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  • Interactive Jawi Learning Application on Mobile Device for Primary Students

    By

    Siti Nuwairani Binti Ismail

    Dissertation submitted in partial fulfillment of

    the requirements for the

    Bachelor of Technology (Hons)

    (Business Information System)

    JAN 2013

    UniversitiTeknologi PETRONAS

    Bandar Seri Iskandar,

    31750 Tronoh

    Perak Darul Ridzuan

  • ii

    CERTIFICATION OF APPROVAL

    Interactive Jawi Learning Application on Mobile Device

    for Primary Students

    by

    Siti Nuwairani Binti Ismail

    A project dissertation submitted to the

    Business Information System Programme

    Universiti Teknologi PETRONAS

    in partial fulfilment of the requirement for the

    Bachelor of Technology (Hons)

    (Business Information System)

    Approved by,

    _________________

    (Nazleeni Samiha Bt Haron)

    UNIVERSITI TEKNOLOGI PETRONAS

    TRONOH, PERAK

    JAN 2013

  • iii

    CERTIFICATION OF ORIGINALITY

    This is to certify that I am responsible for the work submitted in this project, that the

    original work is my own except as specified in the references and acknowledgement, and

    that the original work contained herein have not been undertaken or done by unspecified

    sources or persons.

    ________________________________

    (Siti Nuwairani Binti Ismail)

  • iv

    ABSTRACT

    Jawi is taught in school as one of the curriculum structure in Malaysia. However,

    the performance of students in writing and reading Jawi is very poor. Interactive Jawi

    Learning Application can become a creative medium of learning infused with

    educational and entertainment contents to encourage students to learn Jawi in

    enjoyable way. The project will utilize the use of smart phone capabilities combines

    with the game approach to create an interactive mobile game-based learning which

    enables the user to learn writing in Jawi that applied for primary school students‟

    level. The objectives of the project are to design and develop a mobile game-based

    learning application for Jawi to grant mobility for primary students, and investigate

    the effectiveness of the mobile game-based learning application in facilitating the

    learning of Jawi. The project begins with data collection and analysis and proceeds to

    development of the mobile game-based application. The development of the

    application starts with, planning, and continue with project analysis, design and

    implementation. The finding on the effectiveness of the mobile game-based

    application is gathered through user testing and survey. From the result, this project

    has advantage to be a helpful learning aid in facilitating the learning on writing in

    Jawi.

  • v

    ACKNOWLEDGEMENT

    First and foremost, I would like to express my deepest gratitude to Allah S.W.T

    for this accomplishment of Final Year Project. I would like to thanks my supervisor,

    Miss Nazleeni Samiha Bt Haron for her help and advice throughout the completion

    of this project. Her guidance, opinions, and suggestions are highly appreciated.

    Besides, I would also like to take this opportunity to thank my parents for always

    giving support and motivation. Their encouragement has led me to the completion of

    the project. Thank you to my colleagues who share their opinion during the

    development of the project, and emotional support they had given throughout the

    semesters.

    Lastly, thousands of appreciation extended to many individuals, who involve

    directly or indirectly, for their support, assistance and guidance during the process of

    completing this project. All support and guidance are really important and give

    contributions towards the completion of the Final Year Project. May Allah S.W.T

    repay all the kindness.

    Thank you.

  • vi

    TABLE OF CONTENT

    CERTIFICATION OF APPROVAL . . . . ii

    CERTIFICATION OF ORIGINALITY . . . . iii

    ABSTRACT . . . . . . . . iv

    ACKNOWLEDGEMENT . . . . . . v

    TABLE OF CONTENT . . . . . . vi

    LIST OF FIGURES . . . . . . . vii

    LIST OF TABLES . . . . . . . ix

    CHAPTER 1: INTRODUCTION . . . . . 1

    1.1 Background of Study . . . . . 1

    1.2 Problem Statement . . . . . 2

    1.3 Objectives of Study . . . . . 3

    1.4 Scope of Study . . . . . 3

    1.5 Project Relevancy . . . . . 4

    1.6 Project Feasibility within the Scope and Time Frame 4

    CHAPTER 2: LITERATURE REVIEW. . . . . 5

    2.1 M-Learning . . . . . . 5

    2.2 Game-based Learning . . . . . 7

    2.3 Jawi Teaching . . . . . 9

    2.4 Learning theories in mobile game-based learning . 10

    CHAPTER 3: METHODOLOGY . . . . . 13

    3.1 Research Methodology . . . 13

    3.2 Project Activities . . . . . 16

    3.3 Tools . . . . . . . 27

    CHAPTER 4: RESULT AND DISCUSSION . . . 29

    4.1 Mobile Game-Based Learning Theory . 29

    4.2 Game Play and Flow . . . . . 31

    4.3 Deliverable Application Interface . . . 31

    4.4 User Testing Results . . . . 36

    CHAPTER 5: CONCLUSION AND RECOMMENDATION . 44

    5.1 The Relevancy of the Project . . . 44

    5.2 Suggested Future Work . . . . 44

    REFERENCES. . . . . . . . 45

  • vii

    LIST OF FIGURES

    Figure 2.1: Model of Game-Based Learning by Garris et al. (2002) 9

    Figure 3.1: Research Methodology 14

    Figure 3.2: Main menu screen 17

    Figure 3.3: Choose level screen 17

    Figure 3.4: First game level 18

    Figure 3.5: Right answer screen 18

    Figure 3.6: Continue with next word 19

    Figure 3.7: Next level unlocked 19

    Figure 3.8: Second game level 19

    Figure 3.9: Right answer screen 19

    Figure 3.10: Continue with next word 20

    Figure 3.11: Score screen 20

    Figure 3.12: Instruction screen 20

    Figure 3.13: App Inventor Designer screen 21

    Figure 3.14: App Inventor Designer screen (The interface design) 22

    Figure 3.15: Blocks Editor 23

    Figure 3.16: Android‟s phone emulator 24

    Figure 3.17: Interface of the main menu 24

    Figure 3.18: Interface of the game from one of the game category 25

    Figure 3.19: Gantt chart 28

    Figure 4.1: Interface of the main menu 32

    Figure 4.2: Interface of the game category 33

    Figure 4.3: Interface of the game from one of the game category 34

    Figure 4.4: Interface of the game prompted the correct answer 34

    Figure 4.5: Interface of the game showing the score 35

    Figure 4.6: Interface of the game showing game menu 36

  • viii

    Figure 4.7: Graph result for functionality testing 37

    Figure 4.8: Graph result for usability testing 38

    Figure 4.9: Graph result for application design testing 39

    Figure 4.10: Graph result for interactivity on the application testing 40

    Figure 4.11: Graph result for future usage testing 41

    Figure 4.12: Graph result for first application testing 42

    Figure 4.13: Graph result for second application testing 43

  • ix

    LIST OF TABLES

    Table 3.1: Tools Used 27

    Table 4.1: Learning theory 29-30

  • 1

    CHAPTER 1

    INTRODUCTION

    1.1 Background of Study

    Nowadays, smart phones are widely used by the people and have becoming as a

    trend. The uses of smart phones can range from making a normal call to managing a

    business online. Smart phones are also being exploited to assist in education, where

    various types of applications are developed based on different operating systems.

    Android phone is one of the most popular smart phones running on Android operating

    system. Many applications are developed on Android phone, including mobile game-

    based learning application as a tool to educate the students and enhance the efficiency

    of learning and can become a compliment to traditional way of learning.

    Mobile game-based learning is a type of game that deals with mobile applications

    to achieve learning outcomes. To make learning more exciting, most of the mobile

    learning applications nowadays combine between the two elements; education and

    entertainment, to motivate and engaging students to learn. People can become

    excellent in learning when their motivation is strong and when they enjoy what they

    are doing (Karden, 2003). Interactive Jawi Learning Application on Mobile Device

    for Students, using Android operating system combines these two elements to provide

    Jawi learning by the use of game activities to make the learning more exciting and

    enjoyable. The mobile game-based learning application emphasize on the need for a

    student to master in Jawi, a writing style originating from Arabic alphabet used for

    Malay language. The research of the