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BY
11/25PE025
2016
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DECLARATION
I declare that this project “Impact of computer graphics on the design and production of
instructional media by Educational technology students”, is my own work and had not been
submitted by me or any other person for any course or qualification at this or any other institution.
I also declare as far as I am aware, all cited works have been acknowledged and referenced.
Signature: ____________________
Date: __________________________
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CERTIFICATION
This is to certify that this research was carried out by OPENIYI, Munhend Ibrahim
Name Date
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Supervisor
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Head of Department
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External Examiner
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COPYRIGHT
B. Ed Project
By
OPENIYI, Ibrahim
11/25PE025
© 2016
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DEDICATION
This work is dedicated to my family and friends who have supported me all through the years
of my stay in school. Firstly, from my dad, mum, brothers and sisters, starting from Toyin, who is
in her second year at the Lagos state University, Abdulroqeeb who will be in his second year in
the secondary school, Abdul Salam who will start his first year in the secondary school and Bose
who is seeking admission into a university. I also want to dedicate this work to a friend and a pastor
who was actually the first person to introduce me to computer graphics, he spent tremendous efforts
tutoring me during my study, which provided me confidence and concentration to do this work.
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ACKNOWLEDGEMENT
I’m deeply grateful to my supervisor, Prof. S.A. Onasanya, for his guidance, for the
constructive ideas, adequate feedback and proper support. The continuous discussion and the
intellectual support he provided helped me to accept and overcome the difficulties and problems I
met at the beginning and the end. This work could not have been completed without his supervision
and assistance. I consider myself very fortunate for being able to work with a very considerate and
encouraging professor like him. My sincere appreciation also goes to Dr. (Mrs.) Aboyeji and Alfa
Taye who despite their busy schedule, created time to guide this work from the beginning to the
end with care and endurance. I’m also much obliged to my group members Anthony and ifeoluwa.
Their enlightening suggestions and encouragements made me feel I was not isolated in my
research. I also want to show my sincere gratitude to my friends, Ayodele temitope, Eromonsele
Princewill, Ade, Michael verissimo and olota oluwatosin, for taking their precious time to consider
my work. I would like to extend my gratitude to the many people who helped to bring this research
ifeoluwa, packaging, Tha white, Anthony, silvanus and Frosh for the constructive discussion
during the class meetings. Special thanks go to Silvanus for his contribution towards the
completion of the project. I must express my very profound gratitude to my parents for providing
me with unfailing support and continuous encouragement throughout my years of study and
through the process of researching and writing this thesis. This accomplishment would not have
I also want to appreciate Dean of my faculty Prof. N.B. Oyedeji, my Head of Department
Prof. S.A. Onasanya and my lecturers, starting from Dr. M.A Fakomogbon, Dr. O.O Obielodan,
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Dr. C.O Olumorin, Dr. (Mrs.) F.O Daramola, Dr. A.I Issa, Dr. A.A. Falade, Mr. A.A Amosa, Mr.
N.J Alasan, Mr. A.E Alimi, Mr. K.K Oladosu and Mr. K.J. Muhammed who have imparted
knowledge on me during the course of my stay on this campus. I also acknowledge Dr. O. Olafare
and Dr. O.S Olanrewaju for reading and guiding me through this work. God bless you all.
of this set.
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TABLE OF CONTENTS
CHAPTER ONE
INTRODUCTION
Background to the Study…...……………………………………………………………...…...1
Statement of Problem………..…………………………………………………………...…….9
Purpose of Study………………………………………………………………………...……10
Research Questions…………………………………………………………………...………11
Scope of Study……………………………………………………………………..…………11
Clarification of Major Terms and Variables……………………………………...…………..11
Significance of the Study………………………………………………..……..……………..12
CHAPTER TWO
REVIEW OF LITERATURE
Nature and Concept of Computer Graphics ..............................................................................15
Instructional Value of Computer Graphics……………………..…………………………….21
Cmputer Graphics in the Design and Production of Instructional Media.................................27
The Place of Computer Graphics in Teaching and Learning of Educational Technology .......39
Appraisal of literature reviewed................................................................................................44
CHAPTER THREE
RESEARCH METHODOLOGY
Research Type...........................................................................................................................47
Sample and Sampling Techniques ............................................................................................47
Research Instruments ................................................................................................................47
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Validation of Research Instrument ...........................................................................................48
Procedure for Data Collection...................................................................................................48
Data Analysis Technique ..........................................................................................................48
CHAPTER FOUR
DATA ANALYSIS AND RESULTS
Demographic Table...................................................................................................................49
Analyses of Research Questions ...............................................................................................50
Summary of Findings................................................................................................................56
CHAPTER FIVE
DISCUSSIONS, CONCLUSIONS AND RECOMMENDATIONS
Implications of the findings ......................................................................................................59
Conclusions...............................................................................................................................59
Recommendations.....................................................................................................................59
Suggestions for further studies..................................................................................................60
References…………………………………………………………………………………….61
Appendix
Research Instruments……………………………………………………………..……..…71
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ABSTRACT
Computer graphics is defined as the pictorial representation and manipulation of data: the
process by which a Computer displays data, to enrich the quality of Instructional Media Design
and Production by Educational Technology students for teaching and learning. It had been
perceived that some Educational technology students in Universities in Nigeria are not conversant
with the variety of software available for the design and production of instructional media. Based
on this, the study analyzed the impact of computer graphics on the design and production of
instructional media by educational technology students. Specifically, this study: i. Found out the
instructional media; ii. Investigated the influence of computer graphics on the design and
production of instructional media; iii. Examined the relevance of computer graphics on the design
The study was a descriptive research type using the survey method. Sample comprised 100
Educational technology students in University of Ilorin, Kwara state, Nigeria and a researcher-
designed questionnaire was used for this study. Data were analyzed using percentage and mean to
i. Among the available Computer graphics software used by Educational technology students
Adobe flash professional and CorelDraw were the most used software with highest scores
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of 73% and 73% while Autodesk Maya was the least used software with the lowest score
of 4%.
ii. It also revealed that computer graphics had positive influence on the design and production
The study concluded that educational technology students should familiarize themselves with
the numerous computer graphics softwares available to them and make use of them proficiently
for designing and producing instructional media. It was therefore recommended that Educational
seminars, workshops on the benefits of the positive use of computer graphics softwares on the
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CHAPTER ONE
Education is a powerful driver of development and one of the strongest instruments for
reducing poverty and improving health, gender equality, peace and stability. Although there has
been great progress in the last decades as many more children attend schools, 57 million children
are still out of school. Even when children complete school, they often do so without acquiring
basic skills necessary for work and life. Siti, Azhar, Zali (2015) confirmed that today’s children
are the first generation of the “digital age.” They are raised in a society that is changing rapidly as
a result of the influx of new computer-based technologies that provides a more pervasive and faster
Therefore, students cannot benefit fully from a traditional classroom anymore because they
have a weak hand drawing skill that impairs their ability to participate faster in presenting ideas
(Siti, Azhar & Zali). This is particularly detrimental when unemployment is high and labor markets
are demanding more skilled and agile workforce than ever before (World Bank Group, 2014).
Olorundare (2011) stated that the knowledge in learning a particular skill definitely influences the
learners to develop creative ability, muscle control and appreciation of good craftsmanship towards
the use of a particular medium of learning. However, for effective functioning in the modern world,
there is need to integrate Information and Communication Technology (ICT) into teaching and
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Thus, education is a life-long process. That is, it begins at birth and ends at death. Education
must involve the transmission of knowledge, ideas, values and norm of the society across
generations. The mode of transmission must be based on willingness and voluntariness on the part
of the learners as well as learning with ease. The place of education in national development cannot
be overstressed. Its importance is stated in the National Policy on Education (NPE) (FRN, 2014)
where it is maintained that “education in Nigeria is an instrument ‘par excellence’ for affecting
national development” in other words, education is not just a medium of knowledge and
acquisition, it is also a tool for nation building. This explains the rationale behind the huge amount
of money that the government usually earmarks for education in its annual budget.
Rieber (2000) reported that our sense of vision represents our richest source of information
about the world. The partial or complete loss of sight is one of the most difficult impairments to
overcome. Enormous amounts of information are transmitted manually. We need to consider how
various media influence us and what part visuals play. Think about how we use the visuals in
television, magazines, newspapers, and product catalogs. In virtually every case, visuals of some
sort and variety are the main vehicle of expression and communication.
The role of computer graphics in education is both unique and significant. Naturally,
graphics on its own has always found a way of attracting attention. Computer graphics can be
powerful tools for analysing, designing, and interacting with complex systems or processes. Well-
designed and produced computer graphics provide a model of those elements most relevant to the
immediate learning objective. In addition, “they inform the instructor and the learner of aspects of
the real-life system or process that have been simplified” or eliminated (Heinich and Sternberg,
1999). Experience over the years has shown that teachers have been depending on excessive use
of words to express, to convey ideas or facts in teaching- learning process. This practice is termed
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the “chalk – talk” method (Achieng, 2013). Today, advancement in technology has made it
possible for graphics to be used to minimize the teacher’s talking and at the same time, make the
message clearer and more interesting and easier for the learners to assimilate (Siliki, 2014).
Mayer (2008) defined graphics as, the iconic expressions of content that are designed to
optimise learning and performance in ways that improve the bottom-line performance of
organisation. This definition incorporates three ideas: Iconic; which refers to representations of
content that are pictorial. The surface features of such visuals may be static or dynamic and they
may have high or low degrees of correspondence to real things. According to (Soetan, Iwokwagh,
Shehu and Onasanya, 2010), Graphics include charts, posters, sketches, cartoons. Graphics and
drawings. The use of Graphics in education is as old as the history of education itself. So also are
the use of illustrations in books written in English, especially those intended for children, was
common by about 1840. After that time, the use of illustrations in children's books has been
especially extensive, elaborate, and artistic (Rieber, 2000). A wide variety of graphics from
photographs, pictures, and cartoons, to charts, maps, diagrams, and outlines are all common today
in most teaching strategies. The use of graphics in instruction seems to make sense as it holds a
certain degree of face validity. The cliché that a picture is worth a thousand words seems consistent
with educational practice. However, research has shown that the relationship between the intent
(2016) The phrase “computer graphics” itself was coined in 1960 by William Fetter, a graphic
designer for Boeing. He was the first to create a visualization tool for scientists and engineers in
government and corporate research centers such as Bell Labs and Boeing in the 1950’s. The tools
were later developed at Universities in the 60s and 70s at places such as Ohio State University,
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Massachusetts Institute of Technology (MIT), University of Utah, Cornell, North Carolina and the
New York Institute of Technology. The early breakthroughs that took place in academic centers
continued at research centers such as the famous Xerox PARC in the 1970’s. Companies such as
George Lucas’s Industrial Light and Magic are constantly redefining the cutting edge of computer
graphics technology in order to present the world with a new synthetic digital reality. In the 1940s,
the first computer-assisted graphics began in many different unrelated fields around the world.
There is a very blurred line that is crossed between mechanical and analog computer assisted
graphics, and the first directly digital computer generated graphics that would associate with today
as being true CG. The very first computer graphics company was formed by two of the leading
(jxu2000.tripod.com/timeline.htm).
Certainly, the use and history of animation in film easily predates modern computer
technology. However, the computer is rapidly becoming an important tool in modern animation
studios, including Disney (Rieber, 2000). The field of visualization uses computer animation as a
central tool for studying problems and issues in architecture, medicine, and fine arts. In each of
these cases, the computer is used as an important production tool for creating animation sequences
visual effects into films. This is not before the advent of computer graphics seeing that early
filmmakers began by mimicking what was then status quo: a camera, placed on a pedestal,
photographed a play acted out on a stage. It is remarkable how far the medium has come during
this century, considering all the production effects that are now part of standard filmmaking:
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The point is that production skills are always biased to the attributes particular to each
medium. If we evaluate only the product side of instructional media, then we are judging quality
only on the basis of production. It is easy to forget that there is also a process that is being
replicated. This is unfortunate because the process should determine the product. In instructional
media applications, this process is called instructional design. As certain instructional media, such
as the computer, increase in popularity, guiding the design of graphics in educational computing
incorporate a wide array of graphics, simply given the awesome ability to do so, can be
Computer Graphics, Animation and Special Effects created with computers have been
computer animations is only seen on television in the areas of advertisement and entertainment.
Literarily, works on 3-dimensional animation in Nigeria are not known to the researcher within
the Nigerian school system. Some of the best examples of using full-motion video to demonstrate
procedural knowledge come from television toy commercials. Advertisers must not only capture
the attention and interest of the children but should also show them how to have fun with the toy,
albeit in exaggerated and contrived ways. Findings have revealed that segmenting instructional
animations into small chunks could encourage novice students to learn from complex dynamic
Nowadays, the area of computer graphics is widely used in a variety of applications for
specific purposes. We can find information about virtual simulators for training in driving vehicles,
like cars, buses or trains; 3D representations of future buildings or houses most of the times only
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with the objective of visualization; computer and console games with high-quality graphics, where
the player can live a different experience inside the virtual world; or film scenes and characters
that are generated using computer graphics. Simulation, training, visualisation, and entertainment
are environments where the use of computer graphics is very popular, (Lucia Vera, Ruben Campos,
Gerardo Herrera, Cristina Romero, 2007). Its use is particularly strong in training environments
other than the teacher, trainer, or workshop leader for the primary presentation of instruction. Apart
instruction and training since World War II, especially in the private sector and in the military.
Traditional examples of media include textual materials (books, workbooks, and worksheets),
videos and films, slides and filmstrips, learning centers, and overhead transparencies, to name just
a few. The field of educational technology is usually associated with its contributions in refining
It has been noted that most educational technologists do not see computer graphics design
various aspects of making movies, commercials, games, etc. Capabilities of computer technology
have allowed the discovery of endless innovation possibilities. These days, computer generated
effects have acquired center stage in everything from a basic advertisement to games, big budget
films to television. Now, some of the educational technologists now develop an interest in
computer graphics. Computer graphics has raised ethical concern because of the ease of
manipulating images and texts with the aid of different software (Adobe Photoshop, CorelDraw,
Maya). The last 10 years have demonstrated marked increases in sophistication in the graphics
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produced and displayed on computers and the success of desktop microcomputer systems
integrating graphical user interfaces (GUIs). The principal reason to highlight the computer in the
design and production of instructional graphics is the computer's increasing range, versatility, and
flexibility of graphic design. There is almost no graphic design need that the computer cannot
serve. In addition, the design of computer graphics is no longer limited to delivery on computer
platforms. The unprecedented spread of desktop publishing is a prime example of the computer as
a design and production tool, though the delivery platform is paper (Rieber, 2000).
The instructional design of a given medium is biased to delivering only certain instructional
attributes or stimuli. Audiocassettes deliver aural stimuli, such as the spoken word, music, and
other sounds, generally in a predetermined order. Overheads can present only static visuals, such
as words and pictures. Other media offer mixtures of attributes. Slide/tape projectors can offer
static visuals and sound. Computers offer the delivery of static and dynamic visuals (animation) in
linear and non-linear formats with high-quality sound becoming increasingly available. The
computer has given films, and TV producers’ new powerful tools for the creation of animation for
It is very important to know that without the knowledge of Computer Graphics, Nigeria as
a nation might be left behind in the technological race, and Educational Technologists which are
instructional designers would lack the necessary skills to design and produce instructional media.
This means that there is need for adequate commitment in the teaching and training of computer
graphics though, the thoroughness in the teaching of Computer graphics will lead to the
higher level of education programmers at higher level of our educational system which is the major
plight of Nigeria as a nation. Furtherance of our youths in skills acquired at the secondary school
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level. Looking at the alarming rate of unemployment in the country, the need for the nation to
embrace the teaching and learning of vocational and technical courses in our schools in order to
turn our graduates who can be self-employed should be given priority as the technological
development of any nation rest on the competence and capability of her manpower.
AECT (2004) which has the most accepted definition of educational technology define
Educational technology as the study and ethical practice of facilitating learning and improving
performance by creating, using, and managing appropriate technological process and resources.
Baba (2014) observed that the field of educational technology can be understood as the
The use of computer graphics is a big help for an educational technologist to facilitate the
production of instructional media process Onasanya (2004). Its visual aids are important in
motivating and arousing interest. The influence of computer graphics in promoting Educational
Educational technologists and Classroom teachers should carefully consider the impact of
such innocent graphics on all their design and production of instructional media. Like most issues
in education, computer graphics represent a qualitative, not quantitative, issue. It is not simply a
question of how many graphics are used that determines their effectiveness. (Ertmer, 2013) The
interaction between instruction and learning is complex and does not lend itself to many
generalizations. (Sofowora, 2011) confirmed that the main problems facing education are how to
make learning meaningful, real and concrete. This can be done with the use of appropriate
instructional media which includes pictures and videos with the beautification of special effects
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and visual effects graphics can offer. To produce such, there is a need for availability of computer
hardware machines e.g. workstation with good video cards and a computer software.
Technology students in Nigerian universities has been a challenging task. Problems associated
with the utilization of graphic instructional resources could stem up from different aspects –
instructional media, and a multitude of other factors. A reasonable percentage of the Educational
Technology students in the Nigerian educational system are not abreast of new trends and
developments in the field of Education. As a result, most of them lack the required knowledge
about the peculiarities of computer graphics and the conditions in which they provide best results
The inadequacy of skills on design and production of computer graphic resources among
Educational Technologists is also another area of concern. After the decision to present a learning
content in visual form has been reached by a student, the problem of basic illustration techniques
arise. The use of appropriate criteria for the application of graphics to learning tasks is essential.
Unfortunately, this is another area where most students are lagging behind. This could be a serious
problem because no matter how good a graphic material is, it may not produce the desired impact
unless it suits the learners’ level of intelligence, prior knowledge, and learning styles (Faruk,
2015).
materials and encouragement to enable lecturers to improvise computer graphic visuals also
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deprive students of benefiting from the array of effective visual illustrations obtainable. Longe
(2012) revealed that government and private owners of various institutions do not adequately
provide enough equipment for the practice of educational technology. Also, there is no adequate
professional staff to assist lecturers in using Educational Technology Centre. This ultimately
In view of the afore-identified challenges, it becomes essential to examine the impact of computer
to provide an empirical basis for school administrators to advance the cause of integrating
Purpose of study
The main purpose of this study was to investigate the Impact of computer graphics on the
ii. to determine the influence of computer graphics on the design and production of
iii. to assess the relevance of computer graphics on design and production of instructional
media.
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Research Questions
ii. Does Computer graphics influence the design and production of instructional media by
iii. What is the relevance of computer graphics on the design and production of instructional
media?
The essence of this research work was to primarily study the Impact of computer graphics on
the design and production of instructional media by Educational technology students in the
University of Ilorin. The research was targeted at students in the department of Educational
Technology from 200 to 400 level, one hundred (100) students were sampled in total. Computer
graphics is a wide discipline so It was restricted to; 2-D computer graphics, 3-D computer graphics,
Animation, Graphics, Pixel art, Vector graphics, Sprite graphics, Static graphics, Raster graphics,
Instructional Computer Graphics: These are considered a subset of computer visuals and involves
the display of non-verbal information, or information that is conveyed spatially. Included in this
definition are the range of computer-generated pictures, with pictures being defined as graphics
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that share some physical resemblance to an actual person, place, or thing? The quality of these
types of graphics ranges from near photographic to crude line drawings. Also included is the
spectrum of nonrepresentational graphics, including, but not limited to, charts, diagrams, and
schematics.
Graphics: graphikos, ‘something written’, are visual images or designs on some surface, such as a
wall, canvas, screen, paper, or stone to inform, illustrate, r entertain. In the contemporary usage, it
typesetting and the graphic arts, and in educational and recreational software. Images that are
GUI (graphical user interface): a type of user interface which allows people to interact with a
computer through a metaphor of direct manipulation f graphical images and widgets in addition to
texts
Computer: A programmable electronic device that performs mathematical calculations and logical
operations, store and retrieves large amounts of data very quickly: now especially, a small one for
Animation: the technique of making inanimate objects or drawings appear to move in motion
Significance of study
The findings of this research would contribute to effective teaching and learning methods and
also enhance student’s interest, motivation, and understanding of the course to be taught. It would
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also be useful to Educational technologists in preparing effective instructional media to be used
for classroom purposes. Topics or objects that are very tactical to explain can be visualised with
the help of computer graphics. Of great importance would it be to educational technologists if they
can learn how to induce computer graphics for instructional purposes and it would also be
beneficial to them by making them carry out their instructional activities with ease.
Moreover, the results of this study would be of great significance to the curriculum planners
and developers they will find the work useful in reviewing the educational technology curriculum
needs of the society. This study would be of immense benefit to researchers in the field of
educational technology by forming a basis for further studies on the usage of computer graphics
and Educational technology students’ quality in order learning aspects of educational technology.
The study would also equip our educational administrators in the ministry of education, science,
Curriculum planners and policy makers on education may also benefit from the study in
such a way that when engaged in further review of curriculum, interest groups such as Non-
Governmental Organizations (NGOS) and students’ associations will be contacted to make their
inputs. The study may avail educational technologists with an opportunity to broaden their
professional skills in utilization of computer graphics in the design and production of instructional
media. This would enhance their resourcefulness which will in turn influence behavioral changes
in them- which is the ultimate goal of education. To parents and non-governmental organizations,
it could engage them to take more prime roles in the provision of instructional media to schools
and creating opportunities for capacity building to keep educational technologists abreast to recent
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developments in the art of learning. Finally, the study will provide additional literature that could
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CHAPTER TWO
This chapter focuses on the review of related literature to this study. It is presented under
iv. The place of Computer Graphics in teaching and learning of Educational Technology
Sulabh (2016) stated that a computer is a device that can be instructed to carry out an
arbitrary set of arithmetic or logical operations automatically. Their ability to follow a sequence
of operations called a program, make computers very flexible and popular. Such computers are
used as control systems for a very wide variety of industrial and consumer devices. Joyce, Vivian
& Eunice (2013) revealed that computers have transformed the way people conduct business and
perform their daily tasks this includes simple special purpose devices like microwave
ovens and remote-controls, but more importantly in general purpose devices like personal
Since ancient times, simple manual devices like the abacus aided people in doing
calculations (Wikipedia, 2016). Early in the Industrial Revolution, some mechanical devices were
built to automate long tedious tasks, such as patterns for looms. More sophisticated electrical
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machines did specialized analog calculations in the early 20th century. The first digital electronic
calculating machines were developed during World War II. The speed, power, and versatility of
computers increased continuously and dramatically since then, to the point of possible artificial
a central processing unit (CPU), and some form of memory. The processing element carries out
arithmetic and logic operations, and a sequencing and control unit can change the order of
from an external source, and the result of operations saved and retrieved (Hussain, 2013).
The word Graphics is derived from The Greek language “Graphikos” meaning “something
written”. The basic idea behind graphics is the intention of writing, which regards all forms of
written and drawn elements as writing. It could be described as visual images or designs on some
surface, such as a wall, screen, paper, or stone to inform, illustrate, or entertain. In contemporary
Computer graphics are pictures and movies created using computers - usually referring
to image data created by a computer specifically with help from specialized graphical hardware
and software (www.pinterest.com). It is a vast and recent area in computer science. The phrase
was coined by computer graphics researchers Verne Hudson and William Fetter of Boeing in
1960. Another name for the field is computer-generated imagery, or simply CGI (Iyke Technology
Solutions, 2014).
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Important topics in computer graphics include user interface design, sprite graphics, vector
graphics, 3D modeling, shaders, GPU design, and computer vision, among others. The overall
methodology depends heavily on the underlying sciences of geometry, optics, and physics.
Computer graphics is responsible for displaying art and image data effectively and beautifully to
the user, and processing image data received from the physical world. The interaction and
understanding of computers and interpretation of data have been made easier because of computer
graphics. Computer graphic development has had a significant impact on many types of media and
has revolutionized animation, movies, advertising, video games, and graphic design generally
Yvette and Tai- Kim (2013) stated that 2D computer graphics is the computer-based
generation of digital images, mostly from two-dimensional models such as geometric models, text,
and digital images and by techniques specific to them. The word may stand for the branch of
computer science that comprises such techniques, or for the models themselves. Two-
dimensional images are not just representations of real-world objects, but an independent artifact
with added semantic value; two-dimensional models are therefore preferred because they give
more direct control of the image than 3D computer graphics, whose approach is more akin
dimensional image or animation that is integrated into a larger scene (Susan, 2010). Initially
including just graphical objects handled separately from the memory bitmap of a video display,
this now includes various manners of graphical overlays. initially, sprites were a means of
integrating unrelated bitmaps so that they appeared to be part of the normal bitmap on a screen,
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such as creating an animated character that can be moved on a screen without alteration of
A large form of digital art which is pixel art is created through the use of raster graphics
software, where images are edited on the pixel level. Graphics in most old (or relatively limited)
computer and video games, graphing calculator games, and many mobile phones games are mostly
pixel art. Pixel art as frequently employed in games of the 90s and earlier (Felix, Johannes &
Michael, 2015).
Raster graphics is the representation of images as an array of pixels and is typically used
for the representation of photographic images. Vector graphics formats are complementary
to raster graphics. Vector graphics consists of encoding information about shapes and colors that
comprise the image, which can allow for more flexibility in rendering. There are instances when
working with vector tools and formats is best practice, and instances when working with raster
tools and formats is best practice. There are times when both formats come together. An
understanding of the advantages and limitations of each technology and the relationship between
(Bosoon and Renfu, 2015) proposed that vector graphics formats are complementary
to raster graphics which are a representation of images based on mathematical expressions, as are
typically used in computer graphics for images made up of vectors (arrows of direction, points,
and lines) that define shapes as compared to the individual pixels used to represent a raster image.
geometric data (often Cartesian) that is stored in the computer for the purposes of performing
calculations and rendering 2D images. Such images may be stored for viewing later or displayed
in real-time. (Yvette & Tai- Kim, 2013).Tony, (2015) also stated that 3D graphics compared to 2D
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graphics are graphics that use a three- dimensional representation of geometric data. For the
purpose of performance, this is stored in the computer. This includes images that may be for later
display or for real-time viewing. Despite these differences, 3D computer graphics rely on
similar algorithms as 2D computer graphics do in the frame and raster graphics (like in 2D) in the
final rendered display. In computer graphics software, the distinction between 2D and 3D is
occasionally blurred; 2D applications may use 3D techniques to achieve effects such as lighting,
and primarily 3D may use 2D rendering techniques. 3D computer graphics are the same as 3D
models. The model is contained within the graphical data file, apart from the rendering.
Computer animation is the art of creating moving images via the use of computers. It is a
subfield of computer graphics and animation (Nicolae, 2014). Increasingly it is created by means
of 3D computer graphics, though 2D computer graphics are still widely used for stylistic, low
bandwidth, and faster real-time rendering needs. Sometimes the target of the animation is the
computer itself, but sometimes the target is another medium, such as film. It is also referred to as
films. Virtual entities may contain and be controlled by assorted attributes, such as transform
values (location, orientation, and scale) stored in an object's transformation matrix. The animation
former consolidates related elements of animated entities into sets of attributes, useful for
creating particle effects and crowd simulations. To create the illusion of movement, an image is
displayed on the computer screen then quickly replaced by a new image that is similar to the
previous image, but shifted slightly. This technique is identical to the illusion of movement is
achieved with television and motion pictures, (Gianmaria, Roberto & Giampaolo, 2011).
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A pixel (or picture element) is a single point in a raster image. Pixels are placed on a regular
2-dimensional grid and are often represented using dots or squares (Dan, 2011).
Graphics are visual presentations on a surface, such as a computer screen. Examples are
photographs, drawing, graphics designs, maps, engineering drawings, or other images. Graphics
often combine text and illustration. Graphic design may consist of the deliberate selection,
Parminder, (2013) attested that Rendering is the process of generating a 2D image from a
3D model, by means of a software program. It would contain geometry, viewpoint, texture and
lighting information. The term "rendering" may be by analogy with an "artist's rendering" of a
scene. Though the technical details of rendering methods vary, the general challenges to overcome
in producing a 2D image from a 3D representation stored in a scene file are outlined as the graphics
pipeline along a rendering device, such as a GPU. A GPU is a device able to assist the CPU in
calculations. If a scene is to look relatively realistic and predictable under virtual lighting, the
rendering software should solve the rendering equation. The rendering equation does not account
for all lighting phenomena but is a general lighting model for computer-generated imagery.
'Rendering' is also used to describe the process of calculating effects in a video editing file to
any three-dimensional object, called “3d model”, via specialized software (Demosthenes, 2009).
Models may be created automatically or manually; the manual modeling process of preparing
geometric data for 3D computer graphics is similar to plastic arts such as sculpting. A 3D model
20
a computer simulation of physical phenomena, or animated directly for other purposes. The model
According to Srivastava (2008), Education has continued to evolve, diversify and extend
its reach and coverage since the dawn of human history. Countries develop their socio-cultural
identity and also to meet the challenges of times. The National Educational Policy (NPE) marked
a significant step in the history of education in Nigeria. It aimed to promote national progress, a
sense of common citizenship and culture and to strengthen national integration it laid emphasis on
the need for a radical reconstruction of educational system improve its quantity at all stages and
Computer graphics provides an attractive learning environment, which was why Paul (2011)
centered learning environments are some of the encouraging programs in learning. Also, the
integration of this Computer technology into every subject and at all grade levels allows
unprecedented levels and types of exciting collaboration and learner to learner connectivity. There
are various ways of making curriculum more interesting, enjoyable and student-centered. Like the
Though Computer Graphics mirrors both fiction and reality, it is an art as well as science. Its
awesomeness can be explained with the way it captures and connects both fiction and reality, this
makes it play an invaluable role of fitting into any field of study such as Education, Medicine,
Entertainment, art, Anatomy, Physics, Engineering, Geography, etc. Whether you're an architect
21
or a web designer, a fashion student or a scientist, computer graphics can make your work quicker,
Computer Graphics provides the full thrill of catching and freezing moments, scenes and
facial expressions, it is basically the medium used to give life to an imagination through creativity.
3-D and 2-D computer graphics, for instance, are produced with computer graphics softwares
(Adobe Animate, Adobe Photoshop, CorelDRAW, Toon boom, Autodesk Maya etc.) these
graphics softwares provides a priceless help towards the design and production of attractively
motivating instructional media to help students with easy comprehension of subject matter for the
become a common choice in education institutions (Bauer, 2002). These multimedia components
get and hold learners’ interest, which many researchers believe is important when teaching the
video generation (Jonassen, 2000). Using these techniques, the most widely used asynchronous
online learning tool is courses primarily posted in visual text and static graphics (Liles, 2004).
computer animation program developed by Adobe Systems. Animate is mostly used to design
vector graphics and animation, and publish the same for television programs, online video,
websites, web applications, rich internet applications, and video games. The program also offers
support for raster graphics, rich text, audio and video embedding, and ActionScript scripting. It
was first released in 1996 as FutureSplash Animator and then renamed Macromedia Flash upon
its acquisition by Macromedia. It was created to serve as the main authoring environment for the
Adobe Flash platform, vector-based software for creating animated and interactive content. It was
renamed Adobe Animate in 2016 to better reflect its market position then since over a third of all
22
Adobe Photoshop which is another Adobe Systems’ product is a raster graphics editor
which has to edit or render text, vector graphics, 3D graphics, and video. It was developed and
published by Adobe Systems for Windows and OS X (Adobe systems, 2016). Photoshop was
created in 1988 by Thomas and John Knoll. Since then, it has become the de facto industry standard
in raster graphics editing, such that the word "Photoshop" has become a verb as in "to Photoshop
an image," " photoshopping " and " Photoshop contest ". Photoshop continues to be the best way
to edit photos and accomplish great stylish choices with ease (CoryIsBatman, 2016). Photoshop
pixel-based which means it can be used for editing programmes developed and published by
Adobe systems. It is the current market leader for commercial image manipulation and the leading
image editing programme in the world. Burke (2011) indicates that Photoshop is a market standard
image editing software. In Fashion, it is used for editing and correcting digital photos and prepare
images for mood/storyboard, magazines, and posters. It can be used to create designs for wall
hangings and print designs for fabrics and ‘Tee’ shirts. It can also be used to make basic patterns,
figures, simple garments and garment features with the aid of grids and guides. It is also used to
create digital design portfolio which provides visual evidence of capabilities, strengths, and
qualities. Digital portfolio allows students to send their work to any part of the world.
revealed by CREL (2008) that Corel Corporation is Canadian computer software, with a vector-
based illustration programme developed to bundle with desktop publishing systems. Additionally,
it stated that it is the first software which combines vector graphics software with a photo editing
programme. It has a full range of editing tools that allow users to adjust contrast and colour
balance. CREL (2008) stated that CorelDraw is capable of handling multiple master layers from
within the main programme. CorelDraw is used to make a simple technical drawing, create figures,
23
garments and garment features with the aid of grids and guides, design textile fabric, embroidery,
mood board, and collage for wall hanging and develop presentations for the screen and for print
Wolff (2004) attested that One of the widely distributed and popular tools for creating 3D
modeling and animation is Autodesk Maya (formerly Alias Maya). Autodesk Maya is an
application used to generate 3D assets for use in film, television, game development and
architecture (Wikipedia, 2016). it renders out 2-D images but it really isn’t used for that as there
are 2-D computer graphics which are specifically made for that e.g. Adobe Animate (formerly
known as Adobe Flash Professional) and Toon Boom. it is a 3D computer graphics software that
runs on Windows, OSX, and Linux. it was originally developed by Alias Systems Corporation
(formerly Alias| Wavefront) and currently owned and developed by Autodesk, Inc. It is used to
create interactive 3D applications, including video games, animated film, TV series, or visual
effects (Wikipedia, 2016). Industry usage of Maya has been used to create graphics for many
cinematic films with Pixar 's RenderMan, including the Academy Award winners, Monsters, Inc.,
The Matrix, Spider- Man, The Girl with the Dragon Tattoo, Avatar, Finding Nemo, Up, Hugo,
Rango, and Frozen. It is also used to create visual effects for television programs, including Game
of Thrones, The Walking Dead, Once Upon a Time, Bones, Futurama, Boardwalk Empire and
South Park. Maya is involved in creating the visual effects for video games, including Halo 4.
Maya has also been used as a tool to create digital paintings (Wikipedia, 2016). This software is
one of the widely distributed and popular tools for creating 3D modeling and animation through
its artistic way of creating digital models of real or imaginary objects, it also allows the addition
of colors and textures, lighting, and virtual motion to the models created. The digital animation
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animation, but is done entirely within the three-dimensional virtual space displayed on the
computer monitor. The output is in the form of a digital movie file that can then be finished with
Toon Boom Animation Inc. is a 2-D computer graphics software used in the Film and TV
the tools required to handle cutout (puppet), paperless frame-by-frame and traditional animation
workflows from scanning to compositing and 2D/3D integration (Wikipedia, 2016). Its toolset
includes pencil lines with textures, deformation tools, morphing, inverse kinematics, particles,
built-in compositor, 3D camera and 2D-3D integration. When used as a paperless animation
solution, users can draw animation directly into the software, using a graphics tablet. is a Canadian
software company that specializes in animation production and storyboarding software. This
animation software company is a division of Corus Entertainment. Toon Boom develops animation
and storyboarding software for film, television, web animation, games, mobile devices, training
applications, and education. In 2005, the Academy of Arts and Sciences of Television Awarded
Toon Boom Animation a Primetime Emmy Award for Outstanding Achievement in Engineering
Development for USAnimation Opus (Wikipedia, 2016). In 2012, the Academy of Television Arts
& Sciences awarded Toon Boom a second Primetime Emmy Award for Outstanding Achievement
in Engineering, this time for Storyboard Pro, recognizing its significant impact in the industry. The
awarded Toon Boom Animation an Annie Award, namely the Ub Iwerks Award for Special
Achievements in Animation.
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Limitations
The cost of Computer: Within the past decade, virtually all disciplines have been affected by
computers (Joyce, 2016), for the design and production of instructional media in Education,
performance than mainstream personal computers, especially with respect to CPU and graphics,
the visualization and manipulation of different types of complex data such as 3D mechanical
design, engineering simulation (e.g., computational fluid dynamics), animation and rendering of
Lack of qualified teachers to teach computer graphics in schools: the need for computer graphics
in Nigeria today is on the high side and the number of qualified teachers to teach it is on the low
side. (Ukaoha, 2009) Proper management of computing facilities and the information they generate
aids in no small measure in promoting better teaching methods and understanding in the classroom
and laboratory. Though there are so many students willing to be taught computer graphics the lack
of knowledge on the part of the teacher poses a serious problem to the teaching of the course in
Nigerian university system. Hence Agbamu (2004) stated that teachers might find it difficult to
Fear of Indispensable: the teacher may be afraid of being rendered irrelevant due to the
introduction of computers in all aspect of education. The ‘feel’ that the teacher remains an authority
and know it all in the class which the teacher cherish which makes them otherwise is deemed an
26
Epileptic Power Supply: Nigeria being a developing country cannot boast of twenty-four hours of
power supply to its citizens. The institutions are directly electricity companies in Nigeria, yet no
Technicality: the teacher has to consider the audience knowledge to interpret i.e. the instructional
medium has to cater for all the students in the class, which makes this a strenuous task for the
teacher.
Expensive Softwares: Many people mistakenly believe that computers are what makes the world
go round – which we can’t do anything without them, and if they went away tomorrow, the world
would slip into a cultural black hole. In reality, computers don’t make the world go round Software
custom designed program it is important to link the use of the instructional media to the course
instructional objectives. He also confirmed that an instructional medium is a tool for teaching,
not necessarily a solution for teaching problems. Instructional medium is only as effective as
the instructor using it is. The instructor must distinguish between entertaining the students
and teaching the students. It is very easy for the message of the material to be lost in the
gimmicks and glitz of the program package. Great care must be taken when choosing and/or
designing instructional media for instructional purposes, while attention to choosing the
27
appropriate hardware and software for the classroom is prerequisite, it is the skill and attitude
of the educator that determines the effectiveness of technology integration into the curriculum
Design only begins to assume some meaning or value when it is implemented. The goal of
training. Instructional Design (ISD) provides a road map to guide designers and instructors through
the Analysis, Design, Development, Implementation, and Evaluation to the goal (ADDIE) (Rieber,
2000).
The ADDIE model is a framework that lists generic processes that instructional
designers and training developers use. It represents a descriptive guideline for building effective
i. Analysis
ii. Design
iii. Development
iv. Implementation
v. Evaluation
models are variations of the ADDIE process. Other models include the Dick & Carey and
Kemp ISD models. A prototype is a basic working model of a product or information system,
usually built for demonstration purposes or as part of the development process. That is, even
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though video may have been selected as the instructional medium, non-video materials can
be developed first to test various aspects of the instructional design. Rapid prototyping is a
commonly used alternative to this approach; rapid prototyping is the idea of reviewing
continual or formative feedback while creating instructional materials. This model strives to
save time and money by catching problems while they are still easy to fix. A more recent
and cognitivist help shape and define the outcome of instructional materials/media.
-Phases of ADDIE
Analysis phase:
straightforward. In one sense, a computer graphics software is simply one more thing for the user
to deal with in an already complex world. It is arguably even more important to design instructional
software with a clear and easy-to-understand Interface connects the than other kinds of software
since the purpose of instructional software is to teach (or to help students learn) about some content
or domain. (Lloyd, 2000) stated that Time spent just figuring out how to use the software will
obviously distract and detract from the instructional value of the software. Therefore, students are
Wikipedia (2016) The analysis phase addresses the instructional problems, as well as the
objectives, then identifies the learning environment and learner's previous knowledge and skills.
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i. Who are the learners and what are their characteristics?
Design phase:
Richard (2013) reported that the design phase deals with learning objectives, assessment
instruments, exercises, content, subject matter analysis, and lesson planning and media selection.
ii. Apply instructional strategies according to the intended behavioral outcomes by domain
v. Prototype creation
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Beginning the design phase involves drafting a lesson plan and revising until a lesson script
is written. The script is the starting point for the development phase. After the first drafts of the
instructional mediums are produced, the process of formative evaluation begins. Instructional
Design should be seen as a construct referring to the step-by-step prescriptive procedure for
producing instructional media in a consistent and reliable fashion so as to facilitate learning most
effectively. Traditional perceptions of instructional design at the lesson level start with identifying
lesson objectives as step one of the whole process (Thomas, 2010). Although the intent of ISD is
to continually remain open to revision, there is a tendency to avoid questioning the appropriateness
of the lesson objectives after they have been identified. Instructional design models provide a
systematic approach of implementing the instructional design process for a specific educational
Cennamo and Kalk (2005) stated that the job of an instructional designer is to work with
subject matter experts to translate “their needs and desires into the design specifications that will
yield a successful product”. According to (Suciati, 2015), most academics will need to consult
with instructional designers to ensure that the technologies they choose and use will teach the
concepts effectively and meet their students’ needs. So, the instructional designer is to observe
students' early reactions to the materials. Only the major weaknesses of the design can be identified
at this stage. All along the way, feedback from each field test is used to successively revise the
Rapid prototyping refers to a class of technologies that can automatically construct physical
models from Computer-Aided-Design (CAD) (Stan (2006), Biswanath (2004), Grifoni & Patrizia
(2009),) data describes a design philosophy based on the idea that design, production, and
implementation can never be separated and distinguished from one another. Rapid prototyping
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presumes that most important aspects of design, including even a complete understanding of the
problem (and therefore, the identification of the lesson objectives), can only be determined as a
consequence of constructing and testing prototypes. In this way, design and development become
in a sense, one process, though perhaps separated into individual activities and tasks to simplify
managing the process. If design and development act as one process, the final definition of the
lesson objectives can only be accomplished as a result of the prototyping phase (Rieber, 2000).
Development phase:
Development Steps
In this stage Beattie (1999) also proposed that there are four major development steps that
must be considered when embarking on a project involving the production of instructional media:
i. Identify Need
iv. Is there a comparable commercially available software? There is no point in investing a lot
of time, energy, and creativity into designing a media that is already available
commercially.
v. What are the instructor's goals for the use of the program?
In the development phase, instructional designers and developers create and assemble
content assets blueprinted in the design phase. In this phase, the designers create storyboards
and graphics (Wikipedia, 2016). Storyboarding and prototyping are key parts of the
instructional design process that should not be skipped. Starting the overall design process
with a storyboard provides a high-level outline of the intended outcomes of the module, and
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is an effective way to gather ideas in a graphical format before moving on the physical
prototype. Interface prototyping then allows instructional designers to map out the navigation
of a training module and garner feedback from stakeholders and users early in the design
process. Gathering this information helps designers make decisions about the layout and
placement of elements, such as buttons, images, and clickable interactions within the overall
Implementation phase:
The implementation phase develops procedures for training facilitators and learners.
Training facilitators cover the course curriculum, learning outcomes, method of delivery, and
testing procedures. Preparation for learners includes training them on new tools (software or
hardware) and student registration. Implementation includes evaluation of the design (Khanifatur,
2014).
Evaluation phase:
The evaluation phase consists of two aspects: formative and summative. Formative
evaluation is present in each stage of the ADDIE process, while summative evaluation is
conducted on finished instructional programs or products Wikipedia (2016), Beattie, (1999) also
emphasized this by stating that It is important that the instructional media include some form of
the stated goals for the use of the program. These techniques could include: • Pre / post testing to
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assess student learning • Administration of student opinion surveys • Documenting instructor
Clynes and Rafferty (2008) affirmed that Feedback is an essential element, therefore, users
need simple and direct feedback as they interact with the instructional medium (Softwares) to let
them know if the intended action has been completed, in most cases this is usually achieved with
a Programmed Instruction. Once users complete some action sequence, the system must tell the
users if they have been successful. Instructional Softwares should take into account a variety of
learners with a variety of needs and situational conditions and should also reward users for an
exploratory attitude. Likewise, software should not penalize users for making mistakes in their
attempts to questions.
Following the establishment of the ADDIE model, Rieber (2000) at the same time
attested that one can produce computer graphics on microcomputer (personal computers)
i. Command-based approach
such as the writing of programming code using special graphics commands particular to the
The GUI-based approach is based on the graphical user interface and involves graphic
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mouse, light pens, and graphic tablets, although some of the earliest GUI-based approaches
used the keyboard. microcomputer systems now use the GUI-based approach as their status
quo.
The Similarity between static graphics and animated graphics is that an animated graphics
displays with command-based approaches are really just extensions of the techniques discussed in
relation to static graphics. On the other hand, GUI-based approaches vary greatly from one
animation is supposed to happen the same way, in the same place, at the same time, each and every
time the sequence is executed. Fixed-path animation, therefore, is a good technique when a design
calls for a specific presentation of an animated sequence. However, many GUI animation packages
offer the ability to record the real-time motion of a screen object while a user simply moves it
around the screen. The software can then play back the animation just as it was "performed." The
software does all the dirty work for the developer, such as storing and processing all of the
mathematical operations actually responsible for the animation to take place (Rieber, 2000).
Rieber (2000) findings reported that visually based simulations, such as flight simulators
and video games, are good examples of what we will call data-driven animation. By Lloyd’s
definition, animation is produced in real-time, or in the actual time that the user watches the
display. In this manner, the animation gives the students a visual feedback so they interact with
the simulation moment to moment. Obviously, there is no way to anticipate when or if a particular
student will "dive" or "climb." Instead, a mathematical model of the physical environment being
35
simulated should be programmed into the computer so as to refresh the graphics realistically in
order to create the illusion that the student is actually controlling the "plane." Whereas fixed-path
animation does only one thing, data-driven animation, theoretically, can produce an infinite
number of displays with a finite amount of information. Both fixed-path and data-driven animation
can be manipulated in one, two, or three dimensions on most microcomputer systems. For
simplicity, the next several sections will deal exclusively with one or two dimensions (Rieber,
2000).
The computer screen acts as the only “doorway” to the rest of the software. Screen design
walks a fine line between incompleteness and excessiveness. The design of any one computer
frame is defined as Frame Protocol. The design of two or more related frames, as well as how two
or more lesson parts are related or bridged, is defined as Procedural Protocol (Rieber, 2000).
A fundamental principle of frame design is step size, which is the amount of information
presented in any one frame according to Rieber (2000). Step size is an important consideration
when designing and producing a programmed instruction, given the tendency for instructional
software to teach with presentation techniques such as explanations (although some would argue
that presenting long, involved explanations is usually not considered a very appropriate use of the
In a programmed Instruction, for instance, Rieber (2000) confirmed that whether designing
instructional question, or transitional frames, there will be a constant struggle to make the most
important information jump out at the user while having less important information remain
unobtrusive, yet supportive. Therefore, there will always be a strong need to effectively direct a
student's attention to the most relevant and salient information in the display.
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Question frames provide any assortment of interactive situations in which students practice
with the material at whatever level is appropriate (such as recall, recognition, or application).
Transitional frames frequently act as bridges between major parts of the instruction.
Rieber (2000) affirmed that the concept of distribution of emphasis refers to designing a
frame so that a user attends to the most important information and be distracted by other
information. Two approaches are typically used to increase a user's awareness of key information:
these techniques are used in reverse to make critical information (such as the finance rate) as
difficult to notice as possible, while complying with federal or state laws that require such
information to be disclosed.
Two main types of GUI-based graphics packages are obtainable, painting packages and
drawing packages, which are named closely after the way the graphics are stored. Paint packages
are analogous to painting or printing directly on a sheet of paper with a pencil or pen. Graphics
produced by painting packages e.g. Autodesk Maya and Cinema 4D, for example, can only be
saved as a bitmap. as an artist working with traditional drawing materials, a computer graphic is
produced in a GUI-based approach by alternately selecting tools, functions, effects, and other
features (e.g. color). Most GUI packages are object-oriented, meaning that as objects are drawn
they retain their separate identities. This allows them to be moved, edited, and copied. Hence,
Rieber (2000) revealed that despite lots of features and effects that graphics applications
now provide and the much more they will provide in the future, there always will exist two inherent
user limitations related to creating an original computer graphic, talent and time. Educational
technologists should increasingly turn to two alternative methods to get high-quality computer
37
graphics in their materials. Neither method demands much talent because, instead of creating an
original graphic from scratch, you either find and borrow a graphic drawn by someone else or take
a photograph and convert the picture to digital form. We will refer to these as "second-hand"
graphics to distinguish them from the graphics a user draws from scratch.
According to Rieber (2000), the most popular form of second-hand graphics is called clip
art files. The idea is simple: instructional designers which are educational technologists, in this
case, are hired to draw a collection of graphics using common graphics applications (Corel draw,
Photoshop, Maya and so on. The files can be used in an instructional setting by students who can
load, use, and edit the files as if they had drawn the graphics themselves, the idea of clip art is not
new; it has been used for many years in the printing industry. Although many companies produce
and sell clip art, computer user groups frequently swap graphics files among member.
Animation is an illusion that tricks a person into seeing something that really isn’t there.
This trick is used to induce the perception of a moving object on the computer screen and involves
creating a series of carefully timed "draw, erase, move, draw" sequences. In order for a convincing
real-time animation to be produced, the computer must be able to complete about 16 of these
sequences in one second. The mathematical model is essentially the same behind both command-
based and GUI-based approaches. The difference is simply that in a command-based approach the
user must actually program the mathematics of the algorithm into the computer (Rieber, 2000).
in a progressive manner so that when shown in rapid succession at the right rate, one or more
objects appear to move. This is the same technique as the one used to create paper and pencil
animation where the object to be animated is drawn at slight variations from page to page.
Animation is produced by flipping through the pages at just the right speed with your thumb.
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Frame-by-frame animation is the oldest form of animation and is the same technique used by the
most sophisticated examples of film animation, such as Disney, whether drawn by hand or by
The birth of pictorial forms of teaching has been observed to have developed as a
counterpart to verbal forms of teaching (Lowe, 2004; Lasseter, 2000; Mosenthal, 2000). Although
verbal ways of presentation have long dominated education, the addition of visual forms of
presentation has enhanced students’ understanding (Mayer, 1999; Sweller, 1999). In fact, some
disciplines are taught in universities which deal with dynamic subject matter, and animation or
graphic illustration is more favoured as a way of addressing the difficulties which arise when
(Lucia, et al…2007) The most popular software and tools available for special and
mainstream Education are based on 2D graphics and web pages, with interactive content organized
depending on the specific area of knowledge to work with. Most of these applications have
interactive games to work in most of the areas included in the school curriculum. In most of them,
you can find contents in these four topics: Tools to work on social skills: In this area, it is possible
to find games or interactive lessons to learn about personal cleanliness, products for personal
cleanliness, external appearance, clothes, kitchen utensils and the rules and usage of kitchen
utensils. Tools to work on cognitive skills: In this area, there are applications to learn about
colours, shapes, basic concepts, objects classification, order, likenesses and differences, Tools to
39
work on written language and tools to work on numeric skills: Where you can find concepts like
Tversky (2002) reported that another of the newer, attractive graphic devices is animation.
By the Congruence Principle, it should be a natural for conveying concepts of change, just as space
in graphics is a natural for conveying actual space. Moreover, little is known about the way
animation needs to be designed in order to aid learning (Plötzner & Lowe, 2004) and not to act
solely as a way to gain aesthetic attraction. Animation should, in principle, be effective for
expressing processes such as weather patterns or circuit diagrams or the circulatory system or the
mechanics of a bicycle pump. And, just as real space is effective for conveying metaphoric space,
real change should be a natural for conveying metaphoric change, such as the spread of cultural
or the changes in production of various industries over time. Given the breadth of concepts for
which Animation seems appropriate and the increasing accessibility of computer tools for
Graphics have been used since ancient times to portray things that are inherently
spatiovisual, like maps and building plans. More recently, graphics have been used to portray
things that are metaphorically spatiovisual, like graphs and organizational charts. The Educational
Significance of graphic aids as enumerated by Mudasir and Aqueel, (2012) is to help in Showing
relationship by means of facts, figures, and statistics; understanding of abstract concepts and ideas
in visual form; securing the attention of the pupils by their attractive format and simplicity of
layout; Gaining of concepts of size, distance, space, location and direction by means of maps;
developing the power of analysis, synthesis and deriving conclusions from a data; and the grasping
40
of information easily. The inculcation of Graphics into teaching to achieve instructional objectives
According to AECT (2004) The history of Educational Technology as a field has recorded
the many research programs initiated in response to new technologies by investigating their best
design, development, utilization, and management. Galbraith (1967) stated that the word
“technological” is a shorthand term that describes an approach to human activity based on the
to practical tasks”. Technological is a way of thinking that is neatly summarized in one word. The
term modifies both processes and resources. First, it modifies processes. There are “non-
technological” processes that could be used in planning and implementing instruction, such as the
everyday decision-making processes of teachers, which may be significantly different from those
advocated in Educational technology. The field advocates the use of processes that have some
claim of worthy results, based on research or reflective development. Without the “technological”
modifier, any sorts of models, protocols, or formulations could be included in the ambit of
educational technology, blurring the boundaries with Curriculum and Instruction or education in
general. Second, the term also modifies resources, the hardware and software entailed in
programs etc. To ignore these definitions would be to create a greater communication gap between
specialists and non-specialist readers (AECT, 2004). Educational technologists often employ
specialized processes to design, develop, and produce learning resources, subsumed into a larger
process of instructional development. Individuals construct their own knowledge and gain
experience is abstracted from real-world application and limited to what is being controlled and
41
possessed by the teacher, it diminishes the likelihood of learner engagement, mastery, and transfer
of the skill. Resources are essential in Educational Technology as AECT (2004) defines Resources
as people, tools, technologies, and materials designed to help learners. Resources can include high-
tech ICT systems, community resources such as libraries, zoos, museums, and people with special
knowledge or expertise.
The computer is a great resource judging from how it can quickly carry out the calculations
and generate images (static or animated) that students can then observe. It also promotes
interactivity, for example, Bailey (2007) attested that the use of an interactive animation software
in a classroom, students can engage in inquiry based learning much more readily, as they can make
predictions and then examine immediately how changes in a chemical system will impact various
processes. Studying concepts becomes very dynamic. The result of changing variables is
immediately apparent
communication and inference. Assumptions aside, research on static graphics has shown that only
carefully designed and appropriate graphics prove to be beneficial for conveying complex systems
(Tversky, 2002). Effective graphics conform to the Congruence Principle according to which the
content and format of the graphic should correspond to the content and format of the concepts to
be conveyed. From this, it follows that animated graphics should be effective in portraying change
over time. Yet the research on the efficacy of animated over static graphics is not encouraging. In
cases where animated graphics seem superior to static ones, scrutiny reveals a lack of equivalence
between animated and static graphics in content or procedures; the animated graphics convey more
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Computer graphics is a very wide discipline, so we want to focus our attention on one type
of these kinds of applications, the Real Time ones. Their main characteristics are the use of 3D
graphics, a very important degree of interaction, a realistic answer to the user actions and
The functions of graphics in learning are not limited to presenting visual information to
students, but also asking them to create them. Creating visual artifacts or inscriptions appears to
be motivating to students, especially when they share their products with fellow students.
Furthermore, developing the visuals forces students to consider the important elements and
relationships in a topic and also to identify what information they understand and what they do not
(Roberson, 2012). Thus, the creation of graphics can be used to enhance comprehension and
(Faruk, 2015) Visual displays are frequently useful for representing relationships amongst
elements (e.g. a Venn diagram, a text-based graphic organizer, a scientific model). One benefit of
such representations is that they can facilitate problem-solving. Another benefit is that they provide
a concrete representation of key concepts or elements and their relationships. Again, graphic
organizers are often used to represent relationships among the main ideas in a text. For example,
information in a text can be summarized in a matrix form such that similar concepts are closer
together along one or more dimensions. Research has suggested that representations that group
relevant concepts, such as matrices, can significantly enhance memory for text compared to
43
Appraisal of Reviewed literature
The literature reviewed so far revealed the works of past researchers in related topic. The
study is designed to investigate the Impact of computer graphics in the design and production of
instructional media by educational technology students, Research findings have proved the
tremendous help that computer graphics give in the design and production of instructional media
all over the world. For effective use of the media and for the realization of the advantages they can
offer, the proliferation of the virtual imagery created with computers into television and movies
has demanded a workforce of trained artists to produce it. The nature of the computer production
process demands that these artists work together in managed teams with a common goal for the
production (Gardner, 2002). Training to become a computer artist has meant learning the skills of
skills and the requisite understanding of the tools of Computer Generated Imagery which is same
as Computer Graphics. Therefore, educational technologists must gear their efforts towards
improving on the techniques of media design utilization for global instructional development
According to Lloyd, (2000) he confirmed that the use of a computer for slide shows and
for graphic presentations using Microsoft Power Point programme, during seminars and
workshops are common in our tertiary institutions. In businesses, computer graphics are used to
display performance chart like income and expenditure for a given period of time. In education,
computer graphics is being frequently used to illustrate geometric mathematics and scientific
principles. Equations and physical laws can be easily translated into two and three-dimensional
animations that provide students with an alternative visual insight into the world of mathematical
symbols and also used in companies by operators to understand the Trends of their business by
Forecasting through statistical charts. Industrial designers, engineers, and architects also use
44
computer graphics to draw buildings, design engines, new cars through the use of computer
software known as Computer Aided Design or CAD. With the CAD multi-dimensional objects
could be designed.
The review has also shown Computer Graphics to be an information and communication
technology (ICT) in teaching and learning. Williams & Agbo (2013) indicated that there is scarcely
a field of human activity today that has not been touched by the dramatic changes in information
and communication technology (ICT) for the past 10-15 years, Evidence of this can be seen in the
process of learning in classrooms as it has been effective towards the betterment of Teaching
because students gain access to new and different types of information. Thus it enhances their
achievements and skills. Technology is strongly needed by students, makes instruction to be more
student/teacher interaction. It increases courses for which computer based instructions are used. It
was discovered that innovation of computer system has given rise to computer graphics learning
in the global society, as a result, enhancing teaching and learning in schools. Computer generated
media are effective in teaching and learning and their adoption for instructional use would enhance
learning for students of different ability Level. Computer graphics could introduce innovations and
spread ideas to a large audience within a short time. It could, therefore, be noted that effective
content integration takes time and new technology may have glitches (Allen, 2006).
The summary of the reviewed literature shows that previous research on Computer-
Assisted-Information CAI, CBI, CMI, CAD have been identified to have inherent capabilities and
attributes, which can be utilized to provide the learner with rich and simulating learning
experiences. Moreover, some researchers have established that no one mode of instructional
medium is more successful than another in transmitting information to be learned by all learners.
45
Most studies have revealed that computer generated media affects the achievements of the learner.
Studies have established that the richer and greater the degree of realism of information presented
to the learners, the greater the degree of acquisition, retention, recalling, transfer of learning events
46
CHAPTER THREE
In this chapter, the research discusses the method and procedure used to carry out the study.
The details of the research methodology are being discussed under the following headings:
I. Research type
II. Sample and sampling technique
III. Research instrument
IV. Instrument validation
V. Procedure for data collection
VI. Data analysis
Research Type
The method adopted for the study was descriptive research of the survey type. More simply
put, Descriptive research is used to describe characteristics of a population or phenomenon being
studied. The idea of a descriptive survey is to collect data through an instrument and analyze the
collected data through the instrument.
The population for this study consists of students in the department of Educational
Technology. The target population were all 200, 300 and 400 level of educational technology
students. 100 level students were exempted because they have little or no knowledge of computer
graphics.
Research Instrument
The research instrument that was an adapted questionnaire. It was constructed in such a way
that will elicit a direct answer from the respondents. The questionnaire consists of questions which
47
were discussed under three sections A, B, C and D based on the research questions. Section A:
focuses on the level of the respondents for the purpose of analysis, section B, C and D: consists of
statements to elucidate information from students on computer graphics. The items were rated on
a modified four-point Likert scale of strongly agree (SA), agree (A), disagree (D) and strongly
disagree (SD).
Instrument Validation
The questionnaire was given to the researcher’s supervisor and as further given to 3 other
lecturers in the department for further face and content validity together with the reliability
coefficient of 0.8.
The researcher seeks for permission from the Head of Department of Educational
Technology. This gives the researcher the privilege to personally administer the questionnaire to
the students. The researcher was available to the students to give additional and necessary
information the students might need in filling the questionnaire and the instruments were collected
at the completion of the questionnaire.
The analysis of data was carried out using descriptive statistics and all the data collected
were analysed using frequency count and percentages.
48
CHAPTER 4
This chapter presents the analysis and results obtained from the data based on research
questions stated in chapter one. The results are preceded by the demographic information of the
respondents.
Demographic Table
As indicated in Table 1, respondents from 200 level Educational Technology students were
29 (29%), 300 level were 34 (34%), and 400 level were 37 (37%), respectively. In all, the total
49
Analysis of Research Questions
This part presents the result of the analysis on the Instructional Computer Graphics Softwares
Research Question 1:
Table 2 revealed that, item 1 showed that 59% of the respondents claimed that they can use
Photoshop while 37% of the respondents representing 37 claimed that they would need help to use
Photoshop with the mean of 1.450, item 2 showed that 4% of the respondents answered that
Autodesk Maya is used by them while 55% selected that they have never used Autodesk Maya
with mean of 2.510, this means that Educational Technology students needs to be introduced to
Autodesk Maya for the purpose of designing and producing instructional media and be tutored on
how to use it. Item 3, 73% showed that respondents approved that they can use Adobe Flash
50
Professional while 20% chose that they would need help to use Adobe Flash Professional with
mean of 1.340,
Item 4, showed that 18 of the respondents representing 18% of claimed that they can use
Toonboom themselves, 47% of the respondents representing 47 claimed that they would need help
to use Toonboom while 35 selected that they have never used Toonboom and the mean is 2.170,
Item 5, showed that 73 respondents with 73% of the respondents claimed that they can use
CorelDraw themselves, 26% of the respondents representing 26 claimed that they would need help
to use CorelDraw while 1% representing 1 of the respondents have never used CorelDraw and the
mean is 2.5.
Research Question 2: Does Computer graphics influence the design and production of
Table 3: Influence of computer graphics on the design and production of instructional media
Computer graphics,
2. Allows students to study learning contents 53.0 42.0 5.0 00.0 1.5200
flexibly and individually
3. Saves time in the design of instructional media 63.0 36.0 1.0 00.0
1.3800
4. provides motivation and promotes interactivity 56.0 44.0 00.0 00.0 1.4400
51
5. Helps make my designing of instructional media 72.0 28.0 00.0 00.0 1.2800
real and concrete
7. Makes teaching and learning concepts dynamic 40.0 40.0 20.0 00.0 1.8000
Table 3 revealed the Influence of computer graphics on the design and production of
instructional media. Item 1 showed that 96 respondents representing 96% agreed that Computer
Graphics Provides an attractive learning environment while 4 respondents (4%) disagreed with the
statement and the mean is 1.31. This shows that the use Computer Graphics in the Design and
technologists. Item 2 revealed that 95 respondents representing 95% agreed that computer graphics
Allows students to study learning contents flexibly and individually while 5 respondents
representing (5%) disagreed with the statement and the mean is 1.52. Item 3 showed that 99
respondents representing 99% agreed that computer graphics Saves time in the design of
instructional media while 1 respondent (1%) disagreed with the statement and the mean is 1.38.
Item 4 showed that 100 respondents representing 100% agreed that computer graphics
provides motivation and promotes interactivity in the design and production of instructional media,
while 0 respondents (0%) disagreed with the statement and the mean is 1.4400. Item 5 showed
52
100% of the total respondents agreed that computer graphics helps in the making of their designing
of instructional media real and concrete while 4% disagreed with the statement and the mean is
1.28. Item 6 showed 88 respondents representing 88% agreed that Softwares are expensive to
purchase, while 12 respondents (12%) disagreed with the statement and the mean is 1.63, Item 7
on the table showed that 80% of respondents agreed that computer graphics makes teaching and
learning concepts dynamic, while 20% of the respondents disagreed with the statement and the
mean is 1.80. Item 8 showed that 88 respondents representing 88% agreed that computer graphics
12% disagreed with the statement and the mean is 1.72. Item 9 showed that 90 respondents
representing 67% agreed that computer graphics consumes their time as a student through gaming,
videos etc., and as a result affects their study time while 33 respondents representing 33%
disagreed with the statement and the mean is 2.00, Item 10 showed that 100 respondents
representing 100% agreed that computer graphics provides learners with rich and simulating
learning experiences while 0% of the respondents representing 0 respondents disagreed with the
Table 3 also revealed that computer graphics have positive influence on the Design and
Research Question 3: What is the relevance of computer graphics on the design and production
of instructional media?
53
S/n RELEVANCE OF COMPUTER SA A D SD Mean
GRAPHICS (%) (%) (%) (%)
Table 4 revealed the Relevance of computer graphics on the design and production of
instructional media. Item 1 showed that 97% respondents representing 97 agreed that Computer
54
graphics is relevant in educational technology while 3 respondents (3%) disagreed with the
statement and the mean is 1.3400. This shows that the use of Computer Graphics in the Design
and Production of Instructional Media is relevant in Educational technology. Item 2, showed that
99 respondents representing 99% agreed that computer graphics can be used for web designing
and social networking while 1% of the respondents representing 1 respondent disagreed, the mean
is 1.3400, Item 3 on the table showed that 95% of respondents agreed that Pictorial forms of
teaching is more effective than verbal forms of teaching while 5% of the respondents disagreed
Item 4 showed that 91 respondents representing 91% agreed that Computer graphics allows
access to the design of tools to work on cognitive skills while 9 respondents representing 9%
disagreed with the statement and the mean is 1.56. Item 5 showed that 93 respondents representing
93% agreed that Visual displays are frequently useful for representing relationships amongst
elements e.g. (Venn diagram, a text-based graphic organizer and scientific model) while 7
respondents representing 7% disagreed with the statement and the mean is 1.51, Item 6 showed
that 90 respondents representing 90% agreed that Computer graphics portray things that are
inherently spatiovisual e.g. (maps and building plans) while 10% of the respondents representing
0 respondents disagreed with the statement and the mean is 1.63. Item 7 showed that 93
respondents representing 93% agreed that Animation or graphic illustrations addresses difficulties
in learning thereby essential in the design and production of instructional media while 7% of the
respondents representing 7 respondents disagreed with the statement and the mean is 1.48.
From table 3 it is revealed that computer graphics is relevant in the design and production
55
Summary of Findings
1. Educational Technology students are conversant with some and not all of the variety of
2. computer graphics have positive influence on the Design and production of instructional
56
CHAPTER FIVE
This chapter focused mainly on discussion of the findings, conclusions drawn from the
findings, and recommendations. Other aspects included are the limitation to the study and
The findings of this study were discussed under the following headings;
i. Educational Technology students are not conversant with some of the variety of softwares
ii. computer graphics have positive influence on the Design and production of instructional
iii. computer graphics is relevant in the design and production of instructional media by
students in the design and production of instructional media was discussed in research question
one, it was indicated that Educational technology students make use of Adobe Flash professional,
CorelDraw and Adobe Photoshop in the design and production of instructional media while
Toonboom and Autodesk Maya were the least used graphics softwares. This finding lend support
to the existing body of literature such as, Siti, Azhar & Zali, (2015), stated that creating spaces
while sitting at their computer screens with digital tools at instructional designer’s disposal will
certainly make teaching and learning easier, faster, accurate and interesting and that graphics
57
appropriate time constraint. Therefore, the use of computer graphics software for the design and
Influence of computer graphics on the design and production of instructional media was
discussed in research question two, the influence was found out that computer graphics: provides
an attractive learning environment, allows students to study learning contents flexibly and
individually, Saves time in the design of instructional media, makes their lecture delivery
memory, communication and provides learners with rich and simulating learning experiences.
These finding are in conformity with the findings of Mayer, (2001) who contributed to that by
explaining that graphics can make complex information easier to comprehend and also directly
enhance memory for assimilation of information, thus require less cognitive effort to understand
than text-based descriptions of the same information. Better comprehension, along with more
cognitive resources that can be allocated to learning and memory, will together enhance memory
for the information to be learned which is in line with the contributions of the findings of Roberson,
(2012)
computer graphics can be used for web designing and social networking, computer graphics
designs and at the same time portrays things that are inherently spatiovisual which agrees with the
findings of Bitner, N. & Bitner, J. (2002) which revealed that it is the relevance, rather than
quantity, of computer experience students bring to class that is most predictive of their
58
Implications of the findings
Based on the findings of this study, the following implications were drawn: This study has
strong implications on the design and production of instructional media; it is an indication that
there would be positive outcome if all Educational technology students use Computer graphics in
Conclusions
This research examined the impact of computer graphics on the design and production of
instructional media by Educational Technology students. The results obtained from the data
gathered and analyzed in this study indicated that computer graphics softwares were available to
Educational technology students and they make use of some and not all of the available softwares,
though, a high percentage of the students do use Adobe Photoshop, CorelDraw and Adobe Flash
professional in the design and production of instructional media, most of them have never used the
software Autodesk Maya and Toonboom or would need help to use it in the design and production
of instructional media. The results further indicated that the use of computer graphics have positive
influence on the design and production of instructional media. The study also revealed that
computer graphics is relevant in the design and production of instructional media by educational
technology students.
Recommendations
Based on the findings and conclusions of this study, the following recommendations were
made;
59
1. Educational institutions, governments and non-governmental organizations (NGO) should
graphics in the design and production of instructional media for teaching and learning in
schools.
2. Educational technology students should work on how to improve in the use of computer
graphics softwares in the design and production of instructional media as it enhances and
For successive research in this area, the following suggestions were made:
1. Efforts to carry out this type of research in other universities, regions of the country and
2. Further studies should be replicated on undergraduate students and post graduate students.
60
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APPENDIX
QUESTIONNAIRE
Faculty of Education
Dear Respondent,
This questionnaire was designed for the purpose of collecting information on the Impact of
computer graphics on the design and production of instructional media by Educational technology
students of University of Ilorin. Kindly assist in carrying out this survey by graciously filling the
questionnaire based on your opinion. All information provided would be confidentially treated and
Thanks
Openiyi Ibrahim
71
SECTION A
Demographic Information
Instruction: please fill in the gap by ticking (√) against the information that is applicable to
Level:
SECTION B
what is your expertise in using the I can use I would need I have never used this
gaming industry.
72
2. Adobe Flash Professional: is
games
education
and posters.
73
SECTION C
Computer graphics,
Question SA A D SD
communication
learning experiences
74
SECTION D
forms of teaching
of instructional media
75
76