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SOLAR SYSTEM EXPLORER MOBILE APPLICATION NURUL HAZIRAH BINTI NASIF BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA) WITH HONOURS UNIVERSITI SULTAN ZAINAL ABIDIN 2018

SOLAR SYSTEM EXPLORER MOBILE APPLICATION · 2018. 12. 23. · Supervisor: Fauziah binti Abdul Wahab Date: ii APPROVAL ... Every day we will not miss out on playing with our smartphone

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  • SOLAR SYSTEM EXPLORER

    MOBILE APPLICATION

    NURUL HAZIRAH BINTI NASIF

    BACHELOR OF INFORMATION TECHNOLOGY

    (INFORMATICS MEDIA) WITH HONOURS

    UNIVERSITI SULTAN ZAINAL ABIDIN

    2018

  • SOLAR SYSTEM EXPLORER

    NURUL HAZIRAH BINTI NASIF

    BACHELOR OF INFORMATION TECHNOLOGY

    (INFORMATICS MEDIA) WITH HONOURS

    FACULTY OF INFORMATION AND COMPUTING

    UNIVERSITI SULTAN ZAINAL ABIDIN

    2018

  • i

    DECLARATION

    This thesis is submitted as a partial fulfilment for the award of a Bachelor of

    Information Technology(Informatics Media) at the University of Sultan Zainal

    Abidin (UniSZA). This work is the results of my own investigations. All text

    and results which have been obtained from other workers/source are full

    referenced. I understand that cheating and plagiarism constitute a breach of

    university regulations and will be dealt with accordingly.

    Signature:………………………………..

    Supervisor: Fauziah binti Abdul Wahab

    Date:

  • ii

    APPROVAL

    This project report, title Solar System Explorer was prepared and submitted by

    Nurul Hazirah bInti Nasif, with matric number BTDL16043555 and has been

    found satisfactory in term of scope, quality and presentation as a partial

    fulfilment of the requirement for the Bachelor of Information technology

    (Informatics Media) in University of Sultan Zainal Abidin (UniSZA).

    Signature:………………………………..

    Supervisor: Fauziah binti Abdul Wahab

    Date:

  • iii

    ACKNOWLEDGEMENT

    Bismillahirrahmanirrahim,

    Assalamualaikum Warahmatullahi Wabarakatuh..

    First and foremost, I am grateful to Allah SWT for giving me health and ideas

    to carry out this project.

    I am also grateful to my supervisor Puan Fauziah binti Abdul Wahab for her

    guidance, patience and motivation for me to continue this project. I greatly

    appreciate all the advice she has given to me..

    I take this opportunity to express gratitude to both of my parents who have

    supported and always pray for me. Not forgetting all my fellow friends who

    also helped to give you good comments and suggestions for improving my

    project.

  • iv

    ABSTRACT

    Solar System Explorer is a mobile-based learning application. This app is

    developed for children under 10 years old. The main objective of this project to be

    developed is because most parents today are getting their children to play

    smartphones. To make this habit become a positive thing, I have planned to develop

    this app so that children do not waste time playing smartphones with unprofitable

    things. Methodology use in developing this project is Agile Method. It is an iterative

    approach to software development where variables like requirements, designing,

    building, testing and other. In this app, they will learn about the planet and the sun.

    The apps also come with a variety of interesting activities to test their understanding.

    The apps also come with animations to make it interesting and easier to understand.

  • v

    ABSTRAK

    Solar System Explorer adalah aplikasi pembelajaran berasaskan mudah alih.

    Aplikasi ini dibangunkan untuk kanak-kanak di bawah umur 10 tahun. Objektif utama

    projek ini untuk dibangunkan adalah kerana sebahagian besar ibu bapa pada hari ini

    telah membiasakan anak-anak mereka bermain telefon pintar sejak dari kecil. Untuk

    menjadikan kebiasaan ini satu perkara yang positif, saya telah merancang untuk

    membangunkan aplikasi ini supaya kanak-kanak tidak membuang masa bermain

    telefon pintar dengan perkara yang tidak berfaedah. Metodologi yang digunakan

    dalam membangunkan projek ini adalah Kaedah Agil. Ini adalah pendekatan berulang

    kepada pembangunan perisian di mana pembolehubah seperti keperluan, reka bentuk,

    bangunan, pengujian dan lain-lain. Dalam aplikasi ini, mereka akan mempelajari

    tentang pelbagai planet dan juga matahari. Aplikasi ini juga dilengkapi dengan

    pelbagai aktiviti menarik untuk menguji kefahaman mereka. Aplikasi ini turut

    didatangkan dengan animasi untuk menjadikannya menarik dan lebih mudah

    difahami.

  • vi

    TABLE OF CONTENT

    DECLARATION ................................................................................................................... i

    APPROVAL ....................................................................................................................... ii

    ACKNOWLEDGEMENT ..................................................................................................... iii

    ABSTRACT ........................................................................................................................iv

    ABSTRAK ......................................................................................................................... v

    TABLE OF CONTENT ..........................................................................................................vi

    LIST OF TABLE ................................................................................................................ viii

    LIST OF FIGURE ................................................................................................................ ix

    CHAPTER 1 INTRODUCTION ............................................................................................. 1

    1.1 Background ..................................................................................................................... 1

    1.2 Problem Statement ......................................................................................................... 2

    1.3 Objectives ........................................................................................................................ 2

    1.4 Scope ............................................................................................................................... 3

    CHAPTER 2 LITERATURE REVIEW ............................................................................................. 4

    2.1 Introduction ..................................................................................................................... 4

    2.2 Research of Existing Work ............................................................................................... 5

    2.3 Storyboard ...................................................................................................................... 9

    2.4 Layout Design ................................................................................................................ 11

    2.5 Conclusion ..................................................................................................................... 14

    CHAPTER 3 METHODOLOGY ................................................................................................... 15

    3.1 Introduction .................................................................................................................. 15

    3.2 System Development Methodology ............................................................................. 15

    3.3 Software and Hardware Requirements ........................................................................ 18

    3.3.1 Software Requirements ................................................................................... 18

    3.3.2 Hardware Requirement ................................................................................... 19

    3.4 Conclusion ..................................................................................................................... 19

  • vii

    CHAPTER 4 CONCLUSION ....................................................................................................... 20

    4.1 Conclusion ...................................................................................................................... 20

    REFERENCES ................................................................................................................... 21

    APPENDIX (A) ................................................................................................................. 22

  • viii

    LIST OF TABLE

    Table 2. 1: Paperwork research regarding to project ..................................................... 8

    Table 3. 1 Software Requirement ................................................................................ 18

    Table 3. 2 Hardware Requirements.............................................................................. 19

  • ix

    LIST OF FIGURE

    Figure 2. 1: Astronomy for Kids Space Game ............................................................... 5

    Figure 2. 2: Planet for Kids Solar System ..................................................................... 6

    Figure 2. 3: Our Solar System ........................................................................................ 7

    Figure 2. 4: Page 1 – 2 ................................................................................................... 9

    Figure 2. 5: Page 3 – 4 ................................................................................................... 9

    Figure 2. 6: page 5 – 6 ................................................................................................... 9

    Figure 2. 7: page 7 – 8 ................................................................................................. 10

    Figure 2. 8: page 9 – 10 ............................................................................................... 10

    Figure 2. 9: Page 11 ..................................................................................................... 10

    Figure 2. 10: Home ...................................................................................................... 11

    Figure 2. 11: Let’s Explore .......................................................................................... 11

    Figure 2. 12: Planet ...................................................................................................... 11

    Figure 2. 13: Activity ................................................................................................... 12

    Figure 2. 14: Arrange It! .............................................................................................. 12

    Figure 2. 15: Match It! ................................................................................................. 12

    Figure 2. 16: Name It! .................................................................................................. 13

    Figure 2. 17: Scoreboard .............................................................................................. 13

    Figure 2. 18: Help ........................................................................................................ 13

    Figure 2. 19: About ...................................................................................................... 14

    Figure 2. 20: Exit ......................................................................................................... 14

    Figure 3. 1: Agile Method ............................................................................................ 16

  • 1

    CHAPTER 1

    INTRODUCTION

    1.1 Background

    Technology is increasingly growing today with various uses in our daily lives.

    Technology-based learning is one of the uses of today's technology. Learning can be a

    stress but it is a necessity for all. Nowadays people are less interested in learning

    through books. Therefore, technology-based education is created to attract people to

    learn while help them to have better understanding about the content of learning. The

    first educational game was created by Seymour Papert and Wally Fuerzeig in 1970

    called the Logo. Logo blended mathematics and programming by allowing teaching

    players the basics of coding by directing a turtle-shaped cursor to draw lines.

    Today, everyone has a smartphone even some kids already have their own

    smartphones since childhood. Every day we will not miss out on playing with our

    smartphone. Therefore, I take this opportunity to create an educational game for kids.

    When they play phones, they can use this application to play while learning at the

    same time. With this, they no longer use the smartphone for anything useless.

    In this project, I will build an educational games based on smartphone. The

    aim for this project is to teach kids about planets. They will get information about

    every planet. In addition, there will be various games and quizzes to test their

    understanding.

  • 2

    1.2 Problem Statement

    Currently, the use of smartphone applications in learning is wider. Various

    types of educational games have been developed to facilitate learning. We cannot

    deny that thing with technological element on it is more exciting and interesting than

    how is the thing before.

    The rapid development of technology now making learning through manual

    books is increasingly unpopular. The use of technology in learning is very useful to

    help user to get better understanding especially for children. They are more attracted

    to something that has multimedia elements and animated elements.

    Furthermore, the widespread use of technology and smartphones has also led

    people to spend more time on their smartphones. This includes children who have

    been accustomed to their parents to play smartphones and there are a handful of

    children below eight years old already have their own smartphones.

    1.3 Objectives

    The objectives of the development of this educational games are :

    1. To design a mobile-based educational games for kids.

    2. To develop an application to help children learn about solar system.

    3. To test and evaluate the application to ensure it works as it should be.

  • 3

    1.4 Scope

    There are several scopes need to be outlined to ensure that the use of this

    application will stay on the right tracks.

    1.1.1 Target User

    - User targeted for this application is children between 5 to 10 years old.

    1.1.2 Platform

    1. Mobile-based

    - This application only can be access by smartphone.

    2. Android

    - This application can run only in android platform.

    1.1.3 Themes

    1. Educational Games

    - This application will test users’ understanding through several

    games that will be developed inside this application

    2. Edutainment

    - This in-app information will be displayed in the form of animation.

    Various multimedia elements will also be included. This is to

    attract users to use this app with fun and can give them an

    understanding.

  • 4

    CHAPTER 2

    LITERATURE REVIEW

    2.1 Introduction

    This chapter will discuss the literature review of ‘Solar System Explorer’. The

    purpose of this literature review is to provide the readers with a general overview

    about this project. Since 1970, educational game has been invented and keep growing

    from day to days. This project is implemented to assist especially children to learn and

    understand our solar system. Next, there are few research has been reviewed to get

    some overview about existing application and related technique involved.

  • 5

    2.2 Research of Existing Work

    2.2.1 Astronomy for Kids Space Game by Star Walk 2

    This application is about journey and exploring the space. This

    application also provide a lot of great features. The information present

    in this app is by watching an animation video and we can just listen to

    it. Besides, user also can test their knowledge with short quizzes. As

    we can see, this application builds in with an interesting interface. It is

    really compatible for kids. But, there are several weakness. First, the

    information contained in this application is only displayed linearly.

    This means there is no interaction between users with this app. Users

    only need to watch the video to gain information. The game contained

    in this app also very little and causes this application can be explored

    for less than an hour.

    Figure 2. 1: Astronomy for Kids Space Game

  • 6

    2.2.2 Planet for Kids Solar System

    This application build for kids between 2-6 years old. It helps

    children to study the universe. It has an interesting interface and user

    does not need to be able to read in order to use this application. The

    weakness of this application is it did not have any information. User

    will only know the planet name by pressing the planet. We can

    conclude that this apps has nothing. No games to test user knowledge

    and also no information

    Figure 2. 2: Planet for Kids Solar System

    2.2.3 Our Solar System (https://kidsastronomy.com/solar-system/)

    Our Solar System is a game based on website. This is so interesting

    because it contains a great interface. The developer also put a lot of

    information here. User also can test their knowledge by playing the

    game. As this project is developed for kids, user also can watch video

    to gain better understanding about our solar system. The weakness of

    this project is user need to open browser and must have internet

    connection to open this site. Next, user can play this anywhere they

    want as it must be open in computer.

    https://kidsastronomy.com/solar-system/

  • 7

    Figure 2. 3: Our Solar System

  • 8

    2.3 Paperwork Research

    Title Author/Study Conclusion

    A Board Game

    About Space and

    Solar System for

    Primary School

    Students

    • Gurbet Vurkaya

    • Sebnem Iseri

    The study is about a visual board game

    that can be applied and play in the

    classroom to help increase students

    understanding.

    The Exploration of

    Solar System Using

    Multimedia

    Technology

    • Anusuriya

    Devaraju

    • Sucilia Devi

    Muniandy

    • Zulisman

    Maksom

    The study focus on secondary school

    student on how they can learn more

    about solar system and its

    phenomenon.

    The Effect of Game-

    Based Learning on

    Students’ Learning

    Performance in

    Science Learning

    • Eric Zhi Feng Liu

    • Po-Kuang Chen

    The study examined the integration of

    the game into science learning as well

    as the educational benefits of the game

    with regard to learning performance

    Table 2. 1: Paperwork research regarding to project

  • 9

    2.3 Storyboard

    Figure 2. 4: Page 1 – 2

    Page 1 show the homepage of this app. Page 2 show the Let’s Explore page. It will

    appear after user click the ‘Let’s explore’ button on home page.

    Figure 2. 5: Page 3 – 4

    Page 3 is where all the info in located. User will be in this area if they click any planet

    on the Let’s explore page. Page 4 show the activity contain in this app. User can go to

    this page after they click the ‘Activity’ button on the homepage.

    Figure 2. 6: page 5 – 6

    Page 5 and 6 show the activity in this app. Page 5 is ‘Arrange It!’ game while page 6

    is ‘Match It!’ game. Both of this game can be access after user click any game they

    want to play in Activity page.

  • 10

    Figure 2. 7: page 7 – 8

    Page 7 show ‘Name It!’ game page. Same like page 5 and 6, this page can be access

    after user click ‘Name It!’ button on activity page. Page 8 show the Scoreboard page.

    This page will appear if user click ‘Scoreboard’ button on homepage. This page will

    show all the mark obtain by the user.

    Figure 2. 8: page 9 – 10

    Page 9 is Help page. In this page it will tell about all the button icon and its function.

    This will be the guide for user. Page 10 is an About page. Information about this app

    in written here.

    Figure 2. 9: Page 11

    Page 11 is the Exit page. Here user can choose if they really want to exit of stay on

    this app. Is user click the ‘Tick’, then this app will be close and if user click the

    ‘Cancel’ icon , user will go to the last page they viewed.

  • 11

    2.4 Layout Design

    Figure 2. 10: Home

    Figure 2. 11: Let’s Explore

    Figure 2. 12: Planet

  • 12

    Figure 2. 13: Activity

    Figure 2. 14: Arrange It!

    Figure 2. 15: Match It!

  • 13

    Figure 2. 16: Name It!

    Figure 2. 17: Scoreboard

    Figure 2. 18: Help

  • 14

    Figure 2. 19: About

    Figure 2. 20: Exit

    2.5 Conclusion

    To put in a nutshell, literature review gave details understanding or assumption

    about the project documentation. It involves some research and study on existing work

    to get some overview and related technique involved. Besides, an idea can be

    generated from the existing product to overcome their disadvantages.

  • 15

    CHAPTER 3

    METHODOLOGY

    3.1 Introduction

    Chapter 3 will explain and discuss the details of method and alternatives that

    will be used from beginning until the end of this project. Project flow and system

    overview will be discussed briefly to give more understanding of the design and

    development concept of this project. The project methodology should systematically

    solve the entire problem arising in the system analysis to make sure this project

    complete and working well. There are many types of methodology that can be applied

    in the development of this project. For this project, it will run on mobile application

    framework and the programming task are done by using desktop. So, I decided to use

    Agile software method as the guideline to help developing this project.

    3.2 System Development Methodology

    Agile is a development method that is quick and responds swiftly to change.

    It is an iterative approach to software development where variables like requirements,

    designing, building, testing etc. We can refer to the figure 3.1 for better understanding

    of this agile method.

  • 16

    Figure 3. 1: Agile Method

    3.2.1 Planning

    Planning stages is divided into 2, initial planning higher lever planning.

    In initial planning stage, we carefully plan the component. Planning

    begins with defining the goals of the software, which are separated into

    “must-haves” and “nice-to-haves” and prioritized accordingly. User

    and stakeholder will give their input for what they needs. In this

    planning stage, project owner just analyse the requirement only.

    Higher level planning stage is after the initial development and

    implementation are done.

    3.2.2 Define Requirements

    During requirement stages, project owner will list out all the

    requirements, ideas and features for the upcoming project. Some of the

    facts finding to gather information is from research and observation

    method. In my project, I download the exist apps and try it by myself

    so a new application can be built from scratch or tweaking existing

    systems. This phase is where it’s become guideline for development of

    this project.

  • 17

    3.2.3 Development and Implementation

    Implementing client's feedback and developers technical input into a

    design. Project owner need to understand the features needed to put

    into the apps. These phase also where roughly designs are made to give

    an initial overview of the project. Solution starts to take shape. Based

    on the intelligence gathered in the analysis and planning phases,

    architectural and user experience design are completed.

    Upon beginning development, code is then written to the minimum

    specifications to expose hidden technical issues early. We then identify

    these issues and evolve the code as needed

    During the second stages of development and implementation, project

    owner should have a solid understanding of the overview and user

    stories. All of the features need in the app is ready to develop and the

    first presentation to explain the project will be done.

    3.2.4 Testing

    When the software system is build, we put it through meticulous testing

    to ensure functionality and goal completion. If we find any problems,

    we rework the code and test again. Testing have several phase, one is

    the initial testing. Nest we have client testing and system testing. We

    demonstrate the software and request client acceptance. Feedback and

    opinions from the client are carefully noted, and moved to planning the

    next iteration if required, or deployed if completed.

    3.2.5 Release

    When the client signs off on the custom software, we do final system

    testing and a hand-off. Then the product is released and the

    development process is complete.

  • 18

    3.3 Software and Hardware Requirements

    This section will show all the list of software and hardware that involve in

    the developments process. Lists of software and hardware are shown as below:

    3.3.1 Software Requirements

    List of the software needed for the development:

    NO. Software Purpose

    1. Adobe Flash -To create animation for the apps

    -To create code of the game

    2. Adobe

    Photoshop/Illustrator -To make a design

    3. Microsoft Word -Use to prepare the

    documentation

    Table 3. 1 Software Requirement

  • 19

    3.3.2 Hardware Requirement

    List of hardware use for the project:

    NO. Item Quantity Description

    1. Wireless Network 3 UniSZA Hotspot

    UniSZA Wifi

    Redmi

    2. Redmi note 5A

    Prime

    1 Display: 5.5” HD

    Camera: 16Mp front, 13 MP

    rear

    Battery: 3080mAh

    CPU: Octa-core Max 1.40GHz

    RAM: 3 GB

    Internal Storage: 32 GB

    Support fingerprint sensor

    Network: WiFi, Bluetooth 4.2

    3. Lenovo Ideapad

    320

    1 Processor : AMD A9-9421

    RADEON R5

    RAM: 4 GB

    Memory: 1 TB

    System Type: 64-bit operating

    system

    Operating System: windows

    10

    Table 3. 2 Hardware Requirements

    3.4 Conclusion

    This chapter describe the methodology for development of the apps.

    Methodology is very important in development. In this project, agile software

    development method is used as a guide to build the project Each phase already

    explained for better understanding. Besides, software and hardware requirements also

    explained in this chapter.

  • 20

    CHAPTER 4

    CONCLUSION

    4.1 Conclusion

    In conclusion, I hope that I can run this project successfully. This project will

    bring a lot of benefits especially to children. Hopefully, this project will be developed

    successfully and become beneficial to everyone.

  • 21

    REFERENCES

    1. TOJET: The Turkish Online Journal of Educational Technology – April 2010,

    volume 9 Issue 2

    https://files.eric.ed.gov/fulltext/EJ897997.pdf

    2. Procedia - Social and Behavioral Sciences 103 ( 2013 ) 1044 – 1051

    https://www.sciencedirect.com/science/article/pii/S1877042813038755

    3. National Conference on Science & Technology: Application in Industry &

    Education (2006)

    https://www.researchgate.net/publication/267423168_THE_EXPLORATI

    ON_OF_SOLAR_SYSTEM_USING_MULTIMEDIA_TECHNOLOGY

    4. Our solar system (web game)

    https://kidsastronomy.com/solar-system/

    https://files.eric.ed.gov/fulltext/EJ897997.pdfhttps://www.sciencedirect.com/science/article/pii/S1877042813038755https://www.researchgate.net/publication/267423168_THE_EXPLORATION_OF_SOLAR_SYSTEM_USING_MULTIMEDIA_TECHNOLOGYhttps://www.researchgate.net/publication/267423168_THE_EXPLORATION_OF_SOLAR_SYSTEM_USING_MULTIMEDIA_TECHNOLOGYhttps://kidsastronomy.com/solar-system/

  • 22

    APPENDIX (A)