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Faculty of Computer Science and Information Technology

ARAM BELAJAR JAKU IBAN: A MOBILE APPLICATION FOR LEARNING IBAN LANGUAGE

ROSIA ANAK ENTEMANG

Bachelor of Computer Science with Honors (Multimedia Computing)

2019

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I

ARAM BELAJAR JAKU IBAN: A MOBILE APPLICATION FOR LEARNING IBAN LANGUAGE

ROSIA ANAK ENTEMANG

This project is submitted in partial fulfilment 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 is my original work. I have not copied form any other student’s work or any other sources except where due reference or acknowledgement is not made explicitly in the text, nor has any part had been written for me by another person.

………

(ROSIA ANAK ENTEMANG) 14 May 2019

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IV

ACKNOWLEDGEMENT

I would like to take this opportunity to thank everyone who was involved directly or indirectly during the completion of this project. My deepest gratitude goes to my supervisor, Dr Sarah Flora Anak Samson Juan for her time, ideas and supports in supervising me in order to accomplish this project.

I would also like to thank the coordinator of FYP 2014, Professor Dr. Wang Yin Chui, for his efforts and guidance throughout the completion of my project and to the examiners for their comments and ideas to improve my works.

Lastly, thank you to my supportive friends, and family for their guidance, supports and advises upon the completion of the project.

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V

Table of Contents

Abstract XV

Abstrak XVI

Chapter 1: Introduction

1.1 Overview 1

1.2 Problem Statement 2

1.3 Objectives 2

1.4 Procedure/Methodology 3

1.4.1 Requirement 3

1.4.2 Analysis and Design 3-4

1.4.3 Development 4

1.4.4 Testing and Modification 4

1.4.5 Operation 4

1.5 Project Scope 5

1.6 Significance of the Project 5

1.7 Project Schedule 5-8

1.8 Expected Outcomes 9

1.9 Project Report Outline 9-11

1.10 Summary of Chapter 11

Chapter 2: Literature Review

2.1 Overview 12

2.2 Background 12-13

2.3 Reviewed existing systems 13

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VI

2.3.1 Learn Japanese(59App) 14

2.3.2 Learn French(Edu Technologies) 15

2.3.3 Learn Korea(Ufostudio) 16-17

2.3.4 Comparison between three existing application 17-18

2.3.5 Proposed Features 18-19

2.4 Software reviews 19

2.4.1 Firebase 19

2.4.2 Android Studio 19

2.4.3 Android 20

2.4.4 Java Programming Language 20

2.4.5 XML 20

2.5 Summary of Chapter 2 21

Chapter 3: Requirement Analysis and Design

3.1 Overview 22

3.2 Summary of Waterfall Methodology 22-24

3.3 Functional Requirement 24-25

3.3.1 Software Requirement 25

3.3.2 Hardware Requirement 25-26

3.4 Non-Functional Requirement 26

3.5 Data Analysis based on Questionnaire 26-33

3.6 System Requirement Specification 33

3.6.1 Entity Relationship Diagram (ERD) 34

3.6.1.1 Data Dictionary 35-36

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VII

3.6.2 Context Diagram 37

3.6.3 Level 0 38

3.6.4 Level 1 Diagram for Login 39

3.6.5 Level 1 Diagram for Register 40

3.6.6 Level 1 Diagram for Edit User Profile 40-41

3.6.7 Level 1 Diagram for Main Menu 41-42

3.7 System interface Design 42-51

3.8 Summary of Chapter 3 52

Chapter 4: Implementation

4.1 Overview 53

4.2 Navigation Structure 53-54

4.3 Interface Design 54

4.3.1 Splash Screen 55

4.3.2 Sign Up Screen 55-56

4.3.3 Sign In Screen 57

4.3.4 Main Menu Screen 58

4.3.5 Main Menu drawer Screen 59

4.3.5.1 Update profile Screen 60

4.3.5.2 About Screen 61

4.3.5.3 Feedback Screen 62

3.6 Daily Conversation Screen 63

4.3.7 Number Screen 64

4.3.8 Tourism Screen 65

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VIII

4.3.9 Leisure Screen 66

4.3.10 Record Audio Screen 67

4.3.11 Quiz Screen 67-68

4.4 Summary of Chapter 4 68

Chapter 5: Testing and evaluation

5.1 Overview 69

5.2 Test plan 69

5.2.1 Functional requirement Testing 69

5.2.1.1 Test plan for Splash page 69

5.2.1.2 Test plan for Sign Up page 69

5.2.1.3 Test plan for Sign In page 70-71

5.2.1.4 Test plan for Main Menu page 71-72

5.2.1.5 Test plan for Main Menu Navigation page 72-73 5.2.1.6 Test plan for Change profile page 74

5.2.1.7 Test plan for Feedback page 75

5.2.1.8 Test plan for Daily Conversation page 76-77

5.2.1.9 Test plan for Number page 77-78

5.2.1.10 Test plan for Tourism page 78-79

5.2.1.11Test plan for Leisure page 79-80

5.2.1.12 Test plan for Record Audio page 80-81

5.2.1.13 Test plan for Quiz page 81

5.3 User testing 82-85

5.4 Usability Testing 85-87

5.5 Summary of Chapter 5 87

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IX

Chapter 6: Conclusion and Future work

6.1 Overview 88

6.2 Achievements 88

6.3 Limitation and constraint 89

6.4 Future Work 89

6.5 Summary of Chapter 6 89

References XVII

Appendix A (Questionnaire) XVIII-XX

Appendix B :( Testing Questionnaire) XXI-XXV

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X

LIST OF FIGURES

Figure 1.1 Waterfall methodology 3

Figure 1.2 Project schedule 6-8

Figure 2.1 Interface of Learn Japanese 14

Figure 2.2 Interface of Learn French 15

Figure 2.3 Interface of Learn Korea 16

Figure 3.1 Bar chart for Age of respondent 27

Figure 3.2 Pie chart for Gender of respondent 28

Figure 3.3 Pie chart for question 1 section A 28

Figure 3.4 Pie chart for question 2 section A 29

Figure 3.5 Pie chart for question 3 section A 29

Figure 3.6 Pie chart for question 4 section A 30

Figure 3.7 Pie chart for question 5 section A 30

Figure 3.8 Bar chart for question 1 section B 31

Figure 3.9 Bar chart for question 2 section B 32

Figure 3.10 Bar chart for question 3 section B 32

Figure 3.11 Bar chart for question 4 section B 33

Figure 3.12 Entity Relationship Diagram 34

Figure 3.13 Context Diagram 37

Figure 3.14 Level 0 Diagram 38

Figure 3.15 Level 1 Diagram for Login 39

Figure 3.16 Level 1 Diagram for Register 40

Figure 3.17 Level 1 Diagram for Edit user profile 40

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XI

Figure 3.18 Level 1 Diagram for Main Menu 41

Figure 3.19 User Login Interface 43

Figure 3.20 Register user Interface 44

Figure 3.21 Main Menu Interface 45

Figure 3.22 Number category interface 46

Figure 3.23 Daily conversation category interface 47

Figure 3.24 Leisure category interface 48

Figure 3.25 Tourism category interface 49

Figure 3.26 Feedback interface 50

Figure 3.27 Quiz Interface 51

Figure 4.1 Navigation Structure 54

Figure 4.2 Splash Screen 55

Figure 4.3 Sign Up Page 56

Figure 4.4 Sign In Page 57

Figure 4.5 Main Menu Page 58

Figure 4.6 Main Menu Drawer 59

Figure 4.7 Change profile page 60

Figure 4.8 About Page 61

Figure 4.9 Feedback Page 62

Figure 4.10 Daily Conversation Page 63

Figure 4.11 Number Page 64

Figure 4.12 Tourism Page 65

Figure 4.13 Leisure Page 66

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XII

Figure 4.14 Record Audio Page 67

Figure 4.15 Quiz Activity Page 68

Figure 5.1 Age of tester 82

Figure 5.2 Gender of tester 82

Figure 5.3 User able to Sign Up 83

Figure 5.4 User able to Sign In 83

Figure 5.5 User able to send feedback 8.

Figure 5.6 User able to go to Quiz Activity 84

Figure 5.7 User able to Search Phrases 84

Figure 5.8 User able listen to audio 84

Figure 5.9 User able record own audio 84

Figure 5.10 User able to view about application 85

Figure 5.11 Usability testing Question 1 85

Figure 5.12 Usability testing Question 2 85

Figure 5.13 Usability testing Question 3 86

Figure 5.14 Usability testing Question 4 86

Figure 5.14 Usability testing Question 5 86

Figure 5.16 Usability testing Question 6 87

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XIII

LIST OF TABLES

Table 2.1 Example of Iban words and sentences 13

Table 2.2 Comparison of three existing applications 17-19

Table 2.3 Proposed features 18-19

Table 3.1 Summary of Waterfall Methodology 22-23

Table 3.2 Software requirements 25

Table 3.3 Hardware requirements 25-26

Table 3.4 Data dictionary for Register 35

Table 3.5 Data dictionary for Login 35

Table 3.6 Data dictionary for User profile 35

Table 3.7 Data dictionary for Main Menu 36

Table 3.8 Data dictionary for Quiz 36

Table 3.9 Data dictionary for Feedback 36

Table 5.1 Testing result for Splash Screen page 69

Table 5.2 Testing result for Sign up Screen page 70

Table 5.3 Testing result for Sign in Screen page 70-71

Table 5.4 Testing result for Main Menu Screen page 71-72 Table 5.5 Testing result for Main Menu Drawer Screen page 72-73 Table 5.6 Testing result for Change Profile Screen page 74

Table 5.7 Testing result for Feedback Screen page 75

Table 5.8 Testing result for Daily Conversation Screen page 76-77

Table 5.9 Testing result for Number Screen page 77-78

Table 5.10 Testing result for Tourism Screen page 78-79

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XIV

Table 5.11 Testing result for Leisure Screen page 79-80

Table 5.12 Testing result for Record Audio Screen page 80-81

Table 5.13 Testing result for Quiz Screen page 81

Table 6.1 Achievements 88

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ABSTRACT

Technology is currently growing rapidly. Technology can improve the way of learning more effective and flexible. With the help of technology as well, learning a language can be delivered in various forms and ways. One of them is learning using mobile applications. This project introduces an application that can help anyone to learn Iban Language. An application called Aram Belajar Bahasa Iban which means Let learn Bahasa Iban is created for those who are interested in learning Iban Language. This application is used to translate English words into Iban words by using media such as text, audio, and images to present the information. Afterwards, the development of this application uses the Waterfall prototyping methodology has been used for completing this project. Therefore, this application will serve as a medium of interaction to reveal more about Iban Language.

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XVI

ABSTRAK

Teknologi pada masa kini sedang berkembang dengan pesat. Teknologi dapat meningkatkan cara pembelajaran dengan lebih efektif dan fleksible. Dengan bantuan teknologi juga, pembelajaran sesuatu bahasa dapat disampaikan dalam pelbagai bentuk dan cara. Salah satu nya adalah pembelajaran menggunakan applikasi telefon. Projek ini memperkenalkan satu applikasi yang boleh membantu sesiapa sahaja untuk belajar Bahasa Iban. Applikasi yang bernamaAram Belajar Bahasa Ibanyang bermaksudJom belajar Bahasa Iban dicipta untuk mereka yang berminat dalam mempelajari Bahasa Iban. Applikasi ini adalah digunakan untuk menukarkan perkataan Inggeris ke Iban dengan pengunaan media seperti teks, suara, dan gambar untuk mempersembahkan informasi. Selepas itu, pembangunan aplikasi ini mengunakan kaedah Waterfall sebagai prototaip bagi menjayakan projek ini. Oleh itu, aplikasi ini akan befungsi sebagai medium interaksi tehadap keinginan mereka dalam mempelajari Bahasa Iban.

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CHAPTER 1: INTRODUCTION

1.1 OVERVIEW

Sarawak has more than 40 sub-ethnic groups each with its own distinct language, culture, and lifestyle. Iban is the largest population in Sarawak, thus Iban language is mostly used in Sarawak. Language is an important part of any society. It is the identities of the community. Due to the modernization era, the new generation is more likely to speak English or other dominant languages.

There are some ways for people who are interested in learning Iban Language which is through website and education. The student can study Iban Language at school and university by using some materials like textbook and learning modules. However, not everyone can easily catch up in every session. There also some cite that can be used for people to learn Iban Language such as Borneo Dictionary. Although this website can be used for learning Iban Language however, it does not include multimedia such images and audio which is important for them to understand more.

Currently, there are no mobile applications for people to learn Iban language thus this project is about to develop an Android mobile application called Aram Belajar Jaku Iban that could help conversation and pronoun cation through guides and quiz. The main idea of developing this application is to help people that want to learn how to speak Iban. Furthermore, this application is helping Iban people to preserves their mother language.

Basically, this application is for translating English word to Iban Language. In this application, the user is able to listen to the pronunciation of the word in Iban Language. The user also able to search for the meaning for a word. Different type of media that been used such as text, images, and audio to represent the information to allow the user to understand more clearly and pronoun it correctly.

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1.2 PROBLEM STATEMENT

As we well know there are many applications for people to learn Malay Language and also Mandarin.

However, there is no android application for people to learn Iban Language that consists of all the multimedia like text, audio, and images.

In addition, Sarawak has many tourist’s attraction. However, there is no digital guide for tourists in learning the language or communicate with local people.

Finally, Iban generation nowadays might not know to speak Iban because of the mix-culture environment and they tend to speak more dominant languages such as Melayu Sarawak, Bahasa Melayu, English, and the others. Thus, this type of application help preservation of Iban Language from extinction

1.3 OBJECTIVES

There are a few goals that need to be achieved upon the completion of this project:

a) To gather out information for building a learning language application.

b) To design an android mobile application for people to learn Iban Language with the use of multimedia such as images, text, and audio.

c) To develop an android mobile application that can assist people in learning Iban Language.

1.4 PROCEDURE/ METHODOLOGY

In this project, waterfall methodology is been used. Waterfall methodology is a sequential design approach.

It is less iterative and flexible approaches. Figure 1.1 shows the diagram of the Waterfall Methodology.

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Figure 1.1 Waterfall methodology 1.4.1 Requirement

The first phase of this methodology is related to chapter 1 and Chapter 2. In this first phase, the project objectives, project scope, project methodology, and project requirements are defined. Then, studies about developing a mobile application for learning a language and then make a comparison between 3 existing application that related to learning a language. The application is evaluated and analyzed to distinguish the features. Some features might be adapted to the proposed system.

1.4.2 Analysis and Design

The second phase is related to chapter 3 which are requirement analysis and design. Next step after requirement gathering is analysis and design to produce a low-fidelity prototype to visualize the system architecture. There is two types of designs which are logical design and physical design. For the logical design, the Entity relationship diagram (ERD) and Data flow diagram (DFD) are designed to illustrate how

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the system works. Then for physical design, the user interface is designed to illustrate how the system looks like.

1.4.3 Development

The third phase is related to chapter 4 which are implementation. In this phase, the actual source code for the proposed system is finally written. An Android Studio is a tool that used to develop the Android mobile application. The implementation is according to the UI design, physical design and logical design that has been done in chapter 2. It will have a login page, sign up page, main page, activity page, feedback page, and quiz page. Firebase database is used to store all the related data.

1.4.4 Testing and modification

This phase is related to Chapter 5 which is testing and evaluation. In this phase, the functional testing and non-functional testing need to be done to the proposed system. Then, the proposed system will be tested using usability testing. The functionality and feature of the application need to be evaluated to improve the performance and the accuracy of the application by using gathering analysis the user’s feedback. Then, the limitation is defined.

1.4.5 Operation

This phase is related chapter 6 which is the conclusion and Future Work. In this phase, future work needs to be done to overcome the limitations of the proposed system that defined on Testing and Modification phase.

Finally, an android mobile application called Aram Belajar Jaku Ibanis ready for launching. The system is presented to the examiner at the end of the semester. The final report also prepared for submission.

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1.5 PROJECT SCOPE

This project scope is focused on all people around that want to know the Iban language. This application will assist the user in learning Iban by translating English words into Iban words. The application will consist of multimedia such as images, text, and audio. The limitation of the project which is the application only can work online. The target user for the project is the students of University Malaysia Sarawak who are taking Bahasa Iban.

1.6 SIGNIFICANCE OF THE PROJECT

Upon the completion of this project, an android mobile application will be developed that will assist people in learning Iban Language. The mobile application will help local people to preserve their language which is Iban Language. Then, it will be able to help tourist that come to Sarawak to communicating with Iban people.

1.7 PROJECT SCHEDULE

The project schedule is a guideline to manage the time control of this project to ensure that the project could be finished within the time frame. The schedule of the project is represented by the Gantt chart. This proposed project starts on 10 September 2018 and end on 27 May 2019. The Gantt chart for this proposed project is shown in figures 1.2.

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Figure 1.2 (a) Project Schedule

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Figure 1.2 (b) Project Schedule

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