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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

E-NOTES: SCIENCE FOR GRADE 5 (MATTER)ini berfokus kepada Bab Jirim dalam silibus subjek Sains. Aplikasi menggunakan animasi grafik 2-Dimensi (2D) yang dibangunkan menggunakan Adobe

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Page 1: E-NOTES: SCIENCE FOR GRADE 5 (MATTER)ini berfokus kepada Bab Jirim dalam silibus subjek Sains. Aplikasi menggunakan animasi grafik 2-Dimensi (2D) yang dibangunkan menggunakan Adobe

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

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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 Universiti Sultan Zainal

Abidin or other institutions.

_______________________________

Name: Nurul Izzati Binti Izani

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: Norlina Binti Udin @ Kamaruddin

Date: ………………………

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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.

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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.

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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.

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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

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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

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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

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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

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LIST OF ABBREVIATIONS / TERMS / SYMBOLS

2D Two dimensional

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LIST OF APPENDICES

APPENDIX TITLE PAGE

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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.

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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.

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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.

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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.

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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.

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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

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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.

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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

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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

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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.

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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.

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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).

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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.

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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.

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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

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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

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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

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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.

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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.

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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.

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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

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Noraffandy Yahaya dan Fatimah Hishamuddin (2010). PEMBANGUNAN

PERISIAN MULTIMEDIA BAGI SUBJEK KIMIA, TINGKATAN 4,

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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.

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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.