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MY IQRA’ LEARNING MOBILE APPLICATION FOR KIDS MUHAMMAD DANISH AFFAN BIN ANUA BACHELOR OF INFORMATION TECHNOLOGY (INFORMATIC MEDIA) WITH HONOURS UNIVERSITY SULTAN ZAINAL ABIDIN 2019

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Page 1: MUHAMMAD DANISH AFFAN BIN ANUA - Universiti Sultan Zainal

MY IQRA’

LEARNING MOBILE APPLICATION FOR KIDS

MUHAMMAD DANISH AFFAN BIN ANUA

BACHELOR OF INFORMATION TECHNOLOGY

(INFORMATIC MEDIA) WITH HONOURS

UNIVERSITY SULTAN ZAINAL ABIDIN

2019

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DECLARATION

I hereby declare that this report is based on my original work except for and quotations

citations, which have been duly acknowledged. I also declare that it has not been

previously or concurrently submitted for any other degree at University Sultan Zainal

Abidin or other institution.

_____________________________________

Name: Muhammad Danish Affan Bin Anua

Date : ………………………………………

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CONFIRMATION

This is to confirm that:

The research conducted and the writing of this report was under my supervision.

______________________________

Name : Pn. Nor Surayati Binti Mohamad Usop

Date: …………………………………………..

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DEDICATION

All praises are due to Allah (Glorified and Exalted is He). Indeed, He deserves the

best of thanks and the most beautiful of praises. Without his blessings, I would not be

able to complete this final year project. My hearties to my beloved supervisor, Puan Nor

Surayati Binti Mohamad Usop for the continuous support, valuable guidance and

critical comments throughout the development of the project. Appreciation also goes to

all lecturers who have provided guidance throughout the entire long journey.

In addition, I am grateful for the continuous moral support given by my family even

before the project started to the end of the project submission. A lot of thanks and

appreciation goes especially for my parents for always being there for me along the

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hardship and always pray for me. Indeed, the support is given really help to motivate

me to complete this project.

Last but not least, I sincerely thanks to my fellow friends who willing to help me to

complete this project and give a good suggestion in order to improve this project. Lastly,

I would like to acknowledge each and every person who has contributed to the success

of this final year project, whether directly or indirectly. May Allah S.W.T bless all of

them.

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ABSTRACT

Learning Quran is compulsory for every Muslim. It should be applied as much

as possible at a young age. Starting with the process of knowing the letters of the

hijaiyah and how to pronounce them. My IQRA’ is the other method which is they can

learn with this application digitally. It is very much compatible with today's technology

era. Besides, it is easy to use and quite helping them to understand. With this mobile

application, children will master the hijaiyah letters and continue with the level in a

short amount of time. The application contains learning materials and fun exercises.

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ABSTRAK

Pembelajaran Quran adalah wajib bagi setiap muslim. Ia harus diterapkan

sebanyak mungkin pada usia muda. Bermula dengan proses mengenali surat hijaiyah

dan cara mengucapkannya. My IQRA' adalah kaedah lain yang mereka boleh belajar

dengan aplikasi ini secara digital. Ia sangat serasi dengan era teknologi hari ini. Selain

itu, ia mudah digunakan dan cukup membantu mereka untuk faham. Dengan aplikasi

mudah alih ini, kanak-kanak akan menguasai huruf hijaiyah dan meneruskan tahap

belajar dalam masa yang singkat. Aplikasi ini mengandungi bahan pembelajaran dan

latihan menyeronokkan.

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CONTENTS

PAGE

DECLARATION i

CONFIRMATION ii

DEDICATION iii

ABSTRACT v

ABSTRAK vi

CONTENTS vii

LIST OF TABLES xi

LIST OF FIGURES xii

LIST OF ABBREVIATIONS xv

CHAPTER I INTRODUCTION

1.1 Background 1

1.2 Problem statement 2

1.3 Objectives 3

1.4 Scopes 3

1.5 Limitation of work 3

1.6 Expected result 4

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1.7 Milestones and Activities 4

CHAPTER II LITERATURE REVIEWS

2.1 Introduction 7

2.2 Existing systems 8

2.3 Journal 8

2.4 Analysis gap 11

2.5 Conclusion 18

CHAPTER III METHODOLOGY

3.1 Introduction 19

3.2 Methodology model 20

3.2.1 Analysis phase 20

3.2.2 Design phase 21

3.2.3 Development phase 21

3.2.4 Implementation phase 22

3.2.5 Evaluation phase 22

3.3 Hardware and software 22

3.3.1 Hardware 22

3.3.2 Software 23

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3.4 Storyboards 23

3.5 Conclusion 35

CHAPTER IV IMPLEMENTATION AND TESTING

4.1 Introduction 36

4.2 Implementation 36

4.2.1 Buttons and navigation 37

4.2.2 Animation and Sound effect 38

4.2.3 Action script 39

4.3 Testing result 43

4.3.1 Learning activity 44

4.3.2 Game actvity 44

4.4 Interface 44

4.4.1 Loading page 45

4.4.2 Home page 45

4.4.3 ‘Belajar’ content 46

4.4.4 ‘Tahap 1’ content – huruf hijaiyah 47

4.4.5 ‘Tahap 2’ content – baris huruf hijaiyah 47

4.4.6 ‘Tahap 2’ content – huruf hijaiyah baris atas 48

4.4.7 ‘Tahap 3’ content – huruf hijaiyah bersambung 49

4.4.8 ‘Kuiz’ content 50

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4.4.9 ‘Teka bunyi’ start page 51

4.4.10 ‘Teka bunyi’ stage one 51

4.4.11 ‘Teka bunyi’ score result page 52

4.4.12 ‘Memori’ start page 53

4.4.13 ‘Memori’ stage one 53

4.4.14 ‘Memori’ score result page 54

4.4.15 ‘Golf’ start page 55

4.4.16 ‘Golf’ stage one 55

4.4.17 ‘Golf’ score result page 56

4.4.18 ‘Golf’ pause option page 57

4.5 Conclusion 58

CHAPTER V CONCLUSION

5.1 Introduction 59

5.2 Project Contribution 59

5.3 Problems and Limitations 60

5.4 Future Works 60

5.5 Conclusion 61

REFERENCES 62

APPENDIX 64

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LIST OF TABLES

TABLE TITLE PAGE

1.1 Milstones and activites 5

2.1 Analysis gap 12

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LIST OF FIGURES

FIGURE TITLE PAGE

2.1 Belajar Iqro Dengan Audio 15

2.2 Arabic Safari 16

2.3 Kids Qurani Qaida Teacher 16

2.4 Rainbow Iqra’ 17

2.5 Belaja Membaca Al Quran 17

2.6 Scholl of Iman 18

3.1 ADDIE model process 20

3.2 Loading page 24

3.3 Home page 24

3.4 ‘Belajar’ content 25

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3.5 ‘Tahap 1’ content – huruf hijaiyah 26

3.6 ‘Tahap 2’ content – baris huruf hijaiyah 26

3.7 ‘Tahap 3’ content – huruf hijaiyah bersambung 27

3.8 ‘Kuiz’ content 28

3.9 ‘Teka bunyi’ start page 28

3.10 ‘Teka bunyi’ stage one 29

3.11 ‘Teka bunyi’ score result page 29

3.12 ‘Memori’ start page 30

3.13 ‘Memori’ stage one 31

3.14 ‘Memori’ score result page 31

3.15 ‘Golf’ start page 32

3.16 ‘Golf’ stage one 33

3.17 ‘Golf’ score result 34

3.18 ‘Golf’ pause option page 35

4.1 Home button 37

4.2 Back button 37

4.3 Loading page 38

4.4 Sound effect in a button inside frames 39

4.5 Script for navigation 39

4.6 Script for setting up the score function 40

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4.7 Script for score point in correct answer 40

4.8 Script for setting up save data function 41

4.9 Script of condition for save data function 41

4.10 Script to display score point 41

4.11 Accelerometer function 42

4.12 Create boundaries 43

4.13 Hit target action 43

4.14 Loading page 45

4.15 Home page 46

4.16 ‘Belajar’ content 46

4.17 ‘Tahap 1’ content – huruf hijaiyah 47

4.18 ‘Tahap 2’ content – huruf hijaiyah 48

4.19 ‘Tahap 2’ content – huruf hijaiyah baris atas 49

4.20 ‘Tahap 3’ content – huruf hijaiyah bersambung 50

4.21 ‘Kuiz’ content 50

4.22 ‘Teka bunyi’ start page 51

4.23 ‘Teka bunyi’ stage one 52

4.24 ‘Teka bunyi’ score result page 52

4.25 ‘Memori’ start page 53

4.26 ‘Memori’ stage one 54

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4.27 ‘Memori’ score result page 54

4.28 ‘Golf’ start page 55

4.29 ‘Golf’ stage one 56

4.30 ‘Golf’ score result page 57

4.31 ‘Golf’ pause option page 58

LIST OF ABBREVIATIONS

ABBREVIATION MEANING PAGE

App Application 2

2D Two dimensional 12

ISD Instruction system design 20

ADDIE Analysis, Design, Develop, Implement, Evaluate 20

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CHAPTER I

INTRODUCTION

1.1 Background

Islam is a religion brought by the Prophet Muhammad. Islam has existed since

then. Islam is a religion that acknowledges that no God is entitled to be worshiped

except Allah and the Prophet Muhammad is the Messenger of Allah. Islam makes the

Quran and Hadith the main reference of its followers. The Qur'an is the great miracle

of the Prophet Muhammad and has existed more than a thousand four hundred years

ago. Islam requires its followers to read, study and understand the Quran and make it a

guide in life.

Studying the Al Quran is better if it starts when it is small. It should be nurtured

by older adults like parents and teachers to children to produce a generation of Al-Quran

literate in the future. Say the saying, bend the bamboo from the bamboo shoots.

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Studying the Quranic knowledge should be in line with age. This is especially important

because the level of the child's mind is much different from the level of the mind of

adults. Children can process only a small amount of information compared to adults.

For children, studying Quranic knowledge at the very beginning is to recognize the Jawi

letters contained in the Quran, the way the letters and the reading lines are written.

Therefore, a project will be developed to help children learn Quranic knowledge

called My IQRA '. My IQRA 'is a smartphone app that contains early education

materials for children to learn Quranic knowledge. This app can be downloaded using

the Android platform that became the smartphone's operating system. The app is

complete with easy-to-understand and fun modules.

1.2 Problem Statement

Studying the Quran in ancient times is a way of learning and requires individual

scripts to learn it. But many argue that this method is less effective nowadays. Today's

children are fonder of entertainment than learning. There is also an opinion that the way

the teacher or parent is reluctant and encourages the laziness of learning. For children,

learning is something boring and tiresome.

The idea behind this project is to upgrade learning techniques to make children

more comfortable and fond of learning. The concept of learning while having fun is the

main thing that is applied in this project. It also fits into the current circulation where

learning can also be done through digital media platforms.

Based on all the above statements, it is important that this project implemented

in order to ensure that children's learning is guaranteed in the future.

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1.3 Objectives

The aim of this project is to make learning activities a fun activity. However,

this lesson should be guided and supervised by teachers and parents. This project

focuses on some of the following things.

i. To help children understand better, step by step.

ii. To develop interactive learning app.

iii. To implement fun content for users (kids).

1.4 Project Scope

Provide important convergence on app developments for children with problems

with Iqra’ learning at their young age.

• Admin

The role of an admin is to make change by reading, updating or deleting the

application.

• User (Children)

The user which is children can learn and do exercises.

1.5 Limitation of Work

This application has its own limitation of works as mentioned below:

• Muslims use

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Special for Muslim users because it contains materials from the Quran.

Non-Muslim users are not encouraged to use this application.

• Android OS only

The platform used by this application project is Android because it is

easier and suitable for developers to develop.

• Supervision by parent or adult might be necessary

This application does not guarantee that the user will understand its

contents one hundred percent. Therefore supervision of older people is

necessary to avoid misunderstanding of the content.

1.6 Expected Result

• The user can anywhere and anytime with this application.

• The application can continue using interactive learning method.

• This application is well functioned.

1.7 Milestones and Activities

The milestones and activities will follow the method used to develop to project

which is the ADDIE model. This method will be explained in chapter 3. The table below

shows the activities involve to develop this project.

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Table 1.1 Milestones and Activities

N

o

Activities Months (7 months)

1. First

week

Septem

ber

Second

week

Septem

ber

Third

week

Septem

ber

-

Fifth

week

October

Sixth

week

Octobe

r

-

Ninth

week

Novem

ber

Tenth

week

Novem

ber

-

Fifteent

h week

Decem

ber

First

week

Janua

ry –

Fourt

h

week

Janua

ry

Fifth

week

Februa

ry-

Eighth

week

Februa

ry

Nineth

week

March

-

Thirtee

nth

Week

April

2. Topic

Discussio

n and

Determina

tion

Project

Title

Proposal

3. Proposal

Writing

Literature

Review

Proposal

Progress

Presentati

on &

Evaluation

4. Discussio

n

Correction

Proposal

Proposed

Solution

Methodol

ogy

Proof of

Concept

5. Drafting

Report of

the

proposal

Submit

draft of

report to

supervisor

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Seminar

Presentati

on

Correction

Report

Final

Report

Submissio

n

6. Develop

Project

7. Testing

Project

8. Final

Report

Submissio

n

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CHAPTER II

LITERATURE REVIEWS

2.1 Introduction

This chapter is about literature review for the application that will be developed.

A literature review is a text scholarly paper which includes, which include the current

knowledge including substantive findings, as well as the theoretical and methodical

contribution to the related works. There are a few applications related to Iqra’ learning.

However many developers did not use suitable methods to increase the productivity of

learning for kids.

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2.2 Existing Systems

To facilitate this project, some examples of existing mediums related to this

project have been reviewed.

• Mobile application

i. Belajar Iqro Dengan Audio (Iman Satya Wirawan)

ii. Arabic Safari (Ardha Multi Parama, PT)

iii. Kids Qurani Qaida Teacher (Darussalam Publishers and

Distribution)

iv. Rainbow Iqra’ (Cool Code Sdn Bhd)

v. Belajar Membaca Al Quran (Iman Setiawan)

vi. School of Iman (MEASAT Broadcast System Sdn Bhd)

2.4 Journal

Media Pembelajaran Pengenalan Huruf Hijaiyah Untul Anak Usia Dini 2-3 Tahun

In the world of education, learning media is not a new thing. Many schools are

already using computers in the learning process. The images and sounds that appear

will not make children get bored quickly so it makes the children wants to know more.

In this study produced teaching media literacy hijaiyah which is one of the

curriculum for the education of children aged 2-3 years. Instructional media is equipped

with voice pronunciation of letters hijaiyah. In addition to learning media is also

equipped with a guessing menu that is divided into two levels. With the child's learning

media is expected to be able to make the process of learning to know the letters hijaiyah

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accompanied by sound pronunciation can be happy with no load and coercion from

teachers. (Telematika, Lisna Zahrotun, 2015)

The Role of Game Element in Improving Jawi Skills through a Mobile Game ‘G-

Jawi’

Since the game-based mobile application exist, it turns out to be an exposure to

education that makes education more attractive and motivated to learn due to the

presence of game elements.

The inclusion of creative features such as game elements should attract students

to explore the Jawi script. A pre- experimental one- group pre- test and post- test study

was conducted in which a game-based mobile application for learning Jawi subject

named G-Jawi was developed and tested among 20 primary school students in order to

observe how the elements of the game in the mobile app impacted their Jawi spelling

skills. The apps were also evaluated by 5 teachers and the findings shows that the game-

based mobile application was able to improve the students’ performance. This finding

was supported by positive results amongst the students which revealed a mean value for

the post- test was higher than the pre- test of 89.00

To conclude, this technique has successfully improved student’s understanding

of Jawi better than the traditional learning methods.

(International Journal of Interactive Mobile Technologies [iJIM], Noor Asmina bin

Mohd Rashid, 2018)

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The Benefits of Multimedia Learning

This article explains some of the advantages of multimedia learning. This article

really helps strengthen the purpose of this project. The benefits are:

[1] Deeper understanding

According to research, a benefit of multimedia learning is that it takes advantage

of the brain's ability to make connections between verbal and visual representations of

content, leading to a deeper understanding, which in turn supports the transfer of

learning to other situations. All of this is important in today’s 21st century classrooms,

as we are preparing students for a future where higher-level thinking, problem solving

and collaborative skills will be required.

[2] Improved problem solving

A large percentage of the human brain dedicates itself to visual processing.

Thus, using images, video and animations alongside a text stimulates the brain. Student

attention and retention increase. Under these circumstances, in a multimedia learning

environment, students can identify and solve problems more easily compared to the

scenario where teaching is made possible only by textbooks.

[3] Increase positive emotions

According to psychologist Barbara Fredrickson, experiencing positive emotions makes

people see more possibilities in their lives. Using multimedia during instructions

impacts student's mood during the learning process. With a positive attitude they learn

better and tend to be more proactive.

[4] Access to vast variety of information

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With computers, tablets, smartphones and the internet, students are today better

equipped than ever to search and find the information they need. A study revealed that

95% of students who have access to internet, use it to search for online information.

Sharing the information and participating in class discussions is done in a more

confident way when access to information is as easy as today.

[5] World exploration

There is no surprise here. With the help of multimedia children can explore and

learn about places they would never been to. In a geography class, students can explore

different cities of the world, the tallest mountains and the most dangerous jungles. In a

science class, space and planets exploration is now possible. In a biology class, the

dissection of rare animals and different habitats exploration are like a walk in a park for

students benefiting of a multimedia learning environment.

Altogether, multimedia learning environments have a direct effect on learning and even

on growing as a person. An effect that differs and can’t be achieved as easy whilst using

traditional education materials. Therefore, it is no wonder the edtech business is

increasing and schools desire more and more to create multimedia learning

environments for their students.

(NUITEQ Collaborative Software, Alina Chioran, 2016)

2.4 Analysis Gap

This section will show you a comparison between the existing mobile

applications. This analysis was made to ensure the smoothness of the process of this

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project and for seeking to enhance or improve the project. Below is the table of analysis

gap between existing mobile applications.

Table 2.1 Analysis Gap

APPLICATION

NAME

DEVELOPER OVERVIEW METHOD/TECHNIQUE

Belajar Iqro

Dengan Audio

Iman Satya

Wirawan

- This app

has a

learning

method by

listening to

sounds to

recognize

letters.

- - This app

has several

levels of

learning

and is

suitable for

all groups

of people.

- Uses audio that

only sounds when

the icon is

pressed.

Arabic Safari Ardha Multi

Parama, PT

- The app

has an

interesting

interface

such as

animal and

animal

cartoon

images.

- Have

several

levels of

learning

and the user

needs to go

through the

preceding

stage to a

higher

level.

- Use background

music during

application usage

sessions.

- Uses 2D

animation

- Provide voice

recorder function

- Store current data

or usage

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Kids Qurani

Qaida Teacher

Darussalam

Publishers and

Distribution

- This app

has a series

of learning

as well as

exercises.

Users can

learn and at

the same

time

answer

quizzes.

Uses audio that

only sounds when

the icon is

pressed.

- Provide a

playback audio

function.

Rainbow Iqra’ Cool Code

Sdn Bhd

- This app

provides

user-

friendly

training and

has an

interface

and

animation

that appeals

to users.

- This app

also

features

video game

features

such as

EXP level

(experience

level),

featuring

mission

progress

and can

change the

name and

the avatar

in custom.

- Use background

music during

application usage

sessions.

- Uses 2D

animation.

- Uses audio that

only sounds when

the icon is

pressed.

- Store current data

or usage

Belajar

Membaca Al

Quran

Iman Setiawan - This app

has a series

of learning

as well as

exercises.

Users can

learn and at

the same

- Uses audio that

only sounds when

the icon is

pressed.

- Provides audio

playback

function.

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time

respond to

quizzes

provided in

the app.

- This

application

has several

levels of

learning

and is

suitable for

use by all

walks of

life.

School of Iman MEASAT

Broadcast

System Sdn

Bhd

- This app

contains

not only

learning

about iqra

but also

providing

basic

Islamic

learning.

- Has an

interface

and

animation

that appeals

to users.

- Have a

series of

learning

and also

training.

Users can

learn and at

the same

time

respond to

quizzes

- Use background

music during

application usage

sessions.

- Uses audio that

only sounds when

the icon is

pressed.

- Uses 2D

animation.

- Store current data

or usage

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provided in

the app.

- Show

user’s

current

progresses.

Below are some the screenshots of the interface from all of the compared

application.

Figure 2.1 Belajar Iqro Dengan Audio

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Figure 2.2 Arabic Safari

Figure 2.3 Kids Qurani Qaida Teacher

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Figure 2.4 Rainbow Iqra’

Figure 2.5 Belajar Membaca Al Quran

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Figure 2.6 School of Iman

2.5 Conclusion

This chapter discusses the collected literature review that had been reviewed

during the feasibilities studies. The literature review helps the developer to discover the

problem of previous research which needs to improve and overcome the problem. The

main method that is suitable to use in the development of the mobile app is an interactive

learning method.

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CHAPTER III

METHODOLOGY

3.1 Introduction

Basically, this chapter explains the detail of the methodology that is used in My

IQRA’ application development. The project methodology is important in every project

because it helps to organize investigation in a scientific way to overcome problems, to

discover new facts or truth about the subject in order to achieve the objectives of the

project. In order to have a good project, it should begin with a good understanding of

the user’s needs. There are many approaches that can be used in the development of a

mobile application project. ADDIE Model is one of the approaches that will be used in

this project.

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3.2 Methodology Model

Instruction System Design (ISD) that is used to develop My IQRA’ application

is ADDIE model. Basically, ADDIE model has five phases which are Analysis, Design,

Development, Implementation and Evaluation. The ADDIE model is an iterative

instructional design process, where the results of the formative evaluation of each phase

may lead the instructional designer back to any previous phase. These phases sometimes

overlap and can be interrelated. However, they provide a dynamic, flexible guideline

for developing effective and efficient instruction.

Figure 3.1 ADDIE model process

3.2.1 Analysis Phase

The analysis is the first phase that is contained in the ADDIE model. The

analysis is the study we do in order to figure out what to do. (Sheldon, 2001) At this

stage, we need to identify the need to develop this My IQRA’ mobile application. Then,

the activities are involved in this phase is identifying the problem statement, the

objectives or goals of the project and the scope key actions that are included in the

application. In this My IQRA’ are focusing on learning basic hijaiyah letters which

consist of how to pronounce them with different attributes. The analysis is also carried

out by doing a comparison between existing products that are using mobile application

technology in learning hijaiyah. Through the analysis, the weaknesses of the existing

Analyse Design Develop Implement Evaluate

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application that are relatable to this learning can be identified. All information gathered

were used to develop goals and objective of developing mobile My IQRA’ application.

3.2.2 Designing Phase

During the design phase, the information gathered during the analysis phase is

reviewed and compiled to build the project. In the design stage, it is necessary to create

a storyboard or interface of the mobile application. This means that it is necessary to

have all the accurate guideline to ease the step in this development process. This phase

requires a logical and creative thinking skills. All the characters also have been created

in this phase. These characters will be used from the start until the end of the mobile

My IQRA’ application.

3.2.3 Development Phase

This is the third phase of the ADDIE model. With all the information gathered

at the analysis and design phase, then this mobile My IQRA’ are developed. Most of

the development process was done in Adobe Flash CS6. All the materials that are

involved in the design phase will be integrated and customize in this phase according

to the storyboard. In this development phase also, it uses any approach or design that

has been agreed upon in the design stage. The application will have various graphics,

sound effects and so on are provided so users do not get bored in the process of playing

this game app.

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3.2.4 Implementation Phase

The ready-to-formed mobile application should be presented to test the

effectiveness and to see unnoticed problems during the design and development phase

that may exist. This implementation phase is implemented by presenting to providers

and partners to meet the criteria set out in the analysis phase. From the observations

performed, the repair or recovery process will be implemented before the application is

actually issued or used officially.

3.2.5 Evaluation Phase

Evaluation involves the process of obtaining feedback from users on the content,

strategies, graphics, audio, interfaces and so forth that are available in this app by either

supervision, testing, questionnaire, interviews and so on to ensure it is appropriate or

not to use.

3.3 Hardware and Software

This section will explain the hardware and software needed to develop this final year

project. It is also to ensure the process to run smoothly.

3.3.1 Hardware

i. USB drives

- To store the components for developing the project.

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ii. Computer/Laptop

- To run the application development process.

iii. Android smartphone

- To install and test the product.

3.3.1 Software

i. Adobe Photoshop CS6

- To design the backgrounds, buttons, icons and interfaces.

ii. Adobe Flash Professional CS6

- Create icons, buttons, functions, animation, transition effects, and sound effects,

insert voice input, and produce android mobile application file (APK).

3.1 Storyboard

The storyboard is one of the things that a developer might do before creating a

mobile application. The storyboard is important as a guideline to the developer for

developing an interactive mobile application.

The app will show the loading page after launched and immediately switch the

home page and stop as shown in figure 3.2.

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Figure 3.2 Loading page

The user will get two options either they want to learn or play games in figure

3.3.

Figure 3.3 Home page

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The home page will switch to other options where there are three levels of

learning. Figure 3.4 shows that each level contains the learning material according to

the level.

Figure 3.4 ‘Belajar’ content

The first level is to teach about the hijaiyah letters and their pronunciations in figure

3.5.

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Figure 3.5 ‘Tahap 1’ content – huruf hijaiyah

The second level is to teach about the hijaiyah letters and their pronunciations

with ‘baris’ in figure 3.6. There are six of them.

Figure 3.6 ‘Tahap 2’ content – baris huruf hijaiyah

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The third level in figure 3.7 will teach the user about what will happen to each

of hijaiyah letters if they meet their neighbours and their pronunciation.

Figure 3.7 ‘Tahap 3’ content – huruf hijaiyah bersambung

There are three types of games which are ‘Teka bunyi’, Memori, and Golf as

shown in figure 3.8. Each game is an exercise for what they learned in the learning

session.

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Figure 3.8 ‘Kuiz’ content

When the user pressed the ‘Teka bunyi’ button, the page automatically switched

the start page of the game which contains the instruction text on the page in figure 3.9.

Figure 3.9 ‘Teka bunyi’ start page

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There are ten stages in ‘Teka bunyi’ game. One of them is shown in figure 3.10.

Figure 3.10 ‘Teka bunyi’ stage one

After the user had been through all the stages, it will show the score result and

the highest score in figure 3.11.

Figure 3.11 ‘Teka bunyi’ score result page

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When the user pressed the ‘Memori’ button, the page also automatically

switched the start page of the game in figure 3.12 which contains the instruction text

on the page.

Figure 3.12 ‘Memori’ start page

There are only five stages in ‘Memori’ game and one of them is shown in figure

3.13.

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Figure 3.13 ‘Memori’ stage one

After the user had been through all the stages, in figure 3.14 will show the score

result and the highest score.

Figure 3.14 ‘Memori’ score result page

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When the user pressed the ‘Golf’ button, figure 3.15 shows the page that

automatically switched the start page of the game which contains the instruction text

on the page.

Figure 3.15 ‘Golf’ start page

There are ten stages in the ‘Golf’ game. One of them is shown in figure 3.16.

The user has to move the ball to fall into the correct hole by moving their device.

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Figure 3.16 ‘Golf’ stage one

After the user had been through all the stages, figure 3.17 will show the score

result and the highest score.

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Figure 3.17 ‘Golf’ score result page

When the ball falls into an incorrect hole, the game paused and will give the

user two options either they want to try again at the current stage or finish playing as

shown in figure 3.18.

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Figure 3.18 ‘Golf’ pause option page

3.5 Conclusion

This chapter explains the detail of the methodology used for the entire

developing process. It also describes the software and the hardware requirement for the

project and describes the flow of the app through the storyboard design.

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CHAPTER IV

IMPLEMENTATION AND RESULT

4.1 INTRODUCTION

We will discuss the implementation of the methodology discussed in the

previous chapter and testing to obtain the result of each implementation in this chapter.

Implementation is executed to ensure the system is developed according to the main

objectives of the system and fulfil the user requirement. Testing will be executed so that

the developer will recognize the defects as soon as possible and repair it immediately.

4.2 IMPLEMENTATION

The implementation phase refers to the actual delivery of the instruction. The

purpose of this phase is the effective and efficient delivery of instruction. This project

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is implemented as an Android application by using Adobe Flash Professional software

which popularly used for creating animation. It also has an action script embedded in

the software, making it the suitable software to run the project. Therefore, this will help

develop, design, code, test, debug and execute the main process of the project.

4.2.1 Button and Navigation

The button is very important when developing is an interactive mobile app. It is

also important for user navigation. In this mobile application has two main navigation

buttons which are the home button as shown in figure 4.1, and the back button as shown

in figure 4.2. These two buttons are visible almost every page in this application.

Figure 4.1 Home button

Figure 4.2 Back button

The home button will navigate the user to the home page every time they tab

and switch the current page to home page. On the other hand, the back button will

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navigate the user to the previous page. When the button is tabbed, the page

automatically switches to the previous page.

4.2.2 Animation and Sound Effect

One of the objectives of this application is to implement fun content for the user

which is the kids. The animation is necessary for the development of multimedia

courseware application. Besides, it can attract the user to use this app. In figure 4.3

shows the loading animation in the loading page after the app was launched. The red

bar starts filling across the screen horizontally and switches to the home page.

Figure 4.3 Loading page

Meanwhile, the sound effect also important when developing a multimedia

courseware application. The app implemented all the buttons with sound effect. Figure

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4.4 shows the implementation of a button sound effect in Adobe Flash Professional

software. There is also background music that will play along continuously when the

app launched using the same method used to implement sound effect to a button.

Figure 4.4 Sound effect in a button inside frames

4.2.3 Action script

Action script is an object-oriented programming language for Adobe Flash

Player. This action script is used in this project to create conditions, variable, object

class and much more. In figure 4.5 below shows the script implemented for navigation

through the app. Almost every page in the app contains this script. Another five show

the script to implement the score, to save and display them on the screen in figure 4.6,

figure 4.7, figure 4.8, figure 4.9, and figure 4.10 below.

Figure 4.5 Script for navigation

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Figure 4.6 Script for setting up the score function

Figure 4.7 Script for score point in correct answer

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Figure 4.8 Script for setting up save data function

Figure 4.9 Script of condition for save data function

Figure 4.10 Script to display score point

The other function implemented in this application accelerometer function. This

function used to detect the orientation of the phone. This function is used to create a

golf game. Figure 4.11 shows the script for setting the accelerometer function. The

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boundaries were created to prevent the ball from exiting the frame as shown in figure

4.12. There is also the script for what will happen if the ball hit the hole in figure 4.13.

Figure 4.11 Accelerometer function

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Figure 4.12 Create boundaries

Figure 4.13 Hit target action

4.3 Testing result

After the development of the application are already complete. This application

will test the learning activity and game activity. The learning activity involves the user

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to listen and read the content on the screen. The game activity, however, involves more

than listening and reading. It requires the user to pay full concentration.

4.3.1 Learning activity

The learning activity in My IQRA’ app consist of three levels of learning. When

the user clicks ‘Belajar’ button, the learning process begins. The home page will switch

to other options where there are three levels of learning. Each level contains the learning

material according to the level. The first level is to teach about the hijaiyah letters and

their pronunciations. The second level is to teach about the hijaiyah letters and their

pronunciations with ‘baris’. There are six of them. The third level will teach the user

about what will happen to each of hijaiyah letters if they meet their neighbours and their

pronunciation. The learning session is done but can be repeated.

4.3.2 Game activity

The game activity in My IQRA’ app consists of three types of games. The first

game activity will train the user to recognize the hijiayah letters and their

pronunciations. The second game activity will train to be able to distinguish the ‘baris’

of the letters and memorise them. The third game activity will train the user on how to

combine the letter between them.

4.4 Interface

This section will explain more detail about what happened in the application

with the screenshots of the pages

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4.4.1 Loading page

The loading page will appear when the app launched by the user. It is the first

interface in the application. Figure 4.14 shows the loading page of the application.

Figure 4.14 Loading page

4.4.2 Home page

The home page is the main page of this app. The user will have to choose

between learning session and game session. Figure 4.15 shows the home page.

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Figure 4.15 Home page

4.4.3 ‘Belajar’ Content page

In this page, there are three buttons which indicate the levels of learning hijaiyah

as shown in figure 4.16.

Figure 4.16 ‘Belajar’ content

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4.4.4 ‘Tahap 1’ content – huruf hijaiyah

In this level the user will learn to recognise the letters and their pronunciations.

The user will have to tab the icon letter to trigger the audio tagged in the button as

shown in figure 4.17.

Figure 4.17 ‘Tahap 1’ content – huruf hijaiyah

4.4.5 ‘Tahap 2’ content – huruf hijaiyah

In this page user will have to choose the ‘baris’ for the letter. There are six

button that will bring the user to the specific interface as show in figure 4.18.

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Figure 4.18 ‘Tahap 2’ content – baris huruf hijaiyah

4.4.6 ‘Tahap 2’ content – huruf hijaiyah baris atas

In this page the user will learn to recognise the letters and their pronunciations

with six different of the ‘baris’. The user will have to tab the icon letter to trigger the

audio tagged in the button as shown in figure 4.19.

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Figure 4.19 ‘Tahap 2’ content – huruf hijaiyah baris atas

4.4.7 ‘Tahap 3’ content – huruf hijaiyah bersambung

In this page, the user will learn the form of combined letters between one

another. When the button is tabbed the combined letters will appear in the panel above

the buttons with sounds. There five more pages to provide all the possible combinable

letter. Figure 4.20 shows the interface of the page.

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Figure 4.20 ‘Tahap 3’ content – huruf hijaiyah bersambung

4.4.8 ‘Kuiz’ content

In this level, the user will enter the game activity session. There are three types

of game. The user will have to tap the icon to enter the game as shown in figure 4.21.

Figure 4.21 ‘Kuiz’ content

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4.4.9 ‘Teka bunyi’ start page

This page is the start page of ‘Teka bunyi’ game. The game started as the user

tap the start button as shown in figure 4.22.

Figure 4.22 ‘Teka bunyi’ start page

4.4.10 ‘Teka bunyi’ stage one

This is the interface of stage one in this particular game. There is an arrow which

points to the button icon. It supposed to be tap before tap the correct answer. The correct

answer will get 10 marks each. Figure 4.23 shows the interface of the page.

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Figure 4.23 ‘Teka bunyi’ stage one

4.4.11 ‘Teka bunyi’ score result page

After the user has been through all ten stages, finally this page will display the

score result and the highest score as shown in figure 4.24.

Figure 4.24 ‘Teka bunyi’ score result page

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4.4.12 ‘Memori’ start page

This page is the start page of ‘Memori’ game. The game started as the user tap

the start button as shown in figure 4.25.

Figure 4.25 ‘Memori’ start page

4.4.13 ‘Memori’ stage one

When the game started, the page will show the letter with ‘baris’ in a short

amount of time and quickly hide them. The hint will appear in a big platform soon after

the answers were hidden. The correct answer will get 20 marks each. Figure 4.24 shows

the interface of the page.

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Figure 4.26 ‘Memori’ stage one

4.4.14 ‘Memori’ score result page

After the user has been through all five stages, finally this page will display the

score result and the highest score as shown in figure 4.27.

Figure 4.27 ‘Memori’ score result page

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4.4.15 ‘Golf’ start page

This page is the start page of ‘Golf’ game. The game displayed in verticle

view. The game started as the user tap the start button as shown in figure 4.28.

Figure 4.28 ‘Golf’ start page

4.4.16 ‘Golf’ stage one

In this particular game, the user must move the ball with a specific letter on it

to the correct hole which also has a specific letter on it. The hint will blink repeated to

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tell the user that they have to move the ball to the correct hole. In stage one, there is

only one hole. The purpose behind this creation is to give the user to understand how

to play the game. Figure 4.29 shows the interface of the page.

Figure 4.29 ‘Golf’ stage one

4.4.17 ‘Golf’ score result page

After the user has been through all five stages, finally this page will display the

score result and the highest score as shown in figure 4.30.

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Figure 4.30 ‘Golf’ score result page

4.4.18 ‘Golf’ pause option game

This page will automatically switch when the ball hit the wrong hole. The user

will have two option either to end the game or to keep trying to complete the game.

When the red button is tap, the game will over and automatically switch to score result

page. When the blue button is tap, the game will resume at the current stage. Figure

4.31 below shows the interface of the page.

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Figure 4.31 ‘Golf’ pause option page

4.5 Conclusion

In a nutshell, implementation in this chapter has been described and show all the

user interfaces in the Android application. It can act as a guide for a new user to use this

application. Testing also has been done to ensure that all the functionality achieved and

run smoothly. My IQRA’ could use a better improvement in future.

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CHAPTER V

CONCLUSION

5.1 Introduction

In this chapter, we will discuss the contribution of My IQRA’, the problems and

limitations during the project development of the project and future work or

recommendations to improve this particular project.

5.2 Project Contribution

My IQRA is an interactive learning mobile app designed for children. It has

been developed using multimedia authoring software. It provides learning and learning

materials so that the users can learn and play at the same time. Some multimedia

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elements have been implemented to give users a fun and fulfilling experience. The

project also strongly believes that learning can be such an exciting activity.

5.3 Problems and Limitations

There are some problems and limitations that may be a major constraint in the

My IQRA’ project such as:

i. This app only works offline and had no large database functionality.

ii. My IQRA’ mobile app does not provide more advanced learning material.

iii. Limited information resources related to application development.

iv. Lack of exposure in multimedia and technology.

5.4 Future Work

My IQRA’ app still has a lot to be improved. Here are some suggestion for the

app to work more efficient in the future. The suggestions are:

i. The application must apply more elements of multimedia such as video,

graphic, text and audio.

ii. The application needs to have a larger database to store a lot of data.

iii. This application also may apply some algorithm to have a more realistic

experience.

iv. This application could provide a better and advanced learning material and

activities.

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5.5 Conclusion

In conclusion, My IQRA’ is an interactive mobile application for kids to learn

and do exercises. This application is none other than just an alternative way to facilitate

learning. The suitable method is used in the development process such as ADDIE model

to ensure the process are running smoothly according to the storyboard. Several

elements of multimedia were applied during the development process. This project was

developed to achieve the objectives stated in the earlier chapter.

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REFERENCES

AiraSoft. (2 July, 2016). Belajar Iqro dengan Audio. (AiraSoft) Retrieved from Google

Play:

https://play.google.com/store/apps/details?id=com.airasoft.belajariqro&hl=en

Ardha Multi Parama, P. (18 July, 2016). Arabic Safari. (Ardha Multi Parama, PT)

Retrieved from AppAdvice: https://appadvice.com/app/arabic-

safari/1134957141

Berhad, A. M. (16 October, 2016). School of Iman. (Astro Malaysia Holdings Berhad)

Retrieved from Google Play.

Chioran, A. (32 November, 2016). 5 Benefits of Multimedia Learning. Retrieved from

NUITEQ Collaborative Software: https://www.nuiteq.com/company/blog/5-

benefits-of-multimedia-learning

Distributors, D. P. (2 June, 2017). Qurani Qaida-Quran Teacher. (Darussalam

Publishers and Distributors) Retrieved from Google Play:

https://play.google.com/store/apps/details?id=com.darussalam.quraniqaida&hl

=en

Mohd Rashid, N. A. (2018). The Role of Game Elements in Improving Jawi Skills.

International Journal of Interactive Mobile Technologies, xii(7), 20. Retrieved

from https://online-journals.org/index.php/i-jim/article/view/9636/5265

Playlab, C. C. (8 October, 2018). Rainbow Iqra'. (Cool Code Sdn Bhd) Retrieved from

Google Play:

https://play.google.com/store/apps/details?id=com.coolcode.rainbowiqra

Setiawan, I. (11 January, 2016). Belajar Membaca AlQuran. (I. Setiawan, Producer)

Retrieved from App Store:

https://itunes.apple.com/US/app/id1071722789?mt=8

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Zahrotun, L. (July, 2015). Media Pebelajaran Pengenalan Huruf Hjaiyah Untuk Anak

Usia Dini 2-3 Tahun. Telematika, xii(2), 75-81. Retrieved from

http://jurnal.upnyk.ac.id/index.php/telematika/article/view/1405

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APPENDIX

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APPENDIX A (GAN CHART )

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APPENDIX B (MILESTONES)

N

o

Activities Months (7 months)

1. First

week

Septem

ber

Second

week

Septem

ber

Third

week

Septem

ber

-

Fifth

week

October

Sixth

week

Octobe

r

-

Ninth

week

Novem

ber

Tenth

week

Novem

ber

-

Fifteent

h week

Decem

ber

First

week

Janua

ry –

Fourt

h

week

Janua

ry

Fifth

week

Februa

ry-

Eighth

week

Februa

ry

Nineth

week

March

-

Thirtee

nth

Week

April

2. Topic

Discussio

n and

Determina

tion

Project

Title

Proposal

3. Proposal

Writing

Literature

Review

Proposal

Progress

Presentati

on &

Evaluation

4. Discussio

n

Correction

Proposal

Proposed

Solution

Methodol

ogy

Proof of

Concept

5. Drafting

Report of

the

proposal

Submit

draft of

report to

supervisor

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Seminar

Presentati

on

Correction

Report

Final

Report

Submissio

n

6. Develop

Project

7. Testing

Project

8. Final

Report

Submissio

n