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DISCRETE MATHEMATICS (TREE) MOBILE APPLICATION NUR SYAHIRAH BINTI HASHIM BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA) HONOURS UNIVERSITI SULTAN ZAINAL ABIDIN 2018
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Page 1: NUR SYAHIRAH BINTI HASHIM - myfik.unisza.edu.my · The purpose of this project is to design and develop high-quality mobile applications for students to learn Tree topics. In addition,

DISCRETE MATHEMATICS (TREE) MOBILE APPLICATION

NUR SYAHIRAH BINTI HASHIM

BACHELOR OF INFORMATION TECHNOLOGY

(INFORMATICS MEDIA) HONOURS

UNIVERSITI SULTAN ZAINAL ABIDIN

2018

Page 2: NUR SYAHIRAH BINTI HASHIM - myfik.unisza.edu.my · The purpose of this project is to design and develop high-quality mobile applications for students to learn Tree topics. In addition,

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

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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 : ________________________

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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

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3.4 System Requirements 31

3.5.1 Hardware Requirements 31

3.5.2 Software Requirements 32

3.5 Conclusion 33

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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

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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

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LIST OF ABBREVIATIONS

CD-ROM Compact Disc-Read only memory

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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.

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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.

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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.

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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.

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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

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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.

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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.

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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

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SPANNING

TREE

MINIMUM

SPANNING

TREE

ROOTED TREE

TREE

TRAVERSAL

BACK

(c)

(d)

(e)

Notes

Quizzes

BACK

HOME

SPANNING TREE

BACK NEXT

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(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

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(i)

(j)

(k)

PREORDER TRAVERSAL

POSTORDER TRAVERSAL

BACK

BACK

INORDER TRAVERSAL

BACK NEXT

NEXT

NEXT

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(l)

(m)

(n)

QUIZZES

QUIZ 1 QUIZ 2

QUIZ 3

BACK

QUIZ 1

FINISH NEXT

SCORE

BACK NEXT

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(o)

(p)

(q)

QUIZ 2

FINISH NEXT

SCORE

BACK NEXT

QUIZ 3

FINISH NEXT

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(r)

(s)

Figure 3.2: Storyboard of Mobile Application

EXIT

YES NO

SCORE

BACK NEXT

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3.2.3.2 Prototype

(a)

(b)

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(c)

(d)

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(e)

(f)

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(g)

(h)

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(i)

(j)

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(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.


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