DISCRETE MATHEMATICS (TREE) MOBILE APPLICATION
NUR SYAHIRAH BINTI HASHIM
BACHELOR OF INFORMATION TECHNOLOGY
(INFORMATICS MEDIA) HONOURS
UNIVERSITI SULTAN ZAINAL ABIDIN
2018
DISCRETE MATHEMATICS (TREE) MOBILE APPLICATION
NUR SYAHIRAH BINTI HASHIM
Bachelor of Information Technology (Informatics Media) honours
Faculty of Informatics and Computing
Universiti Sultan Zainal Abidin, Terengganu, Malaysia
DECEMBER 2018
i
APPROVAL
I declare that this report entitled “Tree Mobile Applications” is my own work
except as cited in the references. The report has not been accepted for any degree and is
not being submitted concurrently in candidature for any degree or another award.
Signature : _____________________
Name : NUR SYAHIRAH HASHIM
Date : ________________________
ii
ACKNOWLEDGMENTS
First, I would like to extend my sincere thanks and deepest appreciation to my
supervisor, Dr. Siti Sabariah bin Abas who guide me and give any suggestions to
encounter any problems when I doing this project. Without her, I could not finish my
project.
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.
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ABSTRACT
This project is to discuss mobile applications for learning Mathematics Discrete,
Tree topics. The target audience of this project is for students. The purpose of this project
is to design and develop high-quality mobile applications for students to learn Tree topics.
In addition, this project is to design attractive design and content to encourage and
motivate students to learn Mathematics Discrete.
The methodology used in this project is the ADDIE model. The ADDIE model
consists of 5 phases, which are Analysis, Design, Development, Implementation and
Evaluation phase. The analysis phase is the most important phase in the ADDIE. In this
phase, the developer will identify the main target for the mobile apps. In the design phase,
the developer will go to develop a prototype of the mobile apps for learning mathematic’s
to achieve the objective and the need of the students. Then, in the developing phase, the
developer can develop the mobile apps following the prototype. In implement phase, the
mobile apps will be published by the developer. And for the last phase that is evaluated,
the feedback will be gathered by the developer, measures the mobile apps is effective for
the students to learn the mathematic’s and identify what is working and not working.
In conclusion, this project is good to help all of the students to learn Mathematics
Discrete easily since the content of this project is simple for students to understand,
consists of animation to attract and motivate the students to learn Tree topics and voice
teaching had been provided for students can learn how to understand the topics. This
project also can evaluate the understanding of all the students about the topics
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ABSTRAK
Projek ini adalah untuk membincangkan aplikasi mudah alih untuk pembelajaran
Matematik Diskrit, topik Pokok. Penonton sasaran projek ini adalah untuk pelajar.
Tujuan projek ini adalah untuk merekabentuk dan membangunkan aplikasi mudah alih
berkualiti tinggi untuk pelajar mempelajari topik pokok. Di samping itu, projek ini adalah
untuk merekabentuk reka bentuk dan kandungan yang menarik untuk menggalakkan dan
memotivasi pelajar untuk belajar Diskrit Matematik.
Metodologi yang digunakan dalam projek ini adalah model ADDIE. Model
ADDIE terdiri daripada 5 fasa iaitu fasa Analisis, Reka Bentuk, Pembangunan,
Pelaksanaan dan Penilaian. Tahap analisis adalah fasa paling penting dalam ADDIE.
Dalam fasa ini, pemaju akan mengenal pasti sasaran utama untuk aplikasi mudah alih.
Dalam fasa reka bentuk, pemaju akan pergi untuk membangunkan prototaip apl mudah
alih untuk pembelajaran matematik untuk mencapai matlamat dan keperluan pelajar.
Kemudian, dalam fasa pembangunan, pemaju boleh membangunkan apl mudah alih yang
mengikuti prototaip. Dalam fasa pelaksanaan, aplikasi mudah alih akan diterbitkan oleh
pemaju. Dan untuk fasa terakhir yang dinilai, maklum balas akan dikumpulkan oleh
pemaju, mengukur aplikasi mudah alih adalah berkesan untuk pelajar mempelajari
matematik dan mengenal pasti apa yang sedang bekerja dan tidak berfungsi.
Kesimpulannya, projek ini adalah baik untuk membantu semua pelajar
mempelajari Matematik Diskrit dengan mudah kerana kandungan projek ini adalah
mudah untuk pelajar memahami, terdiri daripada animasi untuk menarik dan memberi
motivasi kepada pelajar untuk mempelajari topik pokok dan pengajaran suara telah
disediakan untuk pelajar boleh belajar bagaimana memahami topik. Projek ini juga
dapat menilai pemahaman semua pelajar tentang topic Tree.
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CONTENTS PAGE
APPROVAL i
ACKNOWLEDGEMENTS ii
ABSTRACT iii
ABSTRAK iv
CONTENTS v
LIST OF TABLES viii
LIST OF FIGURES ix
LIST OF ABBREVIATIONS x
CHAPTER 1 INTRODUCTION 1
1.1 Introduction 1
1.2 Background 2
1.3 Problem Statement 3
1.4 Objectives 3
1.5 Scope 4
1.6 Limitation of Work 4
1.7 Gantt Chart 5
1.8 Expected Result 6
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CHAPTER 2 LITERATURE REVIEW 7
2.1 Introduction 7
2.2 Mobile apps 8
2.3 Compact Disc-Read only memory (CD-Rom) 10
2.4 Conclusion 11
CHAPTER 3 METHODOLOGY 12
3.1 Introduction 12
3.2 ADDIE Model 13
3.2.1 Introduction 13
3.2.2 Analysis 13
3.2.3 Design 14
3.2.3.1 Storyboard 15
3.2.3.2 Prototype 22
3.2.4 Development 28
3.2.5 Implementation 28
3.2.6 Evaluation 29
3.3 Advantages of using ADDIE Model 30
vii
3.4 System Requirements 31
3.5.1 Hardware Requirements 31
3.5.2 Software Requirements 32
3.5 Conclusion 33
viii
LIST OF TABLES
TABLE NAME PAGE
1.1 Gantt Chart 5
2. 1 Research on existing mobile apps 8
2.2 Research on existing mobile apps 9
2.3 Research on existing CD-Rom 10
3. 1 Hardware Requirements 31
3.2 Software Requirements 32
ix
LIST OF FIGURES
FIGURE NAME PAGE
3.1 ADDIE Model 13
3.2 Storyboard of Mobile Application 15
3.3 Prototype of Mobile Application 22
x
LIST OF ABBREVIATIONS
CD-ROM Compact Disc-Read only memory
1
CHAPTER 1
BACKGROUND
1.1 Introduction
Using smartphones and tablets is becoming a growing trend. However, there are
not many educational apps on the mobile. Mobile Learning is a step forward in the
development of electronic learning. With the creation of mobile communication tools,
education experts are trying to take the initiative to apply the use of the tools in teaching
and learning. A computer program designed to run on a mobile device such as
a phone or tablet.
2
The main focus on making mobile apps is that mobile phones are easy to play
because they act faster and today, mobile is just at the fingertips. In addition, people today
are more interested in mobile phones, because they are light and easy to carry anywhere.
As well as mobile phones available 24/7 which can be accessed at any time.
1.2 Background
The Tree Mobile application is introduced to help students who are weak in
mathematics discrete subject. They get a lower score in this subject, not because of their
weakness but, they think this subject is too easy so they did not take it seriously and did
not pay attention. Due to their negligence, they are easily losing scores.
Nowadays, students spend most of their time on mobile phones, so I take this
initiative to propose this mobile application that can help students to see formula and
theory so they can score this subject.
3
1.3 Problem Statement
The proposed mobile applications are one of the courseware that allows the students
to learn and understand the topics. However, existing multimedia courseware and
traditional teaching style have contained some problems and limitations. First, students
find the difficulty in remembering the mathematic’s theory and the formula. Second is
reading a textbook is boring and even very long. Lastly, our industry lack of suitable
mobile application that educates the cognitive learning that can interact them to learn that
topics.
1.4 Objectives
The objectives of the project are :
i. To design a mobile application for students who took the subject discrete
mathematics.
ii. To develop user-friendly mobile apps to help the students remember the formula
and theory easily.
iii. To test the application whether it can help students to understand and remember
the theory and formula.
4
1.5 Scope
The scope of this project involves on the students who take the subject of mathematics
discrete.
1.5.1 User :
i. The user can enter the applications.
ii. The user can learn the theory and formula given.
iii. The user can play the quiz provided in the app.
1.6 Limitation of work
i. Android Device
The application is for Android Mobile. The only device that uses Android Mobile
can use this application.
ii. Students
The application is just for the student who take Mathematics Discrete subject.
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1.7 Gantt chart
Table 1. 1: Gantt Chart
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1.8 Expected Result
My expected results for this project is to reduce the level of carelessness that will
be undertaken by users taking the subject of discrete mathematics. Then by using this
application, the users can improve their skill in answering the question. The users can
remember and understand easily the formula and theory on that subject.
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CHAPTER 2
LITERATURE REVIEW
2.1 Introduction
This chapter discusses the reading, analyzing, evaluating, and summarizing
scholarly materials of the existing studies that related to the Mobile Application. The idea
from the previous school will help to meet the objectives of Tree Mathematics Mobile
application.
8
2.2 Research on existing mobile apps
Author Nurkaliza Khalid, Hailruddin Jaafar, Rafiza Kasbun.
Tittle Android App Learning Model "Jamak Qasar Apps" Based on
Multimedia Elements.
Year 8 June 2015
Description This study will develop an android app learning model titled "Jamak
Qasar Apps" to make it easier for users to learn the more practical
methods of jamak and qasar prayers. The constraints to acquiring
interactive learning materials in the market today are also described as
the basis for developing applications. Development focuses on
application development involving multimedia elements in producing a
more conducive learning environment.
Keywords: android app, multimedia, “qasar jamak” app.
Method Android application
Advantages i. Making it easier for users to learn the more practical methods
of jamak and qasar prayers
ii. The use of 2D animation elements to show the implementation
process of prayer
Disadvantages i. Use of text and still graphs
ii. Just use graphics and text representation in the teaching process
Table 2. 2 : Research on existing mobile apps
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Author Saedah Siraj
Tittle Mobile Learning in the Future Curriculum
Year 01 April 2015
Description The latest teaching-learning approach. mLearning is known as learning
through mobile computational devices (Quinn, 2000). Network-based
learning content (Malin en, Kari, & Tiusanen, 2003). Wireless
network-learning (Boerner, 2002) or technology-based curriculum
(Anderson, 2001). The emergence of a new pedagogical approach
which promotes student-centered learning experience using
technologies based on mLearning will offer opportunities,
convenience, advantages and dynamic environment enabling students
to succeed in their studies. This article highlights the concept and
benefits of ml.earning, and discusses the prospects of mLearning in the
future curriculum.
Method CD-ROM Interactive
Advantages i. Helps to eliminate illiteracy in the circle community of tires
and even rural areas.
ii. Unlimited forms of learning in place and time.
iii. Used for learning approaches for those studying while working.
Disadvantages i. Children tend to spend the future with mobile.
ii. Lack of communication between users.
Table 2. 3: Research on existing mobile apps
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2.3 Research on existing CD-Rom
Author Mohd Fariduddin bin Mukhtar
Tittle Use of Interactive CD-ROM in teaching Mathematics
Year April 2010
Description Interactive CD-ROM is a teaching tool that helps teachers the process
of teaching and learning. This study aims to identify the use of
Interactive CD-ROMs in mathematical teaching by teacher trainers
while undergoing teaching training. The study involves sensitivity to
easy Interactive CD-ROM, Interactive CD-ROM application in
progress the teaching, the advantages and problems faced by the
trainee teachers in use it in the classroom. The sample was 74 trainees
from 3SPM, 4SPM, and 4SPT courses. This descriptive uses a
questionnaire as a research instrument. The reliability of this
instrument using Alpha Cronbach is 0.93. Findings indicating that the
trainee teacher is very sensitive to CD-ROM facilities. Interactive and
know the advantages of using it in teaching. Findings Studies also
show that there are nine main problems in using Interactive CD-ROM.
Method CD-ROM Interactive.
Advantages i. That helps teachers the process of teaching and learning.
ii. Identify the trainee teacher's sensitivity to the Interactive CD-
ROM available.
Disadvantages i. slowing down time for using cd-rm, for fear of damage to the
cd.
ii. a handful of teachers who are inexperienced in applying the
Interactive CD-ROM.
Table 2. 4: Research on existing CD-Rom
11
2.4 Conclusion
This chapter discusses the information about the study on the past research,
comparison on the existing system, research on a technique that will be used in the
project, an article on the website that related to this project. This study is more to focus on
the development and guide to a successful project. Thus, all the research will help in the
development of Mathematics Mobile Application.
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CHAPTER 3
METHODOLOGY
3.1 Introduction
In this chapter is about methodology and the process of developing mobile
apps. The methodology will guide the system to solve the problem and complete the
project. In this project will use methodology ADDIE.
The ADDIE have five Phase Acronyms is Analysis, Design, Development,
Implementation, and Evaluation. It characterizes a dynamic, elastic guideline for building
effective training and performance support tools. In the building of the multimedia
learning system, the ADDIE model of Instructional System Design (ISD) model is one of
the most Methodologies. Beside that also rates this chapter describes the software and
hardware requirement that will be used for the development process.
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3.2 ADDIE Model
3.2.1 Introduction
ADDIE Model is an approach used by instructional designers, developers,
and trainers to create course materials. ADDIE model is a shortcut of each first character
of the phase which is Analysis, Design, Develop, Implement, and Evaluate. These
processes represented a flexible guideline for creating interactive multimedia courseware.
Figure 3.1 ADDIE Model
3.2.2 Analysis
The analysis phase is the most important phase in the ADDIE. In this phase,
the developer will identify the main target for the mobile apps. Thus, they will identify
the problem of existing mobile apps and the problem of traditional teaching style. Besides
that, they will identify whether the students want to use mobile apps to learn
mathematic’s or use the textbook. In addition, the objective will be established to solve
the existing problem. They also will identify and analyze the need of the students.
Furthermore, they will consider the timeline for the project.
14
3.2.3 Design
In this phase, the developer will go to develop a prototype of the mobile apps
for learning mathematic’s to achieve the objective and the need of the students. They also
will determine the user interface is user-friendly for the students to use it easily. In
addition, they will define the multimedia element and the content which is focused on, so
that can attract the students and increase their motivation to use it and learn mathematic’s.
In addition, the author has to design the storyboard in this phase.
15
3.2.3.1 Storyboard
Storyboarding is also a part of multimedia design process. The storyboard shows
the look and feel of the application that will be developed. Some of the storyboards can
be seen in the picture below.
(a)
(b)
DISCRETE MATHEMATICS :
TREE
ENTER
WHAT IS TREE
notes
NEXT BACK
16
SPANNING
TREE
MINIMUM
SPANNING
TREE
ROOTED TREE
TREE
TRAVERSAL
BACK
(c)
(d)
(e)
Notes
Quizzes
BACK
HOME
SPANNING TREE
BACK NEXT
17
(f)
(g)
(h)
ROOTED TREE
PREORDER
TRAVERSAL
INORDER
TRAVERSAL
BACK
MINIMUM SPANNING TREE
BACK NEXT
NEXT
TREE TRAVERSAL
PREORDER
TRAVERSAL
INORDER
TRAVERSAL
POSTORDER
TRAVERSAL BACK
18
(i)
(j)
(k)
PREORDER TRAVERSAL
POSTORDER TRAVERSAL
BACK
BACK
INORDER TRAVERSAL
BACK NEXT
NEXT
NEXT
19
(l)
(m)
(n)
QUIZZES
QUIZ 1 QUIZ 2
QUIZ 3
BACK
QUIZ 1
FINISH NEXT
SCORE
BACK NEXT
20
(o)
(p)
(q)
QUIZ 2
FINISH NEXT
SCORE
BACK NEXT
QUIZ 3
FINISH NEXT
21
(r)
(s)
Figure 3.2: Storyboard of Mobile Application
EXIT
YES NO
SCORE
BACK NEXT
22
3.2.3.2 Prototype
(a)
(b)
23
(c)
(d)
24
(e)
(f)
25
(g)
(h)
26
(i)
(j)
27
(k)
Figure 3.3: Prototype of Mobile Application
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3.2.4 Development
Once the previous two phases have been carried out, the developer can develop
the mobile apps following the prototype. The author will import the multimedia elements
into the mobile apps which are animation, graphics, text, audio, and video to make the
mobile apps more interesting. In this five multimedia elements, the animation is the most
important. The animation will be used to attract and motivate the students to learn
mathematic’s, it will not make students get bored. In addition, the audio will use as the
background music, sound effect and teach the students.
3.2.5 Implemention
In this phase, the author will go to deliver the material to the students and let
them test the mobile apps to find any error while they are using mobile apps. During this
phase, the mobile apps will be published by the developer into an executable file format
(SWF) for the students easy to use and test it.
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3.2.6 Evaluation
In this phase, the feedback will be gathered by the developer, measures the
mobile apps is effective for the students to learn the mathematic’s and identify what is
working and not working. Based on the feedback, the developer will solve the problems
which may exist in the mobile apps and make the adjustments, improvements, and
corrections for the mobile apps. The developer also will measure the mobile apps have
satisfied and accomplish the goals or not.
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3.3 Advantages of using ADDIE Model
The reason for using the ADDIE Model to develop mobile apps because ADDIE
is a generic and step-by-step framework. The model is appropriate for instructional
designers, developers and trainers to create the course material. By using ADDIE, it can
ensure a disorganized and unstructured way will not occur in the course development. It
also can ensure the users will accomplish and bring about the goals and objectives of the
course.
Thus, the developer can develop the product based on the needs of the users after
the user’s requirements had been collected and analyzed. ADDIE Model also will ensure
the design and development of course materials is performed properly for the users. In
addition, the evaluation of the effectiveness of the mobile apps will be done and make
improvement from the feedback which is given by the users.
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3.4 System Requirements
3.4.1 Hardware Requirements
No Hardware Specification
1 Processor Intel Core i5 2.20GHz
2 RAM 4.00GB
3 Sound Card and Speaker SonicMaster
4 Graphics Card NVIDIA GEFORCE 920M
5 Free Disk Space 185 GB
Table 3. 2: Hardware Requirements
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3.4.2 Software Requirements
No Software Specification Advantages
1 Operating System Windows 10 Pro 64-bit
Operating System
That enables
the computer
hardware to
communicate
and operate with the
computer software.
2 Adobe Flash Player Adobe Flash Professional
CS6
Develop the proposed
mobile apps.
Dynamic multimedia
program.
Scripting language
called ActionScript.
3 Adobe Reader Adobe Reader DC Can easily transfer
data and documents
across different
platforms without
losing formatting or
coding.
4 Adobe Photoshop Adobe Photoshop CS6
(64bit)
Used to edit the image
and import to the
mobile apps.
5 Voice Recorder Voice Recorder Online Used to record the
sound and import to
the mobile apps.
6 Audio Trimmer Online MP3 Cutter Used to cutting any
audio and import to
the mobile apps.
Table 3. 3: Software Requirements
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3.5 Conclusion
In conclusion, the selection of good methodology is very important to make the
development of applications can be done within the exact time given. A good
methodology can provide systematic steps in develop applications so that the applications
can be develop with minimum errors and problem. The ADDIE Model is used in Discrete
Mathematics (TREE) Mobile Applications. System requirements which is software and
hardware requirements are needed in order to achieve this project. The technique part if
this project is explained more. It includes the explanation of the storyboard and prototype
of this system.