MUHAMMAD AIZAT BIN AMINURDDIN...Cilik Sifir is one of the applications to help primary school...
Transcript of MUHAMMAD AIZAT BIN AMINURDDIN...Cilik Sifir is one of the applications to help primary school...
-
CILIK SIFIR 2D INTERACTIVE GAME
MUHAMMAD AIZAT BIN AMINURDDIN
BACHELOR OF INFORMATION TECHNOLOGY
(INFORMATICS MEDIA) WITH HONORS
UNIVERSITI SULTAN ZAINAL ABIDIN
2019
-
CILIK SIFIR 2D INTERACTIVE GAME
MUHAMMAD AIZAT BIN AMINURDDIN
BACHELOR OF INFORMATION TECHNOLOGY
(INFORMATICS MEDIA) WITH HONORS
UNIVERSITI SULTAN ZAINAL ABIDIN
2019
-
i
DECLARATION
I at this moment declare that this report based on my original work except for quotations
and citations, which have duly acknowledged. I also state that it has not previously or
concurrently submitted for any other degree at Universiti Sultan Zainal Abidin or other
institutions.
………………………………………………….
Name : Muhammad Aizat bin Aminurddin
Date :
-
ii
CONFIRMATION
This project report Cilik Sifir was submitted by Muhammad Aizat bin Aminurddin and
has been accepted as a requirement for the Bachelor Of Information Technology
(Informatics Media) with Honors
……………………………………………………
Supervisor : Encik Muhd Sufian bin Mat Deris
Date :
-
iii
DEDICATION
Firstly, I am grateful to Allah for giving me an opportunities and strength to
complete this proposal. I would like to express my grateful to my supervisor, Encik
Muhd Sufian bin Mat Deris for valuable advice, guidance, and idea given through the
development of research until the end of my final year project.
My sincere thank to my parent, Aminurddin bin Mohamad and Fauziah binti
Suib for supporting me spiritually and financially throughout writing this thesis and
my life in general. .
Last but not least I am dedicating this to my friends that always give support to
help me to make sure this project working well. Thank you so much and I will never
forget it.
Thank you.
-
iv
ABSTRACT
Now, it is undeniable that technology is becoming more popular. Progress in
smartphone technology has affected the development of applications in many other
areas. There are many applications that have been developed for many uses to facilitate
users in everyday life such as Whatsapp, Facebook, Twitter and others are social media
applications that are used to communicate.
Cilik Sifir is one of the applications to help primary school students improve
their multiplying skills. Existing techniques such as learning in school through
mathematics are insufficient and require improvement. With this app, we can attract
students to learn multiplayer methods while playing video games on smartphones.
To develop this application, ADDIE Model will apply as it is suitable for
projects where requirements and scope are set, the product itself is robust and stable,
and the technology is clearly understood.
In conclusion, existing smartphone technology can now help users perform
various tasks easily and quickly. Application developers must take trouble and solve
them by developing appropriate applications.
-
v
ABSTRAK
Kini, tidak dapat dinafikan bahawa teknologi semakin popular. Kemajuan
dalam teknologi telefon pintar telah mempengaruhi perkembangan aplikasi dalam
banyak bidang lain. Terdapat banyak aplikasi yang telah dibangunkan untuk kegunaan
ramai untuk memudahkan pengguna dalam kehidupan harian seperti Whatsapp,
Facebook, Twitter dan yang lain adalah aplikasi media sosial yang digunakan untuk
berkomunikasi.
Cilik Sifir adalah salah satu aplikasi untuk membantu pelajar sekolah rendah
untuk meningkatkan kemahiran mendarab. Teknik sedia ada seperti pembelajaran di
sekolah melalui mata pelajaran matematik adalah tidak mencukupi dan memerlukan
penambahbaikan. Dengan adanya aplikasi ini, kita dapat menarik pelajar untuk
mempelajari kaedah darab sambil bermain permainan video pada telefon pintar.
Untuk membangunkan aplikasi ini, Model ADDIE akan diguna pakai kerana ia
sesuai untuk projek di mana keperluan dan skop ditetapkan, produk itu sendiri teguh
dan stabil, dan teknologi itu difahami dengan jelas.
Kesimpulannya, teknologi telefon pintar yang sedia ada kini boleh membantu
pengguna melaksanakan pelbagai tugas dengan mudah dan cepat. Pemaju aplikasi
mesti mengambil masalah dan menyelesaikannya dengan membangunkan aplikasi yang
sesuai.
-
vi
CONTENT
DECLARATION i CONFIRMATION ii
DEDICATION iii
ABSTRACT iv
ABSTRAK v CONTENT vi
LIST OF TABLE viii
LIST OF FIGURE ix
CHAPTER 1 1 INTRODUCTION 1
1.1 Background Project 1
1.2 Problem statement 2
1.3 Objectives 2 1.4 Scopes 3
1.5 Expected Result 3
1.6 Limitation of the work 3
CHAPTER 2 4 LITERATURE REVIEW 4
3.1 Introduction 4
3.2 Side Scrolling 4
3.3 Android 5
3.4 Analysis of existing source 5 CHAPTER 3 8
METHODOLOGY 8
3.1 Introduction 8
3.2 The Methodology 8 3.3 Software and Hardware Requirement 12
3.4 Design and Modelling 14
CHAPTER 4 18
IMPLEMENTATION AND TESTING 18 4.1 Introduction 18
4.2 Implementation 18
4.3 Testing and Result 24
-
vii
4.3.1 Usability testing 25
4.4 Summary of chapter 26
CHAPTER 5 27 CONCLUSION 27
5.1 Introduction 27
5.2 Project achievement and contribution 27
5.3 Future Work 28 5.6 Conclusion 29
REFERENCE 30
APPENDIX 31
-
viii
LIST OF TABLE
Table 3.1: list of software requirement .…….…………………………………………….11
Table 3.2: list of hardware requirement …….……………………………………………12
-
ix
LIST OF FIGURE
Figure 2.1: Super Mario Bros application interface ……………………………………..6
Figure 2.2: Math Games application interface ...…………………………………………7
Figure 3.1: ADDIE Model …………………………………………………………………..8
Figure 3.2: storyboard of level 1 ………………………………………………………….14
Figure 3.3: Interface of the main menu …………………………………………………..14
Figure 3.4: Interface of gameplay ………………………………………………………...15
Figure 3.5: Interface of menu ……………………………………………………………..15
Figure 4.1: Home interface ………………………………………………………………. 19
Figure 4.2: Instruction menu …………………………………………………………….. 20
Figure 4.3: High score menu ……………………………………………………………. 20
Figure 4.4: Enter name menu ………………………………………………………….....21
Figure 4.5: In-game Interface …………………………………………………………….21
Figure 4.6: Scroll and chest …………………………………………………………. …..22
Figure 4.7: Avoid touch bee …………………………………………………………. ….22
Figure 4.8: Level and gate …………………………………………………………. ……23
Figure 4.9: Complete level menu ………………………………………………………..23
Figure 4.10: Database …………………………………………………………. ………..24
Figure 4.11: Graft questionnaire ………………………………………………………...25
-
x
-
1
CHAPTER 1
INTRODUCTION
1.1 Background Project
Nowadays, the process of teaching and learning is increasingly difficult for
students and teachers because today there are too many entertainments that interest
them in entertainment rather than learning. With the advancement of technology
available today, students have become familiar with interactive and fun applications to
do things.
Conventional teaching and learning methods are no longer effective for
students today. The conventional method used today is by the method of memorization
where this method is widely used by teachers. With technology, we can build more
interactive teaching methods to attract students in the classroom. With the game app, a
little bit can improve the learning experience of students in the classroom.
The revolution of this smartphone and tablet technology has succeeded in
making changes to our lives today. Electronic devices are an essential tool in human
life. Along with these developments, various applications and games have been
developed for use via mobile platforms. Mobile devices can also be a unique learning
tool for all users including children.
-
2
In this game, we will use 2 learning techniques. The first technique is the
visual learning style which learns through viewing. The second technique is the
auditory learning style which learns through listening. With these techniques, perhaps
a little bit can improve the ability of the students to remember the sifir.
1.2 Problem statement
The problem statement for this project is as follows:
i. The method of answering an existing question related to the arithmetical table
may not help the student to remember the arithmetical table quickly.
ii. Learning methods in the classroom may not attract students to focus their
attention.
iii. The tendency of users to use electronic devices compared to reading books.
1.3 Objectives
1. To develop an Android-based interactive game app by applying
entertainment and education elements for kids to improve their
multiplication skill.
2. To design an interface that has a few multimedia element and can attract
users attention to using it.
3. To test the functionality of the application developed based on creative
and user-friendly concepts.
-
3
1.4 Scopes
The scope of this project is identified to make the development process easier. Users of
this game are primary school students who are 7 years old to 12 years old and
mathematics subject teacher. The main platform for using this game app is all types of
Android-based devices that have specific specifications. The more appropriate is the
use of Android-based tablets.
1.5 Expected Result
1. This application can attract student to use it.
2. The student is able to learn multiply while playing the game.
3. Achieved the outline of the objective.
1.6 Limitation of the work
1. This game application is able to run on android smartphone only
2. This game only has 5 levels.
-
4
CHAPTER 2
LITERATURE REVIEW
3.1 Introduction
In times of technological advancement, a whole bunch of new applications
has emerged, among which today's popular apps are Android-based apps. With the
rapid development of technology, cellular communication technology becomes a
liaison between users for communication purposes. In addition to being used as a link
for communication purposes, it can also be used as a network medium to facilitate users
to search for information.
This chapter is to study the development of existing applications to get the idea of
creating a new application. Therefore, this chapter will elaborate on the scientific
findings of the previous study and make comparisons between the existing applications
for the process of improvement to a new application to be developed.
3.2 Side Scrolling
Side-scrolling games is a video game which the gameplay is viewed from a side-view
camera angle. As the player advances towards a screen edge (usually from left to right).
Side-scrolling format commonly used in the platform game genre. Platform games are
action games that feature jumping, climbing and running through many diverse levels.
The famous games that used side scrolling. Among the most popular games using the
side-scroller is Super Mario (Mark Tong, 2001).
-
5
3.3 Android
Android is a stack of software for mobile devices that are an Operating
System. Android is a Linux-based operating system which is designed for touchscreen
mobile devices like smartphone and tablet computers. Android was unveiled during
2007 along with the founding of the Open Handset Alliance. (P.K. Dixit, 2014).
3.4 Analysis of existing source
2.2.1 Buku Sifir
This booklet is always used at early childhood education in Malaysia. Based
on the advances in technology, the use of this sifir book is increasingly irrelevant.
However, only some students are seen to be able to follow conventional methods used
today and are not practical for other students.
2.2.2 Super Mario Bros
A role player in this game is Mario. Mario's younger brother, Luigi is
controlled by the second player in this game. The game objective is to race through the
Mushroom Kingdom to save Princess Toadstool. The game is a side-scrolling video
game.
-
6
Disadvantages
- The game has no learning elements.
- This game does not have a list of players that score the highest.
Figure 2.1 : Super Mario Bros application interface
2.2.3 Math Games, Learn Add, Subtract, Multiply & Divide
The game math game application is an application developed by GunjanApps
Studios in the android market. This game implements add, subtract, multiply and divide
operations as learning elements. This app contains content such as learn, quiz, practice,
duel, and test. This game app is simple and colorful interface graphics. There is a
multiplication operation schedule up to the 12th and is a free educational
game.(GunjanApps Studio, 2017).
-
7
Disadvantages
i. Less attractive interface.
ii. This application is less interactive and only the application to answer questions
solely.
iii. Too many advertisements
Figure 2.2 : Math Games application interface
-
8
CHAPTER 3
METHODOLOGY
3.1 Introduction
A project development process requires an appropriate methodology to be used
as an application development guide as well as launching the project implementation
process until it reaches the objectives. This chapter discusses more detail on
methodologies for developing Android-based interactive game apps. This chapter also
describes the approaches used in application development and application system
design. At the end of this chapter, thing related to the software and hardware used in
this application development process are explained.
3.2 The Methodology
The ADDIE methodology model is one of a method to develop the game. This
model divided into five main phases. The analysis phase, the design phase, the
development phase, the implementation phase, and the evaluation phase.
-
9
Figure 3.1 : ADDIE Model
3.2.1 Analysis Phase
The first phase of the ADDIE methodology is an analysis phase. In this first
phase, the problem will be identified and stated. Based on the stated problems, the
objectives and scope of application development can be determined.
This analysis phase also covers the process in which a literature review is
conducted on various sources such as books, journals, and the internet to ensure the
fairness of the development of this application. In addition, some of the existing
applications that have concepts and backgrounds that are almost identical to the
applications that will be expanded will also be an analysis and reference material.
Comparisons are made to these applications by looking at the advantages and
disadvantages of each application so that the developed games application can include
things that do not exist in existing applications. This study is important in ensuring the
application of the sifir games has a differentiable than other applications.
-
10
3.2.2 Design Phase
The ADDIE phase is the exact design phase. This phase takes into account
the results of the analysis that have been done in the analysis phase to enable us to
produce a game design of the game. At the beginning of this phase, this storyboard
game storyboard is produced so that the flow of the game can be viewed more closely
and clearly.
When a storyboard is done, the design for the application interface is
developed with reference to the generated storyboards. Various features should be
emphasized in the development of interfaces such as the arrangement of multimedia
elements, color selection, text fonts and so on. Each of these features should be
appropriate with the application developed because the purpose is to attract users from
amongst children. Pre-production is one of the first phases in the production cycle. Pre-
production involves the revision of games design and the creation of a game prototype.
The game design focuses on defining the game genre, gameplay, mechanics, storyline,
characters, challenges, fun factors and technical aspects.
3.2.3 Development Phase
Next phase is a development phase. This phase is the development process of
this game of games, which includes the development of interfaces for each display,
graphics development, and programming development for application interactivity
processes.
-
11
In this phase, all interface designs that have been previously described will be
translated significantly through development software. All elements of multimedia
include audio, color and fonts combined and programming are done. Additionally, the
determination of software and application hardware will be carried out in this phase.
The main software for developing this application is Unity software.
3.2.4 Implementation Phase
In this phase, the ready-to-play game of ready-to-use games will be operated.
This game app that will be ripped on the actual Android device will be tested to make
sure the app runs smoothly without any error.
The game app is ready to be presented in real condition to several users for
the purpose of testing its effectiveness and reviewing the application's smoothness.
Hence, any unseen problems during the design and development phase can be known.
Subsequently, before the application was officially launched, undetermined
vulnerabilities during testing should be improved.
-
12
3.2.5 Evaluation Phase
This assessment phase is the final phase of the ADDIE development process.
This phase is the evaluation phase for determining the effectiveness of the application
developed and to find out whether the basic objective of this application development
is achieved or not. Therefore, this final application is ready to be presented to some
target groups from amongst elementary students to find out whether this application
can help them to improve their skills.
3.3 Software and Hardware Requirement
In the process of developing this interactive software application, the
specifications for software and hardware are important to ensure that the project is
running smoothly. The software selected corresponds to the application that you want
to develop to ensure that no compatibility exists during the development process. The
selection of software and hardware requirements is divided into two parts, namely
application development requirements, and applications implementation requirements.
-
13
3.3.1 Software
This game is developed using the following software:
Software Description
Unity The platform which used to develop the 2D game
Visual Studio 2017 The platform which used to write the script for the game.
Adobe Illustrator CC Pro The platform which used to design the character
Google Chrome To browse the internet and finding the research study
Google Drive To backup the project
Microsoft Word 2016 Used to write the proposal and report
Table 3.1: list of software requirement.
3.3.2 Hardware
This game is developed using the following hardware:
Hardware Description
Computer Processor: Intel Core i5 6600 3.5 GHz
Memory: 8 GB RAM
Storage: 1 TB
Operating system: Windows 10 pro
Monitor Dell S2216H Full HD
Xioami Redmi Note 4 Used to run, deploy and test the application.
Table 3.2: list of hardware requirement.
-
14
3.4 Design and Modelling
Design and modelling is very important process because it will be developer
reference during the development process. For this application also have a storyboard
that will give an example of design and modeling for this project.
3.4.1 Storyboard
-
15
Figure 3.2: storyboard of level 1
-
16
3.4.2 Prototype
Figure 3.3: Interface of the main menu
Figure 3.4: Interface of gameplay
-
17
Figure 3.5: Interface of menu
-
18
CHAPTER 4
IMPLEMENTATION AND TESTING
4.1 Introduction
In this chapter, we will explain the overall design of the application that has
been developing and implement. Each design will be described in detail by using the
display interface to show the function of each part of the design of the resulting
application. The testing process is also discussed in this chapter. The final result of
implementation as a complete interactive game app will go through the testing process
to test the usability of the game.
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
is implemented as an Android application by using Unity3D and Firebased.
Furthermore, this will help developer design, code, test, debug and execute the main
process of the project.
-
19
4.2.1 Home interface
Figure 4.1: Home interface
Figure 4.1 shows the application main menu interface. On this main menu
interface display, there are several menu options like start, instruction, high
score and quit.
4.2.2 Instructions
-
20
Figure 4.2: Instruction menu
When the instruction menu is selected by the user, the interface as shown in
figure 4.2 will appear. There a button for the next and previous instruction.
4.2.3 High score
Figure 4.3: High score menu
When the high score menu is selected by the user, the interface as shown in
figure 4.3 will appear. Only the top 5 the highest score will be displayed and
this score will be taken from the database
-
21
4.2.4 Enter name interface
Figure 4.4: Enter name menu
This interface will appear when the user touches the start button as shown in
figure 4.4. In this interface section, there is a fill space and next button. The user
must enter a name on the fill section and then press the next button.
4.2.5 Level start
Figure 4.5: In-game interface
Once the name is entered and the next button is pressed, the user will be taken
to the game section as shown in figure 4.5. The user needs to collect the coin to
get the score.
-
22
Figure 4.6: Scroll and chest
User will get the extra score when there found a scroll or a chest as shown in
figure 4.6. When the character touches the scroll or the chest, there will be
multiplication questions will appear. If answered with the correct answer the
question on the chest, the score will be increased by 50 and if answered with the
wrong answer, the score will be deducted by 10. If answered with the correct
answer the question on the scroll, the score will be increased by 10 and if
answered with the wrong answer, the scroll will disappear.
Figure 4.7: Avoid to touch bee
The user needs to avoid from touching the bees as shown in figure 4.7, if the
user touches the bee, the score will be deducted by 10 and the user should
answer the question with the correct answer to continue the game. If the user
-
23
answers the question with the wrong answer the user will not be able to continue
the game until the user answers the correct question. every false answer will be
deducted by 10.
Figure 4.8: Level and gate
In each level, there will be a gate which prevents the user from going to the
finish. To open this gate as shown in figure 4.8 the user needs to touch the level
and the question will appear. If the question is answered with the correct answer,
the gate will open and if answered with the wrong answer the gate will not be
open until answered with the correct answer.
4.2.6 Level complete
Figure 4.9: Complete level menu
-
24
When the character touches the next sign as shown in figure 4.9 the user will
display a menu indicating the user has ended the level. The menu also displays
the score that the user has been obtained at that level. on the menu has a home
button for the main menu, repeat button to repeat the level and next button to
the next level.
4.2.7 Database
Figure 4.10: Database
Figure 4.8 shows the database for this website. The database used is the
Firebased database.
4.3 Testing and Result
Testing is one of an important phase in the development of the project. This
phase works to test the application whether it fully function or vice versa. In this phase,
there are three types of testing to test the application which is unit testing, system testing
and integrate testing. Unit testing is carried out to verify the functionality of a specific
section code. Integration testing is to an exposed defect in the application interface and
interaction between modules. During the test period, if the application can work
-
25
seamlessly, then the functionality application is no problem. Every button is pressed to
make sure the app works perfectly. Additionally, the display of each menu contained in
the application interface is checked so that everything can be displayed in the screen
perfectly. The built-in audio function is also tested to be smooth and clear.
4.3.1 Usability testing
Usability Testing is a set condition or variables under which tester will
determine if a requirement upon an application is partially or fully satisfied.
Usability testing can be defined as a sequence of steps to test the correct
behavior of functionality or feature of an application. The questionnaire as
shown in Appendix III. The figure is shown 4.11 feedback user from
questionnaires.
Figure 4.11: Graft questionnaire
3.7 3.7
4.3 4.44.7
0
0.5
1
1.5
2
2.5
3
3.5
4
4.5
5
This game interface is
friendly-user
All button in this game is function.
This game gives beneficial to the student or visitor
This game can help you get improve
your multiplication skill
Enjoy to playing this game
Questionnaire Cilik Sifir 2D Interactive Game
-
26
4.4 Summary of chapter
The implementation phase is a critical process in the application development
methodology. The implementation phase also plays an important role in ensuring that
the built-in application meets the planned requirements from the beginning of
application development. Applications that have an organized and engaging interface
and have user-friendly features will be an appeal to users to use the application.
In addition, application testing is important in the implementation phase to ensure that
the application developed can operate free of any errors. A successful application
through the implementation and testing phase is an app that is ready for use in the
operation of a real operating environment.
-
27
CHAPTER 5
CONCLUSION
5.1 Introduction
The application of cilik sifir based on android has been successfully developed
based on objective and scope that has been determined at the beginning of the study.
We will discuss a summary of the project and the advantages and disadvantages of the
application that has been developed. Appropriate suggestions and fulfill the needs of
users will also be explained for future application development improvements.
5.2 Project achievement and contribution
Cilik sifir is a mobile game for kids playing games while answering multiple
questions. In the time they play games, they can also improve their skills to multiply.
by combining entertainment and education can attract more students' interest in
learning. It has achieved the objectives and scope of this project. Below is the list of the
achievement on this project:
i. To develop an Android-based interactive game app by applying
entertainment and education elements for kids to improve their
multiplication skill.
-
28
ii. To design an interface that has a few multimedia element and can attract
users attention to using it.
iii. To test the functionality of the application developed based on creative
and user-friendly concepts.
5.3 Future Work
This cilik sifir game has many elements need to be improved to make this game
become more user-friendly. There are a few suggestions that can be made in order to
upgrade the game to be more efficient in future work. Some suggestion that to be
consider are:
i. Adding the animation to the character so it looks more smoothly when
moving
ii. Preparing yourself with programming skills is essential in any
development process involving systems or applications. When a
developer has high programming skills, an application can be developed
more easily and in good quality in terms of its operation.
-
29
5.6 Conclusion
As a summary, Cilik Sifir 2D Interactive Game has been successfully developed
by fulfilling the objectives and scores that have been set in the early stages of the study.
Cilik Sifir 2D Interactive Game is the game that focus on edutaiment. This game is
useful for primary school student that want improve their multiplication skill while
playing game. ADDIE model has been used during the development of the game. The
framework and the interface design that included in this report can also act as a
guideline for user to use this system.
-
30
REFERENCE
1) Prasanna Kumar Dixit. (2014). Android. Vikas Publishing House
2) Mark Tong, (2001), Side Scrollers: A Planar Odyssey
3) Math Games, Learn Add, Subtract, Multiply & Divide, (2017),
https://play.google.com/store/apps/details?id=com.GamesForKids.Mathgames
.MultiplicationTables
-
31
APPENDIX
Appendix I (Gantt Chart Fyp 1)
Task name
SEPTEMBER OCTOBER NOVEMBER DECEMBER
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Topic Discussion and Determination
Project Title Proposal Proposal writing
Proposal writing –Literature Review
Proposal Progress Presentation & Evaluation
Discussion
Correction Proposal
Proposed Solution Methodology
Proof of Concept
Drafting Report of the Proposal
Submit a draft of the report to supervisor
Seminar Presentation
Correction Report
Final Report Submission
-
32
Appendix II (Gantt Chart Fyp 2)
ACTIVITY WEEK
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Project Meeting with Supervisor
Project Development
Proposal Progress Presentation & Evaluation
Project Development
Project Testing
Submit Draft Report and Documentation of the project
Seminar Presentation
Discussion & Correction Report
Final Thesis Submission
-
33
Appendix 1II Questionnaires Cilik Sifir 2D Interactive Game
No Question Strongly Disagree
Disagree Neither Agree or Disagree
Agree Strongly Agree
1 This game interface is friendly-user
1 2 3 4 5
2 All button in this game is function.
1 2 3 4 5
3 This game gives beneficial to the student or visitor
1 2 3 4 5
4 This game can help you get improve your multiplication skill
1 2 3 4 5
5 Enjoy to playing this
game
1 2 3 4 5
DECLARATIONCONFIRMATIONDEDICATIONABSTRACTABSTRAKCONTENTLIST OF TABLELIST OF FIGURECHAPTER 1INTRODUCTION1.1 Background Project1.2 Problem statement1.3 Objectives1.4 Scopes1.5 Expected Result1.6 Limitation of the work
CHAPTER 2LITERATURE REVIEW3.1 Introduction3.2 Side Scrolling3.3 Android3.4 Analysis of existing source2.2.1 Buku Sifir2.2.2 Super Mario Bros2.2.3 Math Games, Learn Add, Subtract, Multiply & Divide
CHAPTER 3METHODOLOGY3.1 Introduction3.2 The Methodology3.2.1 Analysis Phase3.2.2 Design Phase3.2.3 Development Phase3.2.4 Implementation Phase3.2.5 Evaluation Phase
3.3 Software and Hardware Requirement3.3.1 Software3.3.2 Hardware
3.4 Design and Modelling3.4.1 Storyboard3.4.2 Prototype
CHAPTER 4IMPLEMENTATION AND TESTING4.1 Introduction4.2 Implementation4.2.2 Instructions4.2.3 High score4.2.4 Enter name interface4.2.5 Level start4.2.6 Level complete4.2.7 Database
4.3 Testing and Result4.3.1 Usability testing
4.4 Summary of chapter
CHAPTER 5CONCLUSION5.1 Introduction5.2 Project achievement and contribution5.3 Future Work5.6 Conclusion
REFERENCEAPPENDIX