HOME SUNNAH FOR KIDS
(VIRTUAL REALITY)
NURUL SYAMIMI BINTI ABD HAMID
BACHELOR OF INFORMATION TECHNOLOGY
(INFORMATICS MEDIA) WITH HONOURS
FACULTY OF INFORMATICS AND COMPUTING
UNIVERSITI SULTAN ZAINAL ABIDIN
2019/2020
HOME SUNNAH FOR KIDS
(VIRTUAL REALITY)
NURUL SYAMIMI BINTI ABD HAMID
BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA)
WITH HONOURS
FACULTY OF INFORMATICS AND COMPUTING
UNIVERSITI SULTAN ZAINAL ABIDIN, TERENGGANU, MALAYSIA
2019/2020
i
DECLARATION
I hereby declare that this report is based on my original work except for quotations
and citations, which have been duly acknowledged. I also declare that it has not been
previously or concurrently submitted for any other degree at Universiti Sultan Zainal
Abidin or other institutions.
________________________________
Name : Nurul Syamimi binti Abd Hamid
Date :
ii
CONFIRMATION
This is to confirm that Home Sunnah For Kids (Virtual Reality) was prepared and
submitted by Nurul Syamimi binti Abd Hamid (Matric Number: BTDL17047791) and
have been found satisfactory in terms of scope, quality and presentation as a part of
fulfilment of the requirement for Bachelor of Information Technology (Informatics
Media) with honor’s in University Sultan Zainal Abidin. The research conducted and
writing of this report was under my supervision.
________________________________
Name : Pn. Normala Binti Rahim
Date :
iii
DEDICATION
In the name of Allah, the Most Gracious and Most Merciful.
Alhamdulillah all praise it to ALLAH SWT, by His grace and blessings, I were able
to successfully finish my report. First of all, I would like to thank you to my supervisor,
Pn. Normala Binti Rahim for his guides and a lot contribute ideas, provide information
and guidance as well as a bit of advice to me without giving up until the end of the
project was made. Besides, I would like to express my sincere thanks to my panels and
fellow lecturers who also had given me some idea to develop my project. Finally, I
would like to say thanks to my parents and my friends for their love and support. They
give me some advice to solve my problems and encourage me during the period of
developing Final Year Project.
iv
ABSTRACT
Virtual Reality (VR) is the latest technology that is widely in various sectors such as
education, entertainment and industry sales of good. VR presents objects in 3D. This
research is conducted to develop a Home Sunnah for Kids (Virtual Reality) applications
which operates using android platform. The objective of study was to produce
application that identify current VR application focus on learning a home sunnah based
on the module in PAFA for standard one to three in primary school students. To design
interface and to develop Home Sunnah (VR) application that can give beneficial to user.
In this application, not only focus on entertainment but combination entertainment and
education. Therefore, this mobile application is developed by applying element of
multimedia to deliver the information about home sunnah learning. The methodology
used in this application is Addie methodology. ADDIE methodology consists of five
phases which is Analysis, Design, Development, Implementation, and Evaluate. The
programming language used in the development of the mobile application is C Sharp
(C#) using Unity 3D software.
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ABSTRAK
Realiti Maya adalah teknologi terkini yang luas diguna dalam berbagai sektor
seperti Pendidikan, hiburan dan insudtri penjualan barangan. VR
mempersembahkan objek dalam bentuk 3D. Kajian ini dilaksanakan bagi
membangunkan sebuah aplikasi Sunnah Rumah untuk kanak-kanak dalam Realiti
Maya yang beroperasi dengan menggunakan landasan android. Objektif kajian ini
adalah untuk menghasilkan aplikasi reality maya yang memfokuskan kepada
pembelajaran sunnah di dalam rumah berdasarkan modul PAFA dikhaskan untuk
murid darjah satu hingga tiga di peringkat sekolah rendah. Selain itu, untuk
merekacipta permukaan dan membangunkan aplikasi yang dapat memberi faedah
kepada pengguna. Aplikasi ini tidak hanya fokuskan pada hiburan sahaja, tetapi
gabungan antara hiburan dan pendidikan. Oleh itu, aplikasi yang dibangunkan ini
mengaplikasikan elemen multimedia dalam penyampaian maklumat mengenai
pembelajaran sunnah didalam rumah. Metadologi yang digunakan dalam aplikasi
ini ialah kaedah ADDIE. Kaedah ADDIE mengandungi lima fasa iaitu Analisis,
Rekabentuk, Pembangunan, Pelaksanaan, dan Pengujian. Bahasa pengaturcaraan
yang digunakan dalam aplikasi ini adalah C Sharp (C#) dengan menggunakan
perisian Unity 3D.
vi
CONTENTS
PAGE
DECLARATION i
CONFIRMATION ii
DEDICATION iii
ABSTRACT iv
ABSTRAK v
CONTENTS vi
LIST OF TABLE viii
LIST OF FIGURES ix
LIST OF ABBREVIATION x
CHAPTER I INTRODUCTION
1.1 Project Background 1
1.2 Problem Statement 2
1.3 Objectives 2
1.4 Scopes 3
1.5 Activities, Project Milestones (Gantt Chart) 4
1.6 Limitation of Work 5
1.7 Expected Results 5
1.8 Summary of Chapter 5
CHAPTER II LITERATURE REVIEW
2.1 Introduction 6
2.2 Virtual Reality 6
2.3 Related Techniques
2.3.1 Gaze Input 7
2.4 Related Article 8
2.5 Related Study of Existing Applications
2.5.1 Mobile Apps: 1000 Sunnah 8
2.5.2 Ebook:The Importance of the Ahl Al-Sunnah 9
2.5.3 Mobile Apps: Amalan Sunah Rasulullah 10
2.6 Comparison table of the existing product with
five element of multimedia
11
vii
2.7 Summary of Chapter 11
CHAPTER III
METHODOLOGY
3.1 Introduction 12
3.2 ADDIE Model 12
3.2.1 Analysis phase 14
3.2.2 Design phase 17
3.2.3 Development phase 19
3.2.3.1 Hardware and Software
Requirement
20
3.2.4 Implementation phase 22
3.2.5 Evaluation phase 23
3.3 Framework Design 24
3.4 Summary of Chapter 24
REFERENCES 25
viii
LIST OF TABLES
TABLE TITTLE
PAGE
1.1 Gantt Chart 4
2.1 Research in Article of VR 8
2.2 Comparison Table of the Existing Products with Five
Element of Multimedia
11
3.1 Existing Product 15
3.2 List of Hardware Requirement 21
3.3 List of Software Requirement 22
ix
LIST OF FIGURES
FIGURE TITLE PAGE
2.1 Gaze Input Interaction 7
2.2 1000 Sunnah (Mobile Apps) 9
2.3 The Importance of the Ahl Al-Sunnah (ebook) 10
2.4 Amalan Sunah Rasulullah (Mobile Apps) 10
3.1 ADDIE Model 13
3.2 Content in Home Sunnah VR 15
3.3 Analysis Phases 16
3.4 Main Menu Page 17
3.5 VR View Scene in Living Room 18
3.6 VR View for User Interaction 18
3.7 VR View Scene in Dining Room 19
3.8 Framework Design 24
x
LIST OF ABBREVIATIONS/TERMS/SYMBOLS
VR Virtual Reality
3D Three dimensional
FYP Final year project
1
CHAPTER I
INTRODUCTION
1.1 Project Background
Virtual reality is a combination of video and audio, filling a single person’s
field of sensation that works with their perceptual process to give the illusion of being
in a computer generated, and can give believe in the real environment (O’Toole,
2017). At present, its application has been involved in scientific research, education
and training, engineering design, commercial, military, medical, film and television,
and so on many areas, is recognized as experts in the 21st century society one of the
development of technology. This trend is expected to continue in the future with the
advancement of technology in areas like computer graphics, computer vision,
controls, image processing, and other technology-affiliated components.
The project Home Sunnah for Kids (VR) that will developed is to allow
targeted user to interact with the designed environment with interactive animation so
users can learn and study the home sunnah within the environment. The concept of
virtual reality used is hoped to assist the user in recording their wonderful experience
in a 3 dimension as if they were in the real situational context on the learning of the
home sunnah. These applications employ interaction as a means of communicating
2
information to the general public in new and exciting ways. The main purpose of the
project is to improve the method used in education to be more interactive via the
growth technology nowadays.
1.2 Problem Statement
Traditional method of teaching in the primary school lead to a lack of student
engagement. Teaching style has changed significantly throughout the years, the
traditional ways of education that relies mainly on textbook, chalks and boards whereas
the modern ways is teaching that involves interactive method. Being immersed in what
we are learning motivates us to fully understand it and that is what Virtual Reality offers
in the education. Interactive displays form a large part of many exhibitions and
particularly appeal to children. This project is developed for home sunnah learning in
VR because the application of home sunnah learning in VR still does not existed in the
any other application medium.
In addition, the available apps that has developed nowadays lack of content and
functional by using 3D animation meanwhile there is no other application using VR
platform yet to develop this application. By develop this project, the real problem stated
can be surpass and overcome the other issue that has been lacked and improving the
content as well as the method used in education nowadays especially for learning home
sunnah nowadays.
3
1.3 Objective
There are three aims that need to be achieved in this project. The objectives are as
follows:
i. To design an application of home sunnah for kids using Virtual Reality
technology. Users can explore the environment with supported by VR Box.
ii. To develop an educational interactive way in e-learning method by using VR
technology.
iii. To test the application functional and provide benefits to the user.
1.4 Scopes
The main scopes in the application:
i. User
- The application targets user in primary school included standard one (1) to
three (3), pupils
- Teacher, for teaching method
ii. Application
- This application focuses in daily Sunnah in home routine included sunnah
of sleeping and wake up, eating and drinking and so on.
- Focuses on the learning of sunnah on daily routine life based on KAFA
modul in standard one to three.
- Provide an information and guide to user to learn and explore the routine
of Sunnah in an interactive way using VR.
- The technology used is mobile Virtual Reality using VR box.
4
1.5 Activities, Project Milestones (Gantt Chart)
TASK NAME
SEPTEMBER OCTOBER NOVEMBER DECEMBER
1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4
TOPIC DISCUSSION
AND DETERMINATION
PROJECT TITLE
PROPOSAL
PROPOSAL WRITING
- CHAPTER 1
(INTRODUCTION)
- CHAPTER 2
(LITERATURE
REVIEW)
DISCUSSION
CORRECTION OF
PROPOSAL
PROPOSAL PROGRESS
PRESENTATION AND
PANELS EVALUATION
CORRECTION
PROPOSAL WRITING
- CHAPTER 3
(METHODOLGY)
PROOF OF CONCEPT
(POC)
DRAFTING REPORT OF
PROPOSAL
SUBMIT DRAFT OF
REPORT TO
SUPERVISOR
PREPARATION FOR
FINAL PRESENTATION
FINAL PRESENTATION
AND PANEL’S
EVALUATION
FINAL REPORT
SUBMISSION AND
SUPERVISOR’S
EVALUATION
Table 1.1 Gantt chart
5
1.6 Project Limitation
The limitations in conducting this application are:
- Mobile-based application
- Only android user can access this application
- The user needs a VR Box to play the application and viewing the virtual reality
view.
1.7 Expected Result
User able to explore the emerging world of virtual reality 3D model in home
sunnah application with supported by VR Box. The user also able to obtain the project
information on the routine sunnah in home as well as practices in daily life. User also
can knowledge the project as an interactive application to use and apply the technique in
education method.
✓ As an interactive tool for kids in learning process.
✓ Provide a complex syllabus in form of Virtual Reality.
✓ User able to explore the emerging world of virtual reality 3D model in sunnah
learning with supported by VR Box.
✓ User also can knowledge the project as an interactive application to use and
apply the technique in education method.
1.8 Summary of Chapter
The chapter covers the overall description of the application such identifies the
problem statement, objective, scope, expected result and project management plan.
Moreover, this application is designed to help the user get experience on learning
home sunnah using VR technology.
6
CHAPTER II
LITERATURE REVIEW
2.1 Introduction
This chapter provided some reviews of techniques which have been proposed by
many researchers in previously. The related works also have been reviewed to ensure
the quality in order to improve this project. This chapter also describes and explains of
the literature review carried out on the application that will be used as references in
developing this application. Previous research or existing application will also
discussed in this section. Literature review aim to review the critical points of the
current knowledge on a particular topic. Therefore, the purpose of the literature review
is to find, read and analyses the literature or any works or studies related to this
application. It is important to well understand about all information to be considered
and related before developing this application. Some research has been studied to
understand to implement in the Home Sunnah for Kids in VR application.
2.2 Virtual Reality
In virtual reality, the platform used in the production of an application depends on
the selection made before the builder. In this application, I use VR Box as the main
platform. Google Cardboard is a virtual reality (VR) platform developed by Google for
use with a head mount for a smartphone. Named for its fold-out cardboard viewer, the
7
platform is intended as a low-cost system to encourage interest and development in VR
applications. Users can either build their own viewer from simple, low-cost components
using specifications published by Google or purchase a pre-manufactured one. To use
the platform, users run Cardboard-compatible applications on their phone, place the
phone into the back of the viewer, and view content through the lenses.
2.3 Related Techniques
Related techniques refer techniques of virtual reality already existing and used
until now. This is example of techniques:
2.3.1 Gaze Input
Technique is a systematic procedure, formula, or routine by which a task is
accomplished. There are many techniques that can use to development virtual reality.
The gaze input interaction technique is suitable to be develop this application. Gaze
input interaction not use controller to play the application. If using controller, it would
less interaction method for VR Box. User just play this application wear the VR Box
and use pointer to interaction with application. Example technique gaze input
interaction shown in figure 2.1.
Figure 2.1 Gaze Input interaction
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2.4 Related Article in Virtual Reality in Education
This a few article that had been searched about virtual reality application in
education:-
Title Author Journal Summary
Virtual
technologies trends
in education
Martin-Gutie
rrez, J.,
Mora, C. E.,
Anorbe
-Diaz, B., &
Gonzalez-Ma
rrero, A.
(2017).
EURASIA
Journal of
Mathematics
Science and
Technology
Education, 13(2),
469-486.
Educational institutions
have benefit from better
accessibility to virtual
technologies; make it
possible to teach in virtual
environments that are
impossible to visualize in
physical classrooms.
Augmented and
Virtual Reality in
Education:
Immersive
Learning Research.
Beck, D.
(2019).
Journal of
Educational
Computing
Research (2019):
07356331198540
35.
To uncover emerging
trends and technologies,
sound research and best
practices within an
international and
interdisciplinary
community.
Virtual reality
challenges in
education and
training.
Velev, D., &
Zalateva, P.
(2017).
International
Journal of
Learning and
Teaching, 3(1),
33-37.
The paper aims at
performing a brief
analysis of current VR
challenges, and especially
its application in
education training.
Table 2.1 Research article in VR
2.5 Related Study of Existing Application
Before starting this project, several studies have been done on existing product
applications. Example existing product is:
2.5.1 Mobile Apps: 1000 Sunnah – Necessary Day to Day Life
This application using a mobile apps platform to provide on learning the sunnah in
daily life. Based on the figure 2.2 below, this application let you learn every sunnah
9
such as the sunnah of waking up, the sunnah of entering and coming out from the
bathroom and another sunnah more. This application have a feature like full-screen
reading, Text resizing (it will be advantageous for those who has vision problem).
However, this application only based on mobile and there is no interactive media
include.
Figure 2.2 the content in 1000 Sunnah in mobile apps
2.5.2 Ebook: The Importance of the Ahl Al-Sunnah
This ebook content of full information according to the Qur’an and the Sunnah and
enable one to gain the knowledge of faith that will lead one to eternal salvation and
knowledge of Allah SWT based on the figure 2.3 below. This application can be display
in desktop and mobile platform. However, this application only provide the text in the
content of the book and would not be attractive to the user.
10
Figure 2.3 the display in ebook of The Importance of the Ahl Al-Sunnah
2.5.3 Mobile Apps: Amalan Sunah Rasul
The Prophet's Sunnah Practice Application is an app that contains about the Sunnah
practices performed by Rasullulah. Based on the figure 2.4 below, this application let
you increase knowledge about sunnah Rasullullah including islamic prayers, complete
prayer guide and collection of Islamic stories. The application has the display
information that is easy to find for user.
Figure 2.4 View of Amalan Sunah Rasul Apps
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2.6 Comparison Element of Multimedia
This table about comparison existing product in element multimedia. The
comparison include all element of multimedia such as audio, text, graphic, video, and
animation.
Application Audio Text Graphic Video Animation
Mobile Apps:
1000 Sunnah –
Necessary Day to
Day Life
X ✓ ✓ X X
Mobile Apps:
Amalan Sunah
Rasul
X ✓ ✓ X X
E-books: The
Importance of the
Ahl Al-Sunnah
X ✓ X X X
Table 2.2 Comparison table of the existing products with five element of multimedia
2.7 Summary of Chapter
This chapter discusses literature review that had been reviewed during
feasibility studies. The literature review helps developer to discover the
problem of previous research for application which needs to be improves and
overcome in this application development. Moreover, there are some
advantages and disadvantages in every techniques that has been considered in
the research.
12
CHAPTER III
METHODOLOGY
3.1 Introduction
In this chapter is about process of developing project from the beginning until the
end of this project. The flow of the project will discuss briefly to give more
understanding of design and develop of this application. There are many methods that
can be used for developing this project. The methodology that can be decide in this
project is ADDIE. In this methodology is based on phases for each development
process. Every phase of this methodology will be explained.
3.2 ADDIE Model
The ADDIE model is the generic process traditionally used by instructional
designers and training developers. The ADDIE model is an iterative instructional
design process, where the results of the formative evaluation of each phase may lead the
instructional designer back to any previous phase (McGriff, 2000). The five phases in
the ADDIE model that is analysis, design, development, implementation, and
evaluation as illustrated in the Figure 3.1 represent a dynamic, flexible guideline for
building effective training and performance support tools. While perhaps the most
13
common design model, there are a number of weaknesses to the ADDIE model which
have led to a number of spin-offs or variations.
In this project, the most suitable methodology that can be used to develop mobile
VR application is ADDIE. It is an Instructional Systems Design (ISD) model. Most of
the current instructional design models are spin-offs or variations of the ADDIE model
other models include the Dick & Carey and Kemp ISD models. One commonly
accepted improvement to this model is the use of rapid prototyping. This is the idea of
receiving continual or formative feedback while instructional materials are being
created. This model attempts to save time and money by catching problems while they
are still easy to fix. Instructional theories also play an important role in the design of
instructional materials. Theories such as behaviourism, constructivism, social learning,
and cognitivist help shape and define the outcome of instructional materials.
Figure 3.1 ADDIE Model
14
3.2.1 Analysis Phases
In the analysis phase, the instructional problem is clarified, the instructional goals
and objectives are established and the learning environment and learner’s existing
knowledge and skills are identified. Analysis stage is the most important in this process.
The analysis is the first step of ADDIE model in the design of courses and teaching
materials for on-line teaching and learning. At this stage it is necessary to create the
"overall picture” of the instructional design integrity (Sinteza, 2017). The content of
Home Sunnah VR application can have referred to Figure 3.2. The mobile VR is
developed focussing on home sunnah learning content. The analysis is also carried out
by doing comparison on existing product. The comparison of existing product as
depicted in Table 3.1. The target audience of this application is being analysed and
children age seven (7) to nine (9) years old are chosen for using this application. Target
audience as for these features guided the determination of the content and the design of
this application. Home Sunnah for Kids (VR) application use all model using 3D object
and Virtual Reality technology to develop this application.
15
Dining Room
- User look
into food
- User use
gaze input
technique
- User get the
info by
display the
pop-up info
included Dua
of eating
- Go the next
scene
VR View
Start
User walkthrough the environment
Living Room
- User found
family members
or parents
- User use gaze
input technique
- User get the info
and interact
- Go the next
scene by
recognize hint to
go to another
scene
Bedroom
- User look into
the 3D object in
the room such
as bed and
other object
- User use gaze
input technique
- User get the
info by display
the pop-up info
included Dua
of sleeping
- Go the next
scene
Bathroom
- User look
into the door of
bathroom
- User use gaze
input
technique
- User get the
info by display
the pop-up info
included Dua
of going in and
out from
bathroom
Figure 3.2 content in Home Sunnah for Kids (VR)
Existing Product Platform Advantage Disadvantage
1000 Sunnah –
Necessary Day to Day
Life
(Mobile Apps)
Android, iOS
- Full-screen
reading
- Text Resizing
- No sound effect.
- No interactive
Amalan Sunah Rasul
(Mobile Apps)
Android, iOS
- The navigation is
easier for user
- Colorful, Attractive
- Not use-friendly
- Have limit view
The Importance of the
Ahl Al-Sunnah (Ebook)
Android, iOS,
Desktop
- User can choose their
view modes
- Provide detail
information
- Less attractive layout
- Too much text
Table 3.1 Existing Product
16
Figure 3.3 Analysis Phase
Problem Statement
1) Do not have any application of learning sunnah
using VR platform yet.
2) Traditional method of teaching and learning
module of sunnah lead to a lack of student
engagement to practice it in daily life.
3) Lack of content and functional in the available
applications
Objective
1) To design an application that can will give new
real experience in learning natural satellites of
the earth
2) To develop mobile application that user can get
a new method learning in using AR
3) To test the functionality of mobile application
in AR
Target Audience 1) Focus for pupils of standard one to three
(primary school)
2) For teacher
Strategy
1) Virtual Reality Technology
2) Used 3D Model
Requirement
1) Software
- Unity 3D
- Vuforia SDK
-Autodesk Maya (3D Model)
- Adobe Photoshop
2) Hardware
- Laptop ACER
- Mobile Phone (Android only)
Home Sunnah for Kids
(VR)
This project about;
1) Learning home sunnah
- Based on PAFA modul for standard one to
three
2) Content
- Sunnah with family
- Sunnah in living room
- Sunnah in dining room
- Sunnah in bathroom
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3.2.2 Design phase
The design phase deals with learning objectives, assessment instruments, exercises,
content, subject matter analysis, and lesson planning and media selection (Kurt, 2017).
The design phase should be systematic and specific. Systematic means a logical,
orderly method of identifying, developing and evaluating a set of planned strategies
targeted for attaining the project’s goals. Specific means each element of the
instructional design plan needs to be executed with attention to details.
In these phases, prototype are making. A prototype is draft representation built to
test ideas for layout. Design prototype for this project shown in Figure 3.4 until Figure
3.7.
MAIN MENU
- User use gaze input technique to use the play, quit, help, option and sound
button
Figure 3.4 Main Menu Page
Play
Button
Setting
Button
Help
Button
Quit
Button
Sound
Button
18
VR VIEW – SCENE IN LIVING ROOM
- User use gaze input to walkthrough in the scene that show the overview in the
living room
- User can use the hamburger button to back to the main menu
Figure 3.5 VR view scene in living room
VR VIEW – USER INTERACTION
- User can interact with a model by using the gaze input technique to get the info
and the pop-up info will show the detail information on learning sunnah
- Audio is added to give the sound of the info, user can view the setting button to
adjust the sound of audio
Figure 3.6 VR view for user interaction
Setting
Button
Hamburger
Button
Hamburger
Button Setting
Button
Pop-up
Information
19
VR VIEW – NEXT SCENE (DINING ROOM)
- User also use gaze input technique to walkthrough to another scene such as
dining room.
- User can figure out the direction such as there is a lighting on the dining room
that give the info to the user can go to the next scene.
Figure 3.7 VR view scene in dining room
3.2.3 Development Phase
The development phase involves the transition from the “contemplative” to
“physical” implementation (Sinteza, 2017). The development phase is where the
developers create and assemble the content assets that were created in the design phase.
This phase is the process of developing the entire design and is used as a guide to the
authoring process. Multimedia application should be used based on the designs
established through the design phase. The development of this design refers to the
process of software development using a variety of existing applications such as
Setting
Button
User direction to go
to another scene
Hamburger
Button
20
programming applications, authoring, graphics, video, and animation. At this stage, the
final structure and content of the course are created. All of the components of
multimedia are prepared during this phase. In this phase have three stages include
pre-production, production and post-production.
3.2.3.1 Hardware and Software Requirement
This section will show that the all hardware and software that involve in the
development process. All of these elements are important in the process of development
of the system. List of hardware and software are shown as below Table 3.2 and Table
3.3 illustrates the software and hardware are used to develop this application.
Hardware Use
Laptop
To create the sketches for the characters, background
and create scripts or documents related to application.
Also used for on the go coding and 3D modelling.
External Hard Disk
To backup all project data.
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Personal Computer
Used to code, render and create the overall interface.
A PC is needed as the project is heavy and requires
strong rendering power that could not be provided
with a laptop.
VR Box
Used for test run and overall final product.
Mobile Phone
To run and test the application.
Mouse
Mouse is used during coding and 3D modelling
process.
Table 3.2 List of hardware requirement
Software Use
Unity
Used to create the Virtual Reality app and overall
project and animate 3D characters.
22
Maya 2018
Used to create 3D character models.
Google Cloud
Used as an external render models or animations.
Adobe Illustrator
To design posters and logo application.
Adobe Photoshop
Used to create sketches of background, characters
and posters.
Table 3.3 List of software requirement
3.2.4 Implementation Phases
The implementation phase represents the first test of making the entire course and
is therefore recommended to divide this phase conditionally into two parts: a test
implementation phase and final implementation phase (Sinteza, 2017). The
implementation phase is a testing phase. Completed applications will be tested by the
supervisor. Testing is aimed at finding the weaknesses and detecting any unobserved
errors during the authoring process. During the test, the supervisor freely commented
23
and criticized for improvements to be made and any errors can be corrected. In this
phase, test run project and user test run. Test run project is when the developer test runs
the project by herself. This is to ensure that the project can be used and is running
accordingly. User test run is before presenting the final product a demo version is given
to users to ensure that the project is meeting their criteria. Criticisms and constructive
feedback are taken into account to be implemented later on.
3.2.5 Evaluation Phases
This phase measures the effectiveness and efficiency of the instruction. The
evaluation phase consists of two parts: formative and summative. Formative
evaluation is present in each stage of the ADDIE process. Summative evaluation
consists of tests designed for domain-specific criterion-related referenced items and
providing opportunities for feedback from the users. This assessment involves the
process of obtaining feedback from users on the content, graphics, audio, animation,
interfaces and so forth contained in the application. This process is carried out through
the methods of testing, questionnaire, interviews and so on to ensure the application
will be in harmony with the needs of users. In this stage has debug and final product.
In debug, the first one is identify error. After the test run had been done, errors that
were found by the users must be identified. Glitches and mistakes must be brought to
light for the developer to improve the project while also implementing the feedback
given by testers. Next is find solution. Once errors have been identified, solutions to
solve them must be done. In final product, the developer has to present their product.
Product is ready to be present and launched for an audience to use this application.
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3.3 Framework Design
The project conducted based on the framework and flow of a process in order to
achieve the aim of the project which to analyze Home Sunnah for Kids (VR) using
VR Box can be accomplished successfully. In order to run the project, the requirement
analysis should be done and the project framework can be built order to see and
understand its flow. The methodology framework is describe in Figure 3.8 which is
divided to the user, VR Box for Home Sunnah for Kids (Virtual Reality). To play this
application, the user should apply VR Box to view with an application. Then, the
application will give virtual reality view into VR Box and user feel immerse with
environment.
APPLY VR BOX CONNECT
IMMERSIVE VR VIEW
Figure 3.8 Framework Design
3.4 Summary of Chapter
This chapter discussed the methodology used is to complete this project.
The ADDIE methodology is used because every phase during the application
development follows the project methodology that is mentioned in this chapter. It
helps to make sure the application develop correctly from phases to phases. It also
helps to ensure all the objectives can be achieved. Besides, this chapter also
explains the hardware and software requirements for develop this application.
USER
Home Sunnah for Kids (VR)
Home
Sunnah
(VR)
Application
GAZE
INPUT
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