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CILIK SIFIR 2D INTERACTIVE GAME MUHAMMAD AIZAT BIN AMINURDDIN BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA) WITH HONORS UNIVERSITI SULTAN ZAINAL ABIDIN 2019

MUHAMMAD AIZAT BIN AMINURDDIN...Cilik Sifir is one of the applications to help primary school students improve their multiplying skills. Existing techniques such as learning in school

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  • CILIK SIFIR 2D INTERACTIVE GAME

    MUHAMMAD AIZAT BIN AMINURDDIN

    BACHELOR OF INFORMATION TECHNOLOGY

    (INFORMATICS MEDIA) WITH HONORS

    UNIVERSITI SULTAN ZAINAL ABIDIN

    2019

  • CILIK SIFIR 2D INTERACTIVE GAME

    MUHAMMAD AIZAT BIN AMINURDDIN

    BACHELOR OF INFORMATION TECHNOLOGY

    (INFORMATICS MEDIA) WITH HONORS

    UNIVERSITI SULTAN ZAINAL ABIDIN

    2019

  • i

    DECLARATION

    I at this moment declare that this report based on my original work except for quotations

    and citations, which have duly acknowledged. I also state that it has not previously or

    concurrently submitted for any other degree at Universiti Sultan Zainal Abidin or other

    institutions.

    ………………………………………………….

    Name : Muhammad Aizat bin Aminurddin

    Date :

  • ii

    CONFIRMATION

    This project report Cilik Sifir was submitted by Muhammad Aizat bin Aminurddin and

    has been accepted as a requirement for the Bachelor Of Information Technology

    (Informatics Media) with Honors

    ……………………………………………………

    Supervisor : Encik Muhd Sufian bin Mat Deris

    Date :

  • iii

    DEDICATION

    Firstly, I am grateful to Allah for giving me an opportunities and strength to

    complete this proposal. I would like to express my grateful to my supervisor, Encik

    Muhd Sufian bin Mat Deris for valuable advice, guidance, and idea given through the

    development of research until the end of my final year project.

    My sincere thank to my parent, Aminurddin bin Mohamad and Fauziah binti

    Suib for supporting me spiritually and financially throughout writing this thesis and

    my life in general. .

    Last but not least I am dedicating this to my friends that always give support to

    help me to make sure this project working well. Thank you so much and I will never

    forget it.

    Thank you.

  • iv

    ABSTRACT

    Now, it is undeniable that technology is becoming more popular. Progress in

    smartphone technology has affected the development of applications in many other

    areas. There are many applications that have been developed for many uses to facilitate

    users in everyday life such as Whatsapp, Facebook, Twitter and others are social media

    applications that are used to communicate.

    Cilik Sifir is one of the applications to help primary school students improve

    their multiplying skills. Existing techniques such as learning in school through

    mathematics are insufficient and require improvement. With this app, we can attract

    students to learn multiplayer methods while playing video games on smartphones.

    To develop this application, ADDIE Model will apply as it is suitable for

    projects where requirements and scope are set, the product itself is robust and stable,

    and the technology is clearly understood.

    In conclusion, existing smartphone technology can now help users perform

    various tasks easily and quickly. Application developers must take trouble and solve

    them by developing appropriate applications.

  • v

    ABSTRAK

    Kini, tidak dapat dinafikan bahawa teknologi semakin popular. Kemajuan

    dalam teknologi telefon pintar telah mempengaruhi perkembangan aplikasi dalam

    banyak bidang lain. Terdapat banyak aplikasi yang telah dibangunkan untuk kegunaan

    ramai untuk memudahkan pengguna dalam kehidupan harian seperti Whatsapp,

    Facebook, Twitter dan yang lain adalah aplikasi media sosial yang digunakan untuk

    berkomunikasi.

    Cilik Sifir adalah salah satu aplikasi untuk membantu pelajar sekolah rendah

    untuk meningkatkan kemahiran mendarab. Teknik sedia ada seperti pembelajaran di

    sekolah melalui mata pelajaran matematik adalah tidak mencukupi dan memerlukan

    penambahbaikan. Dengan adanya aplikasi ini, kita dapat menarik pelajar untuk

    mempelajari kaedah darab sambil bermain permainan video pada telefon pintar.

    Untuk membangunkan aplikasi ini, Model ADDIE akan diguna pakai kerana ia

    sesuai untuk projek di mana keperluan dan skop ditetapkan, produk itu sendiri teguh

    dan stabil, dan teknologi itu difahami dengan jelas.

    Kesimpulannya, teknologi telefon pintar yang sedia ada kini boleh membantu

    pengguna melaksanakan pelbagai tugas dengan mudah dan cepat. Pemaju aplikasi

    mesti mengambil masalah dan menyelesaikannya dengan membangunkan aplikasi yang

    sesuai.

  • vi

    CONTENT

    DECLARATION i CONFIRMATION ii

    DEDICATION iii

    ABSTRACT iv

    ABSTRAK v CONTENT vi

    LIST OF TABLE viii

    LIST OF FIGURE ix

    CHAPTER 1 1 INTRODUCTION 1

    1.1 Background Project 1

    1.2 Problem statement 2

    1.3 Objectives 2 1.4 Scopes 3

    1.5 Expected Result 3

    1.6 Limitation of the work 3

    CHAPTER 2 4 LITERATURE REVIEW 4

    3.1 Introduction 4

    3.2 Side Scrolling 4

    3.3 Android 5

    3.4 Analysis of existing source 5 CHAPTER 3 8

    METHODOLOGY 8

    3.1 Introduction 8

    3.2 The Methodology 8 3.3 Software and Hardware Requirement 12

    3.4 Design and Modelling 14

    CHAPTER 4 18

    IMPLEMENTATION AND TESTING 18 4.1 Introduction 18

    4.2 Implementation 18

    4.3 Testing and Result 24

  • vii

    4.3.1 Usability testing 25

    4.4 Summary of chapter 26

    CHAPTER 5 27 CONCLUSION 27

    5.1 Introduction 27

    5.2 Project achievement and contribution 27

    5.3 Future Work 28 5.6 Conclusion 29

    REFERENCE 30

    APPENDIX 31

  • viii

    LIST OF TABLE

    Table 3.1: list of software requirement .…….…………………………………………….11

    Table 3.2: list of hardware requirement …….……………………………………………12

  • ix

    LIST OF FIGURE

    Figure 2.1: Super Mario Bros application interface ……………………………………..6

    Figure 2.2: Math Games application interface ...…………………………………………7

    Figure 3.1: ADDIE Model …………………………………………………………………..8

    Figure 3.2: storyboard of level 1 ………………………………………………………….14

    Figure 3.3: Interface of the main menu …………………………………………………..14

    Figure 3.4: Interface of gameplay ………………………………………………………...15

    Figure 3.5: Interface of menu ……………………………………………………………..15

    Figure 4.1: Home interface ………………………………………………………………. 19

    Figure 4.2: Instruction menu …………………………………………………………….. 20

    Figure 4.3: High score menu ……………………………………………………………. 20

    Figure 4.4: Enter name menu ………………………………………………………….....21

    Figure 4.5: In-game Interface …………………………………………………………….21

    Figure 4.6: Scroll and chest …………………………………………………………. …..22

    Figure 4.7: Avoid touch bee …………………………………………………………. ….22

    Figure 4.8: Level and gate …………………………………………………………. ……23

    Figure 4.9: Complete level menu ………………………………………………………..23

    Figure 4.10: Database …………………………………………………………. ………..24

    Figure 4.11: Graft questionnaire ………………………………………………………...25

  • x

  • 1

    CHAPTER 1

    INTRODUCTION

    1.1 Background Project

    Nowadays, the process of teaching and learning is increasingly difficult for

    students and teachers because today there are too many entertainments that interest

    them in entertainment rather than learning. With the advancement of technology

    available today, students have become familiar with interactive and fun applications to

    do things.

    Conventional teaching and learning methods are no longer effective for

    students today. The conventional method used today is by the method of memorization

    where this method is widely used by teachers. With technology, we can build more

    interactive teaching methods to attract students in the classroom. With the game app, a

    little bit can improve the learning experience of students in the classroom.

    The revolution of this smartphone and tablet technology has succeeded in

    making changes to our lives today. Electronic devices are an essential tool in human

    life. Along with these developments, various applications and games have been

    developed for use via mobile platforms. Mobile devices can also be a unique learning

    tool for all users including children.

  • 2

    In this game, we will use 2 learning techniques. The first technique is the

    visual learning style which learns through viewing. The second technique is the

    auditory learning style which learns through listening. With these techniques, perhaps

    a little bit can improve the ability of the students to remember the sifir.

    1.2 Problem statement

    The problem statement for this project is as follows:

    i. The method of answering an existing question related to the arithmetical table

    may not help the student to remember the arithmetical table quickly.

    ii. Learning methods in the classroom may not attract students to focus their

    attention.

    iii. The tendency of users to use electronic devices compared to reading books.

    1.3 Objectives

    1. To develop an Android-based interactive game app by applying

    entertainment and education elements for kids to improve their

    multiplication skill.

    2. To design an interface that has a few multimedia element and can attract

    users attention to using it.

    3. To test the functionality of the application developed based on creative

    and user-friendly concepts.

  • 3

    1.4 Scopes

    The scope of this project is identified to make the development process easier. Users of

    this game are primary school students who are 7 years old to 12 years old and

    mathematics subject teacher. The main platform for using this game app is all types of

    Android-based devices that have specific specifications. The more appropriate is the

    use of Android-based tablets.

    1.5 Expected Result

    1. This application can attract student to use it.

    2. The student is able to learn multiply while playing the game.

    3. Achieved the outline of the objective.

    1.6 Limitation of the work

    1. This game application is able to run on android smartphone only

    2. This game only has 5 levels.

  • 4

    CHAPTER 2

    LITERATURE REVIEW

    3.1 Introduction

    In times of technological advancement, a whole bunch of new applications

    has emerged, among which today's popular apps are Android-based apps. With the

    rapid development of technology, cellular communication technology becomes a

    liaison between users for communication purposes. In addition to being used as a link

    for communication purposes, it can also be used as a network medium to facilitate users

    to search for information.

    This chapter is to study the development of existing applications to get the idea of

    creating a new application. Therefore, this chapter will elaborate on the scientific

    findings of the previous study and make comparisons between the existing applications

    for the process of improvement to a new application to be developed.

    3.2 Side Scrolling

    Side-scrolling games is a video game which the gameplay is viewed from a side-view

    camera angle. As the player advances towards a screen edge (usually from left to right).

    Side-scrolling format commonly used in the platform game genre. Platform games are

    action games that feature jumping, climbing and running through many diverse levels.

    The famous games that used side scrolling. Among the most popular games using the

    side-scroller is Super Mario (Mark Tong, 2001).

  • 5

    3.3 Android

    Android is a stack of software for mobile devices that are an Operating

    System. Android is a Linux-based operating system which is designed for touchscreen

    mobile devices like smartphone and tablet computers. Android was unveiled during

    2007 along with the founding of the Open Handset Alliance. (P.K. Dixit, 2014).

    3.4 Analysis of existing source

    2.2.1 Buku Sifir

    This booklet is always used at early childhood education in Malaysia. Based

    on the advances in technology, the use of this sifir book is increasingly irrelevant.

    However, only some students are seen to be able to follow conventional methods used

    today and are not practical for other students.

    2.2.2 Super Mario Bros

    A role player in this game is Mario. Mario's younger brother, Luigi is

    controlled by the second player in this game. The game objective is to race through the

    Mushroom Kingdom to save Princess Toadstool. The game is a side-scrolling video

    game.

  • 6

    Disadvantages

    - The game has no learning elements.

    - This game does not have a list of players that score the highest.

    Figure 2.1 : Super Mario Bros application interface

    2.2.3 Math Games, Learn Add, Subtract, Multiply & Divide

    The game math game application is an application developed by GunjanApps

    Studios in the android market. This game implements add, subtract, multiply and divide

    operations as learning elements. This app contains content such as learn, quiz, practice,

    duel, and test. This game app is simple and colorful interface graphics. There is a

    multiplication operation schedule up to the 12th and is a free educational

    game.(GunjanApps Studio, 2017).

  • 7

    Disadvantages

    i. Less attractive interface.

    ii. This application is less interactive and only the application to answer questions

    solely.

    iii. Too many advertisements

    Figure 2.2 : Math Games application interface

  • 8

    CHAPTER 3

    METHODOLOGY

    3.1 Introduction

    A project development process requires an appropriate methodology to be used

    as an application development guide as well as launching the project implementation

    process until it reaches the objectives. This chapter discusses more detail on

    methodologies for developing Android-based interactive game apps. This chapter also

    describes the approaches used in application development and application system

    design. At the end of this chapter, thing related to the software and hardware used in

    this application development process are explained.

    3.2 The Methodology

    The ADDIE methodology model is one of a method to develop the game. This

    model divided into five main phases. The analysis phase, the design phase, the

    development phase, the implementation phase, and the evaluation phase.

  • 9

    Figure 3.1 : ADDIE Model

    3.2.1 Analysis Phase

    The first phase of the ADDIE methodology is an analysis phase. In this first

    phase, the problem will be identified and stated. Based on the stated problems, the

    objectives and scope of application development can be determined.

    This analysis phase also covers the process in which a literature review is

    conducted on various sources such as books, journals, and the internet to ensure the

    fairness of the development of this application. In addition, some of the existing

    applications that have concepts and backgrounds that are almost identical to the

    applications that will be expanded will also be an analysis and reference material.

    Comparisons are made to these applications by looking at the advantages and

    disadvantages of each application so that the developed games application can include

    things that do not exist in existing applications. This study is important in ensuring the

    application of the sifir games has a differentiable than other applications.

  • 10

    3.2.2 Design Phase

    The ADDIE phase is the exact design phase. This phase takes into account

    the results of the analysis that have been done in the analysis phase to enable us to

    produce a game design of the game. At the beginning of this phase, this storyboard

    game storyboard is produced so that the flow of the game can be viewed more closely

    and clearly.

    When a storyboard is done, the design for the application interface is

    developed with reference to the generated storyboards. Various features should be

    emphasized in the development of interfaces such as the arrangement of multimedia

    elements, color selection, text fonts and so on. Each of these features should be

    appropriate with the application developed because the purpose is to attract users from

    amongst children. Pre-production is one of the first phases in the production cycle. Pre-

    production involves the revision of games design and the creation of a game prototype.

    The game design focuses on defining the game genre, gameplay, mechanics, storyline,

    characters, challenges, fun factors and technical aspects.

    3.2.3 Development Phase

    Next phase is a development phase. This phase is the development process of

    this game of games, which includes the development of interfaces for each display,

    graphics development, and programming development for application interactivity

    processes.

  • 11

    In this phase, all interface designs that have been previously described will be

    translated significantly through development software. All elements of multimedia

    include audio, color and fonts combined and programming are done. Additionally, the

    determination of software and application hardware will be carried out in this phase.

    The main software for developing this application is Unity software.

    3.2.4 Implementation Phase

    In this phase, the ready-to-play game of ready-to-use games will be operated.

    This game app that will be ripped on the actual Android device will be tested to make

    sure the app runs smoothly without any error.

    The game app is ready to be presented in real condition to several users for

    the purpose of testing its effectiveness and reviewing the application's smoothness.

    Hence, any unseen problems during the design and development phase can be known.

    Subsequently, before the application was officially launched, undetermined

    vulnerabilities during testing should be improved.

  • 12

    3.2.5 Evaluation Phase

    This assessment phase is the final phase of the ADDIE development process.

    This phase is the evaluation phase for determining the effectiveness of the application

    developed and to find out whether the basic objective of this application development

    is achieved or not. Therefore, this final application is ready to be presented to some

    target groups from amongst elementary students to find out whether this application

    can help them to improve their skills.

    3.3 Software and Hardware Requirement

    In the process of developing this interactive software application, the

    specifications for software and hardware are important to ensure that the project is

    running smoothly. The software selected corresponds to the application that you want

    to develop to ensure that no compatibility exists during the development process. The

    selection of software and hardware requirements is divided into two parts, namely

    application development requirements, and applications implementation requirements.

  • 13

    3.3.1 Software

    This game is developed using the following software:

    Software Description

    Unity The platform which used to develop the 2D game

    Visual Studio 2017 The platform which used to write the script for the game.

    Adobe Illustrator CC Pro The platform which used to design the character

    Google Chrome To browse the internet and finding the research study

    Google Drive To backup the project

    Microsoft Word 2016 Used to write the proposal and report

    Table 3.1: list of software requirement.

    3.3.2 Hardware

    This game is developed using the following hardware:

    Hardware Description

    Computer Processor: Intel Core i5 6600 3.5 GHz

    Memory: 8 GB RAM

    Storage: 1 TB

    Operating system: Windows 10 pro

    Monitor Dell S2216H Full HD

    Xioami Redmi Note 4 Used to run, deploy and test the application.

    Table 3.2: list of hardware requirement.

  • 14

    3.4 Design and Modelling

    Design and modelling is very important process because it will be developer

    reference during the development process. For this application also have a storyboard

    that will give an example of design and modeling for this project.

    3.4.1 Storyboard

  • 15

    Figure 3.2: storyboard of level 1

  • 16

    3.4.2 Prototype

    Figure 3.3: Interface of the main menu

    Figure 3.4: Interface of gameplay

  • 17

    Figure 3.5: Interface of menu

  • 18

    CHAPTER 4

    IMPLEMENTATION AND TESTING

    4.1 Introduction

    In this chapter, we will explain the overall design of the application that has

    been developing and implement. Each design will be described in detail by using the

    display interface to show the function of each part of the design of the resulting

    application. The testing process is also discussed in this chapter. The final result of

    implementation as a complete interactive game app will go through the testing process

    to test the usability of the game.

    4.2 Implementation

    The implementation phase refers to the actual delivery of the instruction. The

    purpose of this phase is the effective and efficient delivery of instruction. This project

    is implemented as an Android application by using Unity3D and Firebased.

    Furthermore, this will help developer design, code, test, debug and execute the main

    process of the project.

  • 19

    4.2.1 Home interface

    Figure 4.1: Home interface

    Figure 4.1 shows the application main menu interface. On this main menu

    interface display, there are several menu options like start, instruction, high

    score and quit.

    4.2.2 Instructions

  • 20

    Figure 4.2: Instruction menu

    When the instruction menu is selected by the user, the interface as shown in

    figure 4.2 will appear. There a button for the next and previous instruction.

    4.2.3 High score

    Figure 4.3: High score menu

    When the high score menu is selected by the user, the interface as shown in

    figure 4.3 will appear. Only the top 5 the highest score will be displayed and

    this score will be taken from the database

  • 21

    4.2.4 Enter name interface

    Figure 4.4: Enter name menu

    This interface will appear when the user touches the start button as shown in

    figure 4.4. In this interface section, there is a fill space and next button. The user

    must enter a name on the fill section and then press the next button.

    4.2.5 Level start

    Figure 4.5: In-game interface

    Once the name is entered and the next button is pressed, the user will be taken

    to the game section as shown in figure 4.5. The user needs to collect the coin to

    get the score.

  • 22

    Figure 4.6: Scroll and chest

    User will get the extra score when there found a scroll or a chest as shown in

    figure 4.6. When the character touches the scroll or the chest, there will be

    multiplication questions will appear. If answered with the correct answer the

    question on the chest, the score will be increased by 50 and if answered with the

    wrong answer, the score will be deducted by 10. If answered with the correct

    answer the question on the scroll, the score will be increased by 10 and if

    answered with the wrong answer, the scroll will disappear.

    Figure 4.7: Avoid to touch bee

    The user needs to avoid from touching the bees as shown in figure 4.7, if the

    user touches the bee, the score will be deducted by 10 and the user should

    answer the question with the correct answer to continue the game. If the user

  • 23

    answers the question with the wrong answer the user will not be able to continue

    the game until the user answers the correct question. every false answer will be

    deducted by 10.

    Figure 4.8: Level and gate

    In each level, there will be a gate which prevents the user from going to the

    finish. To open this gate as shown in figure 4.8 the user needs to touch the level

    and the question will appear. If the question is answered with the correct answer,

    the gate will open and if answered with the wrong answer the gate will not be

    open until answered with the correct answer.

    4.2.6 Level complete

    Figure 4.9: Complete level menu

  • 24

    When the character touches the next sign as shown in figure 4.9 the user will

    display a menu indicating the user has ended the level. The menu also displays

    the score that the user has been obtained at that level. on the menu has a home

    button for the main menu, repeat button to repeat the level and next button to

    the next level.

    4.2.7 Database

    Figure 4.10: Database

    Figure 4.8 shows the database for this website. The database used is the

    Firebased database.

    4.3 Testing and Result

    Testing is one of an important phase in the development of the project. This

    phase works to test the application whether it fully function or vice versa. In this phase,

    there are three types of testing to test the application which is unit testing, system testing

    and integrate testing. Unit testing is carried out to verify the functionality of a specific

    section code. Integration testing is to an exposed defect in the application interface and

    interaction between modules. During the test period, if the application can work

  • 25

    seamlessly, then the functionality application is no problem. Every button is pressed to

    make sure the app works perfectly. Additionally, the display of each menu contained in

    the application interface is checked so that everything can be displayed in the screen

    perfectly. The built-in audio function is also tested to be smooth and clear.

    4.3.1 Usability testing

    Usability Testing is a set condition or variables under which tester will

    determine if a requirement upon an application is partially or fully satisfied.

    Usability testing can be defined as a sequence of steps to test the correct

    behavior of functionality or feature of an application. The questionnaire as

    shown in Appendix III. The figure is shown 4.11 feedback user from

    questionnaires.

    Figure 4.11: Graft questionnaire

    3.7 3.7

    4.3 4.44.7

    0

    0.5

    1

    1.5

    2

    2.5

    3

    3.5

    4

    4.5

    5

    This game interface is

    friendly-user

    All button in this game is function.

    This game gives beneficial to the student or visitor

    This game can help you get improve

    your multiplication skill

    Enjoy to playing this game

    Questionnaire Cilik Sifir 2D Interactive Game

  • 26

    4.4 Summary of chapter

    The implementation phase is a critical process in the application development

    methodology. The implementation phase also plays an important role in ensuring that

    the built-in application meets the planned requirements from the beginning of

    application development. Applications that have an organized and engaging interface

    and have user-friendly features will be an appeal to users to use the application.

    In addition, application testing is important in the implementation phase to ensure that

    the application developed can operate free of any errors. A successful application

    through the implementation and testing phase is an app that is ready for use in the

    operation of a real operating environment.

  • 27

    CHAPTER 5

    CONCLUSION

    5.1 Introduction

    The application of cilik sifir based on android has been successfully developed

    based on objective and scope that has been determined at the beginning of the study.

    We will discuss a summary of the project and the advantages and disadvantages of the

    application that has been developed. Appropriate suggestions and fulfill the needs of

    users will also be explained for future application development improvements.

    5.2 Project achievement and contribution

    Cilik sifir is a mobile game for kids playing games while answering multiple

    questions. In the time they play games, they can also improve their skills to multiply.

    by combining entertainment and education can attract more students' interest in

    learning. It has achieved the objectives and scope of this project. Below is the list of the

    achievement on this project:

    i. To develop an Android-based interactive game app by applying

    entertainment and education elements for kids to improve their

    multiplication skill.

  • 28

    ii. To design an interface that has a few multimedia element and can attract

    users attention to using it.

    iii. To test the functionality of the application developed based on creative

    and user-friendly concepts.

    5.3 Future Work

    This cilik sifir game has many elements need to be improved to make this game

    become more user-friendly. There are a few suggestions that can be made in order to

    upgrade the game to be more efficient in future work. Some suggestion that to be

    consider are:

    i. Adding the animation to the character so it looks more smoothly when

    moving

    ii. Preparing yourself with programming skills is essential in any

    development process involving systems or applications. When a

    developer has high programming skills, an application can be developed

    more easily and in good quality in terms of its operation.

  • 29

    5.6 Conclusion

    As a summary, Cilik Sifir 2D Interactive Game has been successfully developed

    by fulfilling the objectives and scores that have been set in the early stages of the study.

    Cilik Sifir 2D Interactive Game is the game that focus on edutaiment. This game is

    useful for primary school student that want improve their multiplication skill while

    playing game. ADDIE model has been used during the development of the game. The

    framework and the interface design that included in this report can also act as a

    guideline for user to use this system.

  • 30

    REFERENCE

    1) Prasanna Kumar Dixit. (2014). Android. Vikas Publishing House

    2) Mark Tong, (2001), Side Scrollers: A Planar Odyssey

    3) Math Games, Learn Add, Subtract, Multiply & Divide, (2017),

    https://play.google.com/store/apps/details?id=com.GamesForKids.Mathgames

    .MultiplicationTables

  • 31

    APPENDIX

    Appendix I (Gantt Chart Fyp 1)

    Task name

    SEPTEMBER OCTOBER NOVEMBER DECEMBER

    1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

    Topic Discussion and Determination

    Project Title Proposal Proposal writing

    Proposal writing –Literature Review

    Proposal Progress Presentation & Evaluation

    Discussion

    Correction Proposal

    Proposed Solution Methodology

    Proof of Concept

    Drafting Report of the Proposal

    Submit a draft of the report to supervisor

    Seminar Presentation

    Correction Report

    Final Report Submission

  • 32

    Appendix II (Gantt Chart Fyp 2)

    ACTIVITY WEEK

    1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

    Project Meeting with Supervisor

    Project Development

    Proposal Progress Presentation & Evaluation

    Project Development

    Project Testing

    Submit Draft Report and Documentation of the project

    Seminar Presentation

    Discussion & Correction Report

    Final Thesis Submission

  • 33

    Appendix 1II Questionnaires Cilik Sifir 2D Interactive Game

    No Question Strongly Disagree

    Disagree Neither Agree or Disagree

    Agree Strongly Agree

    1 This game interface is friendly-user

    1 2 3 4 5

    2 All button in this game is function.

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    3 This game gives beneficial to the student or visitor

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    4 This game can help you get improve your multiplication skill

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    5 Enjoy to playing this

    game

    1 2 3 4 5

    DECLARATIONCONFIRMATIONDEDICATIONABSTRACTABSTRAKCONTENTLIST OF TABLELIST OF FIGURECHAPTER 1INTRODUCTION1.1 Background Project1.2 Problem statement1.3 Objectives1.4 Scopes1.5 Expected Result1.6 Limitation of the work

    CHAPTER 2LITERATURE REVIEW3.1 Introduction3.2 Side Scrolling3.3 Android3.4 Analysis of existing source2.2.1 Buku Sifir2.2.2 Super Mario Bros2.2.3 Math Games, Learn Add, Subtract, Multiply & Divide

    CHAPTER 3METHODOLOGY3.1 Introduction3.2 The Methodology3.2.1 Analysis Phase3.2.2 Design Phase3.2.3 Development Phase3.2.4 Implementation Phase3.2.5 Evaluation Phase

    3.3 Software and Hardware Requirement3.3.1 Software3.3.2 Hardware

    3.4 Design and Modelling3.4.1 Storyboard3.4.2 Prototype

    CHAPTER 4IMPLEMENTATION AND TESTING4.1 Introduction4.2 Implementation4.2.2 Instructions4.2.3 High score4.2.4 Enter name interface4.2.5 Level start4.2.6 Level complete4.2.7 Database

    4.3 Testing and Result4.3.1 Usability testing

    4.4 Summary of chapter

    CHAPTER 5CONCLUSION5.1 Introduction5.2 Project achievement and contribution5.3 Future Work5.6 Conclusion

    REFERENCEAPPENDIX