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

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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)

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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

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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.

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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.

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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.

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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

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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

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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.