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E-NOTES: SCIENCE FOR GRADE 5 (MATTER)
NURUL IZZATI BINTI IZANI
BACHELOR OF INFORMATION TECHNOLOGY
(INFORMATICS MEDIA) WITH HONOURS
FACULTY OF INFORMATICS AND COMPUTING
UNIVERSITI SULTAN ZAINAL ABIDIN
2018
i
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 Universiti Sultan Zainal
Abidin or other institutions.
_______________________________
Name: Nurul Izzati Binti Izani
Date: ……………………...
ii
CONFIRMATION
This is to confirm that:
The research conducted and the writing of this report was under my supervision.
______________________________________
Name: Norlina Binti Udin @ Kamaruddin
Date: ………………………
iii
DEDICATION
First and foremost, I would like to express my gratitude to Allah S.W.T, the one who
allowed me to complete this project. Then I would like to sincerely thanks to my
supervisor Madam Norlina Binti Udin @ Kamaruddin for the continuous support and
help for this project.
Furthermore, I would like to appreciate the panel assessment members for their valuable
feedback and continuous guidance during this project presentation that have gave me a
help and support to keep improving this project.
Next, I would like to thanks my friends who have lend me their hand whenever I need
throughout this project. Last but not least, I also grateful and thankful to my parents for
their continuous support and love to the end of this project.
iv
ABSTRACT
Knowledge is important to every human being in this world. It is crucial for kids
to enjoy their learning process from young age to make sure they are craving for more
knowledge as they grow bigger and older. However, most kids especially primary
school students were not really interested in reading the textbook because they cannot
interact with it. This is because it is not an interactive device. E-Notes: Science for
Grade 5 (Matter) is developed specifically for primary school student in grade 5. This
application focused on Matter chapter in Science subject syllabus. This application used
2-dimensional (2D) graphic animation developed using Adobe Flash Professional Cs6
and Adobe Photoshop Cs6. This mobile application can help primary school student in
grade 5 to have their own interactive notes rather than having notes only on the paper.
This can help them to study or refer to their notes without having them to bring their
book all the time. The animated notes can make the learning process an exciting
moment. Activity such as quiz also will be provided at the end of the lesson to test the
student’s understanding on the topic. E-Notes: Science for Grade 5 (Matter) hopefully
will help users understanding the Matter chapter and make students be more interested
for studying science in the future.
v
ABSTRAK
Ilmu pengetahuan sangat penting kepada setiap manusia didunia. Ianya penting
untuk kanak-kanak menikmati proses pembelajaran dari usia muda untuk memastikan
mereka dahagakan lebih ilmu pengetahuan seiring pembesaran dan peningkatan usia
mereka. Walau bagaimanapun, kebanyakan kanak-kanak terutamanya pelajar sekolah
rendah tidak terlalu berminat membaca buku teks kerana mereka tidak dapat
berinteraksi dengannya. Ini kerana ianya bukan peranti interaktif. E-Notes: Science for
Grade 5 (Matter) dibangunkan khusus untuk pelajar sekolah rendah Darjah 5. Aplikasi
ini berfokus kepada Bab Jirim dalam silibus subjek Sains. Aplikasi menggunakan
animasi grafik 2-Dimensi (2D) yang dibangunkan menggunakan Adobe Flash
Professional Cs6 dan Adobe Photoshop Cs6. Aplikasi mudah alih dapat membantu
pelajar sekolah rendah darjah 5 untuk memiliki nota interaktif mereka sendiri
berbanding hanya mempunyai nota diatas kertas. Ini dapat membantu mereka untuk
belajar atau merujuk nota mereka tanpa perlu membawa buku sepanjang masa. Nota
animasi boleh menjadikan proses pembelajaran suatu momen yang mengujakan.
Aktiviti seperti kuiz akan disediakan diakhir pembelajaran untuk menguji pemahaman
pelajar mengenai topik tersebut. Aplikasi ini diharapkan dapat membantu pengguna
memahami bab Jirim dan membuatkan pelajar-pelajar lebih berminat untuk
mempelajari Sains pada masa akan datang.
vi
CONTENTS Page
DECLARATION i
CONFIRMATION ii
DEDICATION iii
ABSTRACT iv
ABSTRAK v
CONTENTS vi
LIST OF TABLES viii
LIST OF FIGURES ix
LIST OF ABBREVIATIONS / TERMS / SYMBOLS x
LIST OF APPENDICES xi
CHAPTER I INTRODUCTION
1.1 Introduction 1
1.2 Problem Statement 2
1.3 Objectives 2
1.4 Scope
1.4.1 User
1.4.2 Admin
2
2
3
1.5 Limitation of Work 3
1.6 Expected Result 3
1.7 Project Schedule 4
1.8 Summary 4
vii
CHAPTER II LITERATURE REVIEW
2.1 Introduction 5
2.2 Summary of Literature Review 6
2.3 Summary 10
CHAPTER III RESEARCH METHODOLOGY
3.1 Introduction 11
3.2 Methodology
3.2.1 Early Planning Phase
3.2.2 Analysis Phase
3.2.3 Design
3.2.4 Development and Implementation
3.2.5 Support and Operation
11
12
13
13
19
19
3.3 Requirement Analysis 20
3.4 Summary 21
viii
LIST OF TABLES
TABLE TITLE PAGE
1.1 Gantt Chart 4
2.1 Literature Review 9
3.1 Hardware and usage 20
3.2 Software and usage 20
ix
LIST OF FIGURES
FIGURE TITLE PAGE
3.1 SDLC Phases 12
3.2 Framework 14
3.3 Storyboard 1 15
3.4 Storyboard 2 15
3.5 Storyboard 3 16
3.6 Storyboard 4 16
3.7 Screen Design 1 17
3.8 Screen Design 2 18
3.9 Screen Design 3 18
x
LIST OF ABBREVIATIONS / TERMS / SYMBOLS
2D Two dimensional
xi
LIST OF APPENDICES
APPENDIX TITLE PAGE
1
CHAPTER I
INTRODUCTION
1.1 Introduction
Science means knowledge. Through science, we can discover and understand
why, when and how a phenomenon or a process could happen. Scientist have done
millions of experiment in order to learn something unknown. In primary school, student
learn the basic knowledge of science through textbook and experiment. While the
experiment is an enjoyable activity to be done, the textbook is not in the same pages.
Thick pages of book and too much text seems to be an ultimate problem for them.
Compared to the traditional system of learning process in the primary school, an
additional mobile application that can help students to learn more on science can be
such a huge booster for them. This is because, students are more attracted to something
that they can see and interact with.
2
1.2 Problem Statement
There are few problems that lead to the making of this project such as below:
i) Primary school students were not really interested in reading the textbook.
ii) Student cannot interact with the textbook because it is not an interactive device.
iii) Student tend to forget what they read rather than what they see and interact with.
1.3 Objectives
The aim of this project are:
i) To study on E-notes: Science for Grade 5 (Matter).
ii) To design and develop a student-friendly and attractive application for primary
school student in grade 5.
iii) To evaluate and testing the functionality of the application.
1.4 Scope
The scope of this project involve admin and user only.
1.4.1 User
i. User can watch and interact with the animated notes for Matter topic.
ii. User can answer the quiz at the end of the note to test their understanding and
see the result.
iii. User just need to do a simple registration to use the application.
The new user need to do a simple registration before they can use this application. After
that, they can explore more on the animated notes and answer the quiz provided.
3
1.4.2 Admin
i. Admin can update the application.
ii. Admin need to administer the application.
Admin can update the application and will administer the application.
1.5 Limitation of Work
There is a limit when developing a mobile application. In this project, the limitation was
i. This application only compatible with Android mobile phone.
ii. This application did not have sound.
1.6 Expected Result
The expected result by the end of the development of this project are:
i. E-Notes: Science for Standard 5 (Matter) will completely develop.
ii. Users can interact with the 2D animated graphic.
4
1.7 Project Schedule
This project schedule is to show the flow of development and activities in developing
the application. The table below shows the activities for FYP 1.
Table 1.1: Gantt Chart
1.8 Summary
In conclusion, this chapter discussed about the introduction for the proposed application
such as problem statement, objectives, scope, limitation of work, expected result and
project schedule.
5
CHAPTER II
LITERATURE REVIEW
2.1 Introduction
This chapter will discuss about previous research thesis on same alike topic with this
project. There were few research theses that were almost similar to this project. This
chapter will show the multiple technique that have been used for previous project such
as the software used to develop the project, the methodology used, the advantages and
disadvantages of every single project. Through this study, all the useful information will
be used to help developing this E-notes: Science for Grade 5 applications. These
information will be the guideline for developing this project since there were few
research thesis that were almost similar to this project.
6
2.2 Summary of Literature Review
There are five research thesis that will be discussed in this chapter which
contains summarization of title, author and year, problem statement, objective, result,
advantages and disadvantages, method and software used to develop the application and
the outcome of the project which is the application itself.
Journal 1 was a journal of the development of a computer application based on
constructivisme theory and inquiry approach. Constructivisme theory is where student
executed and explore their own study process meanwhile inquiry approach is the student
approach to run the experiment by their own self so that they can see what will happen,
their desire to do something, questioning and seek for the answer. So the advantage of
using this software is student can run the experiment without any help or instruction
from their teacher. Disadvantages for this application was it is not developed for mobile
application and only limited for electrochemical topic. Apart from that, it was stated
that this application was lack of audio element, no video element, no feedback question
for student and less activities. This application was developed using Macromedia Flash
Professional 8, Adobe Photoshop Cs and Sound Forge. Method used for this project is
ADDIE method.
Journal 2 was a journal on the development of Digital Graphic Design mobile
application. With the use of this application, students can use it to learn independently
on the Digital Graphic Design subject. The advantages of this project is this application
was successfully developed. Then, analysis have been done to the application and there
were lot of improvement and correction that need to be done. After all correction have
been done, all respondents were satisfied with the application. Despite of the
completeness of this project, the lack of this application is, it does not have any activities
or quiz to test the student’s understanding on the subject. Student also cannot give
feedback to the mobile application either about the learning process or the mobile
7
application itself. This application was developed using Adobe Flash, Adobe Photoshop
and Camtasia Studio 8. Method used for this project is ASSURE model. The ASSURE
model consists of six components, analyzing users, state the objectives, choosing
methods, using media and materials, requiring student engagement and conducting
assessments and reviews.
Journal 3 was a journal on the development of a mobile application on basic
learning of Jawi. This application advantages were it was colourful and suitable for kids.
It has sound element to give a correct pronunciation on the Jawi alphabets. The design
unfortunately not suitable for E-notes: Science for Grade 5 (Matter) mobile application
since it was for 4-6 years old kid. Development involve the process of analysis, design,
development, implementation, evaluation and testing. This application was developed
by using Adobe Flash (Adobe Air) action script 3.0 and Adobe Sound Booth.
Journal 4 was a journal on the development of mobile application to check on
Malay grammar for primary school called MyNahu. This application helps student
enhancing their Malay grammar and increase understanding on the use of sentences in
Malay. Even though this mobile application in an improvement to a few recent
applications to check on Malay grammar, it still has it disadvantages which was lack of
multimedia element such as audio, video and animated graphic to make it attractive to
the user. Research methodology used to develop this application was Kitaran Hidup
Pembangunan Aplikasi Mudah Alih (MADLC) involves introduction, design,
development, prototyping, testing and maintenance. This application was develop using
Android Studio.
Journal 5 was a journal on development of a mobile application for children’s
reading skill. This application was attractive and deliver a clear learning materials
according to the Linus literation model. It also contains short story, songs and activities
to test kid’s understanding at the end of learning process. On the other side, this
application’s design was not suitable for our mobile application since it was for the use
of kids aged 5-7 years old only. ADDIE model was used to develop this application
involves analysis, design, development, implementation and evaluation. This
application developed using Adobe Photoshop Cs6 with Kwiksher plug-in.
8
TITLE AUTHOR/YEAR PROBLEM
STATEMENT
OBJECTIVE RESULT
1)
Pembangunan
Perisian
Multimedia Bagi
Subjek Kimia,
Tingkatan 4,
Electrochemical
Series
Berdasarkan
Teori
Konstruktivisme
Noraffandy
Yahaya &
Fatimah
Hishamuddin
(2010)
i) Many of the
students were
facing the
problems to
master the
basic concepts
and skills of
science and
mathematic
subject that are
formally
studied in the
school.
i) Develop a
multimedia
courseware that
can enhance
student’s
understanding
on
electrochemical
series.
i) Students can
run the
experiment by
themselves
with the help
of this
software.
2)
Pembangunan
Aplikasi
Android
Pembelajaran
Reka Bentuk
Grafik Digital
Norhasyimah
Hamzah, Siti
Nadiah Zulkiflee,
Siti Nur
Kamariah
Rubani,
Arihasnida Ariffin
& Tamil Selvan
Subramaniam
(2017)
i) Classroom
learning alone
is not enough
to encourage
the full
development
of student
knowledge.
i) Develop an
android
application for
Digital Graphic
Design learning.
ii) Evaluate the
functionality of
the android
graphic design
learning app of
the android from
the aspects of
information
design, interface
and interaction.
i) Self-
learning with
the use of this
application.
ii) From the
analysis, the
respondents
were satisfied
with the
design of the
information,
interfaces and
interactions
developed.
3)
Pembangunan
Aplikasi Mudah
Siti Zaharah
Mohid,
Norbadriyyah
i) Lack of
reading
material and
i) To develop an
application that
integrate the
i) Prototype
was
9
Alih
Pembelajaran
Asas Jawi
Homan,Roslinda
Ramli & Syukri
Adnan (2016)
software
specifically for
Islamic
studies.
multimedia
element to
attract children’s
interest.
successfully
developed.
4)
Pembangunan
Aplikasi Mudah
Alih Untuk
Menyemak Nahu
Bahasa Melayu
Peringkat
Sekolah Rendah
Dewi Susmawaty
binti Saiful Arifin,
Bahari Idrus
(2017)
i) Mobile
application to
check Malay
language
grammar has
not yet been
developed.
ii)Inappropriat
e language use
of Malay
language.
i) To develop a
mobile
application for
grammar
checking for
primary school
level.
i) The
application
were fully
functioning.
5) Development
of A Mobile
Application for
Children’s
Reading Skill :
Literasi Linus
(LILIN) Mobile
App.
Maszuraini binti
Miswan, Hamedi
bin Mohd Adnan
(2015)
i) Most
application
tend to display
interactive
graphic and
animation
features
surpass the
educational
materials , or
too over-
loaded with
educational
materials in a
stereotype and
boring way.
i) Develop a
mobile
application to
improve
children’s
literacy skills,
based on the
Malaysia
Ministry of
Education’s
Literacy and
Numeracy
Screening
(Linus)
screening
program.
i) Application
was
successfully
developed and
tested.
Table 2.1: Literature Review
10
In conclusion, these applications were developed to help the learning process. There
were lots of things that could be the guide and reference to develop E-notes: Science
for Grade 5 (Matter) such as the methodology and the design that might fit for this
application. These journals also help with the software that suitable and could be used
to develop the application. Improvement that will be implemented for this project’s
application is more animated graphic, more interaction between student with the
application and suitable color for grade 5 student. According to the research, this
application is the first mobile application that will provide interactive 2D science notes
for student grade 5.
2.3 Summary
In conclusion, there were a few research theses that already been discussed about
educational mobile application that will help more with this project. There were few
techniques that can be considered to be the guidance for this project so it will meet its
goals.
11
CHAPTER III
RESEARCH METHODOLOGY
3.1 Introduction
This chapter discussed about the methodology that was used along the development of
this application. Methodology is a complete set of guidance that consist of models, tools
and specific technique that need to be followed in executing every phases in a system
development life cycle.
3.2 Methodology
Methodology that was suitable to be used to develop this application is System
Development Life Cycle (SDLC). SDLC consist of five phase which is Early Planning
Phase, Analysis Phase, Design Phase, Development Phase and Implementation and
Support and Operation Phase.
12
Figure 3.1: SDLC Phases
3.2.1 Early Planning Phase
In this first phase which is early planning phase, research and observation has
been done to find what kind of multimedia application that need to be developed. In my
investigation and my observation, I realized there is a need to developed a multimedia
application for the primary school student. After doing searching on Google Playstore
using an android mobile phone, there was no such an application on animated notes for
primary school student. Then the idea for developing an application consist of graphic
and animated application came out. So I would like to developed the E-notes: Science
for Grade 6 mobile application. All information required was gathered and I need to do
a progress presentation to the panels. After discussion between panels, I was required
to only pick one chapter in the Science syllabus. After considering the idea given by the
panels, I choose the Matter chapter for this application. Final decision was E-notes:
Science for Grade 5 (Matter).
13
3.2.2 Analysis Phase
This phase is important to determine the requirements and the needs of the
application. It was important to identify what was needed and suitable to be applied to
the application since this application will be used by the primary school student aged
11 years old. In this phase, any problems or constraints that might happen when
developing the application were also considered to make sure the application will
achieve the initial purpose.
3.2.3 Design Phase
In this phase, there were few processes that need to be done to give a clear
picture of the application such as the sketching of the storyboard, framework for the
application, prototype which is the screen design that will help to ease the development
process since it will give guidance throughout the process.
14
3.2.3.1 Framework
Framework is a basic structure of a system or generally the concept of a system. Figure
below show the framework for E-Notes: Science for Grade 5 (Matter).
Figure 3.2: Framework
For this application, the users will enter the application homepage. The users can see
the animated notes which have six subtopics for the Matter chapter. Each of the
chapter will show the 2D animated graphic. Next thing that user can do is to answer
the quiz which have three set of quiz consists of ten question for each set. The user
can review their result for each quiz.
15
3.2.3.2 Storyboard
Storyboard is a sketch or illustration in purpose of pre-visualizing the design that will
be implemented for this application.
Figure 3.3: Storyboard 1
Figure 3.4: Storyboard 2
16
Figure 3.5: Storyboard 3
Figure 3.6: Storyboard 4
Storyboard is the primary guide for the design of this application but it also can change
according to suitability and circumstances happen in the future. Figure 3.2: Storyboard
1 shows the starting page of the application where the user will enter their name. Figure
3.3: Storyboard 2 show the content of the Matter chapter. Figure 3.4: Storyboard 3 is
17
the sketching of the example on how the contents will look like. Figure 3.5: Storyboard
4 shows the sketching of how the quiz will look like. All of this are the example and
guideline of how the contents of this application will look like and additional design
will be implemented according to circumstances and suitability of the application in the
development phase.
3.2.3.3 Prototype (Screen Design)
Prototype is an early sample or model of a product built to test a concept or process. In
this project, the screen designs were developed to show how the application will work
such as the button and the 2D animated graphic.
Figure 3.7: Screen Design 1
18
Figure 3.8: Screen Design 2
Figure 3.9: Screen Design 3
Prototyping is where the functionality of the application was shown. In this process,
the functionality of the button, the animated graphic and any function that should be
done are recognized to make sure its meet the objectives of this application.
19
3.2.4 Development and Implementation
Development phase is where the application will be develop using the chosen
software where the software is the suitable software to develop the 2D environment
mobile application. The software is Adobe Flash Professional CS6 using ActionScript
3.0 programming language. This project will use AIR for Android which is a cross-
platform runtime system to build desktop application and mobile app.
3.2.5 Support and Operation
In the last phase for the life cycle, the application will be tested and get
maintenance for the last time to make sure there will be no error happen. This was to
ensure the error that happen previously were handled and fully repaired before the
application can be used.
20
3.3 Requirement Analysis
In this section, hardware, software and it usage throughout this project are listed below.
Hardware
No. Hardware Usage
1. Laptop Acer Nitro 5
(AN515-51)
(Processor Intel i5)
Used to write the proposal and report for this
project.
2. Smartphone Vivo Y71
(Android 8.1 Oreo)
(3GB RAM)
Used for test the functionality of the
application.
3. Hard disk To copy all files and as a backup to the project.
4. Printer To print the report or any required sheet.
Table 3.1 : Hardware and usage.
SOFTWARE
No Software Usage
1. Operating System
Microsoft Windows 10
Software for the computer used to complete the
project.
2. Microsoft Word Used to complete the proposal writing and
report writing for the project.
3. Adobe Flash Professional
Cs6
Used to develop the application which consist
of 2D animated graphic.
21
4. Adobe Photoshop Cs6 Used to design the layout needed.
5. ActionScript 3.0 Programming language used to develop the
interface and all function for this application.
6. Google Drive Used to backup and sync the project file.
7. Web Browser Used for searching for references.
Table 3.2 : Software and usage.
3.4 Summary
In conclusion, this chapter explained on the whole process from the beginning which
is the analysis phase to the support and operation phase. Hardware and software used
also listed
22
REFERENCES
Noraffandy Yahaya dan Fatimah Hishamuddin (2010). PEMBANGUNAN
PERISIAN MULTIMEDIA BAGI SUBJEK KIMIA, TINGKATAN 4,
ELECTROCHEMICAL SERIES BERDASARKAN TEORI
KONSTRUKTIVISME . Fakulti Pendidikan, Universiti Teknologi Malaysia.
Norhasyimah Hamzah, Siti Nadiah Zulkiflee, Siti Nur Kamariah Rubani,
Arihasnida Ariffin dan Tamil Selvan Subramaniam (2017). PEMBANGUNAN
APLIKASI ANDROID PEMBELAJARAN REKA BENTUK GRAFIK
DIGITAL. Faculty of Technical and Vocational Education, UTHM.
Siti Zaharah Mohid, Norbadriyyah Homan, Roslinda Ramli dan Syukri Adnan
(2016). Pembangunan Aplikasi Mudah Alih Pembelajaran Asas Jawi. Jabatan
Multimedia, Fakulti Sains dan Teknologi Maklumat Kolej Universiti Islam
Antarabangsa Selangor (KUIS) Selangor, Selangor, Malaysia.
23
Dewi Susmawaty binti Saiful Arifin dan Bahari Idrus (2017). Pembangunan
Aplikasi Mudah Alih Untuk Menyemak Nahu Bahasa Melayu Peringkat
Sekolah Rendah. Fakulti Teknologi & Sains Maklumat, Universiti Kebangsaan
Malaysia.
Maszuraini binti Miswan dan Hamedi bin Mohd Adnan (2015).
DEVELOPMENT OF A MOBILE APPLICATION FOR CHILDREN’S
READING SKILL: LITERASI LINUS (LILIN) MOBILE APP. Universiti of
Malaya.