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MOBILE APPS: MALACCA HISTORICAL PLACES

NOOR AZWANA BINTI MOHAMED

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BORANG PENGESAHAN STATUS TESIS

JUDUL: MOBILE APPS : MALACCA HISTORICAL PLACES SESI PENGAJIAN: 2013/2014

Saya NOOR AZWANA BINTI MOHAMED

mengaku membenarkan tesis (PSM/Sarjana/Doktor Falsafah) ini disimpan di Perpustakaan Fakulti Teknologi Maklumat dan Komunikasi dengan syarat-syarat kegunaaan seperti berikut:

1. Tesis dan projek adalah hakmilik Universiti Teknikal Malaysia Melaka 2. Perpustakaan Fakulti Teknologi Maklumat dan Komunikasi dibenarkan

membuat salinan untuk tujuan pengajian sahaja.

3. Perpustakaan Teknologi Maklumat dan Komunikasi dibenarkan membuat salinan tesis ini sebagai bahan pertukaran antara institusi pengajian tinggi. 4. ** Sila tandakan (/)

______ SULIT (Mengandungi maklumat yang berdarjah keselamatan atau kepentingan Malaysia seperti yang termaktub di dalam AKTA RAHSIA RASMI 1972)

______ TERHAD (Mengandungi maklumat TERHAD yang telah ditentukan oleh organisasi/badan di mana penyelidikan dijalankan)

___/___ TIDAK TERHAD

_________________________ _________________________ Alamat tetap: C-G-3 FLAT UDA (WAN SAZLI NASARUDIN SAIFUDDIN) TANJUNG TOKONG,

10470 GEORGETOWN PULAU PINANG

Tarikh: 22 August 2014 Tarikh: 22 August2014

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MOBILE APPS: MALACCA HISTORICAL PLACES

NOOR AZWANA BINTI MOHAMED

This report is submitted in partial fulfilment of the requirements for the Bachelor of Computer Science (Interactive Media)

FACULTY OF INFORMATION AND COMMUNICATION TECHNOLOGY UNIVERSITI TEKNIKAL MALAYSIA MELAKA

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DECLARATION

I hereby declare that this project report entitled

MOBILE APPS: MALACCA HISTORICAL PLACES

is written by me and is my own effort and that no part has been plagiarized without citations.

STUDENT : _________________________________ Date: __________ (NOOR AZWANA BINTI MOHAMED)

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DEDICATION

This dedication goes to my beloved parents, Mohamed B. Yahaya and Kalsom Bt. Abdul Razak.

Also to my beloved and respectation supervisor Wan Sazli Nasarudin Bin Saifuddin And to my beloved friends of BITM, especially for my classmate who gives

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ACKNOWLEDGEMENT

Assalammualaikum w.b.t. First and foremost, I would like to praise and very grateful to ALLAH S.W.T with overflow grace that gave me a good physical and mental strength to carry on my Final Year Project up to complete. I also would like to give a million thanks and appreciation to Encik Wan Sazli Nasaruddin Bin Saifudin as my supervisor for his support, guidance, sharing opinion and unfailing patience throughout the project duration and giving many creative and effective ideas for me to complete this project successfully. He also supervised my project and conducts me to develop a project that has the requirement needed. Many improvements in this project are coming from his comments and suggestion also the spirit from him made me more enthusiastic to complete the project with success.

I would also like to thank my beloved parents who have been giving me advice, support and motivation throughout developing my project and always understand and patient with my situation in doing my PSM. Also not forgotten my fellow friends, whose give me some ideas and lend a hand to help me during developing the project.

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ABSTRACT

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ABSTRAK

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vii

TABLE OF CONTENTS

CHAPTER SUBJECT PAGE

DECLARATION II

DEDICATION III

ACKNOWLEDGEMENTS IV

ABSTRACT V

ABSTRAK VI

TABLE OF CONTENTS VII

LIST OF TABLES XII

LIST OF FIGURE XIII

CHAPTER I INTRODUCTION

1.1 Project Background 1

1.2 Problem Statement 2

1.3 Objective 2

1.4 Project Scope 3

1.5 Project Significance 3

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1.7 Conclusion 4

CHAPTER II LITERATURE REVIEW AND

PROJECT METHODOLOGY

2.1 Introduction 5

2.2 Fact and Findings 6

2.3 Domain 6

2.3.1 E-Learning 7

2.3.2 Mobile Apps 8

2.3.3 History 9

2.3.4 Learning From Book 9

2.4 Existing System 10

2.4.1 Mobile Application 10

2.4.2 Website 11

2.4.3 E-Learning 13

2.5 Comparison of Existing System 15 2.6 Project Methodology 16 2.7 Project Requirement 18 2.7.1 Software Requirement 18 2.7.2 Hardware Requirement 18 2.7.3 Other Requirement 18 2.8 Gantt Chart / Milestone 19

2.9 Conclusion 21

CHAPTER III ANALYSIS

3.1 Introduction 22

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3.3.1 Project Analysis 26 3.3.2 User Analysis 27 3.3.3 Technical Analysis 28 3.3.4 Resource Analysis 28 3.3.5 Requirement Gathering 29 3.3.2 Document Requirement 30

3.4 Conclusion 31

CHAPTER IV DESIGN

4.1 Introduction 32

4.2 System Architecture Design 33

4.2.1 Audio 34

4.2.2 Text 35

4.2.3 Image 37

4.3 Preliminary Design 38

4.3.1 Storyboard Design 38 4.4 User Interface Design 43 4.4.1 List of Object 50

4.5 Conclusion 52

CHAPTER V IMPLEMENTATION

5.1 Introduction 53

5.2 Media Creation 53

5.2.1 Production of Texts 53 5.2.2 Production of Graphics 56 5.2.3 Production of Audio 58 5.2.4 Production of Animation 59

5.3 Media Integration 60

5.4 Product Configuration

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5.4.1 Configuration Environment

Setup 61

5.5 Implementation Status 65

5.6 Conclusion 67

CHAPTER V1 TESTING

6.1 Introduction 68

6.2 Test Plan 68

6.2.1 Test Organization 69 6.2.2 Test Environment 70 6.2.3 Test Schedule 72

6.3 Test Strategy 73

6.4 Test Design 74

6.4.1 Test Data 74

6.5 Test Result and Analysis 75

6.6 Conclusion 87

CHAPTER V1I PROJECT CONCLUSION

7.1 Observation on Weaknesses and

Strengths 88

7.2 Propositions for Improvement 89

7.3 Contribution 90

7.4 Conclusion 90

REFFERENCE 91

APPENDIX A 92

APPENDIX B 94

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LIST OF TABLES

TABLE TITLE PAGE

Table 2.1 Comparison of Existing System 15

Table 2.2 Explanation MMCD 17

Table 4.1 List of Object 51

Table 5.1 Implementation Status on Each Component 65 Table 6.1 The Hardware and Software for Testing Environment 71

Table 6.2 Testing Schedule 1 73

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LIST OF FIGURES

FIGURE TITLE PAGE

Figure 2.1 Interface of mobile application 10

Figure 2.2 Bubbls.us 11

Figure 2.3 StoryJumper 12

Figure 2.4 Example Website 12

Figure 2.5 Example Website 13

Figure 2.6 Example Elearning 13

Figure 2.7 Example Elearning 14

Figure 2.8 MMCD 16

Figure 2.9 Schedule 19

Figure 2.10 Gantt Chart 20

Figure 3.1 Navigation Flow 25

Figure 3.2 Multimedia Process 30

Figure 4.1 System Architecture 33

Figure 4.2 Interface Audio 35

Figure 4.3 Interface Text 36

Figure 4.4 Interface Image 37

Figure 4.5 Storyboard 38

Figure 4.6 Storyboard 49

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Figure 4.8 Storyboard 41

Figure 4.9 Storyboard 42

Figure 4.10 Main Interface 43

Figure 4.11 Learning Interface 43

Figure 4.12 Learning Audio Interface 44

Figure 4.13 Learning Text Interface 44

Figure 4.14 Learning Text Interface 44

Figure 4.15 Learning Image Interface 45

Figure 4.16 Learning Image Interface 45

Figure 4.17 Quiz Interface 46

Figure 4.18 Quiz Interface 46

Figure 4.19 Quiz Audio Interface 47

Figure 4.20 Quiz Image Interface 47

Figure 4.21 Quiz Text Interface 48

Figure 4.22 Quiz Text Interface 48

Figure 4.23 Right Interface 49

Figure 4.24 Wrong Interface 49

Figure 5.1 Font 54

Figure 5.2 Font 54

Figure 5.3 Font 54

Figure 5.4 Font 55

Figure 5.5 Font 55

Figure 5.6 Font 56

Figure 5.7 Produce Graphic 56

Figure 5.8 Produce Graphic 57

Figure 5.9 Produce Graphic 57

Figure 5.10 Produce Graphic 58

Figure 5.11 Produce Graphic 58

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Figure 5.13 Animation Tween 59

Figure 5.14 Screenshot of Timeline 60

Figure 5.15 Action Script 61

Figure 5.16 Configuration 61

Figure 5.17 Configuration 62

Figure 5.18 Configuration 62

Figure 5.19 Configuration 63

Figure 5.20 Configuration 63

Figure 5.21 Configuration 63

Figure 5.22 Configuration 64

Figure 6.1 Test Organization 69

Figure 6.2 Test Environment 70

Figure 6.3 Test Environment 72

Figure 6.4 Learning Style Text 75

Figure 6.5 Learning Style Audio 76

Figure 6.6 Learning Style Image 76

Figure 6.7 Learning Style Audio 77

Figure 6.8 Learning Style Image 78

Figure 6.9 Learning Style Text 78

Figure 6.10 Learning Style Audio (5 Jaya) 79

Figure 6.11 Learning Style Image 80

Figure 6.12 Learning Style Text 80

Figure 6.13 Learning Style Audio (5 Maju) 81

Figure 6.14 Learning Style Image 82

Figure 6.15 Learning Style Text 82

Figure 6.16 Navigation Flow(Standard 5) 83

Figure 6.17 Interface Design 84

Figure 6.18 Navigation Flow(Standard 4) 85

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CHAPTER I

INTRODUCTION

1.1 Project Background

Nowadays, the technology is no limit in our world. From adult until children, all of them using the technology, one of that is mobile phone. However many mobile apps that have launch in market for example education, games, photography, gadget and others.

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1.2Problem statement

Learning history is only taught in secondary schools, but not taught in primary school. Not all the children know about the historical places of Malacca although known for its history. Perhaps the adults know the historical places in Malacca, but primary school may not all be in the know. In Apps Mobile, not many applications are developed about the historical place in Malacca especially for primary school. Not all primary school knows the historical places in Malacca.

Furthermore, the primary school not interested to know the history of historical places in Malacca through books. They like more education in multimedia such as graphics, animation, audio and others.

1.3Objective

1. To study suitable user learning style.

2. To develop an application for Melaka Historical Places.

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1.4 Project Scope

User

• Kids age 10-11 years old

1.5 Project significance

The children can learn by learning style which have text, audio and image. Furthermore, the children can know what the historical places in Malacca. It also can give their attraction to learn the history by early age before entering secondary school.

1.6 Expected Output

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1.7 Conclusion

To make them interesting with the historical places, this an application will apply in learning style such as text, audio and images. Text is the word that the user can read about the information. Audio is an audio that the user can hear for examples voice or sound. Image that contain picture that user can view or see. From learning style we can know what the user interest with. Thus, the use of multimedia in children is external environment can influence and help the development of learning and behaviour. Also argues that the role of multimedia technology makes teaching more attractive, effective, active and fun because it involves almost all human sensory.

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CHAPTER II

LITERATURE REVIEW AND PROJECT METHODOLOGY

2.1 Introduction

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Furthermore, mobile app use by young children is growing rapidly. There are also a lot of apps on offer for this age group. However there is a lack of research on the effects of apps on a child. It therefore can be difficult for parents to select appropriate apps for their child. This report provides some insights on the research and knowledge on the development of a child in relation to criteria for children’s apps. Subsequently a list of criteria for children’s apps is presented and a few possible categorization systems for apps are discussed.

2.2 Facts and findings

This topic will discuss the researches that have been done from the point of domain, existing application and technique used, which are related to this project. It describes how the proposed research is related to prior research in statistics. Furthermore, it shows the originality and relevance of your research problem. Especially if the research is different from other statisticians and also it justifies your proposed methodology. Lastly but not least, it demonstrates your preparedness to complete the research.

2.3 Domain

Referensi

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