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Mobile Application For Primary School Student Extracurricular Activity

SOO SIU MING

Bachelor of Computer Science with Honours

(Multimedia Computing)

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Mobile Application For Primary School Student Extracurricular Activity

SOO SIU MING

This project is submitted in partial fulfillment of the requirements for the degree of

Bachelor of Computer Science with Honors (Multimedia Computing)

Faculty of Computer Science and Information Technology UNIVERSITI MALAYSIA SARAWAK

2019

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DECLARATION

I hereby declare that this project entitled “Mobile Application For Primary School Student Extracurricular Activity (Kokurikulum)” is the result of my own work except as cited in the references. This project has not previously been accepted in substance for any degree and is not being submitted candidature for any degree.

….………

(SOO SIU MING)

Date:

DECEMBER 2019

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ACKNOWLEDGEMENT

I would like to express my sincere appreciation to all those who have contributed towards the completion of my final year project. First, I would like to thank main supervisor and co-supervisor, Assoc. Prof. Dr Dayang NurFatimah binti Awang Iskandar and Mdm Nurul Zawiyah binti Mohamad for their guidance and advice throughout the development of the project. They have always been there to help me with any difficulty faced and provided monumental invaluable support.

I would also like to thank the final year project coordinator, Professor Dr. Wang Yin Chai for guiding me to deliver my final year project with ease by providing project information, guidelines and resources.

I would also like to express my appreciation to Universiti Malaysia Sarawak (UNIMAS) and my faculty, Faculty of Computer Science and Information Technology (FCSIT) for giving me the opportunity to hand take part in the final year project and providing the knowledge needed to carry it out successfully as well as improving my social skills overall while studying here.

Lastly, I would like to give special thanks to my family members, friends and course mates who has

been giving constant moral support and guidance throughout the development of the project

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ABSTRACT

Student attendance is important to an educational institution because better attendance leads to higher retention rates and higher student performance. Presence is most significant in studying environment, work or school activity as this provides insight into attitude. Being late or absent from school activity or class while not always but in most cases, will give a bad impression if done without a valid excuse.

Therefore, the ability to record down attendance is crucial. Some school still use traditional method

way to record student attendance, such as recording attendance manually through name-calling,

collecting signatures student attendance report and student attendance book. This method can cause

teacher need to take a long time to finish if there have a larger amount of students. Besides,

attendance record book and the attendance report file cannot avoid on many factors such as missing,

damage or natural disaster. Since that, this project proposes a mobile application as a solution to solve

the manual take attendance method and save time for teacher task to take attendance during

co-curricular activity. This project objective is to develop a prototype mobile application for primary

school teachers to record student extracurricular attendance. Teacher can save and submit student data

to a database through a mobile application in mobile devices. Because people have their own mobile

devices and using mobile applications on mobile devices become custom in people life. Furthermore,

mobile applications on mobile devices are convenient, portable and can access anywhere when have

internet. This project using an android studio software to develop and design the mobile application

prototype. Besides, prototyping model is selected as the methodology to develop the proposed

prototype mobile application. Each phase of the model is explained in details.

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ABSTRAK

Kehadiran pelajar penting bagi institusi pendidikan kerana kehadiran yang baik membawa

kepada kadar pengekalan yang tinggi, dan prestasi pelajar yang tinggi. Kehadiran paling

ketara dalam mempelajari persekitaran, tempat kerja atau aktiviti sekolah kerana ini

memberikan gambaran tentang sikap. Kelewatan atau tidak hadir dalam aktiviti sekolah atau

kelas walaupun tidak berlaku selalu tetapi dalam kebanyakan kes, akan memberi kesan buruk

jika dilakukan tanpa alasan yang sah. Oleh itu, kemampuan untuk mencatat kehadiran sangat

penting. Sebilangan sekolah masih menggunakan kaedah-kaedah tradisional untuk mencatat

kehadiran pelajar, seperti mencatat kehadiran secara manual melalui panggilan nama,

mengumpulkan tandatangan laporan kehadiran pelajar dan buku kehadiran pelajar. Kaedah ini

boleh menyebabkan guru perlu mengambil masa yang lama untuk menyelesaikannya

sekiranya terdapat jumlah pelajar yang lebih banyak. Selain itu, buku rekod kehadiran dan fail

laporan kehadiran tidak dapat mengelakkan banyak faktor seperti hilang, kerosakan atau

bencana alam. Sejak itu, projek ini mencadangkan aplikasi telefon bimbit sebagai

penyelesaian untuk menyelesaikan kaedah pengambilan secara manual dan menjimatkan

masa tugas guru untuk mengambil kehadiran semasa aktiviti kokurikulum. Objektif projek ini

adalah untuk mengembangkan aplikasi mudah alih prototaip untuk guru sekolah rendah untuk

merekodkan kehadiran murid di luar kurikulum. Guru dapat menyimpan dan menyerahkan

data pelajar ke pangkalan data melalui aplikasi telefon bimbit dalam telefon bimbit. Kerana

ramai orang mempunyai telefon bimbit mereka sendiri dan menggunakan aplikasi telefon

bimbit pada telefon bimbit menjadi kebiasaan dalam kehidupan orang. Tambahan

pula,aplikasi telefon bimbit pada telefon bimbit adalah mudah, mudah alih dan boleh diakses

di mana sahaja ketika mempunyai internet. Projek ini menggunakan perisian studio android

untuk membangun dan merancang prototaip aplikasi telefon bimbit. Selain itu, model

prototaip dipilih sebagai metodologi untuk mengembangkan aplikasi telefon bimbit prototaip

yang dicadangkan. Setiap peringkat model dijelaskan secara butir-butir.

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TABLE OF CONTENTS

DECLARATION...ⅰ ACKNOWLEDGEMENT...ⅱ ABSTRACT...ⅲ ABSTRAK... ⅳ

CHAPTER 1: INTRODUCTION...1

1.1 BACKGROUND... 1

1.2 PROBLEMSTATEMENT...2

1.3 SCOPE... 2

1.4 AIMS ANDOBJECTIVES...3

1.5 BRIEFMETHODOLOGY... 3

1.6 SIGNIFICANCE OF PROJECTS...5

1.7 PROJECTSCHEDULE... 6

1.8 EXPECTED OUTCOME...7

1.9 SUMMARY...7

CHAPTER 2: LITERATURE REVIEW...8

2.1 EXISTINGMOBILEAPPLICATIONDEVELOPMENT...8

2.1.1 Android Studio...8

2.1.2 Android Jetpack of User Interface & Navigation... 9

2.2 REVIEW ONSIMILARAPPLICATION ANDSYSTEM...9

2.2.1 feKara...9

2.2.2 School Management System...14

2.2.3 Offline Attendance Manager...17

2.3 COMPARISONTABLE OFTHREEEXISTINGAPPLICATION...22

2.4 SUMMARY...23

CHAPTER 3: REQUIREMENT ANALYSIS AND DESIGN...24

3.1 REQUIREMENT AND ANALYSIS... 25

3.2 FUNCTIONAL ANDNON-FUNCTIONALREQUIREMENTS... 25

3.2.1 Functional Requirements... 25

3.2.2 Non-functional Requirement...25

3.3 SOFTWARE ANDHARDWAREREQUIREMENT... 26

3.4 ANALYSISQUESTIONNAIRERESULT... 27

3.4.1 Observation On The Result From Questionnaire...27

3.4.2 Summary of The Overall Result... 31

3.5 UML SPECIFICATIONDESIGN... 32

3.5.1 UML Specification...32

3.6 EVALUATION... 34

3.7 OVERVIEWSUMMARYPROTOTYPINGMODELDEVELOPMENTMETHODOLOGY... 35

3.8 COMPARISONTHREEEXISTINGAPPLICATION ANDPROPOSEDMOBILEAPPLICATION... 37

3.9 CONCLUSION... 38

CHAPTER 4: IMPLEMENTATION AND TESTING... 39

4.1 FIREBASE ANDANDROIDSTUDIO...39

4.2 IMPLEMENTATION OFFIREBASEAUTHENTICATION ANDREALTIMEDATABASE...39

4.3 INSTALLATION OFDEVELOPMENTTOOLS ANDCONFIGURATION... 40

4.4 MOBILEAPPLICATIONINTERFACE ANDFUNCTION...43

4.4.1 Bundle Grade... 43

4.4.2 Main Page... 43

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4.4.3 Teacher Activity Page...45

4.4.4 Add Student Page...46

4.4.5 Enter Attendance Page...47

4.4.6 View Attendance Page...48

4.5 TESTING...48

4.5.1 Functional Testing...49

CHAPTER 5: CONCLUSION AND FUTURE WORK... 51

5.1 PROJECTLIMITATIONS...51

5.2 FUTUREWORKS... 51

5.3 CONCLUSION... 51

REFERENCE...53

APPENDIXS...54

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LIST OF FIGURES

Figure 1.1 : Prototyping Model...3

Figure 1.2 : Time Schedule...6

Figure 2.1 : Android Studio Interfaces...8

Figure 2.2 : Android Studio Code...9

Figure 2.3 : feKara Home... 9

Figure 2.4 : feKara Verify phone number...11

Figure 2.5 : feKara Login...11

Figure 2.6 : feKara Dashboard...12

Figure 2.7 : Attendance select class...12

Figure 2.8 : Get attendance register... 12

Figure 2.9 : Attendance Report...13

Figure 2.10 : School Management System Logo...14

Figure 2.11 : School Management System Login...14

Figure 2.12 : School Management System Dashboard...15

Figure 2.13 : School Management System Add Student... 15

Figure 2.14 : School Management System Attendance... 16

Figure 2.15 : Offline Attendance Manager Logo...17

Figure 2.16 : Offline Attendance Manager Dashboard...17

Figure 2.17 : Offline Attendance Manager Attendance...18

Figure 2.18 : Offline Attendance Manager Report... 18

Figure 2.19 : Offline Attendance Manager Add Class...19

Figure 2.20 : Offline Attendance Manager Class... 19

Figure 2.21 : Offline Attendance Manager Add New Students...20

Figure 2.22 : Offline Attendance Manager Taking Attendance...20

Figure 2.23 : Offline Attendance Manager Reports...21

Figure 2.24 : Offline Attendance Manager Reports Detail...21

Figure 3.1 : Survey Questionnaire One...27

Figure 3.2 : Survey Questionnaire Two...27

Figure 3.3 : Survey Questionnaire Three...28

Figure 3.4 : Survey Questionnaire Four...28

Figure 3.5 : Survey Questionnaire Based on Question Four...29

Figure 3.6 : Survey Questionnaire Five... 29

Figure 3.7 : Survey Questionnaire Six...30

Figure 3.8 : Survey Questionnaire Seven...30

Figure 3.9 : Survey Questionnaire Based on Question Seven... 31

Figure 3.10 : Use Case Diagram for Teachers...32

Figure 3.11 : Sequence Diagram for Teachers...33

Figure 3.12 : Activity Diagram for Teachers...33

Figure 4.1 : Android Studio Toolbars... 41

Figure 4.2 : Firebase Assistant...41

Figure 4.3 : Firebase Homepage... 41

Figure 4.4 : Firebase Create Project...42

Figure 4.5 : Realtime Database...42

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Figure 4.6 : Bundle Grade Interface...43

Figure 4.7 : Main page... 44

Figure 4.8 : Register page... 44

Figure 4.9 : Login page...45

Figure 4.10 : Teacher Activity... 45

Figure 4.11 : Add Student...46

Figure 4.12 : Realtime Database...46

Figure 4.13 : Enter Attendance... 47

Figure 4.14 : Submit Attendance... 47

Figure 4.15 : View Attendance... 48

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ix

LIST OF TABLES

Table 2.1 : Comparison of free and paid version...10

Table 2.2 : Strength and weakness of feKara...13

Table 2.3 : Strength and weakness of School Management System...16

Table 2.4 : Strength and weakness of Offline Attendance Manager... 22

Table 2.5 : Table of Comparison Three Existing Application...22

Table 3.1 : Software and Hardware Requirement...26

Table 3.2 : Table of Evaluation Form...34

Table 3.3 : Comparison Three Existing Application and Proposed Mobile Application... 37

Table 4.1 : Unit Test 1... 49

Table 4.2 : Unit Test 2... 49

Table 4.3 : Unit Test 3... 50

Table 4.4 : Unit Test 4... 50

Table 4.5 : Unit Test 5... 50

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Chapter 1: Introduction

1.1 Background

With increasing use of smart-phones or cell phones has incredible growth over the past fourteen years. The most successful development of mobile services is application because (Islam & Mazumder, 2010). Applications are software, they can run on the internet, computer, mobile devices or other electronic (Chou, Chiu, Ho, &

Lee, 2013). Applications play important role in mobile commerce environment and they have developed very fast and smooth. Because the mobile application used daily by consumers to provide information, make purchases products and services.

According to the Internet Marketing Association (2014), about 60 percent of all Internet activities in the United States originate from mobile devices. In fact, almost (50%) of this traffic flows through mobile apps (Lipsman, 2014).

Extracurricular or co-curricular activities in Malaysia, is after school class

non-academic activities. After students finish their academic class, they will give

around one hour rest or prepare at home or school for continue extracurricular

activities at school. The extracurricular activities can be categories such as uniform

unit, club or society, sports and games. During extracurricular section, teachers would

be assigned to take charge of these activities. Their job is to monitor and assess some

task in extracurricular activities. The task such as taking student attendance,

achievement and involving of student, position held in the sports, games, club, society

or uniform body. Extracurricular activities have bring many benefits to student that is

why attendance is important.

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1.2 Problem Statement

In the past, people use paper and file for record student result, performance, attendance and identity data in academic. But the report file cannot avoid on many factors such as missing, damage or natural disaster. With growing development of information and communication technology, a computer has solve the issues. Because computer have large space of memory to store a lot of data. Teachers can record the student information such as attendance, performance, result and others to computer.

However, teachers still need to do manually in traditional way such as print out student list name for taking student attendance in extracurricular activities and exam result. This method causes waste resource such as paper, printer ink and money. The primary school finance department needs to prepare a lot of money to purchase paper and printer ink for print out. In addition, it time consuming for teacher manual tracking of student and key-in the attendance list to computer (Ming, 2019). Besides that, the primary school teachers do not have a tool or application that can recording attendance during extracurricular activities.

1.3 Scope

The scope of this project focus on record student attendance and performance in extracurricular activities. The prototype mobile application built using Java programming with Android Studio. The prototype mobile application only supports for android platform. The target user of this project is primary school teacher.

Teachers can register a new account for login to prototype mobile application.

Teachers can add student data and submit attendance during extracurricular section.

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1.4 Aims and Objectives

This project aims to propose a mobile application for recording attendance, in particular, during extracurricular section. There are three objectives:

 To study and design a prototype mobile application for primary school for record extracurricular of student attendance.

 To develop a prototype mobile application for primary school teacher.

 To achieve that mobile application in mobile devices is convenient to use for taking attendance during extracurricular section.

1.5 Brief Methodology

This project is carried out by using Prototyping Model as the development methodology. The model has six phases:

Figure 1.1: Prototyping Model

Step 1 : Requirement Gathering

In this phase, a questionnaire is done by teachers through Google Form, to collect

information from respondents purpose. After gathering, information can start to study

and design the requirement of the application.

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Step 2: Quick Design

In this stage, after collect requirement information from the respondent, a simple design is created. It gives a brief idea of the application to the user in order to help in developing the prototype. For example, draw the user interface on the paper and make a flow chart to describe the proposed application process. Besides, get feedback and comment from the user about the simple design drawing application.

Step 3: Building Prototype

In this stage, based on the Quick Design step. Start to develop a simple application to form a first prototype. The first prototype application will let user make testing and give brief about function of a prototype application.

Step 4: User Evaluation

In this stage, user will give testing to an initial or first prototype mobile application to give evaluate about the first prototype mobile application. After get evaluate from the user, it to recognize the prototype mobile application strength and weakness such as which part is to be added or removed. This phase also finds out the program fault such as function error through evaluation.

Step 5: Refining Prototype

In this stage, the current prototype application is refined according the from user

feedback based on user evaluation. Some analysis and study to analyze the new

information give provided by user to design and develop new prototype. The first

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prototype mobile application continues to develop and make testing until all requirement specified by the user are met.

Step 6: Implement

In this stage, after user requirement is met and the first prototype mobile application is free from debugging error. It will be approved by users and become a mobile application ready to use. The mobile application will be tested for its functionalities as well as its acceptance. If the mobile application has a debugging error in the application, the developer will make refined the process to the mobile application.

1.6 Significance of projects

With the proposed prototype mobile application, teachers able to take student attendance using mobile application on mobile devices during extracurricular section.

The prototype mobile application can save teacher time to take student attendance and

fast to done teacher job. At this point, the prototype mobile application on mobile

devices brings more convenient to use to teachers.

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1.7 Project Schedule

Figure 1.2: Time Schedule

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1.8 Expected outcome

A mobile application will be created. Online attendance can be conducted through a mobile application on mobile devices and teachers can take attendance during extracurricular section.

1.9 Summary

Chapter 1 describes the general understanding and introduction of the proposed

mobile application. This chapter contains the introduction, problem statements, scope,

aims and objective, the methodology used of prototyping model, significance of

project, project schedule and the expected outcome of the project. Besides, the table

mapping above shows the illustration of the summarizes of the overall of the project

from proposal until the project completion. This project report consists of five

chapters which are introduction, literature review, requirement analysis and design,

implementation and testing, future works and conclusion.

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Chapter 2: Literature Review

This chapter presents the literature review related to the proposed mobile application.

The benefit of mobile application and existing mobile application development tools was explained in the literature review. The three existing systems were reviewed to study the design and develop ideas for a prototype mobile application. A comparison table was created for reviewed mobile application and proposed mobile application in terms of functions and features.

2.1 Existing Mobile Application Development

2.1.1 Android Studio

Android Studio is the official Integrated Development Environment for Android Applications Development and Google Android operating system, based on JetBrains IntelliJ IDEA software. It is available for install on Windows, macOS, and Linux based operating systems. In this chapter, the proposed mobile application in this project is using the android studio application to design and develop the platform of the prototype mobile application.

Figure 2.1: Android Studio Interfaces

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2.1.2 Android Jetpack of User Interface & Navigation

This prototype mobile application will apply Android Jetpack. The Jetpack is a suite of libraries, tools, and guidance to help developers to study and design the mobile applications. For example using code Layout to design the Android grid and layout as image below:

Figure 2.2: Android Studio Code

2.2 Review on Similar Application and System

2.2.1 feKara

Background

Figure 2.3: feKara Home

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Above Figure 2.3 is a website name feKara (Hasan, 2019). feKara is a cloud software that connects to online, and it can access user cellphone, laptop, or computer from anywhere. It has two versions of the software, which is a free software tool version and paid software tool version. Both versions have similarities function, but for the paid version, it will add the extra function of the feature.

Table 2.1: Comparison of free and paid version

Version

Function

Free Paid

Financial Management Yes Yes

Register Yes Yes

Library Management Yes Yes

Admission Yes Yes

Online Calendar Yes Yes

Parent or Student Portal Yes Yes

Generate Report Yes Yes

Cafeteria Management No Yes

Bookstore Management No Yes

Online Payment No Yes

Special Education No Yes

Curricular Management No Yes

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User Interface

Figure 2.4: feKara Verify phone number

Figure 2.5: feKara Login

This is the login page for feKara. After user register to the website page, it will need

user to fill in the phone number to verify purpose, example on Figure 2.4. After verify

example on Figure 2.5 user need fill in some information about the school detail,

student number, financial and teacher detail. Then last, user can login with the new

account to feKara.

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Figure 2.6: feKara Dashboard

Above Figure 2.6 show feKara Dashboard. It is the main menu for user to doing the task such as register new student, fill in teacher detail, select class route, financial, and time schedule.

Figure 2.7: Attendance select class

Figure 2.8: Get attendance register

Gambar

Figure 1.1: Prototyping Model
Figure 1.2: Time Schedule
Figure 2.1: Android Studio Interfaces
Figure 2.3: feKara Home
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Referensi

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