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THE LEARNING APPLICATION FOR ENGLISH GRAMMAR IN MOBILE APPLICATION FARIHA NUR IYLIA BINTI MOHAMAD YASIN BACHELOR OF INFORMATION TECHNOLOGY ( INFORMATIC MEDIA ) WITH HONOURS FACULTY OF INFORMATICS AND COMPUTING UNIVERSITI SULTAN ZAINAL ABIDIN 2019

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Page 1: THE LEARNING APPLICATION FOR ENGLISH GRAMMAR IN … · Grammar" dibangunkan untuk bertujuan bagi memudahkan penggunaannya dan sejajar dengan teknologi hari ini. Dalam menghasilkan

THE LEARNING APPLICATION FOR ENGLISH GRAMMAR IN

MOBILE APPLICATION

FARIHA NUR IYLIA BINTI MOHAMAD YASIN

BACHELOR OF INFORMATION TECHNOLOGY

( INFORMATIC MEDIA ) WITH HONOURS

FACULTY OF INFORMATICS AND COMPUTING

UNIVERSITI SULTAN ZAINAL ABIDIN

2019

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DECLARATION

I acknowledge this work is my own except the experts and summaries that I have just

described the source.

_______________________________

Name : Fariha Nur Iylia Binti Mohamad Yasin

Date:…………………………………………...

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CONFIRMATION

This is to confirm that :

This project report is sent to my Supervisor and has been accepted as meeting the

requirements for the final year project 1 Degree of Information Technology Informatics

Media.

___________________________

Name : Dr Nur Saadah Bt Mohd Shapri

Date :…………………………………

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DEDICATION

Bismillahirahmanirrahim….

Alhamdulillah , thank you for being divine because for His grace I can complete the

project that has been given to meet the needs of CSF35104 (Final year project 1) subject

entitled “The Learning Application For English Grammar”

Highest appreciation to those involved directly or indirectly in the process of

completing this final project. Thank you Dr. Nur Saadah Bt Mohd Shapri as the

supervisor to guide this project, helps and gives great ideas and comments from the

beginning till the end of the project.

Thank you very much to Lecturer of Information Technology Informatics Unit

of Lecturer, fellow colleagues and also my family that giving so much support and

encouragement throughout the project. Hopefully, what’s done is a pleasure from Allah

S.W.T and give us a wonderful experience to face the challenges in the future.

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ABSTRACT

This mobile application development project “The Learning Application For English

Grammar” is developed and it aims to facilitate its use and in line with today’s

technology. In producing this mobile phone app, some objectives and goals are targeted.

The main objective is to analyze the advantages and disadvantages available on existing

mobile phone application. To design a better and more attractive interface and software

from the previous mobile phone app and developing attractive thus effective mobile

application software to help children for schooling. Among these are mobile apps that

feature various multimedia elements such as text,audio and animations. Among the

suggestions suggested to enhance and improve this app is that the animation produced

should be more creative and attractive for the children, the buttons created should be

more user friendly.

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ABSTRAK

Projek pembangunan aplikasi mudah alih "The Learning Application for English

Grammar" dibangunkan untuk bertujuan bagi memudahkan penggunaannya dan sejajar

dengan teknologi hari ini. Dalam menghasilkan aplikasi telefon bimbit ini, beberapa

onjektif dan matlamat disasarkan. Objektif utama adalah menganalisis kelebihan dan

keburukan yang terdapat pada aplikasi telefon bimbit sedia ada. Untuk merancang

antara muka dan perisian yang lebih menarik dan menarik dari aplikasi telefon mudah

alih sebelumnya dan membangunkan perisian aplikasi mudah alih yang menarik untuk

membantu kanak-kanak yang bersekolah. Antaranya ialah aplikasi mudah alih yang

memaparkan pelbagai elemen multimedia seperti teks, audio dan animasi. Antara

cadangan yang dicadangkan untuk meningkatkan dan memperbaiki aplikasi ini adalah

bahawa animasi yang dihasilkan harus lebih kreatif dan menarik untuk kanak-kanak,

butang yang dicipta harus lebih mesra pengguna.

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CONTENTS

PAGE

Declaration……………………………………………………………………….i

Confirmation…………………………………………………………………….ii

Dedication……………………………………………………………………….iii

Abstract……………………………………………………………………….....iv

Abstrak....................................................................................................................v

Contents………………………………………………………………………….vi

List Of Tables………………………………………………………………..…..ix

List Of Figures……………………………………………………………...…..x,xi

CHAPTER 1 INTRODUCTION

1.1 Background………………………………………………………………….1

1.2 Problem Statement………………………………………………………….2

1.3 Objectives…………………………………………………………………....2

1.4 Scopes………………………………………………………………………...3

1.5 Limitation of Work………………………………………………………….3

1.6 Activities and Milestone………………………………….……………........4

1.7 Expected Result………………………………………….………………..…5

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CHAPTER II LITERATURE REVIEW

2.1 Introduction…………………………………………………………………6

2.2 Research……………………………………………………………………..7

2.2.1 Research 1 : Grammar for Kids…………………………………………7

2.2.2 Research 2 : Ipractise English Grammar……………………………….8

2.2.3 Research 3 : Improve English Grammar With Exercises Worksheet...9

CHAPTER III METHODOLOGY

3.1 Introduction………………………………………………………………..10

3.2 Methodology used in application development………………………….11

3.2.1 Analysis………………………………………...………………………...12

3.2.2 Design…………………………………………………………………….12

3.2.3 Development……………………………………………………...……...13

3.2.4 Implementation………………………………………………...………..13

3.2.5 Evaluation………………………………………………………………..14

3.3 Project / Application requirements analysis……………………………..14

3.3.1 Software requirements…………………………………………………..15

3.3.2 Hardware Requirements………………………………………………..16

3.4 Application Design………………………………………………………...17

3.4.1 Design Implementation Approach……………………………………...17

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3.4.1.1 Referal Approach…………………………………………………17

3.4.1.2 Screen Approach………………………………………………….17

3.4.1.3 Assistant Approach……………………………………………….18

3.4.1.4 Navigation Map…………………………………………………...19

3.5 Storyboard…………………………………………………………………….20

3.5.1 Interface for Start…………………………………………………………..20

3.5.2 Interface for Main Menu…………………………………………………..21

3.5.3 Interface for How To Play…………………………………………………22

3.5.4 Interface for About Grammar…………………………………………….23

3.5.5 Interface for Contents……………………………………………………...24

3.5.6 Interface for Nouns………………………………………………………...25

3.5.7 Interface for WH-Questions………………………………………………26

3.5.8 Interface for Tenses………………………………………………………..27

3.5.9 Interface for Let’s Play……………………………………………………28

3.5.10 Interface for Level 1……………………………………………………...29

3.5.11 Interface for Level 2...................................................................................30

3.5.12 Interface for Score………………………………………………………..31

3.5.13 Interface for Credit……………………………………………………….32

REFERENCES…………………………………………………………………...33

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LIST OF TABLES

TABLES TITLE PAGE

1.1 Activities and Milestone……………………………………………………4

2.1 Grammar for Kids…………………………………………………………..7

2.2 iPRACTISE English Grammar……………………………………………..8

2.3 Improve English Grammar With Exercises Worksheets…………………...9

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LIST OF FIGURES

FIGURES TITLE PAGE

2.1 Grammar for Kids………………………………………………………….7

2.2 iPRACTISE English Grammar…………………………………………….8

2.3 Improve English Grammar with Exercises Worksheets…………………...9

3.1 Workflow based on ADDIE Model……………………………………….11

3.2 Navigation Map…………………………………………………………...19

3.3 Start Interface……………………………………………………………..20

3.4 Main Menu Interface……………………………………………………...21

3.5 How To Play Interface……………………………………………………22

3.6 About Grammar Interface………………………………………………...23

3.7 Contents Interface………………………………………………………...24

3.8 Nouns Interface…………………………………………………………...25

3.9 WH-Questions Interface………………………………………………….26

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3.10 Tenses Interface…………………………………………………………27

3.11 Let’s Play Interface……………………………………………………...28

3.12 Level 1 Interface………………………………………………………...29

3.13 Level 2 Interface………………………………………………………...30

3.14 Score Interface…………………………………………………………..31

3.15 Credit Interface………………………………………………………….32

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CHAPTER 1

INTRODUCTION

1.1 Background

In the face of a growing globalization era, our country is not left behind to compete

in current technology. Various aspects of technology are emphasized, one of which is

the form of learning. In line with development of information and multimedia

technology today. This project aims to develop interactive application software that

can change the way learning in a playful way but interesting.

The title “The Learning Application for English Grammar” has been selected in

producing the product now. This mobile application will develop for children in year 1

and 2 for schooling. This application contains multimedia elements such as audio, text,

graphics and animation. Audio and animation effects will enter to realize interactions

between users and interactive applications.

1

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This interactive application income is expected to help target groups to learn

English Grammar in a playful way but interesting.

1.2 Problem Statement

Children are less interested in learning through the book and the passage of time

children more into gadgets such as tablets and smartphones. To increase children

interest in learning, initiatives have been taken to develop English Grammar learimg

applications. Besides,children also spend a lot of time playing gadgets instead of

reading books. Finally, children are easy to bored and less focused in the class.

Therefore, with this app children are more likey to study English Grammar.

1.3 Objectives

The main objectives of this project are :

To design interesting English Grammar applications for children 7 to 8 years

old.

To develop the learning application style to learn more about English

Grammar in a playful way but interesting.

To test application whether it suitable for target user.

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1.4 Scopes

The main scopes of the application

1. Platform

Just use the mobile phone platform

2. Target user

Year 1 and 2

3. Rating

Provide five levels only

Provide score and database

1.5 Limitation of Work

Can only be used be using the phone app

Only Android users can use this application

Not dependent on time, children are free to learn their own time.

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1.6 Activities and Milestones

Table 1.1: Activities and Milestone

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1.7 Expected Result

To help children to make references so that the application becomes a learning tool.

Then to help children easily to understand English Grammar for schooling and learn it

in a playful way and interesting. Lastly, to make sure the objective is achieved.

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CHAPTER 2

LITERATURE VIEW

2.1 Introduction

Literacy studies are defined as making critical and systematic references to

documents containing information, ideas, data, and methods of obtaining information

relating to the subject of study conducted. Literacy studies are an important part of

research in which researchers are conducting surveys on past studies. Literature review

are a basis for research in nearly every academic field. After the researcher determines

the title of the study, the researcher will make a literacy study to obtain the appropriate

past study information. Among the information referred to from litracy study include

theories, designs, instrumentation studies, study procedure, methods of data collection

and research findings. The main purpose of the literacy study is to gain an

understanding of the existing research and debates relevant to a particular topic or area

of study and to present that knowledge in the form of a written report.

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2.2 Research

2.2.1 Research 1 : Grammar For Kids

The “ Grammar For Kids” application developed by IDZ Digital Private Limited

in 2018. The app uses the version of IOS version 8.0 and above uses full internet

connection to access. There are several advantages and disadvantages and

improvements to the application. Refer figure 2.1 and table 2.1.

Figure 2.1 Grammar for Kids

Table 2.1 Grammar for Kids

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2.2.2 Research 2 : iPractise English Grammar

The “iPractise English Grammar” was developed by Globile Bilisim Bilgisayar

Hizmetleri Iletisim Danismanlik Sanayi Ticaret Limited Sirketi in 2015. The

application uses the version of IOS 8.0 and above uses full internet access. There are

several advantages and disadvantages and improvements to the application. Refer

figure 2.2 and table 2.2.

Figure 2.2 iPractise English Grammar

Table 2.2 iPractise English Grammar

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2.2.3 Research 3 : Improve English Grammar with Exercise Worksheets

The “Improve English Grammar with Exercise Worksheets” was developed by

Pimporn Rungratikunthorn in 2017. The application uses the version of IOS 9.0 and

above and use full internet access. There are several advantages and disadvantages and

improvements to the application. Refer figure 2.3 and table 2.3.

Figure 2.3 Improve English Grammar with Exercise Worksheets

Table 2.3 Improve English Grammar with Exercise Worksheets

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CHAPTER 3

METHODOLOGY

3.1 Introduction

This chapter gives an outline of research methods that were followed in the study.

It provides information on the participants, that is the criteria for inclusion in the study,

who the participants were and how thet were sampled. The researcher describes the

research design that was chosen for the purpose of this study. The methods will be

discuss to analyze the application and the development of the application process.

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3.2 Methodology used in application

MODEL ADDIE

This model is an instructional design models that often become the basis of other

instructional design models. Generally, the ADDIE model (Rosset,1987) can be

represented by the workflow as shown in the diagram below. Refer figure 3.1.

Figure 3.1 Workflow based on ADDIE Model

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3.2.1 Analysis

In this phase the problem that we will solve are identified as a whole. Problems

can determined through various methods or techniques such as observations, surveys

and interviews.

Once a problem can be identified,it is necessary to find out the causes or the

factors that cause the problem. This is to ensure the learning application to be developed

and meets the needs of the actual user. Therefore, in this phase several analysis have

been implemented on various aspects. The aspects of the analysis are user

environments, analysis of users and identifying the purpose of this application.

3.2.2 Design

This phase is implemented after the requirement analysis process is complete.

It explains the overall view of the interface, structure, approach of this application, the

type of media and the technology that will be used.

The development of this learning application gets the right objective and can be

reached by the user after successfully complete the mission of this application. The

development of this application also consists the way or method for this application to

be easily undertand by the user.

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3.2.3 Development

Based on financial allocation, media resources and time this application needs

to be developed based on the design that has been designed through the design phase.

Development here refers to the process of developing or producing software using

existing applications such as programmers app, authoring, graphics and audio.

In this development phase also, it uses any designs or designs agreed upon in

the design, for example :

Users are provided with help to present users from experiencing problems

using software.

Content in the game of the resulting game must be compatible with the level

of ability, age, background, and user.

Interesting stimuli such as multiple graphics, sound effects are provided for

users not be tired of playing this game application.

3.2.4 Implementation

Application “ The Learning Application for English Grammar” is ready to be

presented to test the effectiveness and see the unnoticed problems during the design and

development phase that may exist. This implementation phase is implemented by

presenting to providers and patners to meet the criteria set out in the analysis phase.

From the observations performed, the recovery process will be implemented before the

application is actually issued or used officially.

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3.2.5 Evaluation

Evaluation involves the process of obtaining feedback from users on the

content, strategies, graphics, audio, interfaces and forth contained in this game

application either through supervision, testing, questionnaires and interviews to ensure

it is appropriate or not to use.

3.3 Project / Application requirements analysis

In developing learning applications, all aspects need to be taken care of, in terms of

project requirements so that the process goes smoothly. The project requirements are

software and hardware.

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3.3.1 Software Requirements

The main software used to develop this game application is Unity. The

software is needed to organize and animate images. Plus, there are other

softwares used in the process to develop the game application. Among software

that gonna use are

Unity

Arrange, animate images, interfaces

Adobe Photoshop CS6

Use to edit an image, background, and interface of the

application

Adobe Illustrator

Design the logo

Microsoft Word 2016

Use to do the documentation of application

Google Chrome

Searching for information

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3.3.2 Hardware Requirements

In order to carry out the development of this game application project, the

hardware requirements are also needed. Among the hardwares will be use

during the application development process are as follows:

Laptop

HP

Pendrive

Kingston 64GB

Mouse

Printer

Mobile Phone

During the development process, hardware and software compatibility

is crucial to avoid any undesirable problems.

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3.4 Application Design

3.4.1 Design Implementation Approach

The application development “The Learning Application for English Grammar”

has been using various approaches. The approaches that have been used are as follows.

3.4.1.1 Referral Approach

Through this approach, referrals can be given by way of text usage. The

briefing instruction provided is to help the user understand the contents of this

application. A brief description in the help also uses the same method and it

briefly explains the mission that needs to be done to end the game.

3.4.1.2 Screen Approach

Through this approach, the text approach has been used in the module

section because in the form of text makes it easier for users to read the

instructions repeatedly.

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3.4.1.3 Assistant Approach

In this approach, users can know about this application by simply

reading at the corner of the page module. In this app, users are provided with

the instruction at the beginning of the application with this, it facilitates the user

to understand the game’s needs and information.

3.4.1.4 Navigation Map

In developing this project, the sketch of the navigation map was created

to illustrate the continuity between one interface and another. The navigation

map also serves to give you an overview of what is contained in this project.

Refer figure 3.2

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Figure 3.2 : Navigation Map

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3.5 Storyboard

3.5.1 Interface for Start

Figure 3.3 is the login page for this interactive application. The user will be

asked to insert the name then press “Start” button before being taken to the next

page.

Figure 3.3 : Start Interface

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3.5.2 Interface for main menu

Figure 3.4 is the main interface for this application. In this section there are four

main button namely the About Grammar button, Contents button, Credit button

and Help button.

Figure 3.4 : Main Menu Interface

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3.5.3 Interface for How to Play

Figure 3.5 shows the “Help” button that shows the how to play in the

application. Users can press home button to go back to main menu.

Figure 3.5 : Help Interface

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3.5.4 Interface for About Grammar

Figure 3.6 shows the “About Grammar” interface and users can press the home

button go to main menu.

Figure 3.6 : About Grammar Interface

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3.5.5 Interface for Contents

Figure 3.7 shows the contents interface which are have Nouns,WH-Questions

and Tenses button.Users can press home button to go back to main menu.

Figure 3.7 : Contents Interface

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3.5.6 Interface for Nouns

Figure 3.8 shows the Nouns interface. The user can press the let’s play button

at the bottom. While the home button for main menu and back button to

contents.

Figure 3.8 : Nouns Interface

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3.5.7 Interface for WH-Questions

Figure 3.9 shows the WH-Questions interface. The users can press the let’s play

button to do the exercises. While home button to main menu and back button to

go to contents.

Figure 3.9 : WH-Questions Interface

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3.5.8 Interface for Tense

Figure 3.9 shows the Tenses interface. The users can press the let’s play

button to do the exercises. While home button to main menu and back button

to go to contents

Figure 3.10 : Tenses Interface

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3.5.9 Interface for Let’s Play

Let’s play interface show the level of the exercises. Users can press home

button to main menu and back bottom to go to contents. Users also can press

the levels button to do the exercises.

Figure 3.11 : Let’s Play Interface

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3.5.10 Interface for Level 1

Figure 3.12 shows the Level 1 interface. Users can press the home button to go

to main menu and back button to go back to contents.

Figure 3.12 : Level 1 Interface

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3.5.11 Interface for Level 2

Figure 3.12 shows the Level 1 interface. Users can press the home button to go

to main menu and back button to go back to contents.

Figure 3.13 : Level 2 Interface

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3.5.12 Interface for Score

Figure 3.13 shows the Score interface. Users can press the home button to go to

main menu and back button to go back to contents.

Figure 3.14 : Score Interface

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3.5.13 Interface for Credit

Figure 3.13 shows the Credit interface. Users can press the home button to go

back to main menu.

Figure 3.15 : Credit Interface

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REFERENCES

English Grammar for Kids. (2019, February 14). Retrieved from

https://itunes.apple.com/us/app/english-grammar-for-kids/id649820441#?platform=iphone

iPRACTISE English Grammar. (2019, February 14). Retrieved from

https://itunes.apple.com/us/app/ipractise-english-grammar-test-pro/id494217791?mt=8

Improve English Grammar With Exercises Worksheets. (2019, February 14).

Retrieved from

https://itunes.apple.com/us/app/improve-english-grammar-with-exercises-

worksheets/id1202261090?mt=8

Grammar Made Easy Book Year 1,2&3.

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