Mobile apps : Malacca historical places.
MOBILE APPS: MALACCA HISTORICAL PLACES
NOOR AZWANA BINTI MOHAMED
UNIVERSITI TEKNIKAL MALAYSIA MELAKA
BORANG PENGESAHAN STATUS TESIS
JUDUL: MOBILE APPS : MALACCA HISTORICAL PLACES
SESI PENGAJIAN: 2013/2014
Saya NOOR AZWANA BINTI MOHAMED
mengaku membenarkan tesis (PSM/Sarjana/Doktor Falsafah) ini disimpan di
Perpustakaan Fakulti Teknologi Maklumat dan Komunikasi dengan syarat-syarat
kegunaaan seperti berikut:
1. Tesis dan projek adalah hakmilik Universiti Teknikal Malaysia Melaka
2. Perpustakaan Fakulti Teknologi Maklumat dan Komunikasi dibenarkan
membuat salinan untuk tujuan pengajian sahaja.
3. Perpustakaan Teknologi Maklumat dan Komunikasi dibenarkan membuat
salinan tesis ini sebagai bahan pertukaran antara institusi pengajian tinggi.
4. ** Sila tandakan (/)
______
SULIT
(Mengandungi maklumat yang berdarjah
keselamatan atau kepentingan Malaysia seperti
yang termaktub di dalam AKTA RAHSIA
RASMI 1972)
______
TERHAD
(Mengandungi maklumat TERHAD yang telah
ditentukan oleh organisasi/badan di mana
penyelidikan dijalankan)
___/___
TIDAK TERHAD
_________________________
Alamat tetap: C-G-3 FLAT UDA
TANJUNG TOKONG,
10470 GEORGETOWN
PULAU PINANG
Tarikh: 22 August 2014
_________________________
(WAN SAZLI NASARUDIN SAIFUDDIN)
Tarikh: 22 August2014
CATATAN: * Tesis dimaksudkan sebagai Laporan Projek Sarjana Muda (PSM)
**Jika tesis ini SULIT atau TERHAD, sila lampirkan surat daripada
pihak berkuasa.
i
MOBILE APPS: MALACCA HISTORICAL PLACES
NOOR AZWANA BINTI MOHAMED
This report is submitted in partial fulfilment of the requirements for the
Bachelor of Computer Science (Interactive Media)
FACULTY OF INFORMATION AND COMMUNICATION TECHNOLOGY
UNIVERSITI TEKNIKAL MALAYSIA MELAKA
2014
ii
DECLARATION
I hereby declare that this project report entitled
MOBILE APPS: MALACCA HISTORICAL PLACES
is written by me and is my own effort and that no part has been plagiarized
without citations.
STUDENT
: _________________________________ Date: __________
(NOOR AZWANA BINTI MOHAMED)
SUPERVISOR: ________________________________ Date: __________
(WAN SAZLI NASARUDIN BIN SAIFUDDIN)
iii
DEDICATION
This dedication goes to my beloved parents, Mohamed B. Yahaya and
Kalsom Bt. Abdul Razak.
Also to my beloved and respectation supervisor Wan Sazli Nasarudin Bin Saifuddin
And to my beloved friends of BITM, especially for my classmate who gives
cooperation and knowledge sharing in completing this project.
Thank you so much
iv
ACKNOWLEDGEMENT
Assalammualaikum w.b.t. First and foremost, I would like to praise and very
grateful to ALLAH S.W.T with overflow grace that gave me a good physical and
mental strength to carry on my Final Year Project up to complete. I also would like
to give a million thanks and appreciation to Encik Wan Sazli Nasaruddin Bin
Saifudin as my supervisor for his support, guidance, sharing opinion and unfailing
patience throughout the project duration and giving many creative and effective ideas
for me to complete this project successfully. He also supervised my project and
conducts me to develop a project that has the requirement needed. Many
improvements in this project are coming from his comments and suggestion also the
spirit from him made me more enthusiastic to complete the project with success.
I would also like to thank my beloved parents who have been giving me
advice, support and motivation throughout developing my project and always
understand and patient with my situation in doing my PSM. Also not forgotten my
fellow friends, whose give me some ideas and lend a hand to help me during
developing the project.
This project also had given me the opportunity to test my multimedia skills of
knowledge from what I have learned from the previous two years about interactive
media in Information Communication and Technology Faculty of UTeM.
v
ABSTRACT
This project is related to the historical places Malacca, which introduced the
historical places like A'Famosa, Studhuys, Melaka Sultanate Palace, Kampung
Morten and Wells Hang Tuah. The purpose of this application is to introduce about
historical places in Malacca for children as young as 10 to 11 years before they enter
high school. With the establishment of these applications to foster their interest in
learning the history of the subject without getting bored while studying. Moreover,
these applications have multimedia elements such as sound, graphics, animation,
graphics and others.
vi
ABSTRAK
Projek ini ialah berkaitan tentang tempat-tempat bersejarah di Melaka,
dimana diperkenalkan tempat-tempat bersejarah seperti A’famosa, Studhuys, Istana
Kesultanan Melaka, Kg Morten dan Telaga Hang Tuah. Tujuan aplikasi ini dibina
ialah memperkenalkan tempat-tempat bersejarah pada kanak-kanak seawal usia 10
hingga 11 tahun sebelum mereka memasuki sekolah menengah. Dengan terbinanya
aplikasi ini dapat memupuk minat mereka dalam mempelajari subjek sejarah tanpa
merasa bosan ketika belajar. Selain itu, aplikasi ini mempunyai elemen-elemen
multimedia seperti suara, gambar, animasi, grafik dan sebagainya.
vii
TABLE OF CONTENTS
CHAPTER
CHAPTER I
SUBJECT
PAGE
DECLARATION
II
DEDICATION
III
ACKNOWLEDGEMENTS
IV
ABSTRACT
V
ABSTRAK
VI
TABLE OF CONTENTS
VII
LIST OF TABLES
XII
LIST OF FIGURE
XIII
INTRODUCTION
1.1
Project Background
1
1.2
Problem Statement
2
1.3
Objective
2
1.4
Project Scope
3
1.5
Project Significance
3
1.6
Expected Outcome
3
viii
1.7
CHAPTER II
Conclusion
4
LITERATURE REVIEW AND
PROJECT METHODOLOGY
2.1
Introduction
5
2.2
Fact and Findings
6
2.3
Domain
6
2.3.1
E-Learning
7
2.3.2
Mobile Apps
8
2.3.3
History
9
2.3.4
Learning From Book
9
2.4
CHAPTER III
Existing System
10
2.4.1
Mobile Application
10
2.4.2
Website
11
2.4.3
E-Learning
13
2.5
Comparison of Existing System
15
2.6
Project Methodology
16
2.7
Project Requirement
18
2.7.1
Software Requirement
18
2.7.2
Hardware Requirement
18
2.7.3
Other Requirement
18
2.8
Gantt Chart / Milestone
19
2.9
Conclusion
21
ANALYSIS
3.1
Introduction
22
3.2
Current Scenario Analysis
22
3.2.1
23
3.3
Non-linear application
Requirement Analysis
26
ix
3.4
CHAPTER IV
Project Analysis
26
3.3.2
User Analysis
27
3.3.3
Technical Analysis
28
3.3.4
Resource Analysis
28
3.3.5
Requirement Gathering
29
3.3.2
Document Requirement
30
Conclusion
31
DESIGN
4.1
Introduction
32
4.2
System Architecture Design
33
4.2.1
Audio
34
4.2.2
Text
35
4.2.3
Image
37
4.3
4.4
4.5
CHAPTER V
3.3.1
Preliminary Design
38
4.3.1
38
Storyboard Design
User Interface Design
43
4.4.1
50
List of Object
Conclusion
52
IMPLEMENTATION
5.1
Introduction
53
5.2
Media Creation
53
5.2.1
Production of Texts
53
5.2.2
Production of Graphics
56
5.2.3
Production of Audio
58
5.2.4
Production of Animation
59
5.3
Media Integration
5.4
Product Configuration
Management
60
61
x
5.4.1
Configuration Environment
Setup
CHAPTER V1
CHAPTER V1I
61
5.5
Implementation Status
65
5.6
Conclusion
67
TESTING
6.1
Introduction
68
6.2
Test Plan
68
6.2.1
Test Organization
69
6.2.2
Test Environment
70
6.2.3
Test Schedule
72
6.3
Test Strategy
73
6.4
Test Design
74
6.4.1
Test Data
74
6.5
Test Result and Analysis
75
6.6
Conclusion
87
PROJECT CONCLUSION
7.1
Observation on Weaknesses and
Strengths
88
7.2
Propositions for Improvement
89
7.3
Contribution
90
7.4
Conclusion
90
REFFERENCE
91
APPENDIX A
92
APPENDIX B
94
APPENDIX C
96
xi
LIST OF TABLES
TABLE
TITLE
PAGE
Table 2.1
Comparison of Existing System
15
Table 2.2
Explanation MMCD
17
Table 4.1
List of Object
51
Table 5.1
Implementation Status on Each Component
65
Table 6.1
The Hardware and Software for Testing Environment
71
Table 6.2
Testing Schedule 1
73
Table 6.3
Testing Schedule 2
73
xii
LIST OF FIGURES
FIGURE
TITLE
PAGE
Figure 2.1
Interface of mobile application
10
Figure 2.2
Bubbls.us
11
Figure 2.3
StoryJumper
12
Figure 2.4
Example Website
12
Figure 2.5
Example Website
13
Figure 2.6
Example Elearning
13
Figure 2.7
Example Elearning
14
Figure 2.8
MMCD
16
Figure 2.9
Schedule
19
Figure 2.10
Gantt Chart
20
Figure 3.1
Navigation Flow
25
Figure 3.2
Multimedia Process
30
Figure 4.1
System Architecture
33
Figure 4.2
Interface Audio
35
Figure 4.3
Interface Text
36
Figure 4.4
Interface Image
37
Figure 4.5
Storyboard
38
Figure 4.6
Storyboard
49
Figure 4.7
Storyboard
40
xiii
Figure 4.8
Storyboard
41
Figure 4.9
Storyboard
42
Figure 4.10
Main Interface
43
Figure 4.11
Learning Interface
43
Figure 4.12
Learning Audio Interface
44
Figure 4.13
Learning Text Interface
44
Figure 4.14
Learning Text Interface
44
Figure 4.15
Learning Image Interface
45
Figure 4.16
Learning Image Interface
45
Figure 4.17
Quiz Interface
46
Figure 4.18
Quiz Interface
46
Figure 4.19
Quiz Audio Interface
47
Figure 4.20
Quiz Image Interface
47
Figure 4.21
Quiz Text Interface
48
Figure 4.22
Quiz Text Interface
48
Figure 4.23
Right Interface
49
Figure 4.24
Wrong Interface
49
Figure 5.1
Font
54
Figure 5.2
Font
54
Figure 5.3
Font
54
Figure 5.4
Font
55
Figure 5.5
Font
55
Figure 5.6
Font
56
Figure 5.7
Produce Graphic
56
Figure 5.8
Produce Graphic
57
Figure 5.9
Produce Graphic
57
Figure 5.10
Produce Graphic
58
Figure 5.11
Produce Graphic
58
Figure 5.12
Software Audio Editing
59
xiv
Figure 5.13
Animation Tween
59
Figure 5.14
Screenshot of Timeline
60
Figure 5.15
Action Script
61
Figure 5.16
Configuration
61
Figure 5.17
Configuration
62
Figure 5.18
Configuration
62
Figure 5.19
Configuration
63
Figure 5.20
Configuration
63
Figure 5.21
Configuration
63
Figure 5.22
Configuration
64
Figure 6.1
Test Organization
69
Figure 6.2
Test Environment
70
Figure 6.3
Test Environment
72
Figure 6.4
Learning Style Text
75
Figure 6.5
Learning Style Audio
76
Figure 6.6
Learning Style Image
76
Figure 6.7
Learning Style Audio
77
Figure 6.8
Learning Style Image
78
Figure 6.9
Learning Style Text
78
Figure 6.10
Learning Style Audio (5 Jaya)
79
Figure 6.11
Learning Style Image
80
Figure 6.12
Learning Style Text
80
Figure 6.13
Learning Style Audio (5 Maju)
81
Figure 6.14
Learning Style Image
82
Figure 6.15
Learning Style Text
82
Figure 6.16
Navigation Flow(Standard 5)
83
Figure 6.17
Interface Design
84
Figure 6.18
Navigation Flow(Standard 4)
85
Figure 6.19
Interface Design
86
i
2
1
CHAPTER I
INTRODUCTION
1.1 Project Background
Nowadays, the technology is no limit in our world. From adult until children, all
of them using the technology, one of that is mobile phone. However many mobile
apps that have launch in market for example education, games, photography, gadget
and others.
From this project, I would like to develop an application that is mobile apps
which the title is Malacca is the historical places. This mobile app is purposed to give
primary school know about the famous historical places in Malacca such as
A’Famosa, “Telaga Hang Tuah”, “Kg Morten”, “Istana Kesultanan Melaka” and
Stadhuys.
From this app, the primary school knows what interesting places in
Malacca and it will give the primary school initial exposure to the places in Malacca.
However, to make them interesting with the historical places, this an application will
apply in learning style such as text, audio and images. The text is the word that the
user can read about the information. Audio is an audio that the user can hear for
examples voice or sound. An image that contains pictures that user can view or see.
Some children more attractive to element multimedia such as animation, graphics,
audio and others than the book where the children must read the book.
2
1.2 Problem statement
Learning history is only taught in secondary schools, but not taught in primary
school. Not all the children know about the historical places of Malacca although
known for its history. Perhaps the adults know the historical places in Malacca, but
primary school may not all be in the know. In Apps Mobile, not many applications
are developed about the historical place in Malacca especially for primary school.
Not all primary school knows the historical places in Malacca.
Furthermore, the primary school not interested to know the history of historical
places in Malacca through books. They like more education in multimedia such as
graphics, animation, audio and others.
1.3 Objective
1. To study suitable user learning style.
2. To develop an application for Melaka Historical Places.
3. To evaluate the user learning style from testing them with observation and
interview.
3
1.4 Project Scope
User
•
Kids age 10-11 years old
1.5 Project significance
The children can learn by learning style which have text, audio and image.
Furthermore, the children can know what the historical places in Malacca. It also can
give their attraction to learn the history by early age before entering secondary
school.
1.6 Expected Output
Children can learn in learning style such as text, audio and image to give they
interact with 3 styles. Furthermore, the children can know the historical places in
Malacca and attract to learn history from the early stage.
4
1.7 Conclusion
To make them interesting with the historical places, this an application will
apply in learning style such as text, audio and images. Text is the word that the user
can read about the information. Audio is an audio that the user can hear for examples
voice or sound. Image that contain picture that user can view or see. From learning
style we can know what the user interest with. Thus, the use of multimedia in
children is external environment can influence and help the development of learning
and behaviour. Also argues that the role of multimedia technology makes teaching
more attractive, effective, active and fun because it involves almost all human
sensory.
With multimedia applications, the child can exposed to a variety of media while
interacting through multimedia technology in various forms such as text, animation,
sound and moving images. Children are able to interact with more effectively when
they learn to read. This demonstrates the use of multimedia in children can be
communication or interaction among them more effectively once the technique
teaching multimedia oriented like this would be to add interest children to learn and
most important, to facilitate children 's capture and understand all the things that
were taught to them.
5
CHAPTER II
LITERATURE REVIEW AND PROJECT METHODOLOGY
2.1 Introduction
A review of the literature is an essential part of an academic research project.
The review is a careful examination of a body of literature pointing toward the
answer to your research question. Literature reviewed typically includes scholarly
journals, scholarly books, authoritative databases and primary sources. Sometimes it
includes newspapers, magazines, other books, films, and audio and video tapes, and
other secondary sources. This project will introduce the concept of Mobile
Application which is about The Historical Places in Malacca. The history of Malacca
is largely the story of the city for which it is named, and the story of the city of
Malacca begins with the fascinating and partly legendary tale of the Hindu prince
Parameswara.
6
Furthermore, mobile app use by young children is growing rapidly. There are also a
lot of apps on offer for this age group. However there is a lack of research on the
effects of apps on a child. It therefore can be difficult for parents to select appropriate
apps for their child. This report provides some insights on the research and
knowledge on the development of a child in relation to criteria for children’s apps.
Subsequently a list of criteria for children’s apps is presented and a few possible
categorization systems for apps are discussed.
2.2 Facts and findings
This topic will discuss the researches that have been done from the point of
domain, existing application and technique used, which are related to this project. It
describes how the proposed research is related to prior research in statistics.
Furthermore, it shows the originality and relevance of your research problem.
Especially if the research is different from other statisticians and also it justifies your
proposed methodology. Lastly but not least, it demonstrates your preparedness to
complete the research.
2.3 Domain
The project will be develop is an application the historical places in Malacca
which using mobile apps as platform learning for kids. With application mobile apps,
kids can learn about the historical places in Malacca which use the concept learning
style such as text, audio and image. However, in this application the concept of
learning style to introduce to the kids how they interact with text, audio and image.
Five of places that choose to represent in this application which are A’famosa, Kg
Morten, Studhuys, Istana Kesultanan Melaka and Telaga Hang Tuah. Five of this
place is the famous place history in Malacca.
NOOR AZWANA BINTI MOHAMED
UNIVERSITI TEKNIKAL MALAYSIA MELAKA
BORANG PENGESAHAN STATUS TESIS
JUDUL: MOBILE APPS : MALACCA HISTORICAL PLACES
SESI PENGAJIAN: 2013/2014
Saya NOOR AZWANA BINTI MOHAMED
mengaku membenarkan tesis (PSM/Sarjana/Doktor Falsafah) ini disimpan di
Perpustakaan Fakulti Teknologi Maklumat dan Komunikasi dengan syarat-syarat
kegunaaan seperti berikut:
1. Tesis dan projek adalah hakmilik Universiti Teknikal Malaysia Melaka
2. Perpustakaan Fakulti Teknologi Maklumat dan Komunikasi dibenarkan
membuat salinan untuk tujuan pengajian sahaja.
3. Perpustakaan Teknologi Maklumat dan Komunikasi dibenarkan membuat
salinan tesis ini sebagai bahan pertukaran antara institusi pengajian tinggi.
4. ** Sila tandakan (/)
______
SULIT
(Mengandungi maklumat yang berdarjah
keselamatan atau kepentingan Malaysia seperti
yang termaktub di dalam AKTA RAHSIA
RASMI 1972)
______
TERHAD
(Mengandungi maklumat TERHAD yang telah
ditentukan oleh organisasi/badan di mana
penyelidikan dijalankan)
___/___
TIDAK TERHAD
_________________________
Alamat tetap: C-G-3 FLAT UDA
TANJUNG TOKONG,
10470 GEORGETOWN
PULAU PINANG
Tarikh: 22 August 2014
_________________________
(WAN SAZLI NASARUDIN SAIFUDDIN)
Tarikh: 22 August2014
CATATAN: * Tesis dimaksudkan sebagai Laporan Projek Sarjana Muda (PSM)
**Jika tesis ini SULIT atau TERHAD, sila lampirkan surat daripada
pihak berkuasa.
i
MOBILE APPS: MALACCA HISTORICAL PLACES
NOOR AZWANA BINTI MOHAMED
This report is submitted in partial fulfilment of the requirements for the
Bachelor of Computer Science (Interactive Media)
FACULTY OF INFORMATION AND COMMUNICATION TECHNOLOGY
UNIVERSITI TEKNIKAL MALAYSIA MELAKA
2014
ii
DECLARATION
I hereby declare that this project report entitled
MOBILE APPS: MALACCA HISTORICAL PLACES
is written by me and is my own effort and that no part has been plagiarized
without citations.
STUDENT
: _________________________________ Date: __________
(NOOR AZWANA BINTI MOHAMED)
SUPERVISOR: ________________________________ Date: __________
(WAN SAZLI NASARUDIN BIN SAIFUDDIN)
iii
DEDICATION
This dedication goes to my beloved parents, Mohamed B. Yahaya and
Kalsom Bt. Abdul Razak.
Also to my beloved and respectation supervisor Wan Sazli Nasarudin Bin Saifuddin
And to my beloved friends of BITM, especially for my classmate who gives
cooperation and knowledge sharing in completing this project.
Thank you so much
iv
ACKNOWLEDGEMENT
Assalammualaikum w.b.t. First and foremost, I would like to praise and very
grateful to ALLAH S.W.T with overflow grace that gave me a good physical and
mental strength to carry on my Final Year Project up to complete. I also would like
to give a million thanks and appreciation to Encik Wan Sazli Nasaruddin Bin
Saifudin as my supervisor for his support, guidance, sharing opinion and unfailing
patience throughout the project duration and giving many creative and effective ideas
for me to complete this project successfully. He also supervised my project and
conducts me to develop a project that has the requirement needed. Many
improvements in this project are coming from his comments and suggestion also the
spirit from him made me more enthusiastic to complete the project with success.
I would also like to thank my beloved parents who have been giving me
advice, support and motivation throughout developing my project and always
understand and patient with my situation in doing my PSM. Also not forgotten my
fellow friends, whose give me some ideas and lend a hand to help me during
developing the project.
This project also had given me the opportunity to test my multimedia skills of
knowledge from what I have learned from the previous two years about interactive
media in Information Communication and Technology Faculty of UTeM.
v
ABSTRACT
This project is related to the historical places Malacca, which introduced the
historical places like A'Famosa, Studhuys, Melaka Sultanate Palace, Kampung
Morten and Wells Hang Tuah. The purpose of this application is to introduce about
historical places in Malacca for children as young as 10 to 11 years before they enter
high school. With the establishment of these applications to foster their interest in
learning the history of the subject without getting bored while studying. Moreover,
these applications have multimedia elements such as sound, graphics, animation,
graphics and others.
vi
ABSTRAK
Projek ini ialah berkaitan tentang tempat-tempat bersejarah di Melaka,
dimana diperkenalkan tempat-tempat bersejarah seperti A’famosa, Studhuys, Istana
Kesultanan Melaka, Kg Morten dan Telaga Hang Tuah. Tujuan aplikasi ini dibina
ialah memperkenalkan tempat-tempat bersejarah pada kanak-kanak seawal usia 10
hingga 11 tahun sebelum mereka memasuki sekolah menengah. Dengan terbinanya
aplikasi ini dapat memupuk minat mereka dalam mempelajari subjek sejarah tanpa
merasa bosan ketika belajar. Selain itu, aplikasi ini mempunyai elemen-elemen
multimedia seperti suara, gambar, animasi, grafik dan sebagainya.
vii
TABLE OF CONTENTS
CHAPTER
CHAPTER I
SUBJECT
PAGE
DECLARATION
II
DEDICATION
III
ACKNOWLEDGEMENTS
IV
ABSTRACT
V
ABSTRAK
VI
TABLE OF CONTENTS
VII
LIST OF TABLES
XII
LIST OF FIGURE
XIII
INTRODUCTION
1.1
Project Background
1
1.2
Problem Statement
2
1.3
Objective
2
1.4
Project Scope
3
1.5
Project Significance
3
1.6
Expected Outcome
3
viii
1.7
CHAPTER II
Conclusion
4
LITERATURE REVIEW AND
PROJECT METHODOLOGY
2.1
Introduction
5
2.2
Fact and Findings
6
2.3
Domain
6
2.3.1
E-Learning
7
2.3.2
Mobile Apps
8
2.3.3
History
9
2.3.4
Learning From Book
9
2.4
CHAPTER III
Existing System
10
2.4.1
Mobile Application
10
2.4.2
Website
11
2.4.3
E-Learning
13
2.5
Comparison of Existing System
15
2.6
Project Methodology
16
2.7
Project Requirement
18
2.7.1
Software Requirement
18
2.7.2
Hardware Requirement
18
2.7.3
Other Requirement
18
2.8
Gantt Chart / Milestone
19
2.9
Conclusion
21
ANALYSIS
3.1
Introduction
22
3.2
Current Scenario Analysis
22
3.2.1
23
3.3
Non-linear application
Requirement Analysis
26
ix
3.4
CHAPTER IV
Project Analysis
26
3.3.2
User Analysis
27
3.3.3
Technical Analysis
28
3.3.4
Resource Analysis
28
3.3.5
Requirement Gathering
29
3.3.2
Document Requirement
30
Conclusion
31
DESIGN
4.1
Introduction
32
4.2
System Architecture Design
33
4.2.1
Audio
34
4.2.2
Text
35
4.2.3
Image
37
4.3
4.4
4.5
CHAPTER V
3.3.1
Preliminary Design
38
4.3.1
38
Storyboard Design
User Interface Design
43
4.4.1
50
List of Object
Conclusion
52
IMPLEMENTATION
5.1
Introduction
53
5.2
Media Creation
53
5.2.1
Production of Texts
53
5.2.2
Production of Graphics
56
5.2.3
Production of Audio
58
5.2.4
Production of Animation
59
5.3
Media Integration
5.4
Product Configuration
Management
60
61
x
5.4.1
Configuration Environment
Setup
CHAPTER V1
CHAPTER V1I
61
5.5
Implementation Status
65
5.6
Conclusion
67
TESTING
6.1
Introduction
68
6.2
Test Plan
68
6.2.1
Test Organization
69
6.2.2
Test Environment
70
6.2.3
Test Schedule
72
6.3
Test Strategy
73
6.4
Test Design
74
6.4.1
Test Data
74
6.5
Test Result and Analysis
75
6.6
Conclusion
87
PROJECT CONCLUSION
7.1
Observation on Weaknesses and
Strengths
88
7.2
Propositions for Improvement
89
7.3
Contribution
90
7.4
Conclusion
90
REFFERENCE
91
APPENDIX A
92
APPENDIX B
94
APPENDIX C
96
xi
LIST OF TABLES
TABLE
TITLE
PAGE
Table 2.1
Comparison of Existing System
15
Table 2.2
Explanation MMCD
17
Table 4.1
List of Object
51
Table 5.1
Implementation Status on Each Component
65
Table 6.1
The Hardware and Software for Testing Environment
71
Table 6.2
Testing Schedule 1
73
Table 6.3
Testing Schedule 2
73
xii
LIST OF FIGURES
FIGURE
TITLE
PAGE
Figure 2.1
Interface of mobile application
10
Figure 2.2
Bubbls.us
11
Figure 2.3
StoryJumper
12
Figure 2.4
Example Website
12
Figure 2.5
Example Website
13
Figure 2.6
Example Elearning
13
Figure 2.7
Example Elearning
14
Figure 2.8
MMCD
16
Figure 2.9
Schedule
19
Figure 2.10
Gantt Chart
20
Figure 3.1
Navigation Flow
25
Figure 3.2
Multimedia Process
30
Figure 4.1
System Architecture
33
Figure 4.2
Interface Audio
35
Figure 4.3
Interface Text
36
Figure 4.4
Interface Image
37
Figure 4.5
Storyboard
38
Figure 4.6
Storyboard
49
Figure 4.7
Storyboard
40
xiii
Figure 4.8
Storyboard
41
Figure 4.9
Storyboard
42
Figure 4.10
Main Interface
43
Figure 4.11
Learning Interface
43
Figure 4.12
Learning Audio Interface
44
Figure 4.13
Learning Text Interface
44
Figure 4.14
Learning Text Interface
44
Figure 4.15
Learning Image Interface
45
Figure 4.16
Learning Image Interface
45
Figure 4.17
Quiz Interface
46
Figure 4.18
Quiz Interface
46
Figure 4.19
Quiz Audio Interface
47
Figure 4.20
Quiz Image Interface
47
Figure 4.21
Quiz Text Interface
48
Figure 4.22
Quiz Text Interface
48
Figure 4.23
Right Interface
49
Figure 4.24
Wrong Interface
49
Figure 5.1
Font
54
Figure 5.2
Font
54
Figure 5.3
Font
54
Figure 5.4
Font
55
Figure 5.5
Font
55
Figure 5.6
Font
56
Figure 5.7
Produce Graphic
56
Figure 5.8
Produce Graphic
57
Figure 5.9
Produce Graphic
57
Figure 5.10
Produce Graphic
58
Figure 5.11
Produce Graphic
58
Figure 5.12
Software Audio Editing
59
xiv
Figure 5.13
Animation Tween
59
Figure 5.14
Screenshot of Timeline
60
Figure 5.15
Action Script
61
Figure 5.16
Configuration
61
Figure 5.17
Configuration
62
Figure 5.18
Configuration
62
Figure 5.19
Configuration
63
Figure 5.20
Configuration
63
Figure 5.21
Configuration
63
Figure 5.22
Configuration
64
Figure 6.1
Test Organization
69
Figure 6.2
Test Environment
70
Figure 6.3
Test Environment
72
Figure 6.4
Learning Style Text
75
Figure 6.5
Learning Style Audio
76
Figure 6.6
Learning Style Image
76
Figure 6.7
Learning Style Audio
77
Figure 6.8
Learning Style Image
78
Figure 6.9
Learning Style Text
78
Figure 6.10
Learning Style Audio (5 Jaya)
79
Figure 6.11
Learning Style Image
80
Figure 6.12
Learning Style Text
80
Figure 6.13
Learning Style Audio (5 Maju)
81
Figure 6.14
Learning Style Image
82
Figure 6.15
Learning Style Text
82
Figure 6.16
Navigation Flow(Standard 5)
83
Figure 6.17
Interface Design
84
Figure 6.18
Navigation Flow(Standard 4)
85
Figure 6.19
Interface Design
86
i
2
1
CHAPTER I
INTRODUCTION
1.1 Project Background
Nowadays, the technology is no limit in our world. From adult until children, all
of them using the technology, one of that is mobile phone. However many mobile
apps that have launch in market for example education, games, photography, gadget
and others.
From this project, I would like to develop an application that is mobile apps
which the title is Malacca is the historical places. This mobile app is purposed to give
primary school know about the famous historical places in Malacca such as
A’Famosa, “Telaga Hang Tuah”, “Kg Morten”, “Istana Kesultanan Melaka” and
Stadhuys.
From this app, the primary school knows what interesting places in
Malacca and it will give the primary school initial exposure to the places in Malacca.
However, to make them interesting with the historical places, this an application will
apply in learning style such as text, audio and images. The text is the word that the
user can read about the information. Audio is an audio that the user can hear for
examples voice or sound. An image that contains pictures that user can view or see.
Some children more attractive to element multimedia such as animation, graphics,
audio and others than the book where the children must read the book.
2
1.2 Problem statement
Learning history is only taught in secondary schools, but not taught in primary
school. Not all the children know about the historical places of Malacca although
known for its history. Perhaps the adults know the historical places in Malacca, but
primary school may not all be in the know. In Apps Mobile, not many applications
are developed about the historical place in Malacca especially for primary school.
Not all primary school knows the historical places in Malacca.
Furthermore, the primary school not interested to know the history of historical
places in Malacca through books. They like more education in multimedia such as
graphics, animation, audio and others.
1.3 Objective
1. To study suitable user learning style.
2. To develop an application for Melaka Historical Places.
3. To evaluate the user learning style from testing them with observation and
interview.
3
1.4 Project Scope
User
•
Kids age 10-11 years old
1.5 Project significance
The children can learn by learning style which have text, audio and image.
Furthermore, the children can know what the historical places in Malacca. It also can
give their attraction to learn the history by early age before entering secondary
school.
1.6 Expected Output
Children can learn in learning style such as text, audio and image to give they
interact with 3 styles. Furthermore, the children can know the historical places in
Malacca and attract to learn history from the early stage.
4
1.7 Conclusion
To make them interesting with the historical places, this an application will
apply in learning style such as text, audio and images. Text is the word that the user
can read about the information. Audio is an audio that the user can hear for examples
voice or sound. Image that contain picture that user can view or see. From learning
style we can know what the user interest with. Thus, the use of multimedia in
children is external environment can influence and help the development of learning
and behaviour. Also argues that the role of multimedia technology makes teaching
more attractive, effective, active and fun because it involves almost all human
sensory.
With multimedia applications, the child can exposed to a variety of media while
interacting through multimedia technology in various forms such as text, animation,
sound and moving images. Children are able to interact with more effectively when
they learn to read. This demonstrates the use of multimedia in children can be
communication or interaction among them more effectively once the technique
teaching multimedia oriented like this would be to add interest children to learn and
most important, to facilitate children 's capture and understand all the things that
were taught to them.
5
CHAPTER II
LITERATURE REVIEW AND PROJECT METHODOLOGY
2.1 Introduction
A review of the literature is an essential part of an academic research project.
The review is a careful examination of a body of literature pointing toward the
answer to your research question. Literature reviewed typically includes scholarly
journals, scholarly books, authoritative databases and primary sources. Sometimes it
includes newspapers, magazines, other books, films, and audio and video tapes, and
other secondary sources. This project will introduce the concept of Mobile
Application which is about The Historical Places in Malacca. The history of Malacca
is largely the story of the city for which it is named, and the story of the city of
Malacca begins with the fascinating and partly legendary tale of the Hindu prince
Parameswara.
6
Furthermore, mobile app use by young children is growing rapidly. There are also a
lot of apps on offer for this age group. However there is a lack of research on the
effects of apps on a child. It therefore can be difficult for parents to select appropriate
apps for their child. This report provides some insights on the research and
knowledge on the development of a child in relation to criteria for children’s apps.
Subsequently a list of criteria for children’s apps is presented and a few possible
categorization systems for apps are discussed.
2.2 Facts and findings
This topic will discuss the researches that have been done from the point of
domain, existing application and technique used, which are related to this project. It
describes how the proposed research is related to prior research in statistics.
Furthermore, it shows the originality and relevance of your research problem.
Especially if the research is different from other statisticians and also it justifies your
proposed methodology. Lastly but not least, it demonstrates your preparedness to
complete the research.
2.3 Domain
The project will be develop is an application the historical places in Malacca
which using mobile apps as platform learning for kids. With application mobile apps,
kids can learn about the historical places in Malacca which use the concept learning
style such as text, audio and image. However, in this application the concept of
learning style to introduce to the kids how they interact with text, audio and image.
Five of places that choose to represent in this application which are A’famosa, Kg
Morten, Studhuys, Istana Kesultanan Melaka and Telaga Hang Tuah. Five of this
place is the famous place history in Malacca.