Saudi Cultural Missions Theses & Dissertations
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Item Restricted User Experience in E-Government Services: An Examination of the Absher Platform, Saudi Arabia's E-Government Service(Saudi Digital Library, 2023-12-10) Alrehaili, Lama; Pasley, RobertThis study focuses on the user experience of the Absher platform, an e-government service catering to both Saudi and non-Saudi residents. The primary objective was to analyse the user experience, with sub-objectives aimed at identifying potential strategies for enhancing user experience and platform accessibility. The study also sought to understand how different user groups, based on their familiarity and geographic location, perceive the platform. A deductive research approach, underpinned by the positivist research philosophy, was employed. Data was collected using online surveys, chosen for their cost-effectiveness, speed, and convenience. The research provides insights into the factors influencing user experience on the Absher platform and offers recommendations for its improvement.38 0Item Restricted Use of Advanced Technologies for the Improvement of Prosthetics Limbs.(Saudi Digital Library, 2023-08-17) Alenezy, Malik; Jayakody, Gayan; Smith, StephenThe act of amputation can have significant psychological consequences, including emotional anguish, depressive symptoms, anxiety, challenges with body perception, and diminished well- being. Understanding these psychological ramifications is essential for providing effective interventions and care for individuals with amputations. This research project aims to explore contemporary technological advancements and foreseeable obstacles in the prosthetics industry to improve the lives of amputees. The literature review reveals that the introduction of new materials and technology can enhance the quality of prosthetics, making them more lightweight, durable, and comfortable. Previous studies have utilised techniques like finite element analysis and virtual reality to understand the impact of prosthetic design on rehabilitation success and costs. The research methodology follows an "onion ring" structure to ensure comprehensive exploration of the topic. However, limitations, such as sample size and self-reporting reliability, are acknowledged. The data analysis includes both quantitative and qualitative data, with findings suggesting a need for new technologies in prosthetics and the importance of addressing discomfort and pain related to prosthetic sockets. The business model canvas for ProstheticsGuardian delineates the essential elements such key partners, activities, resources, value proposition, client categories, channels, customer connections, income streams, and cost structure. The present study serves to enhance comprehension of the psychological ramifications associated with amputation and provides valuable insights into the potential utilisation of sophisticated technologies to enhance prosthetic devices. The implementation of the recommendations derived from this research has the potential to improve the well-being and overall quality of life for those who have experienced limb loss in future studies and interventions.25 0Item Restricted The Contribution of Design to Social Interaction: A Case Study of the 2023 Islamic Arts Biennale in Jeddah, Saudi Arabia.(2023) Alqahtani, Taghreed; Takamura, JohnSocial interaction among people in public spaces is an important way to strengthen community ties. Therefore, this study seeks to shed light on the significant role of interior design in increasing the quality of exhibition-built environments. Which in turn affects human behavior, which may lead to enhanced communication between visitors. In addition, the results guide the designer to the most effective design features to build spaces that help social interaction. The research took the Biennale of Islamic Arts in Jeddah, Saudi Arabia, as a case study representing contemporary religious exhibitions. It investigates the impact of lighting, furniture layout, and space planning on interactive behavior among visitors. And these aspects will be measured by applying the triangulation method: field observation, semi-structured interviews, and survey, spread randomly, among biennial local and international adult visitors (n = 114, women n=71 and men n=43). The results illustrate that employing design features around users’ preferences (Human-centered design) within public interior spaces influences the visitors’ behavior and willingness toward social interaction.33 0Item Restricted Towards Developing an Effective Virtual Reality Instructional Tool for Secondary Students Learning English as a Foreign Language in Saudi Arabia(Saudi Digital Library, 2023) Alzahrani, Mona; Gomes, CatherineA key area of interest in new media and communication studies is the design of Virtual reality (VR) applications for educational settings. While Virtual reality applications constitute one of the most current and emerging technologies used in the gaming world, the design of Virtual reality applications for instructional purposes has become an area of significant research investigation. Many authors consider Virtual reality a fundamental tool for educational purposes and propose integrating the technology into classrooms (Frazier et al., 2020; Lee et al., 2021; Markowitz et al., 2018; Wu & Li, 2022), particularly those teaching English as a Foreign language (Lin & Lan, 2015; Morrison, 2016; Yang et al., 2020). In addition to the potential benefits of Virtual reality technological tools, researchers have highlighted the need for theoretical guidelines or instructional principles that assist teachers and instructors in effectively designing and utilising these technologies in different learning environments. As such, the purpose of this study is to address the gap in the literature related to instructional design by exploring the design of appropriate content and the resolution of current educational problems from an instructional designer's perspective. This study thus aims to contribute to the field by providing insights into effective instructional design practices that can address the challenges faced in education today. The need to design and integrate technological tools in education, according to sound instructional principles and as an essential means of meeting students’ learning needs, is recognised by the Saudi Arabian government. At this point in writing, Saudi Arabia is in the midst of a large modernisation project, called Saudi Vision 2030, which targets various governmental sectors such as healthcare, infrastructure, recreation, tourism and industry. One of the main foci of this project is educational development, whereby, the incorporation of the latest understandings in education, including the design and use of technology for instructional purposes, is high on the educational reform agenda. This thesis aims to contribute to the Saudi Arabia educational agenda specifically and the field of instructional design more generally by exploring insights from the most widely commended instructional design model Analysis, Design, Development, Implementation, Evaluation (ADDIE) in order to discuss the preparation, design and material development stages of a potential Virtual reality application, I call Kona Keda, which aims to teach English as a foreign language to Saudi secondary students aged 15-16. The potential implementation of Kona Keda can form another important contribution of this thesis for the Saudi Ministry of Education: The Virtual reality application can help increase the number of English-speaking teachers and students in Saudi schools. In turn, this would help ensure that students are exposed to better immersion in the English language and allow them to practice their language skills in a more natural setting. To achieve this thesis aim, I situate my research in the context of instructional design and learning theories, information and communication technology (ICT), human-computer interaction (HCI), extended reality (XR), and the Saudi Arabia educational system. My exploration of sound instructional design models and learning theories then leads me to focus on the ADDIE model of instructional design. Using ADDIE as an analytical tool for discussing the structure and features of an existing Virtual reality instructional game, I then conduct a case study of the commercial Mondly VR application. Using a case study methodology (Creswell, 2007; Farquhar, 2014; Noori, 2021; Yin, 2013) allows me to conduct an intensive and in-depth investigation of Mondly VR and sheds light on additional useful instructional design techniques. In other words, the case study analysis provides me with understanding as to which instructional and learning theory principles and techniques might work in existing applications and can be incorporated in my own project (the creation of design documents for the potential Kona Keda VR). Based on insights derived from both the case study analysis and the ADDIE model of instructional design, I use the Analysis, Design and Material Development principles of the ADDIE model towards providing my own game design documents for Kona Keda—a potential Virtual reality application which aims to teach English as a Foreign language to Saudi secondary students. In this part of the research, I use reflective practice (Grushka et al., 2005; Hargreaves & Page, 2013; Thompson & Pascal, 2012) to describe the design process I undertook in the creation of these speculative game design documents. The outcomes of this reflective practice research into instructional design suggest that the ADDIE model provides extremely useful instructional design principles that help identifying appropriate methods and tools to integrate new forms of educational media in classrooms. My reflections also highlight the usefulness of the ADDIE model, constructivist theory, and Mondly VR additional techniques in providing flexible processes for designing instructional technological tools. Additionally, my reflective practice insights emphasise that designers of Virtual reality tools for the classroom need to consider a range of theoretical and practical considerations. Such considerations include the role played by the theory of constructivism which informs the design as well as methods of information and communication technology (ICT) and human-computer interaction (HCI). In other words, in the process I undertook in creating and reflecting on new media (Kona Keda VR) for the Saudi English language secondary classroom, I found that each of the ADDIE instructional design model, learning theories, information and communication technology and human-computer interaction fields complement each other in the design of technological tools for educational purposes. To summarise, the findings of this research suggest that the ADDIE model may be useful to Saudi educators in identifying appropriate methods and tools to integrate new forms of educational media, such as Virtual reality applications, in the Saudi classroom. The ADDIE model also helps to not only identify but also address design shortcomings, and therefore aligns well with the goals of the Saudi Vision 2030 reform agenda for education. Its findings also suggest that the ADDIE instructional design model, learning theories, and the human-computer interaction and information and communication technology fields complement each other when designing technological tools for educational purposes. More generally, this thesis contributes to the emerging field of creating and using Virtual reality applications as an instructional medium for educational settings for language learning.38 0