the learning application for english grammar in … · grammar" dibangunkan untuk bertujuan...
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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
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:…………………………………………...
i
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 :…………………………………
ii
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.
iv
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
vi
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
vii
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
viii
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
ix
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
x
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
xi
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
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.
2
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.
3
1.6 Activities and Milestones
Table 1.1: Activities and Milestone
4
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.
5
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.
6
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
7
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
8
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
9
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
11
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.
12
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.
13
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.
14
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
15
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.
17
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
18
Figure 3.2 : Navigation Map
19
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
20
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
21
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
22
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
23
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
24
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
25
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
26
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
27
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
28
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
29
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
30
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
31
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
32
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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