (Chapman & Chapman,
2002).
Inline with the above-discussed theory, multimedia
has been used tremendously in Malaysian school
after the introduction of the Smart School project
(Konting et al., 2003). One of the most popular
multimedia applications is courseware (Ariffin &
Norshuhada, 2008). It is interactive and is one of the
multimedia applications that could enhance the
student’s performance in their learning process
(Norhayati, 1999). It also assists teachers in
teaching. However Nurulnadwan, Nur-Hazwani, and
Ariffin found that the existing coursewares are not
developed for the visually impaired (VI) people
(2009) as an assistive courseware (AC).
AC can be defined as a courseware that is designed
for VI people to learn and enjoy lesson like normal
people, applying special instructional approach, and
provides special elements for VI people. This
differentiates them from other coursewares that are
available in the market. In our previous findings we
discussed on how VI people can make full use of the
AC (Nurulnadwan, Nur-Hazwani, Ariffin, 2009).
This paper aims to discuss the prototype of AC
which is designed incorporating the MI theory. The
design and development of the AC for VI people is
discussed next.
2.0 DESIGN AND DEVELOPMENT
In this study, an AC for learning about animal was
developed. Designing and developing the AC
includes outlining the storyboard. The storyboard
has been designed in detail to make sure the
prototype of AC meet the eight types of intelligence
in MI theory. Figure 1 illustrates the storyboard. The
AC consists of four main modules: Figure 1(a) –
Main Menu; Figure 1(b) – Module 1; Figure 1(c) –
Module 2, Figure 1(d) – Module 3; and Figure 1(e) –
Module 4. The Main Menu is provided with buttons
linking to all modules, together with the clear
narrative instructions. Each module is provided with
control functions so that the users can play, pause,
stop, go to the next and previous scene, mute the
audio and control the volume on their own. Also,
each page is provided with a button linking to the
main menu. Audio are in .mp3 format, and all
graphics and animations are in .gif format.
(a) Storyboard of Main Menu
Description of storyboard for Main Menu
Module 1 – Menu Mari Menyanyi, Module 2 – Menu
Mari Mengenal Haiwan, Module 3- Menu Tahukah
Anda, Module 4- Menu Mari Menguji Minda
Audio – script2.mp3
Graphic – narrator.gif
Graphic color – premier and secondary color
Font type- comic sans
Font size – 20 point above
Font color – premier and secondary color
Control menu – play, pause, stop, repeat, previous, next,
volume control, and mute.
Control menu
Module 4
Module 1
Module 2
Module 3
Graphic 1
194
(b) Storyboard of Module 1
(c) Storyboard of Module 2
(c) Storyboard of Module 3
(d) Storyboard of Module 4
Figure 1: Storyboard
Having designed the storyboard, the AC was
developed. Adobe Flash was used to develop the
AC. The next section discusses on how the
principles of MI is incorporated in the AC.
3.0 FINDINGS
This section highlights the MI theory that has been
implemented in the AC. Figures 2, 3, and 4 illustrate
the samples of snapshots labeled with types of
intelligence. Modules and activities that include in
the design of AC content that meet the eight types of
intelligence are discussed as follow:
Verbal-Linguistic Intelligence
Module 2 and Module 3 provided in the AC enables
the VI learners to learn several types of animals in
different environments. Module 2 focuses on
learning wild animals, domestic animals, and pets.
The animals are segregate into category to help
learners in term of understanding and differentiating
the animals. This knowledge involves the verbal-
linguistic intelligence. The knowledge comes
Description of storyboard for Module 3
Animation – animal.gif
Text – story about animal
Font type- comic sans
Font size – 20 point above
Font color – premier and secondary color
Button- main menu
Control menu – play, pause, stop, repeat, previous,
next, volume control, and mute.
Description of storyboard for Module 1
Animation – 1. duck.gif 2. bird.gif
Text – 1. Lyrics “anak itik tok wi”
2. Lyrics “burung kenek-kenek”
Audio – 1.anak itik tokwi.mp3
2. burung kakak tua.mp3
Font type- comic sans
Font size – 20 point above
Font color – premier and secondary color
Button- main menu
Control menu – play, pause, stop, repeat, previous,
next, volume control, and mute.
Description of storyboard for Module 2
Animation – 1.cow.gif, 2.sheep.gif, 3.duck.gif,
4.cat.gif, 5.rooster.gif, 6. bird.gif, 7. tiger.gif,
8.eleplant.gif, 9.bear.gif
Text – description of animals
Audio-1.cow.mp3, 2.sheep.mp3, 3.duck.mp3,
4.cat.mp3, 5.rooster.mp3, 6.bird.mp3, 7.tiger.mp3,
8.eleplant.mp3, 9.bear.mp3
Font type- comic sans
Font size – 20 point above
Font color – premier and secondary color
Button- main menu
Control menu – play, pause, stop, repeat, previous,
next, volume control, and mute.
Control menu
Animation
Text
Button
Control menu
Animation
Text
Button
Control menu
Animation3
Text3
Button
Description of storyboard for Module 4
Animation – 1. tiger.gif 2. elephant.gif
Text - 1. Exercise 1 – multiple choice, 2. Exercise
2 – Fill in the blank
Font type- comic sans
Font size – 20 point above
Font color – premier and secondary color
Button- main menu
Control menu - play, pause, stop, repeat, previous,
next, volume control, and mute.
Control menu
Animation4
Text4
Button
195
through the spelling and description for each animal
displayed on a screen. Narrations are supplied in
each scene parallel with the lines of words and
character by character. These elements can help VI
learners in understanding the knowledge better.
Mother tongue language was decided as the most
appropriate medium when the previous research
shows that VI learners facing difficulties in
understanding English (Yi-Chun & Pi-Ching, 2009;
Nurulnadwan, Nur-Hazwani, & Ariffin, 2009).
Logical-Mathematical Intelligence
This initial version of AC only focuses on logical
characteristic. Module 4 contains IQ Test to
examine students’ knowledge level after learning
with the AC. This module is divided into two parts.
Part A offers Multiple Choice Question. Students
have to match the sound with correct animal. Part B
requires students to fill in the blanks. Based on the
descriptions along with the audio, students need to
type the correct answer. Both parts require students
to think logically based on their understanding
throughout the learning process.
Visual-Spatial Intelligence
Students learn best when they are seeing. This type
of intelligence is focused on the VI learners who
have low vision and color blindness problems.
Large-scale pictures and simple animated elements
are provided in the AC. VI learners grasp the
knowledge through object, shapes, and patterns
designed in the AC. Other than that the font face,
font size, and font color are also within
considerations. The most preferred font face is sans
serif types, readable font size is at least 20-point, and
font colour must contrast with the background
colour (Nurulnadwan, Nur-Hazwani, & Ariffin,
2009; textmatters, 2009].
Intrapersonal Intelligence
The whole parts contained in the AC represent the
intrapersonal intelligence. Module 1 offers VI
learners to learn through songs. Hearing and singing
songs at the beginning of the AC is a strategy to
attract VI learners with the learning process.
Modules 2 and 3 develop the knowledge of VI
learners. Module 4 aids them in testing their
knowledge. The activities throughout the learning
process indirectly affect the VI learners. Knowledge
and information provided by the AC enables the VI
learners to face the real world setting.
Bodily-Kinesthetic Intelligence
After experiencing the learning process, students can
test their knowledge by answering quizzes offered
by Module 4. VI learners need to insert the answer
by using keyboard. This process represents the
bodily-kinesthetic intelligence. This fosters the
concept of active learning (Bonwell & Eison, 1991),
in which the VI learners’ engagement within the
learning environment is required.
Interpersonal Intelligence
The AC is proposed to be utilized in either
classroom or at home. VI students usually learn and
work together. They communicate with each other
and with their instructor. This could enhance their
interpersonal skill. This also promotes the VI
learners to learn on their own pace (Mateik, 2000);
on their own time, at their preferred place, in their
own convenience.
Naturalist Intelligence
Numerous animal pictures together with flora and
fauna environment are the main key elements in the
AC. Other than that, with the help of animal sounds,
VI learners can feel and imagine the real nature
environment.
Musical-Rhythmic Intelligence
Music is one of the important medium in teaching
and learning process (Yi-Chun & Pi-Ching, 2009).
Module 1 enables the VI students to learn various
types of animals by listening to the songs provided.
At the same time, they enjoy the learning process.
Module 4 is equipped with the sound effect. In this
module students are needed to enter a correct answer
for each of the question given. Different sound
effects are used to distinguish between correct and
wrong answer. Other than that, all modules in this
courseware are supplied with the audio – narrations.
Figure 2: Snapshot of Module 1
Musical-Rhythmic
Intelligence
Visual-Spatial
Intelligence
196
Figure 3: Snapshot of Module 2
Figure 4: Snapshot of Module 4
4.0 CONCLUSION
The main discussion of this paper is on the
incorporation of the eight types of intelligence in MI
theory in the AC for VI learners. The whole part of
the AC represents the eight types of intelligence in
MI theory. The AC has been proposed for the VI
learners, and observed on their reactions. Overall,
the VI learners were vary positive upon the AC, and
was excited to learn with the AC. This study has no
intention to discuss about the findings from the
observation.
Next step of the study is not only to report on the
findings of the observation, but also to experiment
the prototype with VI learners in terms of cognitive
implications using empirical data.
REFERENCES
Ariffin A.M. & Norshuhada, S. (2008). Usable but
not entertaining eLearning materials. In
Proceedings of World Conference on e-
Learning in Corporate, Government,
Healthcare, and Higher Education (e-Learn),
USA. AACE.
Ariffin A.M. & Norshuhada, S. (2009). Conceptual
design model of Reality Learning Media
(RLM). In Proceedings of IADIS International
Conference e-Society 2009, Barcelona, Spain.
IADIS.
Bonwell, C. C. & Eison, J. A. (1991). Active
learning: Creating excitement in the
classroom. Retrieved from
http://www.ntfl.com/html/lib/bib/91-9dig.htm
on 5th May 2007
Bushro, A., & Halimah, B.Z, (2006). Framework for
Adaptive Multimedia Mathematics
Courseware. Proceedings of Regional
Conference on Mathematics, Statistics and
Applications.
Chapman, N. & Chapman, J. (2002). Digital Media
Tools. John Wiley & Sons, Ltd. England.
Faridah Hanim, Y. & Halimah, B.Z. (2008).
Development of interactive multimedia
courseware using problem based learning in
mathematics for Form 4. In Proceedings of
International Symposium on Information
Technology. 2. Kuala Lumpur: IEEE.
Garder, H. (1993). Multiple Intelligences: The
Theory in Practice. NY: Basic Books.
Jonassen, D.H., & Grabowski, B.L. (1993).
Handbook of Individual Difference, Learning,
and Instruction: Lawrence Erlbaum Associates.
Konting, M.M., Ismail, M., Ali, M.B., Dali, N. &
Abu Bakar, M.S. (2003). Penilaian
penyelesaian bersepadu sekolah bestari.
Research report. Unpublished.
Mateik, D. (2000). Self-paced student tutorial in the
WebCT environment. Conference proceedings
28th
Annual ACM SIGUCCS ’00. 351-352
Poster session
Mihalca. R., Uta, A., Andreescu, A., & Intorsureanu,
I. (2008). Knowledge management in e-
learning system. Revista Informatica
Economica, 2(46). 60-65.
Norhayati, A. M. (1999). Perisian pengarangan.
Petaling Jaya: Prentice Hall.
Norshuhada, S., Landoni, M., Gibb, F. & Shahizan,
H. (2003). E-Books Technology and Its
Potential Applications in Distance Education,
Journal of Digital Information, 3(4), British
Naturalist
Intelligence
Verbal-Linguistic
Intelligence
Bodily-Kinesthetic
Intelligence
Logical
Intelligence
197
Computer Society and Oxford University
Press.
Nurulnadwan, A., Nur-Hazwani, M.R., & Ariffin,
A.M. (2009). Assistive Courseware for
Visually Impaired. In Proceedings of
International Visual Informatics Conference,
905-915.LNCS5857/2009. Springer-Verlag.
Pedroni, M. (2007). E-learning and knowledge
management: context structuration. Informing
Science and IT Education Joint Conference,
100-106.
Singer. P.M. & Hurley. J.E. (2005). The importance
of knowledge management today. ALA-APA.
Text Matters, (2009). Typography for Visually
Impaired People, http://www.textmatters.com.
Vorakulpipat. C. & Rezgui. Y. (2008). An
evolutionary and interpretive perspective to
knowledge management. Journal of Knowledge
Management, 17-34.
Yi-Chun, C., Pi-Ching, C. (2009). The Effect of
English Popular Songs on Learning Motivation
and Learning Performance. WHAMPOA-An
Interdisciplinary Journal 56, pp 13-28.
Yordanova, K. (2007). Integration of knowledge
management and e-learning – common
features. International Conference on
Computer Systems and Technologies, 25-31.

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Gardner pg192 197

  • 1. 192 Assistive Courseware for the Visually Impaired based on Theory of Multiple Intelligence Nurulnadwan Aziz1 , Nur Hazwani Mohamad Roseli1 , Erratul Shela Eshak1, Ariffin Abdul Mutalib2 1 Faculty of Office Management and Technology, Universiti Teknologi MARA Terengganu, Kampus Dungun (UiTM), 23000 UiTM Dungun, Terengganu, MALAYSIA {nuruln746, nurha5338 errat449}@tganu.uitm.edu.my 2 Office of Applied Science, UUM College of Arts and Sciences, Graduate Department of Information Technology Universiti Utara Malaysia (UUM), 06010 UUM Sintok, Kedah, MALAYSIA am.ariffin@uum.edu.my ABSTRACT This paper aims to develop an Assistive Courseware (AC) for visually-impaired (VI) learners based on multiples intelligence (MI) theory. In the introduction part the term of knowledge management (KM) is discussed and related with MI theory. Current issues regarding VI students in the context of education scenario in Malaysia is also discussed. It also outlines the objectives of the paper. Next the design and development of AC is outlined. The final part of the paper discusses the MI theory implemented in AC. The findings of this paper highlight the prototype of the AC labeled with eight type of intelligence. Keywords Knowledge Management, Multiples Intelligence Theory, Assistive Courseware, Visually Impaired 1.0 INTRODUCTION Today’s world has been representing hectic circumstances of managing intellectual assets into a corporate memory. This would end up by containing value and used by organization as its competitive advantage. Through the process of Knowledge Management (KM), intellectual and knowledge based assets can be generated [Singer & Hurley, 2005] in which the intellectual assets will be derived through collective perspective, insights, ideas, best practices, and lessons learnt. Meanwhile, knowledge is the key factor for driving growth, creating new value, and providing the basis to remain competitive (Mihalca et al. 2008). Yordanova adds that KM is a method to simplify and improve the process of sharing, distributing, creating, capturing, and understanding knowledge (2007). In a nutshell, KM is a discipline originating from management studies, but always going hand in hand with information technologies (Mihalca et al., 2008). In addition, technology-based knowledge is driven by choice and implementation of suitable tools of interactions (Pedroni, 2007). KM technology can be seen it as technological attributes of a tool for online interaction to support KM process. On the other hand, individual differences determine different styles of learning. It is said that each individual differs in traits such as skills, aptitudes, and preferences for processing information and applying in real world situations (Jonassen & Grabowski, 1993; Bushro & Halimah, 2006) and it is called personal knowledge. In relation, MI is one of the prominent theories regarding individual differences. It allows process of learning and understanding in dynamic and logical ways basing to the individual performance capability. The theory serves as one of the most effective curricular and instructional frameworks for classrooms teachers to use in designing their lesson plan (Bushro & Halimah, 2006). The theory of MI was proposed by Howard Gardner in 1983. He said that “intelligence” is the ability to solve problems, or to create products, that are valued within one or more cultural setting. Gardner (1993) and Bushro and Halimah (2006) discussed that each individuals has eight types of intelligences, in which each individual may have good skills at different types. The intelligences are as follow:
  • 2. 193 Verbal-Linguistic Intelligence This involves sensitivity to spoken and written language, the ability to learn languages, and the capacity to use languages to accomplish certain goals. Mathematical-Logical Intelligence This involves the capacity to analyze problems logically, carry out mathematical operations, and investigate issues scientifically. Visual-Spatial Intelligence Features the potential to recognize and manipulate patterns of wide space as well as patterns of more confined areas. Intrapersonal Intelligence Involves the capacities to understand oneself, to have an effective working of oneself including one’s own desire, fears and capacities and to use such information effectively in regulating one’s own life. Bodily-Kinesthetic Intelligence Entails the potential of using one’s whole body or parts of the body to solve problems or fashion products. Interpersonal Denotes a person’s capacity to understand the intentions, motivations and desires of other people and consequently to work effectively with others. Naturalist Intelligence Demonstrate expertise in the recognition and classification of the numerous species the flora and fauna of his or her environment. Musical-Rhythmic Intelligence In the intelligence, individuals entail skills in performance, composition and appreciation of musical patterns. The MI with its eight types of intelligences has been used as the basis for a number of multimedia application developments for teaching and learning. This can be seen in works by Ariffin and Norshuhada (2009), Norshuhada, Landoni, Gibbs, and Shahizan (2003), and Faridah Hanim and Halimah (2008). Multimedia features including text, graphics, animation, audio, and video can cater for all types of intelligences (Chapman & Chapman, 2002). Inline with the above-discussed theory, multimedia has been used tremendously in Malaysian school after the introduction of the Smart School project (Konting et al., 2003). One of the most popular multimedia applications is courseware (Ariffin & Norshuhada, 2008). It is interactive and is one of the multimedia applications that could enhance the student’s performance in their learning process (Norhayati, 1999). It also assists teachers in teaching. However Nurulnadwan, Nur-Hazwani, and Ariffin found that the existing coursewares are not developed for the visually impaired (VI) people (2009) as an assistive courseware (AC). AC can be defined as a courseware that is designed for VI people to learn and enjoy lesson like normal people, applying special instructional approach, and provides special elements for VI people. This differentiates them from other coursewares that are available in the market. In our previous findings we discussed on how VI people can make full use of the AC (Nurulnadwan, Nur-Hazwani, Ariffin, 2009). This paper aims to discuss the prototype of AC which is designed incorporating the MI theory. The design and development of the AC for VI people is discussed next. 2.0 DESIGN AND DEVELOPMENT In this study, an AC for learning about animal was developed. Designing and developing the AC includes outlining the storyboard. The storyboard has been designed in detail to make sure the prototype of AC meet the eight types of intelligence in MI theory. Figure 1 illustrates the storyboard. The AC consists of four main modules: Figure 1(a) – Main Menu; Figure 1(b) – Module 1; Figure 1(c) – Module 2, Figure 1(d) – Module 3; and Figure 1(e) – Module 4. The Main Menu is provided with buttons linking to all modules, together with the clear narrative instructions. Each module is provided with control functions so that the users can play, pause, stop, go to the next and previous scene, mute the audio and control the volume on their own. Also, each page is provided with a button linking to the main menu. Audio are in .mp3 format, and all graphics and animations are in .gif format. (a) Storyboard of Main Menu Description of storyboard for Main Menu Module 1 – Menu Mari Menyanyi, Module 2 – Menu Mari Mengenal Haiwan, Module 3- Menu Tahukah Anda, Module 4- Menu Mari Menguji Minda Audio – script2.mp3 Graphic – narrator.gif Graphic color – premier and secondary color Font type- comic sans Font size – 20 point above Font color – premier and secondary color Control menu – play, pause, stop, repeat, previous, next, volume control, and mute. Control menu Module 4 Module 1 Module 2 Module 3 Graphic 1
  • 3. 194 (b) Storyboard of Module 1 (c) Storyboard of Module 2 (c) Storyboard of Module 3 (d) Storyboard of Module 4 Figure 1: Storyboard Having designed the storyboard, the AC was developed. Adobe Flash was used to develop the AC. The next section discusses on how the principles of MI is incorporated in the AC. 3.0 FINDINGS This section highlights the MI theory that has been implemented in the AC. Figures 2, 3, and 4 illustrate the samples of snapshots labeled with types of intelligence. Modules and activities that include in the design of AC content that meet the eight types of intelligence are discussed as follow: Verbal-Linguistic Intelligence Module 2 and Module 3 provided in the AC enables the VI learners to learn several types of animals in different environments. Module 2 focuses on learning wild animals, domestic animals, and pets. The animals are segregate into category to help learners in term of understanding and differentiating the animals. This knowledge involves the verbal- linguistic intelligence. The knowledge comes Description of storyboard for Module 3 Animation – animal.gif Text – story about animal Font type- comic sans Font size – 20 point above Font color – premier and secondary color Button- main menu Control menu – play, pause, stop, repeat, previous, next, volume control, and mute. Description of storyboard for Module 1 Animation – 1. duck.gif 2. bird.gif Text – 1. Lyrics “anak itik tok wi” 2. Lyrics “burung kenek-kenek” Audio – 1.anak itik tokwi.mp3 2. burung kakak tua.mp3 Font type- comic sans Font size – 20 point above Font color – premier and secondary color Button- main menu Control menu – play, pause, stop, repeat, previous, next, volume control, and mute. Description of storyboard for Module 2 Animation – 1.cow.gif, 2.sheep.gif, 3.duck.gif, 4.cat.gif, 5.rooster.gif, 6. bird.gif, 7. tiger.gif, 8.eleplant.gif, 9.bear.gif Text – description of animals Audio-1.cow.mp3, 2.sheep.mp3, 3.duck.mp3, 4.cat.mp3, 5.rooster.mp3, 6.bird.mp3, 7.tiger.mp3, 8.eleplant.mp3, 9.bear.mp3 Font type- comic sans Font size – 20 point above Font color – premier and secondary color Button- main menu Control menu – play, pause, stop, repeat, previous, next, volume control, and mute. Control menu Animation Text Button Control menu Animation Text Button Control menu Animation3 Text3 Button Description of storyboard for Module 4 Animation – 1. tiger.gif 2. elephant.gif Text - 1. Exercise 1 – multiple choice, 2. Exercise 2 – Fill in the blank Font type- comic sans Font size – 20 point above Font color – premier and secondary color Button- main menu Control menu - play, pause, stop, repeat, previous, next, volume control, and mute. Control menu Animation4 Text4 Button
  • 4. 195 through the spelling and description for each animal displayed on a screen. Narrations are supplied in each scene parallel with the lines of words and character by character. These elements can help VI learners in understanding the knowledge better. Mother tongue language was decided as the most appropriate medium when the previous research shows that VI learners facing difficulties in understanding English (Yi-Chun & Pi-Ching, 2009; Nurulnadwan, Nur-Hazwani, & Ariffin, 2009). Logical-Mathematical Intelligence This initial version of AC only focuses on logical characteristic. Module 4 contains IQ Test to examine students’ knowledge level after learning with the AC. This module is divided into two parts. Part A offers Multiple Choice Question. Students have to match the sound with correct animal. Part B requires students to fill in the blanks. Based on the descriptions along with the audio, students need to type the correct answer. Both parts require students to think logically based on their understanding throughout the learning process. Visual-Spatial Intelligence Students learn best when they are seeing. This type of intelligence is focused on the VI learners who have low vision and color blindness problems. Large-scale pictures and simple animated elements are provided in the AC. VI learners grasp the knowledge through object, shapes, and patterns designed in the AC. Other than that the font face, font size, and font color are also within considerations. The most preferred font face is sans serif types, readable font size is at least 20-point, and font colour must contrast with the background colour (Nurulnadwan, Nur-Hazwani, & Ariffin, 2009; textmatters, 2009]. Intrapersonal Intelligence The whole parts contained in the AC represent the intrapersonal intelligence. Module 1 offers VI learners to learn through songs. Hearing and singing songs at the beginning of the AC is a strategy to attract VI learners with the learning process. Modules 2 and 3 develop the knowledge of VI learners. Module 4 aids them in testing their knowledge. The activities throughout the learning process indirectly affect the VI learners. Knowledge and information provided by the AC enables the VI learners to face the real world setting. Bodily-Kinesthetic Intelligence After experiencing the learning process, students can test their knowledge by answering quizzes offered by Module 4. VI learners need to insert the answer by using keyboard. This process represents the bodily-kinesthetic intelligence. This fosters the concept of active learning (Bonwell & Eison, 1991), in which the VI learners’ engagement within the learning environment is required. Interpersonal Intelligence The AC is proposed to be utilized in either classroom or at home. VI students usually learn and work together. They communicate with each other and with their instructor. This could enhance their interpersonal skill. This also promotes the VI learners to learn on their own pace (Mateik, 2000); on their own time, at their preferred place, in their own convenience. Naturalist Intelligence Numerous animal pictures together with flora and fauna environment are the main key elements in the AC. Other than that, with the help of animal sounds, VI learners can feel and imagine the real nature environment. Musical-Rhythmic Intelligence Music is one of the important medium in teaching and learning process (Yi-Chun & Pi-Ching, 2009). Module 1 enables the VI students to learn various types of animals by listening to the songs provided. At the same time, they enjoy the learning process. Module 4 is equipped with the sound effect. In this module students are needed to enter a correct answer for each of the question given. Different sound effects are used to distinguish between correct and wrong answer. Other than that, all modules in this courseware are supplied with the audio – narrations. Figure 2: Snapshot of Module 1 Musical-Rhythmic Intelligence Visual-Spatial Intelligence
  • 5. 196 Figure 3: Snapshot of Module 2 Figure 4: Snapshot of Module 4 4.0 CONCLUSION The main discussion of this paper is on the incorporation of the eight types of intelligence in MI theory in the AC for VI learners. The whole part of the AC represents the eight types of intelligence in MI theory. The AC has been proposed for the VI learners, and observed on their reactions. Overall, the VI learners were vary positive upon the AC, and was excited to learn with the AC. This study has no intention to discuss about the findings from the observation. Next step of the study is not only to report on the findings of the observation, but also to experiment the prototype with VI learners in terms of cognitive implications using empirical data. REFERENCES Ariffin A.M. & Norshuhada, S. (2008). Usable but not entertaining eLearning materials. In Proceedings of World Conference on e- Learning in Corporate, Government, Healthcare, and Higher Education (e-Learn), USA. AACE. Ariffin A.M. & Norshuhada, S. (2009). Conceptual design model of Reality Learning Media (RLM). In Proceedings of IADIS International Conference e-Society 2009, Barcelona, Spain. IADIS. Bonwell, C. C. & Eison, J. A. (1991). Active learning: Creating excitement in the classroom. Retrieved from http://www.ntfl.com/html/lib/bib/91-9dig.htm on 5th May 2007 Bushro, A., & Halimah, B.Z, (2006). Framework for Adaptive Multimedia Mathematics Courseware. Proceedings of Regional Conference on Mathematics, Statistics and Applications. Chapman, N. & Chapman, J. (2002). Digital Media Tools. John Wiley & Sons, Ltd. England. Faridah Hanim, Y. & Halimah, B.Z. (2008). Development of interactive multimedia courseware using problem based learning in mathematics for Form 4. In Proceedings of International Symposium on Information Technology. 2. Kuala Lumpur: IEEE. Garder, H. (1993). Multiple Intelligences: The Theory in Practice. NY: Basic Books. Jonassen, D.H., & Grabowski, B.L. (1993). Handbook of Individual Difference, Learning, and Instruction: Lawrence Erlbaum Associates. Konting, M.M., Ismail, M., Ali, M.B., Dali, N. & Abu Bakar, M.S. (2003). Penilaian penyelesaian bersepadu sekolah bestari. Research report. Unpublished. Mateik, D. (2000). Self-paced student tutorial in the WebCT environment. Conference proceedings 28th Annual ACM SIGUCCS ’00. 351-352 Poster session Mihalca. R., Uta, A., Andreescu, A., & Intorsureanu, I. (2008). Knowledge management in e- learning system. Revista Informatica Economica, 2(46). 60-65. Norhayati, A. M. (1999). Perisian pengarangan. Petaling Jaya: Prentice Hall. Norshuhada, S., Landoni, M., Gibb, F. & Shahizan, H. (2003). E-Books Technology and Its Potential Applications in Distance Education, Journal of Digital Information, 3(4), British Naturalist Intelligence Verbal-Linguistic Intelligence Bodily-Kinesthetic Intelligence Logical Intelligence
  • 6. 197 Computer Society and Oxford University Press. Nurulnadwan, A., Nur-Hazwani, M.R., & Ariffin, A.M. (2009). Assistive Courseware for Visually Impaired. In Proceedings of International Visual Informatics Conference, 905-915.LNCS5857/2009. Springer-Verlag. Pedroni, M. (2007). E-learning and knowledge management: context structuration. Informing Science and IT Education Joint Conference, 100-106. Singer. P.M. & Hurley. J.E. (2005). The importance of knowledge management today. ALA-APA. Text Matters, (2009). Typography for Visually Impaired People, http://www.textmatters.com. Vorakulpipat. C. & Rezgui. Y. (2008). An evolutionary and interpretive perspective to knowledge management. Journal of Knowledge Management, 17-34. Yi-Chun, C., Pi-Ching, C. (2009). The Effect of English Popular Songs on Learning Motivation and Learning Performance. WHAMPOA-An Interdisciplinary Journal 56, pp 13-28. Yordanova, K. (2007). Integration of knowledge management and e-learning – common features. International Conference on Computer Systems and Technologies, 25-31.