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STAM SUBJECT: ANNUSUS ALADABIYAH (MOBILE APPLICATION)
NUR MAISARAH BINTI MOHAMAD
BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS
MEDIA) WITH HONOURS
UNIVERSITI SULTAN ZAINAL ABIDIN
2019
STAM SUBJECT: ANNUSUS ALADABIYAH (MOBILE
APPLICATION)
NUR MAISARAH BINTI MOHAMAD
BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS
MEDIA) WITH HONOURS
FACULTY OF INFORMATICS AND COMPUTING
UNIVERSITI SULTAN ZAINAL ABIDIN
2019
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 any other degree at Universiti Sultan Zainal Abidin or other
instuations.
Name : NUR MAISARAH BINTI MOHAMAD
Date : May 16, 2019
ii
CONFIRMATION
This is to confirm that:
The research conducted and the writing of this report was under my supervision.
Name
Date
: ..................................................
: ..................................................
iii
DEDICATION
In the name of Allah, Most Gracious, Most Merciful
First of all praises and thanks due to Allah SWT, for His limitless blessing on us.
May Allah SWT bestow his peace and blessings upon His Prophet Muhammad SAW and
his family. Acknowledgment are due to all lectures of Universiti Sultan Zainal Abidin for
providing knowledge and support in my final report project proposal with the title STAM
Subject: Annusus Aladabiyah (Mobile Application).
I am deeply indebted to my supervisor, Dr. Siti Sabariah binti Abas for her
invaluable guidance and enlighting advices in preparing this report. Not forget to all my
panels for the precious comment and suggestions pertaining on this project. Last but not
least, I would like to extend my thanks to my parent and friends that always support and
encourage me to complete this project.
iv
ABSTRACT
The use of smartphones today is widespread in line with the development of information
and communication technology era. Strictly speaking, the creation of mobile applications
is being actively developed by developers. However, the mobile app to test the memory of
students for the subject of Adab Nusus based on literary texts, has not been developed yet.
What's available is mobile apps only for both English and Malay. However, the scope of
this project is focused only on users comprising high school students aged 18 and above
who will sit for the Certificate of Higher Religion Malaysia (STAM) and this application
is limited to Android smartphone users. This project will help students in their daily
learning and teaching process either in the classroom or outside the classroom.
v
ABSTRAK
Penggunaan telefon pintar pada hari ini semakin berleluasa sejajar dengan perkembangan
era teknologi maklumat dan komunikasi. Rentetan daripada itu, penghasilan aplikasi
mudah alih sedang giat dibangunkan oleh para pemaju. Walau bagaimanapun, aplikasi
mudah alih untuk menguji daya hafalan para pelajar bagi subjek Adab Nusus yang
berkisarkan tentang teks sastera, masih belum dibangunkan lagi sehingga kini. Apa yang
wujud hanyalah aplikasi mudah alih untuk Bahasa Inggeris dan juga Bahasa Melayu
sahaja. Namun begitu, skop projek ini hanya tertumpu kepada pengguna yang terdiri
pelajar sekolah menengah agama yang berumur 18 tahun keatas yang akan menduduki
Sijil Tinggi Agama Malaysia (STAM) dan aplikasi ini terhad kepada pengguna telefon
pintar berplatform Android. Projek ini akan membantu para pelajar dalam proses
pembelajaran dan pengajaran seharian sama ada di dalam kelas ataupun di luar kelas.
vi
CONTENTS
DECLARATION ............................................................................................................ i
CONFIRMATION......................................................................................................... ii
DEDICATION .............................................................................................................. iii
ABSTRACT .................................................................................................................. iv
ABSTRAK ....................................................................................................................... v
LIST OF TABLES ........................................................................................................ ix
LIST OF FIGURES ...................................................................................................... xi
LIST OF ABBREVIATION / TERMS / SYMBOL .................................................. xiii
CHAPTER I ................................................................................................................... 1
INTRODUCTION ......................................................................................................... 1
1.1 Project Background ............................................................................................. 1
1.2 Problem Statement ............................................................................................... 3
1.3 Objective ............................................................................................................... 4
1.4 Scope ..................................................................................................................... 5
1.5 Limitation of Work .............................................................................................. 6
1.6 Expected Results ................................................................................................... 6
1.7 Milestones and activities....................................................................................... 7
CHAPTER II ............................................................................................................... 12
LITERATURE REVIEW............................................................................................ 12
vii
2.1 Introduction ........................................................................................................ 12
2.2 Research on the Android Operating System ..................................................... 12
2.3 Research on Multimedia Courseware ............................................................... 14
2.4 Research on Existing Project ............................................................................. 15
2.4.1 Poems – Poets & Poetry in English ............................................................. 15
2.4.2 Learn Arabic. Speak Arabic .................................................................. 16
2.4.3 Learn Quran – Arabic Learning App ......................................................... 17
2.4.4 Memorize Words, Learn Language ............................................................ 18
2.4.5 Kakoke - sing karaoke, voice recorder, singing app ................................... 19
2.5 Analysis Gap ....................................................................................................... 20
2.6 Research comparison ......................................................................................... 21
2.7 Conclusion .......................................................................................................... 27
CHAPTER III .............................................................................................................. 28
METHODOLOGY ...................................................................................................... 28
3.1 Introduction ........................................................................................................ 28
3.2 Methodology ....................................................................................................... 29
3.2.1 Analysis ........................................................................................................ 30
3.2.2 Design ........................................................................................................... 30
3.2.3 Development ................................................................................................. 37
3.2.4 Implementation ............................................................................................ 37
3.2.5 Evaluation .................................................................................................... 38
3.3 Reason of using ADDIE Model .......................................................................... 39
3.4 Implementation Issues and Challenges.............................................................. 40
3.5 Requirement Specification ................................................................................. 41
3.5.1 User Requirement ........................................................................................ 41
3.5.2 System Requirements .................................................................................. 42
3.6 Conclusion .......................................................................................................... 44
CHAPTER IV .............................................................................................................. 45
IMPLEMENTATION AND RESULT........................................................................ 45
viii
4.1 Introduction ........................................................................................................ 45
4.2 Authoring Process .............................................................................................. 46
4.2.1 Login Page .................................................................................................... 47
4.2.2 Home Page .................................................................................................... 48
4.2.3 Select The Author ........................................................................................ 49
4.2.4 The Notes Menu for The First Option......................................................... 50
4.2.5 The Notes of Biography Page ...................................................................... 51
4.2.6 The Notes of Syair Page ............................................................................... 52
4.2.7 The Notes of Synonyms Page ....................................................................... 53
4.2.8 The Sing Welcome Page ............................................................................... 54
4.2.9 The Sing Activity Page ................................................................................. 55
4.2.10 The Game Home Page................................................................................ 56
4.2.11 The First Game Page ................................................................................. 57
4.2.12 The Second Game Page.............................................................................. 61
4.2.13 The Third Game Page ................................................................................ 66
4.2.13 The First Option The Third Game Page ................................................... 67
CHAPTER V ............................................................................................................... 72
CONCLUSION ............................................................................................................ 72
5.1 Introduction ........................................................................................................ 72
5.2 Future Improvement .......................................................................................... 72
5.3 Lesson Learnt ..................................................................................................... 73
5.3.1 Adobe Flash Action Script 3.0 ..................................................................... 73
5.3.2 Audacity ....................................................................................................... 73
5.3.3 FL Studio ...................................................................................................... 74
5.3.5 Project Management .................................................................................... 74
5.4 Conclusion .......................................................................................................... 74
REFERENCES ............................................................................................................ 76
ix
LIST OF TABLES
Table 1. 1 : Table of Milestones ....................................................................................... 8
Table 1. 2 : Table of Activities ....................................................................................... 11
Table 2. 1 : Analysis Gap ............................................................................................... 20
Table 2. 2 : Research 1................................................................................................... 22
Table 2. 3 : Research 2................................................................................................... 24
Table 2. 4 : Research 3................................................................................................... 25
Table 2. 5 : Research 4................................................................................................... 26
Table 3. 1 : Hardware Requirement................................................................................ 42
Table 3. 2 : Software Requirement ................................................................................. 43
Table 4. 1 : Interface 1 ................................................................................................... 46
Table 4. 2 : Interface 2 ................................................................................................... 47
Table 4. 3 : Interface 3 ................................................................................................... 48
Table 4. 4 : Interface 4 ................................................................................................... 49
Table 4. 5 : Interface 5 ................................................................................................... 50
Table 4. 6 : Interface 6 ................................................................................................... 51
Table 4. 7 : Interface 7 ................................................................................................... 52
Table 4. 8 : Interface 8 ................................................................................................... 53
Table 4. 9 : Interface 9 ................................................................................................... 54
Table 4. 10 : Interface 10 ............................................................................................... 55
Table 4. 11 : Interface 11 ............................................................................................... 56
Table 4. 12 : Interface 12 ............................................................................................... 57
Table 4. 13 : Interface 13 ............................................................................................... 58
Table 4. 14 : Interface 14 ............................................................................................... 59
Table 4. 15 : Interface 15 ............................................................................................... 60
Table 4. 16 : Interface 16 ............................................................................................... 61
Table 4. 17 : Interface 17 ............................................................................................... 62
Table 4. 18 : Interface 18 ............................................................................................... 63
Table 4. 19 : Interface 19 ............................................................................................... 64
Table 4. 20 : Interface 20 ............................................................................................... 65
x
Table 4. 21 : Interface 21 ............................................................................................... 66
Table 4. 22 : Interface 22 ............................................................................................... 67
Table 4. 23 : Interface 23 ............................................................................................... 68
Table 4. 24 : Interface 24 ............................................................................................... 69
Table 4. 25 : Interface 25 ............................................................................................... 70
xi
LIST OF FIGURES
Figure 2. 1 : Poems ........................................................................................................ 15
Figure 2. 2 : Learn Arabic .............................................................................................. 16
Figure 2. 3 : Learn Quran ............................................................................................... 17
Figure 2. 4 : Memorize Words ....................................................................................... 18
Figure 2. 5 : Kakoke ...................................................................................................... 19
Figure 3. 1: ADDIE Model ............................................................................................ 29
Figure 3. 2 : Storyboard 1 .............................................................................................. 31
Figure 3. 3 : Storyboard 2 .............................................................................................. 31
Figure 3. 4 : Storyboard 3 .............................................................................................. 32
Figure 3. 5 : Storyboard 4 .............................................................................................. 32
Figure 3. 6 : Storyboard 5 .............................................................................................. 32
Figure 3. 7 : Storyboard 6 .............................................................................................. 33
Figure 3. 8 : Storyboard 7 .............................................................................................. 33
Figure 3. 9 : Prototype 1 ................................................................................................ 34
Figure 3. 10 : Prototype 2 .............................................................................................. 35
Figure 3. 11 : Prototype 3 .............................................................................................. 36
Figure 4. 1: Interface 1 ................................................................................................... 46
Figure 4. 2 : Interface 2 .................................................................................................. 47
Figure 4. 3 : Interface 3 .................................................................................................. 48
Figure 4. 4 : Interface 4 .................................................................................................. 49
Figure 4. 5 : Interface 5 .................................................................................................. 50
Figure 4. 6 : Interface 6 .................................................................................................. 51
Figure 4. 7 : Interface 7 .................................................................................................. 52
Figure 4. 8 : Interface 8 .................................................................................................. 53
Figure 4. 9 : Interface 9 .................................................................................................. 54
Figure 4. 10 : Interface 10 .............................................................................................. 55
Figure 4. 11 : Interface 11 .............................................................................................. 56
Figure 4. 12 : Interface 12 .............................................................................................. 57
Figure 4. 13 : Interface 13 .............................................................................................. 58
Figure 4. 14 : Interface 14 .............................................................................................. 59
xii
Figure 4. 15 : Interface 15 .............................................................................................. 60
Figure 4. 16 : Interface 16 .............................................................................................. 61
Figure 4. 17 : Interface 17 .............................................................................................. 62
Figure 4. 18 : Interface 18 .............................................................................................. 63
Figure 4. 19 : Interface 19 .............................................................................................. 35
Figure 4. 20 : Interface 20 .............................................................................................. 65
Figure 4. 21 : Interface 21 .............................................................................................. 66
Figure 4. 22 : Interface 22 .............................................................................................. 67
Figure 4. 23 : Interface 23 .............................................................................................. 68
Figure 4. 24 : Interface 24 .............................................................................................. 69
Figure 4. 25 : Interface 25 .............................................................................................. 70
xiii
LIST OF ABBREVIATION / TERMS / SYMBOL
STAM Sijil Tinggi Agama Malaysia
1
CHAPTER I
INTRODUCTION
1.1 Project Background
The subject of Adab Nusus is the subject that must be taken by each candidate who
will occupy the Certificate of Higher Religion of Malaysia (STAM). This special subject
has two main divisions, which are related to Arabic literature and another part in Literary
texts. This application focuses on only one section of Arabic Literature. In the Arabic
Literature section, students are required to memorize some of the stories on poetry writers,
Arabic poems along with lines and also some synonyms for which all of these will be asked
in STAM examinations.
The syllabus is taken directly from the syllabus taught at Egyptian al-Azhar
University, which makes the books being prized by students all in Arabic. Students are also
required to answer the STAM exam paper in Arabic. Information technology advancement
has an important impact on the development of this multimedia application. This is because,
the use of smartphones is one of the lifestyles of teens today.
2
The questions contained in this multimedia application, mostly comprised of
STAM's past questions.
3
1.2 Problem Statement
Students memorize notes without understanding their meaning, which course
students to feel this subject is rather difficult to get the desired achievement.
Existing apps, they only provide notes to students, to refer to the special notes in
their respective mobile phones. This is less interactive because students need to read only
notes without any other creative activities
I also found that the instructor also used the initiative by installing minus one in the
classroom and then trained his pupils to read the poem according to the song's rhythm and
this is actually easier to remember than simply memorizing syair without songwriting.
There are also some teachers who have set what song to sing to memorize poetry.
This, in turn, restricts the freedom of the students to choose which songs touched by the
students. But, for the instructor, when they have set what song the students are following,
this will be fun for the students.
4
1.3 Objective
1) To design more creative and interactive apps with learning goals.
2) To develop system the education of the country, thus raising the interest of the students
on the subject of this Adab Nusus
3) To test the effective memorization method for students.
5
1.4 Scope
User
Users are from students who will take the Malaysian Higher Certificate of Religion
(STAM) exams throughout Malaysia. This multimedia application only emphasizes the
second part of the Adab Nusus subject, literary texts. This app combines two main
languages, English and Arabic. This is in line with the ability of students aged 18 years and
above as well as to familiarize themselves with the language used regularly at local
universities.
i. Insert basic information when they are log in
ii. Can record and save the syair they have sing
iii. Can know the level of ability they memorize and understand the notes that have
been provided
6
1.5 Limitation of Work
i. This application is for Android Operating System devices. The only device that uses
Android Operating System can use this application.
ii. The selection of songs to sing is limited to users.
1.6 Expected Results
The expected results from this projects are the students can memorize the syair
easily, understand the notes of the poet's self, giving the exact meaning of the word and
then can also help them to answered the questions required in the Sijil Tinggi Agama
Malaysia. The teachers can use this application to enhance the student activities in the class.
The students can also know the meaning behind the syair by visualizing 2D animations in
that applications.
7
1.7 Milestones and activities
Milestone Date Status
Topic Discussion and
Determination
Week 1 Completed
Project Title Proposal Week 2 Completed
Proposal Writing –
Introduction
Week 3 Completed
Proposal Writing –
Literature Review
Week 4 & 5 Completed
Proposal Progress
Presentation & Evaluation
Week 6 Completed
Discussion & Correction
Proposal & Proposed
Solution Methodology
Week 7 Completed
Proposed Solution –
Methodology (Continued)
Week 8 Completed
Proof of Concept Week 9 Completed
Drafting Report of the
Proposal
Week 10 & 11 Completed
Submit draft of report to
supervisor
Week 12 Completed
Seminar Presentation Week 13 Completed
8
Report Correction Week 14 Completed
Final Report Submission Week 15 Completed
Table 1. 1 : Table of Milestones
9
ACTIVITY WEEK
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
1. Project title
discussion
and briefing
2. Project title
registration
3. Proposal
writing
Chapter 1 :
Introduction
4. Proposal
writing
Chapter 2 :
Literature
review
5. Proposal
Progress
Presentation
and
Evaluation
10
6. Correction
of the
proposal
7. Proposed
solution –
Chapter 3 :
Methodology
8. Proof of
concept
9. Seminar
preparation
10. Seminar
presentation
and
evaluation
11. Finalizing
Report of the
Proposal
12. Final
Report
Submission
and
Evaluation
11
Table 1. 2 : Table of Activities
12
CHAPTER II
LITERATURE REVIEW
2.1 Introduction
This chapter discusses the reading, analysing, evaluating, and summarizing scholarly
materials of the existing studies that related to the courseware Annusus Aladabiyah. The
idea from previous studies will help to meet the objectives of Annusus Aladabiyah.
2.2 Research on the Android Operating System
Android is a Linux-based operating system designed primarily for touch screen
mobile devices such as smart phones and tablet computers, developed by Google in
conjunction with the open handset alliance. Initially developed by Android Incorporated,
whom Google financially backed and later purchased in 2005, Android was unveiled in
2007 along with the founding of the Open Handset Alliance, a consortium of 86 hardware,
software, and telecommunication companies devoted to advancing open standards for
mobile devices.
Android has a large community of developers writing applications ("apps") that
extend the functionality of the devices. Developers write primarily in a customized version
of Java. Apps can be downloaded from third-party sites or through online stores such as
Google Play (formerly Android Market), the app store run by Google. In October 2011,
13
there were more than 500,000 apps available for Android, and the estimated number of
applications downloaded from the Android Market as of December 2011 exceeded 10
billion. Android became the world’s leading smartphone platform at the end of 2010. For
the first quarter of 2012, Android had a 59% smartphone market share worldwide. At the
half of 2012, there were 400 million devices activated and 1 million activations per day.
Analysts point to the advantage to Android of being a multi-channel, multi-carrier OS.
Android supports a touch screen and is difficult to use without one. User can use a
trackball for some navigation, but nearly everything is done through touch. Android also
supports multi-touch gestures such as pinch-to-zoom. That said, Android is flexible enough
that it could potentially support other input methods, such as joysticks (for the Android TV)
or physical keyboards.
14
2.3 Research on Multimedia Courseware
According to Hick (1997), “Multimedia courseware is many things to many people.
In general terms, multimedia courseware is the use of different communications mediums
within a single computer program used to present information. By communications
mediums, we mean audio for music, sound effects, or voice-over narration, still
photographs and / or graphics to help the end user understand the message that is being
presented, video to further explain or illustrate ideas.” (Hick 1997). In addition, Yang Jing
(2005) state that “Courseware is educational material intended as kits for teachers or
trainers or as tutorials for students, usually packaged for use with a computer. Courseware
can encompass any knowledge area, but information technology subjects are most
common. Courseware is frequently used for delivering education about the personal
computer and its most popular business applications, such as word processing and
spreadsheet programs.”
15
2.4 Research on Existing Project
2.4.1 Poems – Poets & Poetry in English
Poems is a fun little app with a bunch of poems in it. The app features hundreds of authors
and tens of thousands of poems. There are enough poems here to last you quite a long time.
The app also includes bookmarks for favorites, a share function, and offline support. The
UI uses Material Design with an aged paper background. It's an interesting mix of modern
and old school, but in a good way. The app is free with a single $0.99 in-app purchase for
the pro version. This is the best poetry app we could find on Google Play, although we're
sure there are other great ones there too.
Figure 2. 1 : Poems
16
2.4.2 Learn Arabic. Speak Arabic
Learn Arabic with free lessons daily. Let Mondly teach user the Arabic language quickly
and effectively. In just minutes the user will start memorizing core Arabic words, form
sentences, learn to speak Arabic phrases and take part in conversations. Fun Arabic lessons
improve the vocabulary, grammar and pronunciation like no other language learning
method. Explore language exercises for reading, listening, writing and speaking enhanced
with a dictionary, verb conjugator and state-of-the-art speech recognition technology.
Figure 2. 2 : Learn Arabic
17
2.4.3 Learn Quran – Arabic Learning App
Learn to read, pronounce and understand Qur’anic Arabic with Quran IQ, the ultimate
learning app that helps user learn the words of the Holy Quran and the Arabic Language.
Learn Arabic with lessons taught through visual and audio aids, quizzes and a companion
YouTube video series. Quran IQ makes learning to read Arabic easy, with simple words,
phrases and meanings from the Holy Quran aiding in learning and memorization. Grammar,
pronunciation and more are covered in a fun, simple guidebook.
Figure 2. 3 : Learn Quran
18
2.4.4 Memorize Words, Learn Language
One of the most important issues when learning a foreign language is the word
memorization.
However, this has always been a difficult and tedious process. User can have fun at the
same time with the word memorization game, learn new words on a whatever the user
want, and reinforce user’s words in your memory.
Figure 2. 4 : Memorize Words
19
2.4.5 Kakoke - sing karaoke, voice recorder, singing app
Sing karaoke online and offline. Voice recording with high quality. Sound effects like
karaoke room. Edit vocals before and after recording. Turn on microphone and you can
hear your voice. Save, restore and backup favorite songs. Real time audio effects: echo,
reverb, bass, mid, treble.
Figure 2. 5 : Kakoke
20
2.5 Analysis Gap
Title Developer System overview
Poems – Poets &
Poetry in English
Banaka (2016) Allow user to choose the poem that they
have and he app also includes bookmarks
for favorites, a share function, and offline
support
Learn Arabic.
Speak Arabic
ATi Studios (2014) Explore language exercises for reading,
listening, writing and speaking enhanced
with a dictionary, verb conjugator and
state-of-the-art speech recognition
technology.
Learn Quran –
Arabic Learning
App
Blu Yeti Inc (2016) Learn Arabic with lessons taught through
visual and audio aids, quizzes and a
companion YouTube video series.
Memorize Words,
Learn Language
Mind Teaser
Memory Games
(2015)
the word memorization game, learn new
words on a whatever you want, and
reinforce your words in your memory.
Kakoke – sing
karaoke voice
recorder, singing
app
9xgeneration (2014) Record the save the song. Available on
online and offline.
Table 2. 1 : Analysis Gap
21
2.6 Research comparison
This is some of the existing systems that related to Annusus Aladabiyah. This can
be guideline or a sample to upgrade or to develop a new better system compared to the old
one.
Author Gary D. Grossman and Travis Richards, University of
Georgia
Title Active learning Via Student Karaoke Videos
Year 2016
Description Karaoke Videos in active learning projects is
evaluated students perceptions and reactions to the
Karaoke Video project via ten question, Likert-based
questionnaires, and they use demographic data to test
the null hypothesis that rank in the school, musical
ability/experience, and correct or incorrect reporting
of their highest exam score did not affect the
frequencies of responses to questions. In addition,
they examined whether these variables affected
students expressed preferences for their favorite
activity within the project (e.g., writing lyrics, writing
music, singing, researching material, and technical
production). Finally, although the specifics classes, it
22
is likely that these techniques may be successfully
employed by instructors in diverse disciplines.
Table 2. 2 : Research 1
23
Author Mishra, J.
Title A Theoretical Model of Musical Memorization,
Psychomusicology: A Journal of Research in Music
Cognition
Year 2005
Description The purpose of this article is to describe a model of
how music is memorized for performances. The
process of memorization appears to comprise three
stages: preview, practice and over-learning. Previous
experience and enculturation also are very important
in informing the memorization process. Each stage is
subdivided. The preview stage is divided into
notational overview, aural over-view, and
performance overview. The practice stage is divided
into notational practice and conscious memorization.
The over-learning stage is divided into re-learning,
automatization, and maintenance rehearsal. For the
purposes of this model, the four most commonly
discussed memorization strategies (aural, visual,
kinesthetic and analytical) are divided and grouped
into sensory learning style (consisting of aural, visual,
and kinesthetic memories), and an analytical learning
style (discussed separately). Four processing
24
strategies also are discussed: holistic, serial, additive,
and segmented. The amount of time and effort
expended during each stage is a matter of individual
preferences, performance goals, task difficulty,
training, and ability. Furthermore, the stages and the
subdivisions are flexible and not necessarily
sequential, nor indeed compulsory, for all
performers.
Table 2. 3 : Research 2
25
Author Prof. K.D. Tamhane, Mr. Wasim T. Khan, Mr. Sagar
R. Tribhuwan, Mr. Akshay P. Burke, Mr. Sachin B.
Take
Title Mobile Learnng Application
Year 2015
Description This paper presents the design and development of
Mobile Learning Application and Android platform
using Java Programming Language to help students
in computer courses at the Department of
Engineering. Our approach is to incorporate
multimedia animations concept with command
language to create the pervasive learning
environment in presenting the mobile learning
application. With this mobile learning application,
student could learn at his or her own pace, anywhere
and anytime. This mobile learning application intends
to complement the current traditional classroom and
e-learning systems.
Table 2. 4 : Research 3
26
Author Safar Bkheet AlMudara
Title Quran Memorization Using Mobile App
Year 2017
Description This study was carried out in an attempt to encourage
students’ to memorize Quran using mobile App. We
have mobile App for memorizing Quran chapters.
Complete Quran is stored in server and App
downloads Quran chapters using Internet. The mobile
App were designed our university. The mobile App is
having memorization and social modules for
memorization and recitation respectively. For few
weeks students were asked to memorize Quran
chapters using Quran Mobile App, then an
assessment session about the memorization was
directed. Later, students were requested to memorize
Quran without App. Finally after memorization, then
all students were asked to fill up opinion of these two
sessions. Majority of them found mobile App easy
and better way to memorize Quranic chapter and also
recommended to use Mobile Apps for other
knowledge based domains.
Table 2. 5 : Research 4
27
2.7 Conclusion
This chapter discusses the information about the study on the past research,
comparison on existing system, research on technique that will be use in the project such
as Android Operating System, and article on the website that related to this project. This
study is more to focus on the development and guide to a successfully project. Thus, all the
research will help in the development of Annusus Aladabiyah Mobile Application.
28
CHAPTER III
METHODOLOGY
3.1 Introduction
This chapter explains the methodology adopted in this project. Research on this
topic is made to understand how Annusus Aladabiyah Courseware Mobile Application for
android works using an ADDIE Model. This project uses ADDIE Model which involves
analysis phase, design phase, development phase, implementation phase, and evaluation
phase.
29
3.2 Methodology
ADDIE Model is an approach use by instructional designers, developers and
trainers to create the course materials. ADDIE model is a shortcut of each first character of
the phase which are Analysis, Design, Development, Implementation, and Evaluation.
These processes represented a flexible guideline for create interactive multimedia
courseware.
Figure 3. 1: ADDIE Model
30
3.2.1 Analysis
The author will identify the problem of existing online multimedia courseware and
the problem of why the students unable to use the courseware as their learning. Besides
that, the author also will identify the whether the students like to use courseware compare
to textbook and also the problem of traditional teaching. After that the author will identify
the objective to solve the problem statement. The objective is to develop a full interactivity
online multimedia courseware at the field of visualizing the story in syair and the phase of
the “syair”. The author will analysis the needs of the students to memorize the “syair”
quickly.
The delivery method is online so that there is no transmission medium needed and the
students can have a basic knowledge in interact with the computer using online courseware.
3.2.2 Design
The author will base on the same learning objective to design a prototype of the
courseware of music and visualizing the meaning of the “syair” for the students. The author
also will determine the user interface is user friendly for the students and the graphic design
will more focus on animation so that can attract the students. The content using will try the
graphics rather than the word. It will make the students easier to understand.
31
3.2.2.1 Storyboard
Figure 3. 2 : Storyboard 1
Figure 3. 3 : Storyboard 2
32
Figure 3. 4 : Storyboard 3
Figure 3. 5 : Storyboard 4
Figure 3. 6 : Storyboard 5
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Figure 3. 7 : Storyboard 6
Figure 3. 8 : Storyboard 7
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3.2.2.2 Prototype
Figure 3. 9 : Prototype 1
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Figure 3. 10 : Prototype 2
36
Figure 3. 11 : Prototype 3
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3.2.3 Development
The author will base on the prototype that design at the design phase to develop the
courseware. All multimedia elements will be included to the system which is text, audio,
animation and graphic. The using of text won’t be too small and will add in color so that
the students can see clearly. The audio as well to make the systems more interesting such
as interesting sound effect, background music. To make the interface look good, button,
decoration, and graphics will be use. The most important element in multimedia is
animation. Animation will be use to attract the attention and motivation of the kids to learn
the interactivity online multimedia courseware. The developer will use Adobe Flash or
Autodesk Maya to design the animation of the system.
3.2.4 Implementation
The author will deliver product to the target audience from STAM students and let
them go through the system. After the development phase, the proposed multimedia
courseware is being exported into an executable format (.exe extension file type) as offline
courseware. The author will make the courseware as offline and the students can use the
courseware anytime anywhere as long as internet is available.
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3.2.5 Evaluation
The author will measure the system is effective for the students to learn and
opportunities to improve the student performance. The author also will measure how well
the project achieved its goals. The problem that the students interact with the system also
will be evaluated and make improvement for the system and will improve base on the
feedback from the user.
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3.3 Reason of using ADDIE Model
The reason of developer choose ADDIE model to develop the courseware because
ADDIE model is a generic, systematic, and step by step framework. This model can ensure
course development does not occur in a haphazard, unstructured way. Besides, ADDIE
model can ensure the learners will achieve the goals of the course and evaluation of
learner’s need is allowed so that the author can develop the base on the learner needs. The
author also can evaluate each phases or between phases before go to implement the final
version if discover any mistake of a phase.
Other than that, ADDIE model is also designed to ensure the design and development of
training materials for learners. Last but not least, evaluation of effectiveness of the
courseware will be made and make improvement from the user feedback.
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3.4 Implementation Issues and Challenges
The major difficulties and challenges in Annusus Aladabiyah Mobile Application
is the design of user interface and system. The author need to base on students requirement
to design the user interface of the system. Although the students consists of 18 year olds.
Besides, the author is facing what the features can add to the system so that the students
will more interesting to use the system. The features must be simple because the students
not take too much time to use the apps.
The author doesn’t have to much skill in modelling the character in Adobe Flash
and Autodesk Maya, it will take time for the author to masters in modeling the character.
Besides, the courseware is for the students that basically want high user requirements
suitable as their ages. The author will try to use 3D animation, rather than 2D animation.
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3.5 Requirement Specification
3.5.1 User Requirement
User requirements capture is a process used to understand what users need and
aspect from the system. The information that is collected can used to identify a list of
content, features and functionality of the new service must have in order to satisfy the needs
of its users. User requirement capture can save time by validating the scope of a project
base on user need before start to develop the system.
The students can see the description of the author and courseware. The students can
also choose the they want to hear the syair or to sing along the syair with the instrumental.
If the users choose to hear the syair online, the author provides the audio of the syair that
the author import from youtube and convert it into mp3. If they choose to sing the syair,
the students will have the interface of the karaoke and they have to choose the syair and
also they can choose the music of the syair they selected. After that, they have to choose
either to save their sing recordings or to share the syair that have sing in the courseware, so
that the students will have many option to hear the syair from other user. After the user hear
the syair songs, they also can give the feedback by giving the star of the recording’s music
. But, before they share the recording audio, they have to choose what gender they are. The
students will also can see the Adab Nusus past year paper subject. The user can memorize
the syair through the syair with instrumental. They also can watch the syair video during
the syair appear while sing, which is provide in the courseware. Besides, the author can
update and maintain the system.
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3.5.2 System Requirements
System requirements and specification is a description of a software system to be
developed. System requirements lays out the requirements needed in order to achieve goals
in this project.
3.5.2.1 Hardware Requirements
Hardware Description
Laptop Model: Asus X456URK
Processor: Intel® Core™
i5-7200U CPU @ 2.50GHz
2.71 GHz
Installed memory (RAM): 8.00 GB
System type: 64- bit Operating System,
X64-based processor
Data Traveller USB Model: Kingston DT101 G2 8GB
Smartphone Model number: redmi 3S
Android version: 6.0.1 MMB29M
CPU: Octa-core Max 1.40GHz
RAM: 3.00GB
Table 3. 1 : Hardware Requirement
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3.5.2.2 Software Requirements
Software Description
Windows 10 pro The operating system use to house all the
application and tools
Microsoft Office Word This software is use to prepare
documentation of the report
Adobe Photoshop To edit the picture and also make mock up
Adobe Flash Professional/ Adobe Animate To develop overall project
Adobe After Effect To make the animation
Google Chrome To research everything
Table 3. 2 : Software Requirement
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3.6 Conclusion
In conclusion, the selection of good methodology is very important to make sure
the development of system can be done within the exact time given. A good methodology
also can provide systematic steps in develop the project so that the project can be develop
with minimum errors and problem. The ADDIE Model is used in Annusus Aladabiyah
Mobile Application.
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CHAPTER IV
IMPLEMENTATION AND RESULT
4.1 Introduction
This chapter will describe the implementation of STAM Subject: Annusus
Aladabiyah (Mobile Application). Implementation and result is about to develop the app
and follow what we have plan and design on the previous chapter in Chapter 3, storyboard
and layout design. This phase, where all of the functionality of the apps will be develop in
details.
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4.2 Authoring Process
Authoring process can be described as controlling, navigating, tweening, and
building up connections between the cast members (contents) in the software. Basically,
the author develops and builds the multimedia courseware using Adobe Flash Professional.
Besides that, the author use Adobe Flash to create animation and use Action Script 3.0 to
control the action of the button and game. Every system modules will be discussed at the
section below.
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4.2.1 Login Page
Label Description
1 The Title of the courseware
2 The icon for the user. It is suit for female and male user
3 The user will enter their name. Behaviour: Input text
4 Next button. Behaviour: Symbol button
Table 4. 1 : Interface 1
3
1
2
4
Figure 4. 1 : Interface 1
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4.2.2 Home Page
Label Description
1 Previous button. Behavior: Symbol button
2 The welcome text to the user. Behavior: Static text
3 The name that user input at the previous page. Behavior: Input text
4 User select the one of the course button. The button behavior is change when it
is up, down, over, and hit
Table 4. 2 : Interface 2
1 2
3
4
Figure 4. 2 : Interface 2
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4.2.3 Select The Author
Figure 4. 3 : Interface 3
Label Description
1 Button home
2 Button as the option that navigate the user to the learning page about the author
3 Another button as the option for the user to select their learning based on the
name of the author.
4 Input text that come out with the name of user.
5 Static text that tell the user to select the author.
6 User can scroll the pane to choose their favorite author.
Table 4. 3 : Interface 3
1
2
3
4
5
6
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Figure 4. 4 : Interface 4
4.2.4 The Notes Menu for The First Option
Label Description
1 The Title that the user choose
2 The button that navigate the user to the different page of learning
Table 4. 4 : Interface 4
1
2
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4.2.5 The Notes of Biography Page
Label Description
1 The option that the user want learn
2 The icon of the author that the user choose
3 User can scroll the pane and recite the notes of biography
Table 4. 5 : Interface 5
1 2
3
Figure 4. 5 : Interface 5
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4.2.6 The Notes of Syair Page
Label Description
1 Back to the scene biography notes
2 Home page
3 The complete syair that animated when the user hit the pause button
4 The button to control the audio that embedded in the scene
Table 4. 6 : Interface 6
4
1
2
3
Figure 4. 6 : Interface 6
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4.2.7 The Notes of Synonyms Page
Label Description
1 Back to the scene sing of the syair notes
2 The author that the user choose in the beginning of the apps
3 The user can scroll the notes of synonym same as the behavior of scroll pane at
the biography scene
Table 4. 7 : Interface 7
1
2
3
Figure 4. 7 : Interface 7
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4.2.8 The Sing Welcome Page
Label Description
1 The user choose the author of the syair
2 The button that go to the next page to start the sing activities.
Table 4. 8 : Interface 8
1
2
Figure 4. 8 : Interface 8
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4.2.9 The Sing Activity Page
Label Description
1 The current of the syair that play in the scene
2 Seek slider that move when the user play the syair
3 Button play and pause in the same place
4 The author of the lesson. To remind the user what the current lesson they
choose
5 The stop button to stop the syair audio that playing
Table 4. 9 : Interface 9
5
1
2
4
3
Figure 4. 9 : Interface 9
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4.2.10 The Game Home Page
Label Description
1 The title of the game menu scene
2 The current author that is choose by user
3 The option for the user to choose the game
Table 4. 10 : Interface 10
1
2
3
Figure 4. 10 : Interface 10
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4.2.11 The First Game Page
Label Description
1 The output text when the user match the word
2 The word that must be drag to upper word and drop it
3 The word that the user must drop the below words one by one
Table 4. 11 : Interface 11
1
2
3
Figure 4. 11 : Interface 11
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Figure 4. 12 : Interface 12
Label Description
1 The score is increasing when the user match the pair
2 The output text when the user match the pair
Table 4. 12 : Interface 12
1
2
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Figure 4. 13 : Interface 12
Label Description
1 The score is decreasing when the user did not match the pair
2 The output text when the user did not match the pair
Table 4. 13 : Interface 13
1
2
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Figure 4. 14 : Interface 14
Label Description
1 The static text to show the score page at the “color adventures” games
2 The name of the user. Behavior: Input text
3 The user’s score
Table 4. 14 : Interface 14
1
-40
2
3
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4.2.12 The Second Game Page
Label Description
1 The title of the game
2 The button to start the quiz
Table 4. 15 : Interface 15
1
2
Figure 4. 15 : Interface 15
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Figure 4. 16 : Interface 16
Label Description
1 The question of in that page
2 The option of the answer
3 The number of question
Table 4. 16 : Interface 16
2
3
1
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Figure 4. 17 : Interface 17
Label Description
1 The output text when the user choose the correct answer
2 The next button go to the next question
Table 4. 17 : Interface 17
1
2
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Figure 4. 18 : Interface 18
Label Description
1 The output text when the user choose the wrong answer
2 The next button go to the next question
Table 4. 18 : Interface 18
1
2
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Figure 4. 19 : Interface 19
Label Description
1 The title of the game
2 Input text show the name of user
3 The score of this quiz
Table 4. 19 : Interface 19
1
2
3
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4.2.13 The Third Game Page
Label Description
1 The option in the “SURE” game.
2 The name of the user
3 Static text that tell the user to choose one of the lesson to do the quiz
Table 4. 20 : Interface 20
1
2
3
Figure 4. 20 : Interface 20
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4.2.13 The First Option The Third Game Page
Label Description
1 The title the user choose at the previous page
2 The button to start the quiz
Table 4. 21 : Interface 21
2
1
Figure 4. 21 : Interface 21
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Figure 4. 22 : Interface 22
Label Description
1 The number of question
2 The question. The question is varied in every page.
3 The option for the user whether to choose true or false
Table 4. 22 : Interface 22
3
2
1
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Figure 4. 23 : Interface 23
Label Description
1 The output text if the user select the wrong answer.
2 The button to the next question
Table 4. 23 : Interface 23
1
2
70
Figure 4. 24 : Interface 24
Label Description
1 The output text if the user select the correct answer.
2 The button to the next question
Table 4. 24 : Interface 24
2
1
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Figure 4. 25 : Interface 25
Label Description
1 The back button go to the ‘sure’ game option menu
2 The name of the user
3 Static text that tell the score.
4 The score. Behavior: Dynamic text
Table 4. 25 : Interface 25
1
2
4
3
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CHAPTER V
CONCLUSION
5.1 Introduction
This chapter discusses on the project contributions, constraints of the project, future
works that can be taken into considerations and eventually a conclusion. The project
contributions will be discussed about system contribution towards users. Meanwhile, future
works will be discussed about suggestions for future projects and a conclusion is made to
conclude overall of the project.
5.2 Future Improvement
Since the multimedia courseware for STAM subject is a multimedia courseware
that teach the students to memorize the notes in Arabic language. Therefore, future lesson
such as animation video at the syair notes will not provide in the current multimedia
courseware. For the future project, some lesson such as animation and also the music wave
of the audio at the notes will be added.
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Furthermore, the graphic design of the multimedia courseware will be improved by
add in some more suitable image for students to use the multimedia courseware to easily
memorize the notes in Arabic language.
5.3 Lesson Learnt
By developed this multimedia courseware, the author had learnt some new
knowledge in the following:
5.3.1 Adobe Flash Action Script 3.0
To develop the proposed multimedia courseware, the author have to go online
search and learn how Action Script since the author never learn the Action Script before.
With the help of friends and online research, the author was knew how to use the Action
Script to develop function and apply in the mini flash game. The author also learnt how to
create animation by using Flash.
5.3.2 Audacity
The Audacity is use by the author to change the female voice into male voice and
also to edit the audio to be more clearly and easy to understand.
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5.3.3 FL Studio
FL Studio is use by the author to change the sound to the MIDI from which is only
have instrument of the audio without voice.
5.3.5 Project Management
The author had learnt how to planning and manage a project from beginning stage
which is planning until implementation stage. Hence, the author was gain the project
management skills and knowledge.
5.4 Conclusion
In conclusion, author believe that the proposed multimedia courseware will provide
a good teaching and guideline for the Sijil Tinggi Agama Malaysia (STAM) students to
study and memorize Annusus Aladabiyah notes since the content of the multimedia
courseware is easy to understand. In addition, the market is lack of high quality multimedia
courseware. Therefore, the author believe that the proposed multimedia courseware is a
high quality multimedia courseware since the proposed multimedia courseware is consists
of some appropriate text, graphics, animation, video and audio to make the courseware look
nicely and present different information for students easy to understand.
Furthermore, existing multimedia courseware is lack of interesting about the
unattractive design, content and animation. Therefore, the author believe that the proposed
multimedia courseware do not have this kind of problem since the proposed multimedia
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courseware is consists of attractive graphics, animation, audio, video and some text to
explain the content, make the content more easier to understand by students compared to
textbook. An attractive graphics, animation, audio and video also can make students have
interesting and motivation to keep study the subject in for Adab Nusus STAM examination
paper.
Besides that, the traditional teaching method is difficult and take some times to
understand the content for the students and no voice teaching. Therefore, the proposed
multimedia courseware will solve this kind of problems since the contents is present by
graphics, animation and others to let students can easy to understand and absorb the
contents. Students also can learn the pronunciation about the Japanese words since the
voice teaching is provided by the proposed multimedia courseware.
In a nutshell, this proposed multimedia courseware will help more STAM students
who wish to get excellent result in the STAM examination.
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