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‘BELAJAR BACAAN SOLAT’ (AUGMENTED REALITY) (AR-BBS) RAFHANAH BINTI RAMLAN BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA) WITH HONOURS FACULTY OF INFORMATICS AND COMPUTING UNIVERSITI SULTAN ZAINAL ABIDIN 2019/2020

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Page 1: ‘BELAJAR BACAAN SOLAT’ (AUGMENTED REALITY) · i. To study the augmented reality technology to create ‘Belajar Bacaan Solat’ Card book using AR Technology with interactive

‘BELAJAR BACAAN SOLAT’ (AUGMENTED REALITY)

(AR-BBS)

RAFHANAH BINTI RAMLAN

BACHELOR OF INFORMATION TECHNOLOGY

(INFORMATICS MEDIA) WITH HONOURS

FACULTY OF INFORMATICS AND COMPUTING

UNIVERSITI SULTAN ZAINAL ABIDIN

2019/2020

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DECLARATION

I hereby declare that this report is based on my original work except for quotations and

citations, which have been duly acknowledged. I also declare that it has not been

previously or concurrently submitted for any other degree at University Sultan Zainal

Abidin or other institutions.

__________________________________

Name: RAFHANAH BINTI RAMLAN

Date:

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CONFIRMATION

This is to confirm that:

The research conducted and the writing of this report was under my supervision.

________________________________

Name: PN.NORMALA BINTI RAHIM

Date:

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DEDICATION

First of all, I would like to give big thanks to my supervisor, Pn.Normala binti Rahim

for giving me a lot of advice and guidance along the development of research. His

invaluable help of constructive comments and suggestions throughout this project have

contributed to the success of this research. Lastly, my deepest gratitude goes to my

beloved family for their support and motivation throughout the process of this research.

Also, thank you for those who directly or indirectly involved in helping me finish this

project.

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ABSTRACT

Nowadays, the use of technology is increasing and expanding in human life. The use of

technology has expanded into many fields including research, doctoral, educational, and

many more. The technology used in education especially in early education for student

in primary school is to add more knowledge and help educators to teach more

effectively. Unfortunately, there are still children who abuse the existing technology

and cause their time wasted with unfortunate benefits. Therefore, with the advent of

‘Belajar Bacaan Solat’ using AR Technology these student can use technology

properly. The objective of this project was to provide opportunities for these children

to study and use AR (Augmented Reality) technology more profoundly. In addition,

this project can also benefit to student of Islamic class in primary school (KAFA) and

KAFA teachers in teaching student more effectively. A variety of multimedia elements

are provided in the ‘Belajar Bacaan Solat’ using AR Technology app with the aim of

attracting student to learning. In conclusion, this project can help student learn more

effectively and become part of an IT-savvy child.

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ABSTRAK

Dewasa ini, penggunaan teknologi semakin meningkat dan meluas dalam kehidupan

manusia. Penggunaan teknologi telah meluas ke dalam banyak bidang antaranya

bidang penyelidikan, kedoktoran, pendidikan dan banyak lagi. Teknologi yang

digunakan dalam pendidikan terutamanya untuk pelajar KAFA sekolah rendah adalah

untuk menambahkan lagi ilmu pengetahuan dan membantu para pendidik mengajar

dengan lebih efektif. Malangnya, masih terdapat lagi pelajar yang menyalahgunakan

kemudahan teknologi yang sedia ada dan menyebabkan masa mereka terbuang dengan

akitivti yang tidak berfaedah. Oleh itu, dengan adanya ‘Belajar Bacaan Solat using AR

Technology’ pelajar-pelajar ini dapat menggunakan teknologi dengan sebaiknya..

Objektif projek ini dibangunkan adalah untuk memberi peluang kepada pelajar-pelajar

ini untuk mengkaji dan menggunakan teknologi AR(Augmented Reality) dengan lebih

mendalam. Di samping itu, projek ini juga dapat memberi faedah kepada pelajar-

pelajar tahun 2 kelas KAFA dan guru-guru untuk pembelajaran yang lebih efektif.

Pelbagai elemen multimedia yang disediakan dalam aplikasi ‘Belajar Bacaan Solat

using AR Technology’ ini dengan tujuan untuk menarik minat pelajar-pelajar semasa

sesi pembelajaran. Kesimpulannya, projek ini dapat membantu pelajar belajar dengan

lebih berkesan dan menjadi sebahagian daripada pelajar-pelajar yang celik IT.

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TABLE OF CONTENTS

DECLARATION ii

CONFIRMATION iii

DEDICATION iv

ABSTRACT vi

TABLE OF CONTENTS vii-ix

LIST OF TABLE x

LIST OF FIGURES xi

LIST OF ABBREVIATION xii

LIST OF APPENDICES xiii

CHAPTER 1 INTRODUCTION

1.1 Background 2

1.2 Problems Statement 3

1.3 Objectives 4

1.4 Scopes 5

1.5 Limitation of work 6

1.6 Expected Result 6

1.7 Project Schedule 7

1.8 Conclusion 8

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CHAPTER 2 LITERATURE REVIEW

2.1. Introduction 9

2.2. Augmented Reality 9-10

2.2.1. Augmented Reality Techniques 11-10

2.3. Previous research on the application for Prayers in

Salah

12

2.3.1 Flashcard: Bacaan Rukun Qauli Dalam Solat 12-13

2.3.2. Mobile Application: E-Solat 13

2.3.3 Mobile Application: The User Guide Muslim

Pray

14

2.3.4. Mobile Application: Panduan Lengkap

Solat

15

2.3.5. Mobile Application: Panduan Solat Wanita 15

2.3.6. Mobile Application (AR): ‘Ajar Saya Solat’ 16-17

2.4 Comparison Existing Products 17-20

2.5 Summary 21

CHAPTER 3 METHODOLOGY

3.1 Introduction 22

3.2 Rapid Application Development (RAD)

Methodology

23

3.2.1 Requirements Planning Phases 24-27

3.2.2 User Design Phases 28-34

3.2.3 Construction Phases 35

3.2.3.1 Development 35-37

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3.2.4 Cutover Phases 38

3.2.4.1 Final Testing 38

3.3 Framework Design 39

3.4 Hardware and Software Requirement 40

3.4.1 Hardware requirement 40-41

3.4.2 Software requirement 41-42

3.5 Summary 43

REFERENCES 44

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LIST OF TABLES

1.1 Gantt Chart 7

2.1 Comparison table of existing product 12-19

2.2 Comparison table of the existing products with 5

element of multimedia

19-20

3.1 Existing Product 26-27

3.2 Hardware and Usage 40-41

3.3 Software and Usage 42

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LIST OF FIGURES

2.1 Marker-based AR 12

2.2 Marker less AR 12

2.3 The content in Application of Panduan Lengkap

Solat

15

2.4 The content in Application of Panduan Solat

Wanita

16

2.5 The content in Application of Ajar Saya Solat 17

3.1 Rapid Application Development 23

3.2 Analysis Phases 25

3.3 Flashcard 1 28

3.4 Flashcard 2 29

3.5 Main Menu 29

3.6 How to Play 36

3.7 About 31

3.8 Scanner (Before) 31

3.9 Scanner (After) 32

3.10 Home Page Quiz 33

3.11 Multiple Choice 33

3.12 True/False 34

3.13 Framework Design 39

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LIST OF ABBREVIATIONS/TERMS/SYMBOLS

AR Augmented Reality

3D Three dimensional

FYP Final year project

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LIST OF APPENDICES

A Apendix

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CHAPTER 1

INTRODUCTION

1.1 Introduction

Augmented Reality (AR) has been an emerging technology in these recent

years.AR defined as immersion of virtual environment to the real environment which it

enriches the vision, audition or even taste, touch and smell (Daponte, et al., 2014). The

significant timeline of AR technology begun from a cinematographer, Morton Heiling

which he thought cinema should enable interaction between a human and the

environment covering all the senses (Daponte, et al., 2014). The first AR Head Mounted

Display was developed by Sutherland (Sutherland, 1968) while the ability to interact

with virtual objects was first introduced by Myron Krueger (Golan, 2006).

Nowadays, smartphones have the core features to develop an AR application suc

has camera, touch screen, Inertia Measurement Unit (IMU), internet access and so

forth(Daponte, et al., 2014). The advancement of smartphone technologies which

enable real time image processing camera and powerful performance from built-in

Central Processing Unit (CPU) and Graphics Processing Unit (GPU) made basic AR

application development easier without external supporting device.

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This new technology, called augmented reality is a combination of what's real

and what's computer-generated by enhancing what we see, hear and feel. Its combines

real an virtual images both can be seen at the same time. When compared to other reality

technologies, augmented reality lies in the middle of the mixed reality spectrum

between the real world and the virtual world. Furthermore, augmented reality is

changing the way we view the world or at least the way its users see the world.

Additionally, augmented reality adds graphics, sounds and haptic feedback to the

natural world as it exists.

‘Belajar Bacaan Solat’ Card book using AR Technology Enhanced using AR

technology is an interactive application that uses new era technology to help people.

This ‘Belajar Bacaan Solat’ Card book using AR Technology is specially created for

students of Islamic class in primary school (KAFA). In addition, ‘Belajar Bacaan Solat’

Card book using AR Technology is focused on prayers in solah to improved prayers

and learned proses with interactive. Users need to scan the card book of the prayer in

solah using their mobile phones. Then, the model and the prayers in solah will appear

on the phone automatically. Additionally, users can click on the audio button available

to hear the prayers in solah correctly.

Overall, it can be concluded that through AR technology, it enhances students

understanding and creates a more engaging and interactive learning environment and

sees virtual objects in the real world as well as various multimedia elements such as

animation, image, audio, text and video.

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1.2 Problem Statement

In my literature review about existing products, many mobile applications

developed is not focused on prayers in solah. They only focus on the step in solah. So,

about this problem, I take an alternative to developing applications that focus on Prayers

in Solah only. Besides, based on my interviews session that have been conducted with

Pn.Zuraidah binti Mansor, a KAFA teacher from SK Pusat Kuala Ibai, there are several

problem that have been identified. The first problem that can be stated is that KAFA

books mostly are in texts and 2D image. KAFA classes are often run in the evening so

it will cause the student to lose focus in the classroom. So, with this app, it can help

student to study with fun and more interesting because it has 3D animation elements,

sound and activities. Lastly, Studying through the book will quickly get bored and hard

to memories. Without the effective learning aid tool, the learning process become less

interesting and difficult of them to understand and memorize about prayer in solah. As

we know an early exposure through the effective learning aid tool in studies is very

important to increase their interest in to memorize prayers in solah. Concise descriptions

of the issues stated need to be addressed to deal with the problem.

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1.3 Objectives

There are the following objectives of AR P for student of Islamic class in

primary school (KAFA) are:

i. To study the augmented reality technology to create ‘Belajar Bacaan Solat’

Card book using AR Technology with interactive ways.

ii. To design and develop mobile apps for ‘Belajar Bacaan Solat’ Card book

using AR Technology that allow users learning with augmented reality.

iii. To test and evaluate the functionality of ‘Belajar Bacaan Solat’ Card book

using AR Technology.

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1.4 Scope

The scope will be explained about the actor who will involve in this system and what

function involved in this system. The main scopes of the system:

I. Technology

This project applied Augmented Reality technology using card book.

The author develop 3D modelling of the character using Maya and unity 3D.

The illustration of the flashcard is use adobe photoshop and adobe Illustrator

software. For the AR features by using Vuforia Augmented Reality SDK to

detect and track the target, marker-based technique is used for this AR

application. C# language as the program language.

II. Module

The module in this application AR card include scanning image on the

card book, Display Augmented Reality (AR) application with animations.

Display 10 prayers in solah card, Contain the prayers in solah and contain 2

activities.

III. User

This project age scope is focused on student of Islamic class in primary

school (KAFA).

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1.5 Limitation of Work

A limitation is any aspect that hinders a study and its findings. (Moura, 2017).

This AR Prayers in solah for student of Islamic class in primary school (KAFA) is

limited by four aspect:

i. Only prayers in solah is recognized.

ii. This Application is applicable only for android user which is not

supported in websites and IOS operating system

iii. This Application implement physical button only for the interaction

between user and the application.

iv. This application need special marker to make it work.

1.6 Expected Result

At the end of the project, the expected outcome of the proposed project

development is as follows:

i. The user will be able to improve and gain their knowledge about

Augmented Reality Technology

ii. ‘Belajar Bacaan Solat’ Card book using AR Technology will completely

develop.

iii. Only android user can access this application.

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1.7 Project Schedule

The project schedule covers the course of the whole FYP 1. The duration of this

project is from September of 2019 to December of 2019. Following are the Gantt Chart

that illustrate each month’s progression and task to be done.

Table 1.1: Gantt Chart

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1.8 Summary

In conclusion, this chapter discussed about the overview for the proposed project

include problem statement, objectives, scope, limitation of work and expected result.

Based on what has been described, it is necessary to improve the learning process so

that students are more active and motivate students during the learning process so as to

encourage students to more easily understand and learning the prayers in solah through

AR technology. Hence, through a simulated, real-world AR technology simulated is

expected to produce a new approach to enhancing the quality of teaching and learning

activities carried out in conjunction with the integration of interactive multimedia

elements.

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CHAPTER 2

LITERATURE REVIEW

2.1. Introduction

This chapter discusses about previous work or related work about ‘Belajar

Bacaan Solat’ Card book using AR Technology. The literature review involving

process of read, evaluating and analysis the available literature related to the selected

area of a project to introduce a need for a new research. In this project literature review,

a research has been made to understand and get some overview about existing project

and related technology.

2.2. Augmented Reality

Augmented reality is a view of the real, physical world in which elements are

enhanced by computer-generated input. These inputs may range from sound to video,

to graphics to GPS overlays and more. The first conception of augmented reality

occurred in a novel by Frank L Baum written in 1901 in which a set of electronic glasses

mapped data onto people; it was called a “character marker”. Today, augmented reality

is a real thing and not a science-fiction concept. The first properly functioning AR

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system was probably the one developed at USAF Armstrong’s Research Lab by Louis

Rosenberg in 1992. This was called Virtual Fixtures and was an incredibly complex

robotic system which was designed to compensate for the lack of high-speed 3D

graphics processing power in the early 90s. It enabled the overlay of sensory

information on a workspace to improve human productivity.

2.2.1 Augmented Reality Techniques

Generally, there are two types techniques of AR applications that have

been reported in Pence (2011) study, AR based marker (marker based AR) and

AR without markerless (markerless AR). According to Iwan et al., (2009), the

marker is an image of black and white in terms of rectangles and during the

detection process this marker will be used and the computer will detect the

position and oriented by the marker to create a virtual object in the form of an

object 3D at point (0, 0, 0) and three angles (X, Y, Z).

In addition, AR-based markers require a certain marker / label to

register a 3D virtual object position that will be displayed in a real-world

environment (Eh Phon et al., 2013). The always-used marker is a rectangular

card or paper which over the card has a certain pattern or line with different id

and code. Thus, a laptop camera or smartphone will detect the position of the

AR marker scan on the flash card and then the virtual element will be generated

by the AR software and will appear on the screen more interactive than the

scan card.

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On the other hand, in contrast to the AR markerless method, using

location or location data generated by mobile devices, global positioning

systems or any part of the real environment to determine location and targeting,

then generating and displaying information virtually (Eh Phon et al., 2013).

Additionally, AR without markers also has various techniques including face

detection, 3D object detection and motion detection.

Diagram 2. 1 Marker Based AR

Diagram 2. 2 Marker less AR

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Figure 2.1 Marker-based AR Figure 2.2 Marker less AR

2.3. Previous research on the application for Prayers in Solah:

Related products refer a system already existing and used until now. This is

example of system:

2.3.1. flashcard: Bacaan Rukun Qauli Dalam Solat

According to (Md. Nasib et.al, Universiti Sains Islam Malaysia, 2016).

The purpose of this study was test the effectiveness of primary student mastery

level of “Rukun Qauli” during their “solat”. The respondents selected for this

particular study were ten female students from the same primary school. This

study is to identify how effective the learning technique by using coloured card

in mastering the reading of “rukun qauli” in prayers, also to identify how far the

acceptance and comprehension towards the reading of “rukun qauli” in prayers,

furthermore the research also aims to gauge pupils understanding of the

importance “rukun qauli” during their “solat”. Based of the findings, we can

deduce that 90% of the students have attained at least mastery level of

understanding the importance of “rukun qauli” during their prayers. The

findings further attribute to the importance of employing multiple teaching

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techniques to enchance the student interest in learning and mastering “rukun

qauli”, for example the use of coloured card was effective because it managed

to attract the student attention. The study also highlights the importance of

reinforcement and remedical to ensure there is continuity in learning.

2.3.2. Mobile Application: E-Solat.

Courseware on E-Solat is developing by Syaifudin Bin Ramzan that

can guide user especially kids around six to twelve years old on how doing solat.

This courseware divides into two main courses which is learning solat and

remembering short surah. Under solat, there are five options and kids can choose

which solat he or she wants to learn. The options are ‘Solat Subuh, Solat Zohor,

Solat Asar, Solat Magrib and Solat Isya'. The animation will teach kids how to

solat.

2.3.3. Mobile Application: The User Guide Muslim Prayer.

According to (Siti Zuraida Abdul Manaf, Ahmad Syukri Mohamad

Zaid and etc The User Guide of the Mobile Muslim Prayer Application, 2015)

is provided that one of the programs available is Muslim Prayer

Guide applications that can be downloaded for free via mobile devices such

as smartphones and tablets. Affective factors, such as embarrassment

towards instructors and peers can disrupt learning. One of the technologies that

have the potential to address this issue is mobile learning. As such, we develop

a mobile application in attempting to solve the issue of learner embarrassment in

learning about praying.

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Muslim Prayer Guide application is built is intended as a guide to the

Muslim citizens of all ages to perform prayers in the prayer in Islam. The content

of this application is the rule of prayer, how to perform ablution, the things that

invalidate the prayer, the reading of the five daily prayers. This study was

conducted to identify the factors that contributed to the Android Muslim Prayer

Guide. The study was carried out quantitatively by submitting a questionnaire

to the 62 respondents who use this application.

The analysis was done by using the Rasch measurement model and to

measure the effectiveness factors of these applications. The results showed that

the use of this application Muslim prayers assist learners in terms of the level of

knowledge and methods of teaching and learning guides prayers. This

application also helps adult learners who want to learn prayers. The Muslim

Prayer Guide also assist them in prepare before meeting with a teacher to learn

the prayers and to equip themselves as a Muslim to perform the second pillar of

Islam.

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2.3.4. Mobile Application: Panduan Lengkap Solat.

This application provides a complete guide on how to do a daily and

sunat prayer. Based on figure 2.3 below, this application let you learn prayer a

sunat and a daily prayer through interactive content. It is accessible and easy to

use. Futhermore, the screen display in HD quality that can zoom in and zoom

out without affecting the display quality (blur). This application was released on

april 2, 2018 and user can get the application on play store for free.

Figure 2.3: The content in Application of Panduan Lengkap Solat.

2.3.5. Mobile Application: Panduan Solat Sempurna Wanita.

A proper prayer is important to ensure that our prayers are accepted by

Allah Almighty. Therefore, this app is developed as a reference to all women in

performing prayers. This application provides proper procedure and prayers in

the correct manner. The content is detailed like book. This application was

released on oct 2, 2018 and user can get on play store for free.

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Figure 2.4: the content in Application of Panduan Solat Sempurna Wanita.

2.3.6. Mobile Application (AR): ‘Ajar Saya Solat’.

According to (Hexa Setia, ‘Ajar Saya Solat’, 2018) is provided how to

perform prayers easily. This application is easy to be use by only pointing the

camera gadget towards the flashcards, by then a 3D animation will appear. This

application helps to memorize the recition in prayers. This application also can

forming the children by using the gadget with beneficial content and it is

interactive and interesting for kids to use. 3D Animation will appear along with

the prayer guidance.

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Figure 2.4: the content in Application of Ajar Saya Solat.

2.4. Comparison Existing Products

This table about comparison existing product. The comparison with year

publisher, platform, advantage, and disadvantage. So, the weakness of the existing

product can be identified went make the comparison. The comparison shown Table 2.1.

Table 2.1: Comparison table of existing product

TITLE

AUTHOR

/ YEAR

TECHNIQUES

ADVANTAGE

DISADVANTAGE

Bacaan

Rukun

Qauli

Dalam

Solat

Md Nasib

et.al

(2016)

Article

(flashcard)

• The purpose

of this study

was to test the

effectiveness

of primary

student

mastery level

• Has no animation

element and only

appear in 2D

model.

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of “Rukun

Qauli” during

their “solat”

by using

coloured card.

E-Solat Syaifudin

Bin

Ramzan

(2016)

Article

(Mobile Apps)

• Provides

learning solat

and

remembering

short surah.

• Less attractive

• Images only

appear in 2D.

• A bit

complicated for

kids

The User

Guide

Muslim

Prayer

Siti

Zuraida

Abdul

Manaf

et.cl

(2015)

Article

(Mobile Apps)

• Provides a

complete

guide of

solah.

• No animation

element

• Less attractive

layout.

• A bit

complicated for

kids.

Panduan

Lengkap

Solat

Syaifudin

Bin

Ramzan

(2015)

Mobile apps

• Complete

prayer in

solah and a

“sunat”

prayer.

• No text and only

sound of prayers

is provided.

• Less interactive

layout.

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Panduan

Solat

Sempurna

Wanita

laila

majnun

(2018)

Mobile Apps

• The content is

detailed like

book.

• Less interactive

environment

design.

• Only for woman.

• To much text in

one page.

‘Ajar Saya

Solat’

Hexa Setia

(2018)

Mobile Apps

(AR)

Marker based

• Provides step

in solah.

• Interactive

and suitable

for kids.

• Only focus on

step in solah.

• Without

recitation of

surah.

• The book is

limited to get

since it’s from

oversea.

Table 2.2 Comparison Table of the Existing Products with 5 Element of

Multimedia

TITTLE Text Image Video Audio Animation

Flashcard: Bacaan Rukun

Qauli Dalam Solat

✓ ✓ - - -

Mobile Apps: E-Solat ✓ ✓ - - -

Mobile Apps: The User

Guide Muslim Prayer

✓ ✓ - - -

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Mobile Apps: Panduan

Lengkap Solat

✓ - - ✓ -

Mobile Apps: Panduan

Solat Sempurna Wanita

✓ ✓ - - -

Mobile Apps (AR): ‘Ajar

Saya Solat’

- ✓ - ✓ ✓

Based on the table 2.1, the conclusion that can be concluded from the hand-on

product is all of it using text and image, but it is to much text in one page and less

attractive. The images only appear in 2D and no animation element. In terms of audio

usage, only one product used audio and it only focused on audio no text and image.

Lastly, the product to be built is based on AR technology that have image in 3D

animation and text with sound and have two activities for student to improve after

learning process. The learning process will be more fun and can give a new experience

to the student.

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2.5. Summary

This chapter discuss about an overview about the concept of the system.

Literature Review is important to help the developer to know the problem from the

previous system that can be improves or as a guidance of the flow of new system. In

this chapter also is need to compare some of a similar project or application that have

develop by other. Besides, it helps the developer in understanding the system and the

chosen techniques more.

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CHAPTER III

METHODOLOGY

3.1. Introduction

In this chapter is about process of developing project from the beginning until

the end of this project. The flow of the project will discuss briefly to give more

understanding of design and develop of this application. There are many methods that

can be used for developing this project. The methodology that can be decide in this

project is Rapid Application Development (RAD). In this methodology is based on

phases for each development process. Every phase of this methodology will be

explained.

3.2. Rapid Application Development (RAD) Methodology

In this project, I have chosen Rapid Application Development (RAD) as the

research methodology. James Martin, in his book first coining the term, wrote, “Rapid

Application Development (RAD) is a development lifecycle designed to give much

faster development and higher-quality results than those achieved with the traditional

lifecycle. It is designed to take the maximum advantage of powerful development

software that has evolved recently.” .The reason why this methodology is selected is

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due to the rapid prototyping nature where development of the application could be done

in the early stage and user’s requirement and expectation could be address fully at the

development phase. Products development is faster and the quality of the product is

higher is the main advantage when utilize RAD concept.

The other reason why Rapid Application Development (RAD) approach. It was

decided once a lot of consideration made in terms of gathering the requirements and the

nature of application development. RAD consists of four main phases which are

Requirement Planning, User Design, Construction and Cutover as illustrated in the

Figure 3.1. Generally, RAD approaches are more emphasizing on the development

phases rather than planning tasks. It has a better quality of having users interact with

developing prototypes of project functionality. Besides that, more activities can be done

and completed on time of the expected budget. It can reduce the catastrophic failures of

focusing on the development of incremental besides more analysis can be discovered

and acted upon earlier in the process.

Figure 3.1 Rapid Application Development

(RAD)

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3.2.1. Requirements Planning Phases

During the requirement planning phase, all the important information

and theory about Augmented Reality was gathered. The theory is containing

about the concept, hardware and software and the types of AR with the

applications that been applied in the many field areas. These parts are defined

as Chapter 2 which is Literature Review. Moreover, the problem statement of

the project, the objectives and the scope for the project also clearly stated on

Chapter 1. This is very important to ensure that the project will be achieved the

objectives as planned.

Since the project is developed and targeted for student of Islamic class

in primary school (KAFA), the planning is required to gather information on

understanding the syllabus of learning books for student’s learning process of

prayers in solah, the current problems and the enhancement of implementing

augmented reality of prayer in solah with mobile application. The information

was collected from the distributive interviews. It was used to get the teachers

point of view on the students learning about Prayers in solah. Besides that, the

researches on journals, articles and other research papers also been studied to

collect the correlated information to the project development as the supportive

materials. The existing products of the market also are viewed as the reference

to start the project and the future improvement.

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Figure 3.2 Analysis Phase

Requirement

s

Problem

Statement

1. Learn using book is less

interactive.

2. Not have 3D animation.

Objectives

1. To study the augmented

reality technology to create

‘Belajar Bacaan Solat’ Card

book using AR Technology.

2. To design and develop

‘Belajar Bacaan Solat’ Card

book using AR Technology

that allow users learning with

augmented reality.

3. To test the functionality of

Prayers in Solah Flashcard

using augmented reality.

Target

Audience

1. Student of Islamic class in

primary school (kafa).

Content

This project included:

Display Augmented Reality

(AR) application with

animations.

Display 10 prayers in solah

Flashcard.

Contain 2 Activities.

Strategy

Requirement

1. Use 3D model

2. Augmented reality

technology

1. Software

-Unity3D

-Vuforia

-Maya3D

2. Hardware

-Laptop

-Mobile phone (Android)

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Table 3.1 Existing Product

TITLE TECHNIQUES ADVANTAGE DISADVANTAGE

Penguasaan Bacaan

Rukun Qauli Dalam

Solat

Article

(flashcard)

• The purpose

of this study

was to test the

effectiveness

of primary

student

mastery level

of “Rukun

Qauli” during

their “solat”

by using

coloured card.

• Has no animation

element and only

appear in 2D

model.

E-Solat in Mobile Article

(Mobile Apps)

• Provides

learning solat

and

remembering

short surah.

• Less attractive

• Images only

appear in 2D.

• A bit complicated

for kids

The User Guide

Muslim Prayer

Application

Article

(Mobile Apps)

• Provides a

complete

guide of solah.

• No animation

element

• Less attractive

layout.

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• A bit complicated

for kids.

Panduan Lengkap

Solat Fardhu & Sunat

Mobile apps

• Complete

prayer in solah

and a “sunat”

prayer.

• No text and only

sound of prayers

is provided.

• Less interactive

layout.

Panduan Solat

Sempurna Wanita

Mobile Apps

• The content is

detailed like

book.

• Less interactive

environment

design.

• Only for woman.

• To much text in

one page.

Ajar Saya Solat

Mobile Apps

(AR)

Marker based

• Provides step

in solah.

• Interactive

and suitable

for kids.

• Only focus on

step in solah.

• Without

recitation of

surah.

• The book is

limited to get

since it’s from

oversea.

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3.2.2. User Design Phases

Designing phase is the longest period throughout the prototype

development cycle, where by the designing stages, build the design functions

and operations were described in details. It is including the designing the

storyboard, outline, diagrams and also the interfaces. Regarding the user needs,

the early design was based on the specifically designed storyboard as in figure

3.3 until figure 3.12 below.

The flashcard and the interface of application prototype were

designed by using abode photoshop and adobe illustrator, the adobe that

provide the templates and tools to design storybooks. Therefore, the user

designs phase activity become easier and save time. A prototype is draft

representation built to test ideas for layout.

i. Storyboard Flashcard

Based on the figure 3.3 below, show the card book for Bacaan 1 in Prayers.

Figure 3.3 Flashcard 1

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Based on the figure 3.4 below, show the card book for Bacaan 2 in Prayers.

Figure 3.4 Flashcard 2

ii. Storyboard Application

Based on the figure 3.5 below is the main menu for the application.

Figure 3.5 Main Menu

BUTTON FUNCTION

Button how to play

After user click this button, user will go to the page

how to play.

Button info

After user click this button, user will go to the page

info of this application.

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Button ‘KIUZ’ After click this button, user will go to the page ‘KUIZ’

that have 2 quiz to play.

Button ‘IMBAS’ After click this button, user will go to the page

‘IMBAS’, user can scan the card book at that page.

Based on the figure 3.6 How to Play below show the page for How to Play. It

show the explanation how to use this application.

Figure 3.6 How to Play

BUTTON FUNCTION

Button home

After user click this button, user will go to the page

home again.

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Based on figure 3.7 about, this page is about the application for student and

based on KAFA Class syllabus.

Figure 3.7 About

BUTTON FUNCTION

Button home

After user click this button, user will go to the page

home again.

Based on the figure 3.8 below, the user need to scan a card book using a

camera.

Figure 3.8 Scanner (Before)

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BUTTON FUNCTION

Button home

After user click this button, user will go to the page

home again.

Button sound

After user click this button, user will hear the prayer in

solah based on card book that scan.

Green scroll box This green scroll box is for user to see the prayers in

solah.

Based on the figure 3.9, the object will appear in 3D.

Figure 3.9 Scanner (After)

BUTTON FUNCTION

Button home

After user click this button, user will go to the page

home again.

Button sound

After user click this button, user will hear the prayer in

solah based on card book that scan.

Green scroll box This green scroll box at this page is for user to see the

prayers in solah.

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Based on the figure 3.10 below is the main menu for the quiz.

Figure 3.10 Home Page Quiz

BUTTON FUNCTION

Button home

After user click this button, user will go to the page

home again.

Button ‘BETUL atau

SALAH’

After user click this button, user will go to page quiz

‘BETUL atau SALAH’, that have 5 questions.

Button ‘PILIHAN

JAWAPAN’

After user click this button, user will go to page quiz

‘PILIHAN JAWAPAN’ that have 5 questions.

In the figure 3.11 below, Quiz 1 in 5 question with multiple choice.

Figure 3.11 Multiple Choice

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BUTTON FUNCTION

Button back

After user click this button, user will go to the page

before that page.

In the figure 3.12 below, Quiz 2 in 5 question with true or false.

Figure 3.12 True/False

BUTTON FUNCTION

Button back

After user click this button, user will go to the page

before that page.

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3.2.3. Construction Phases

During the construction phase, each prototype iteration was built, was

based on the system analysis and design set earlier. This is included the

interfaces of the mobile app, the card book and development of augmented

reality such as the 3D modelling part and code the programming. The

modelling part is using the Maya software and it took about three to four weeks

to finish the characters models. The creation of the characters is included of

modelling, texturing, rigging and animating the models that were very

challenging and taught activity. Then, the integration and compilation was

done by using Unity 3D which is the cross platform game engine with a built-

in integrated development environment (IDE). It is used to compile the

characters models with animation, programs and SDKs to design the

application. It is then checked to guarantee and ensure the functionality

developed is achieved the user requirements. Some changes and modification

are done in order to make sure the users are completely satisfied with the

product. The phase involves developing the AR application using the Vuforia

SDK and Unity 3D.

3.2.3.1. Development

a) Create Marker

Before starting develop the 3D models, the solah card book must be

created earlier using Adobe Illustrator. This car book used as for

markers which is when we scan the image that created on the card

book its will pop out the 3D models at the mobile phone screen.

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b) Animating 3D characters

Next process in production is animating 3D models using Autodesk

Maya. There are 5 steps that included during the process:

Modelling

In this process, the 3D models is created. Reference images are

required throughout this process.

Texturing

In this process, the 3D models is applying with color &surface

properties. The surface of model must look like it does match

real-world and concept art.

Rigging

In this process, rig the 3D models to make the movement in the

next process which is in animation process. Furthermore,

joint controller, skinning, enveloping, muscle system and

floating GUI is involved.

Animation

In this process, the 3D models movement is created. This

process was the hardest part in animating 3D models. Then,

it will make the 3D models animation more interesting and

realistic.

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Rendering

This process is the last process in animating 3D models.

Rendering is a process which is painting all component in the

production stage to make final output.

c) Building AR

In this process, the 3D models of the kid will be imported into Unity

3D software. Then, the developer can started building AR

experiences using Unity 3D and Vuforia Platform.

d) Building mobile interfaces and features

In this process, the mobile interfaces and features are created using

photoshop and Adobe Illustrator. The objective is to make the

mobile application more attractive and users understand the

functionality.

e) Coding

During this process, the developer must implement language c# to

the desired outcome of the project based on the findings during the

research phase.

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3.2.4. Cutover Phases

The final phase in RAD approach is cutover phases or known as

implementation stages. This phase only can be done after the testing has been

completed therefore the software can be installed in a “live” environment and

launched. The complete integration is including the implementation of

application ‘Belajar Bacaan Solat’ Card book using AR Technology. Other

than that, the usability tests were carried out to ensure, whether the system

meets the requirements established earlier or not. The frequent testing and

iterating of the process, until reaching a satisfactory outcome, ensured that final

users can use the product easily with no faults or errors.

3.2.4.1. Final Testing

After all of steps in construction phase are completed,

final output have been done and ready to perform.

a) Test Run Project

This is when the developer test runs the project by herself.

This is to ensure that the project can be used and is running

accordingly.

b) User Test Run

Before presenting the final product, developer give to the

user test the project and give the feedback. Criticisms and

constructive feedback is taken to be implemented later on.

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3.3. Framework Design

Figure 3.6 below shows the framework design of Prayer in Solah Application. User

able to choose any button in this application.

Figure 3.6 : Framework Design

The users needed to used device to search the marker in flashcard, for the best results,

you should aim for targets with 4 or 5 starts. The adobe illustrator used to create card

book prayer in solah and to create interface of the application ‘Belajar Bacaan Solat’

Card book using AR Technology. The adobe Maya used to model the character in 3D

and make the 3D model movement and look realistic. The 3D Unity used to create the

Virtual Reality application and overall project and modelling 3D objects. The Vuforia

use to create augmented reality. The Vuforia detects and tracks the features that are

naturally found in the image itself by comparing these natural features against a known

target resource database. Once the Image Target is detected, Vuforia Engine will track

the image as long as it is at least partially in the camera’s field of view. Lastly, after

scanning the marker, 3D image will display to user. From this, the user will learn a new

experience in learning process.

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3.4. Hardware and Software Requirement

Developers have identified the requirements needed to develop AR Prayers in

Solah. The requirements in AR development are divided into two main parts, hardware

and software requirements. Hardware and software are a key requirement in developing

a multimedia development as a control, managing, supporting computer systems and

activities. The selection of hardware and software should consider minimum or

equivalent specifications in the AR development process allowing software to function

properly to launch AR Prayers in Solah. Here is a list of required hardware and software.

3.4.1. Hardware Requirement

Hardware consists of components that can be physically controlled.

Hardware selection should be done to avoid any technical problems occurring

during the software development process. The following is a minimum hardware

specification for the hardware required by the developer to produce AR Prayers

in Solah. Based on the Table 3.1 below, describes about hardware and usage.

NO. HARDWARE USAGE

1. Laptop DELL Inspiron 15 (3000

series)

(Operating system : Windows 10)

(Processor : Intel Core i3)

( Memory : 4GB RAM)

To create the sketches for the model,

background and create scripts or

documents related to application. Also

used for on the go coding and 3D

modelling.

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2. Mobile Phone OPPO A7

(Android Version 8.1.0 CPH1901EX)

(64GB Memory)

Used to run and testing the application

3. External Hard Disk

To backup all project data

4. Printer

To print out the documentation.

Table 3.1 : Hardware and Usage.

3.4.2. Software Requirement

As a result of the analysis, it was found that the software needed to

develop AR Prayers in Solah are Autodesk Maya, Vuforia, Unity 3D, Adobe

Photoshop and Adobe Illustrator. The builder uses this software as a support

throughout the process of development of AR Prayers in Solah to produce more

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attractive, high quality and functional software. Software suitable for software

development is very important because the software is a detailed instruction that

controls the functionality of the hardware device and every software applied has

different uses of its functionality. Based on the Table 3.2 below, describes about

software and usage.

NO. SOFTWARE USAGE

1. Autodesk Maya 2018

Used to create 3D character

models.

2. Vuforia

To create Augmented Reality

3. Unity 3D

Used to create the Virtual Reality

app and

Overall project and animate 3D

characters.

4. Adobe Photoshop

Used to create sketches of

background, characters and

posters.

5. Adobe Illustrator

To desi gn interface, posters and

logo

application.

Table 3.2: Software and Usage.

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3.5. Summary

This chapter discussed the methodology used is to complete this project. The

Rapid Application Development (RAD) methodology is used because every phase

during the application development follows the project methodology that is mentioned

in this chapter. The hardware and software requirement also had been discussed.

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Johari, N. S., Fakhruddin, F. M., & Suhid, A. (2017). Pendekatan dan kaedah

pengajaran ibadah solat guru pendidikan Islam menurut perspektif murid. O-JIE:

Online Journal of Islamic Education, 4(2), 46-53.

laila majnun (2018). Reuters (1.0)[ Mobile application software]. Retrieved from

https://play.google.com/store/apps/details?id=com.andromo.dev715390.app86408

5&hl=en

Manaf, A., Zuraida, S., Zaid, A. S. M., Din, R., Hamdan, A., Salleh, N. S. M., ... &

Lubis, M. A. (2015). Aplikasi Mudah Alih Panduan Solat dan Penggunaannya=

The User Guide of the Mobile Muslim Prayer Application. ʻUlum Islamiyyah

Journal, 197(3537), 1-16.

Nasib, M., & Binti, R. (2016). Penguasaan Bacaan Rukun Qauli Dalam Solat

Dalam Kalangan Murid Tahun 4 Sekolah Rendah (Doctoral dissertation, Universiti

Sains Islam malaysia).

Ramzan, S. (2010). Courseware on E-solat in Mobile (Doctoral dissertation, UMP).