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STAM SUBJECT: ANNUSUS ALADABIYAH (MOBILE APPLICATION) NUR MAISARAH BINTI MOHAMAD BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA) WITH HONOURS UNIVERSITI SULTAN ZAINAL ABIDIN 2019
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STAM SUBJECT: ANNUSUS ALADABIYAH (MOBILE APPLICATION)

NUR MAISARAH BINTI MOHAMAD

BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS

MEDIA) WITH HONOURS

UNIVERSITI SULTAN ZAINAL ABIDIN

2019

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STAM SUBJECT: ANNUSUS ALADABIYAH (MOBILE

APPLICATION)

NUR MAISARAH BINTI MOHAMAD

BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS

MEDIA) WITH HONOURS

FACULTY OF INFORMATICS AND COMPUTING

UNIVERSITI SULTAN ZAINAL ABIDIN

2019

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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 any other degree at Universiti Sultan Zainal Abidin or other

instuations.

Name : NUR MAISARAH BINTI MOHAMAD

Date : May 16, 2019

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CONFIRMATION

This is to confirm that:

The research conducted and the writing of this report was under my supervision.

Name

Date

: ..................................................

: ..................................................

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DEDICATION

In the name of Allah, Most Gracious, Most Merciful

First of all praises and thanks due to Allah SWT, for His limitless blessing on us.

May Allah SWT bestow his peace and blessings upon His Prophet Muhammad SAW and

his family. Acknowledgment are due to all lectures of Universiti Sultan Zainal Abidin for

providing knowledge and support in my final report project proposal with the title STAM

Subject: Annusus Aladabiyah (Mobile Application).

I am deeply indebted to my supervisor, Dr. Siti Sabariah binti Abas for her

invaluable guidance and enlighting advices in preparing this report. Not forget to all my

panels for the precious comment and suggestions pertaining on this project. Last but not

least, I would like to extend my thanks to my parent and friends that always support and

encourage me to complete this project.

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ABSTRACT

The use of smartphones today is widespread in line with the development of information

and communication technology era. Strictly speaking, the creation of mobile applications

is being actively developed by developers. However, the mobile app to test the memory of

students for the subject of Adab Nusus based on literary texts, has not been developed yet.

What's available is mobile apps only for both English and Malay. However, the scope of

this project is focused only on users comprising high school students aged 18 and above

who will sit for the Certificate of Higher Religion Malaysia (STAM) and this application

is limited to Android smartphone users. This project will help students in their daily

learning and teaching process either in the classroom or outside the classroom.

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ABSTRAK

Penggunaan telefon pintar pada hari ini semakin berleluasa sejajar dengan perkembangan

era teknologi maklumat dan komunikasi. Rentetan daripada itu, penghasilan aplikasi

mudah alih sedang giat dibangunkan oleh para pemaju. Walau bagaimanapun, aplikasi

mudah alih untuk menguji daya hafalan para pelajar bagi subjek Adab Nusus yang

berkisarkan tentang teks sastera, masih belum dibangunkan lagi sehingga kini. Apa yang

wujud hanyalah aplikasi mudah alih untuk Bahasa Inggeris dan juga Bahasa Melayu

sahaja. Namun begitu, skop projek ini hanya tertumpu kepada pengguna yang terdiri

pelajar sekolah menengah agama yang berumur 18 tahun keatas yang akan menduduki

Sijil Tinggi Agama Malaysia (STAM) dan aplikasi ini terhad kepada pengguna telefon

pintar berplatform Android. Projek ini akan membantu para pelajar dalam proses

pembelajaran dan pengajaran seharian sama ada di dalam kelas ataupun di luar kelas.

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CONTENTS

DECLARATION ............................................................................................................ i

CONFIRMATION......................................................................................................... ii

DEDICATION .............................................................................................................. iii

ABSTRACT .................................................................................................................. iv

ABSTRAK ....................................................................................................................... v

LIST OF TABLES ........................................................................................................ ix

LIST OF FIGURES ...................................................................................................... xi

LIST OF ABBREVIATION / TERMS / SYMBOL .................................................. xiii

CHAPTER I ................................................................................................................... 1

INTRODUCTION ......................................................................................................... 1

1.1 Project Background ............................................................................................. 1

1.2 Problem Statement ............................................................................................... 3

1.3 Objective ............................................................................................................... 4

1.4 Scope ..................................................................................................................... 5

1.5 Limitation of Work .............................................................................................. 6

1.6 Expected Results ................................................................................................... 6

1.7 Milestones and activities....................................................................................... 7

CHAPTER II ............................................................................................................... 12

LITERATURE REVIEW............................................................................................ 12

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2.1 Introduction ........................................................................................................ 12

2.2 Research on the Android Operating System ..................................................... 12

2.3 Research on Multimedia Courseware ............................................................... 14

2.4 Research on Existing Project ............................................................................. 15

2.4.1 Poems – Poets & Poetry in English ............................................................. 15

2.4.2 Learn Arabic. Speak Arabic .................................................................. 16

2.4.3 Learn Quran – Arabic Learning App ......................................................... 17

2.4.4 Memorize Words, Learn Language ............................................................ 18

2.4.5 Kakoke - sing karaoke, voice recorder, singing app ................................... 19

2.5 Analysis Gap ....................................................................................................... 20

2.6 Research comparison ......................................................................................... 21

2.7 Conclusion .......................................................................................................... 27

CHAPTER III .............................................................................................................. 28

METHODOLOGY ...................................................................................................... 28

3.1 Introduction ........................................................................................................ 28

3.2 Methodology ....................................................................................................... 29

3.2.1 Analysis ........................................................................................................ 30

3.2.2 Design ........................................................................................................... 30

3.2.3 Development ................................................................................................. 37

3.2.4 Implementation ............................................................................................ 37

3.2.5 Evaluation .................................................................................................... 38

3.3 Reason of using ADDIE Model .......................................................................... 39

3.4 Implementation Issues and Challenges.............................................................. 40

3.5 Requirement Specification ................................................................................. 41

3.5.1 User Requirement ........................................................................................ 41

3.5.2 System Requirements .................................................................................. 42

3.6 Conclusion .......................................................................................................... 44

CHAPTER IV .............................................................................................................. 45

IMPLEMENTATION AND RESULT........................................................................ 45

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4.1 Introduction ........................................................................................................ 45

4.2 Authoring Process .............................................................................................. 46

4.2.1 Login Page .................................................................................................... 47

4.2.2 Home Page .................................................................................................... 48

4.2.3 Select The Author ........................................................................................ 49

4.2.4 The Notes Menu for The First Option......................................................... 50

4.2.5 The Notes of Biography Page ...................................................................... 51

4.2.6 The Notes of Syair Page ............................................................................... 52

4.2.7 The Notes of Synonyms Page ....................................................................... 53

4.2.8 The Sing Welcome Page ............................................................................... 54

4.2.9 The Sing Activity Page ................................................................................. 55

4.2.10 The Game Home Page................................................................................ 56

4.2.11 The First Game Page ................................................................................. 57

4.2.12 The Second Game Page.............................................................................. 61

4.2.13 The Third Game Page ................................................................................ 66

4.2.13 The First Option The Third Game Page ................................................... 67

CHAPTER V ............................................................................................................... 72

CONCLUSION ............................................................................................................ 72

5.1 Introduction ........................................................................................................ 72

5.2 Future Improvement .......................................................................................... 72

5.3 Lesson Learnt ..................................................................................................... 73

5.3.1 Adobe Flash Action Script 3.0 ..................................................................... 73

5.3.2 Audacity ....................................................................................................... 73

5.3.3 FL Studio ...................................................................................................... 74

5.3.5 Project Management .................................................................................... 74

5.4 Conclusion .......................................................................................................... 74

REFERENCES ............................................................................................................ 76

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LIST OF TABLES

Table 1. 1 : Table of Milestones ....................................................................................... 8

Table 1. 2 : Table of Activities ....................................................................................... 11

Table 2. 1 : Analysis Gap ............................................................................................... 20

Table 2. 2 : Research 1................................................................................................... 22

Table 2. 3 : Research 2................................................................................................... 24

Table 2. 4 : Research 3................................................................................................... 25

Table 2. 5 : Research 4................................................................................................... 26

Table 3. 1 : Hardware Requirement................................................................................ 42

Table 3. 2 : Software Requirement ................................................................................. 43

Table 4. 1 : Interface 1 ................................................................................................... 46

Table 4. 2 : Interface 2 ................................................................................................... 47

Table 4. 3 : Interface 3 ................................................................................................... 48

Table 4. 4 : Interface 4 ................................................................................................... 49

Table 4. 5 : Interface 5 ................................................................................................... 50

Table 4. 6 : Interface 6 ................................................................................................... 51

Table 4. 7 : Interface 7 ................................................................................................... 52

Table 4. 8 : Interface 8 ................................................................................................... 53

Table 4. 9 : Interface 9 ................................................................................................... 54

Table 4. 10 : Interface 10 ............................................................................................... 55

Table 4. 11 : Interface 11 ............................................................................................... 56

Table 4. 12 : Interface 12 ............................................................................................... 57

Table 4. 13 : Interface 13 ............................................................................................... 58

Table 4. 14 : Interface 14 ............................................................................................... 59

Table 4. 15 : Interface 15 ............................................................................................... 60

Table 4. 16 : Interface 16 ............................................................................................... 61

Table 4. 17 : Interface 17 ............................................................................................... 62

Table 4. 18 : Interface 18 ............................................................................................... 63

Table 4. 19 : Interface 19 ............................................................................................... 64

Table 4. 20 : Interface 20 ............................................................................................... 65

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Table 4. 21 : Interface 21 ............................................................................................... 66

Table 4. 22 : Interface 22 ............................................................................................... 67

Table 4. 23 : Interface 23 ............................................................................................... 68

Table 4. 24 : Interface 24 ............................................................................................... 69

Table 4. 25 : Interface 25 ............................................................................................... 70

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LIST OF FIGURES

Figure 2. 1 : Poems ........................................................................................................ 15

Figure 2. 2 : Learn Arabic .............................................................................................. 16

Figure 2. 3 : Learn Quran ............................................................................................... 17

Figure 2. 4 : Memorize Words ....................................................................................... 18

Figure 2. 5 : Kakoke ...................................................................................................... 19

Figure 3. 1: ADDIE Model ............................................................................................ 29

Figure 3. 2 : Storyboard 1 .............................................................................................. 31

Figure 3. 3 : Storyboard 2 .............................................................................................. 31

Figure 3. 4 : Storyboard 3 .............................................................................................. 32

Figure 3. 5 : Storyboard 4 .............................................................................................. 32

Figure 3. 6 : Storyboard 5 .............................................................................................. 32

Figure 3. 7 : Storyboard 6 .............................................................................................. 33

Figure 3. 8 : Storyboard 7 .............................................................................................. 33

Figure 3. 9 : Prototype 1 ................................................................................................ 34

Figure 3. 10 : Prototype 2 .............................................................................................. 35

Figure 3. 11 : Prototype 3 .............................................................................................. 36

Figure 4. 1: Interface 1 ................................................................................................... 46

Figure 4. 2 : Interface 2 .................................................................................................. 47

Figure 4. 3 : Interface 3 .................................................................................................. 48

Figure 4. 4 : Interface 4 .................................................................................................. 49

Figure 4. 5 : Interface 5 .................................................................................................. 50

Figure 4. 6 : Interface 6 .................................................................................................. 51

Figure 4. 7 : Interface 7 .................................................................................................. 52

Figure 4. 8 : Interface 8 .................................................................................................. 53

Figure 4. 9 : Interface 9 .................................................................................................. 54

Figure 4. 10 : Interface 10 .............................................................................................. 55

Figure 4. 11 : Interface 11 .............................................................................................. 56

Figure 4. 12 : Interface 12 .............................................................................................. 57

Figure 4. 13 : Interface 13 .............................................................................................. 58

Figure 4. 14 : Interface 14 .............................................................................................. 59

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Figure 4. 15 : Interface 15 .............................................................................................. 60

Figure 4. 16 : Interface 16 .............................................................................................. 61

Figure 4. 17 : Interface 17 .............................................................................................. 62

Figure 4. 18 : Interface 18 .............................................................................................. 63

Figure 4. 19 : Interface 19 .............................................................................................. 35

Figure 4. 20 : Interface 20 .............................................................................................. 65

Figure 4. 21 : Interface 21 .............................................................................................. 66

Figure 4. 22 : Interface 22 .............................................................................................. 67

Figure 4. 23 : Interface 23 .............................................................................................. 68

Figure 4. 24 : Interface 24 .............................................................................................. 69

Figure 4. 25 : Interface 25 .............................................................................................. 70

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LIST OF ABBREVIATION / TERMS / SYMBOL

STAM Sijil Tinggi Agama Malaysia

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CHAPTER I

INTRODUCTION

1.1 Project Background

The subject of Adab Nusus is the subject that must be taken by each candidate who

will occupy the Certificate of Higher Religion of Malaysia (STAM). This special subject

has two main divisions, which are related to Arabic literature and another part in Literary

texts. This application focuses on only one section of Arabic Literature. In the Arabic

Literature section, students are required to memorize some of the stories on poetry writers,

Arabic poems along with lines and also some synonyms for which all of these will be asked

in STAM examinations.

The syllabus is taken directly from the syllabus taught at Egyptian al-Azhar

University, which makes the books being prized by students all in Arabic. Students are also

required to answer the STAM exam paper in Arabic. Information technology advancement

has an important impact on the development of this multimedia application. This is because,

the use of smartphones is one of the lifestyles of teens today.

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The questions contained in this multimedia application, mostly comprised of

STAM's past questions.

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1.2 Problem Statement

Students memorize notes without understanding their meaning, which course

students to feel this subject is rather difficult to get the desired achievement.

Existing apps, they only provide notes to students, to refer to the special notes in

their respective mobile phones. This is less interactive because students need to read only

notes without any other creative activities

I also found that the instructor also used the initiative by installing minus one in the

classroom and then trained his pupils to read the poem according to the song's rhythm and

this is actually easier to remember than simply memorizing syair without songwriting.

There are also some teachers who have set what song to sing to memorize poetry.

This, in turn, restricts the freedom of the students to choose which songs touched by the

students. But, for the instructor, when they have set what song the students are following,

this will be fun for the students.

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1.3 Objective

1) To design more creative and interactive apps with learning goals.

2) To develop system the education of the country, thus raising the interest of the students

on the subject of this Adab Nusus

3) To test the effective memorization method for students.

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1.4 Scope

User

Users are from students who will take the Malaysian Higher Certificate of Religion

(STAM) exams throughout Malaysia. This multimedia application only emphasizes the

second part of the Adab Nusus subject, literary texts. This app combines two main

languages, English and Arabic. This is in line with the ability of students aged 18 years and

above as well as to familiarize themselves with the language used regularly at local

universities.

i. Insert basic information when they are log in

ii. Can record and save the syair they have sing

iii. Can know the level of ability they memorize and understand the notes that have

been provided

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1.5 Limitation of Work

i. This application is for Android Operating System devices. The only device that uses

Android Operating System can use this application.

ii. The selection of songs to sing is limited to users.

1.6 Expected Results

The expected results from this projects are the students can memorize the syair

easily, understand the notes of the poet's self, giving the exact meaning of the word and

then can also help them to answered the questions required in the Sijil Tinggi Agama

Malaysia. The teachers can use this application to enhance the student activities in the class.

The students can also know the meaning behind the syair by visualizing 2D animations in

that applications.

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1.7 Milestones and activities

Milestone Date Status

Topic Discussion and

Determination

Week 1 Completed

Project Title Proposal Week 2 Completed

Proposal Writing –

Introduction

Week 3 Completed

Proposal Writing –

Literature Review

Week 4 & 5 Completed

Proposal Progress

Presentation & Evaluation

Week 6 Completed

Discussion & Correction

Proposal & Proposed

Solution Methodology

Week 7 Completed

Proposed Solution –

Methodology (Continued)

Week 8 Completed

Proof of Concept Week 9 Completed

Drafting Report of the

Proposal

Week 10 & 11 Completed

Submit draft of report to

supervisor

Week 12 Completed

Seminar Presentation Week 13 Completed

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Report Correction Week 14 Completed

Final Report Submission Week 15 Completed

Table 1. 1 : Table of Milestones

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ACTIVITY WEEK

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

1. Project title

discussion

and briefing

2. Project title

registration

3. Proposal

writing

Chapter 1 :

Introduction

4. Proposal

writing

Chapter 2 :

Literature

review

5. Proposal

Progress

Presentation

and

Evaluation

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6. Correction

of the

proposal

7. Proposed

solution –

Chapter 3 :

Methodology

8. Proof of

concept

9. Seminar

preparation

10. Seminar

presentation

and

evaluation

11. Finalizing

Report of the

Proposal

12. Final

Report

Submission

and

Evaluation

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Table 1. 2 : Table of Activities

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CHAPTER II

LITERATURE REVIEW

2.1 Introduction

This chapter discusses the reading, analysing, evaluating, and summarizing scholarly

materials of the existing studies that related to the courseware Annusus Aladabiyah. The

idea from previous studies will help to meet the objectives of Annusus Aladabiyah.

2.2 Research on the Android Operating System

Android is a Linux-based operating system designed primarily for touch screen

mobile devices such as smart phones and tablet computers, developed by Google in

conjunction with the open handset alliance. Initially developed by Android Incorporated,

whom Google financially backed and later purchased in 2005, Android was unveiled in

2007 along with the founding of the Open Handset Alliance, a consortium of 86 hardware,

software, and telecommunication companies devoted to advancing open standards for

mobile devices.

Android has a large community of developers writing applications ("apps") that

extend the functionality of the devices. Developers write primarily in a customized version

of Java. Apps can be downloaded from third-party sites or through online stores such as

Google Play (formerly Android Market), the app store run by Google. In October 2011,

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there were more than 500,000 apps available for Android, and the estimated number of

applications downloaded from the Android Market as of December 2011 exceeded 10

billion. Android became the world’s leading smartphone platform at the end of 2010. For

the first quarter of 2012, Android had a 59% smartphone market share worldwide. At the

half of 2012, there were 400 million devices activated and 1 million activations per day.

Analysts point to the advantage to Android of being a multi-channel, multi-carrier OS.

Android supports a touch screen and is difficult to use without one. User can use a

trackball for some navigation, but nearly everything is done through touch. Android also

supports multi-touch gestures such as pinch-to-zoom. That said, Android is flexible enough

that it could potentially support other input methods, such as joysticks (for the Android TV)

or physical keyboards.

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2.3 Research on Multimedia Courseware

According to Hick (1997), “Multimedia courseware is many things to many people.

In general terms, multimedia courseware is the use of different communications mediums

within a single computer program used to present information. By communications

mediums, we mean audio for music, sound effects, or voice-over narration, still

photographs and / or graphics to help the end user understand the message that is being

presented, video to further explain or illustrate ideas.” (Hick 1997). In addition, Yang Jing

(2005) state that “Courseware is educational material intended as kits for teachers or

trainers or as tutorials for students, usually packaged for use with a computer. Courseware

can encompass any knowledge area, but information technology subjects are most

common. Courseware is frequently used for delivering education about the personal

computer and its most popular business applications, such as word processing and

spreadsheet programs.”

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2.4 Research on Existing Project

2.4.1 Poems – Poets & Poetry in English

Poems is a fun little app with a bunch of poems in it. The app features hundreds of authors

and tens of thousands of poems. There are enough poems here to last you quite a long time.

The app also includes bookmarks for favorites, a share function, and offline support. The

UI uses Material Design with an aged paper background. It's an interesting mix of modern

and old school, but in a good way. The app is free with a single $0.99 in-app purchase for

the pro version. This is the best poetry app we could find on Google Play, although we're

sure there are other great ones there too.

Figure 2. 1 : Poems

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2.4.2 Learn Arabic. Speak Arabic

Learn Arabic with free lessons daily. Let Mondly teach user the Arabic language quickly

and effectively. In just minutes the user will start memorizing core Arabic words, form

sentences, learn to speak Arabic phrases and take part in conversations. Fun Arabic lessons

improve the vocabulary, grammar and pronunciation like no other language learning

method. Explore language exercises for reading, listening, writing and speaking enhanced

with a dictionary, verb conjugator and state-of-the-art speech recognition technology.

Figure 2. 2 : Learn Arabic

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2.4.3 Learn Quran – Arabic Learning App

Learn to read, pronounce and understand Qur’anic Arabic with Quran IQ, the ultimate

learning app that helps user learn the words of the Holy Quran and the Arabic Language.

Learn Arabic with lessons taught through visual and audio aids, quizzes and a companion

YouTube video series. Quran IQ makes learning to read Arabic easy, with simple words,

phrases and meanings from the Holy Quran aiding in learning and memorization. Grammar,

pronunciation and more are covered in a fun, simple guidebook.

Figure 2. 3 : Learn Quran

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2.4.4 Memorize Words, Learn Language

One of the most important issues when learning a foreign language is the word

memorization.

However, this has always been a difficult and tedious process. User can have fun at the

same time with the word memorization game, learn new words on a whatever the user

want, and reinforce user’s words in your memory.

Figure 2. 4 : Memorize Words

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2.4.5 Kakoke - sing karaoke, voice recorder, singing app

Sing karaoke online and offline. Voice recording with high quality. Sound effects like

karaoke room. Edit vocals before and after recording. Turn on microphone and you can

hear your voice. Save, restore and backup favorite songs. Real time audio effects: echo,

reverb, bass, mid, treble.

Figure 2. 5 : Kakoke

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2.5 Analysis Gap

Title Developer System overview

Poems – Poets &

Poetry in English

Banaka (2016) Allow user to choose the poem that they

have and he app also includes bookmarks

for favorites, a share function, and offline

support

Learn Arabic.

Speak Arabic

ATi Studios (2014) Explore language exercises for reading,

listening, writing and speaking enhanced

with a dictionary, verb conjugator and

state-of-the-art speech recognition

technology.

Learn Quran –

Arabic Learning

App

Blu Yeti Inc (2016) Learn Arabic with lessons taught through

visual and audio aids, quizzes and a

companion YouTube video series.

Memorize Words,

Learn Language

Mind Teaser

Memory Games

(2015)

the word memorization game, learn new

words on a whatever you want, and

reinforce your words in your memory.

Kakoke – sing

karaoke voice

recorder, singing

app

9xgeneration (2014) Record the save the song. Available on

online and offline.

Table 2. 1 : Analysis Gap

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2.6 Research comparison

This is some of the existing systems that related to Annusus Aladabiyah. This can

be guideline or a sample to upgrade or to develop a new better system compared to the old

one.

Author Gary D. Grossman and Travis Richards, University of

Georgia

Title Active learning Via Student Karaoke Videos

Year 2016

Description Karaoke Videos in active learning projects is

evaluated students perceptions and reactions to the

Karaoke Video project via ten question, Likert-based

questionnaires, and they use demographic data to test

the null hypothesis that rank in the school, musical

ability/experience, and correct or incorrect reporting

of their highest exam score did not affect the

frequencies of responses to questions. In addition,

they examined whether these variables affected

students expressed preferences for their favorite

activity within the project (e.g., writing lyrics, writing

music, singing, researching material, and technical

production). Finally, although the specifics classes, it

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is likely that these techniques may be successfully

employed by instructors in diverse disciplines.

Table 2. 2 : Research 1

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Author Mishra, J.

Title A Theoretical Model of Musical Memorization,

Psychomusicology: A Journal of Research in Music

Cognition

Year 2005

Description The purpose of this article is to describe a model of

how music is memorized for performances. The

process of memorization appears to comprise three

stages: preview, practice and over-learning. Previous

experience and enculturation also are very important

in informing the memorization process. Each stage is

subdivided. The preview stage is divided into

notational overview, aural over-view, and

performance overview. The practice stage is divided

into notational practice and conscious memorization.

The over-learning stage is divided into re-learning,

automatization, and maintenance rehearsal. For the

purposes of this model, the four most commonly

discussed memorization strategies (aural, visual,

kinesthetic and analytical) are divided and grouped

into sensory learning style (consisting of aural, visual,

and kinesthetic memories), and an analytical learning

style (discussed separately). Four processing

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strategies also are discussed: holistic, serial, additive,

and segmented. The amount of time and effort

expended during each stage is a matter of individual

preferences, performance goals, task difficulty,

training, and ability. Furthermore, the stages and the

subdivisions are flexible and not necessarily

sequential, nor indeed compulsory, for all

performers.

Table 2. 3 : Research 2

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Author Prof. K.D. Tamhane, Mr. Wasim T. Khan, Mr. Sagar

R. Tribhuwan, Mr. Akshay P. Burke, Mr. Sachin B.

Take

Title Mobile Learnng Application

Year 2015

Description This paper presents the design and development of

Mobile Learning Application and Android platform

using Java Programming Language to help students

in computer courses at the Department of

Engineering. Our approach is to incorporate

multimedia animations concept with command

language to create the pervasive learning

environment in presenting the mobile learning

application. With this mobile learning application,

student could learn at his or her own pace, anywhere

and anytime. This mobile learning application intends

to complement the current traditional classroom and

e-learning systems.

Table 2. 4 : Research 3

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Author Safar Bkheet AlMudara

Title Quran Memorization Using Mobile App

Year 2017

Description This study was carried out in an attempt to encourage

students’ to memorize Quran using mobile App. We

have mobile App for memorizing Quran chapters.

Complete Quran is stored in server and App

downloads Quran chapters using Internet. The mobile

App were designed our university. The mobile App is

having memorization and social modules for

memorization and recitation respectively. For few

weeks students were asked to memorize Quran

chapters using Quran Mobile App, then an

assessment session about the memorization was

directed. Later, students were requested to memorize

Quran without App. Finally after memorization, then

all students were asked to fill up opinion of these two

sessions. Majority of them found mobile App easy

and better way to memorize Quranic chapter and also

recommended to use Mobile Apps for other

knowledge based domains.

Table 2. 5 : Research 4

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2.7 Conclusion

This chapter discusses the information about the study on the past research,

comparison on existing system, research on technique that will be use in the project such

as Android Operating System, and article on the website that related to this project. This

study is more to focus on the development and guide to a successfully project. Thus, all the

research will help in the development of Annusus Aladabiyah Mobile Application.

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CHAPTER III

METHODOLOGY

3.1 Introduction

This chapter explains the methodology adopted in this project. Research on this

topic is made to understand how Annusus Aladabiyah Courseware Mobile Application for

android works using an ADDIE Model. This project uses ADDIE Model which involves

analysis phase, design phase, development phase, implementation phase, and evaluation

phase.

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3.2 Methodology

ADDIE Model is an approach use by instructional designers, developers and

trainers to create the course materials. ADDIE model is a shortcut of each first character of

the phase which are Analysis, Design, Development, Implementation, and Evaluation.

These processes represented a flexible guideline for create interactive multimedia

courseware.

Figure 3. 1: ADDIE Model

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3.2.1 Analysis

The author will identify the problem of existing online multimedia courseware and

the problem of why the students unable to use the courseware as their learning. Besides

that, the author also will identify the whether the students like to use courseware compare

to textbook and also the problem of traditional teaching. After that the author will identify

the objective to solve the problem statement. The objective is to develop a full interactivity

online multimedia courseware at the field of visualizing the story in syair and the phase of

the “syair”. The author will analysis the needs of the students to memorize the “syair”

quickly.

The delivery method is online so that there is no transmission medium needed and the

students can have a basic knowledge in interact with the computer using online courseware.

3.2.2 Design

The author will base on the same learning objective to design a prototype of the

courseware of music and visualizing the meaning of the “syair” for the students. The author

also will determine the user interface is user friendly for the students and the graphic design

will more focus on animation so that can attract the students. The content using will try the

graphics rather than the word. It will make the students easier to understand.

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3.2.2.1 Storyboard

Figure 3. 2 : Storyboard 1

Figure 3. 3 : Storyboard 2

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Figure 3. 4 : Storyboard 3

Figure 3. 5 : Storyboard 4

Figure 3. 6 : Storyboard 5

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Figure 3. 7 : Storyboard 6

Figure 3. 8 : Storyboard 7

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3.2.2.2 Prototype

Figure 3. 9 : Prototype 1

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Figure 3. 10 : Prototype 2

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Figure 3. 11 : Prototype 3

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3.2.3 Development

The author will base on the prototype that design at the design phase to develop the

courseware. All multimedia elements will be included to the system which is text, audio,

animation and graphic. The using of text won’t be too small and will add in color so that

the students can see clearly. The audio as well to make the systems more interesting such

as interesting sound effect, background music. To make the interface look good, button,

decoration, and graphics will be use. The most important element in multimedia is

animation. Animation will be use to attract the attention and motivation of the kids to learn

the interactivity online multimedia courseware. The developer will use Adobe Flash or

Autodesk Maya to design the animation of the system.

3.2.4 Implementation

The author will deliver product to the target audience from STAM students and let

them go through the system. After the development phase, the proposed multimedia

courseware is being exported into an executable format (.exe extension file type) as offline

courseware. The author will make the courseware as offline and the students can use the

courseware anytime anywhere as long as internet is available.

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3.2.5 Evaluation

The author will measure the system is effective for the students to learn and

opportunities to improve the student performance. The author also will measure how well

the project achieved its goals. The problem that the students interact with the system also

will be evaluated and make improvement for the system and will improve base on the

feedback from the user.

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3.3 Reason of using ADDIE Model

The reason of developer choose ADDIE model to develop the courseware because

ADDIE model is a generic, systematic, and step by step framework. This model can ensure

course development does not occur in a haphazard, unstructured way. Besides, ADDIE

model can ensure the learners will achieve the goals of the course and evaluation of

learner’s need is allowed so that the author can develop the base on the learner needs. The

author also can evaluate each phases or between phases before go to implement the final

version if discover any mistake of a phase.

Other than that, ADDIE model is also designed to ensure the design and development of

training materials for learners. Last but not least, evaluation of effectiveness of the

courseware will be made and make improvement from the user feedback.

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3.4 Implementation Issues and Challenges

The major difficulties and challenges in Annusus Aladabiyah Mobile Application

is the design of user interface and system. The author need to base on students requirement

to design the user interface of the system. Although the students consists of 18 year olds.

Besides, the author is facing what the features can add to the system so that the students

will more interesting to use the system. The features must be simple because the students

not take too much time to use the apps.

The author doesn’t have to much skill in modelling the character in Adobe Flash

and Autodesk Maya, it will take time for the author to masters in modeling the character.

Besides, the courseware is for the students that basically want high user requirements

suitable as their ages. The author will try to use 3D animation, rather than 2D animation.

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3.5 Requirement Specification

3.5.1 User Requirement

User requirements capture is a process used to understand what users need and

aspect from the system. The information that is collected can used to identify a list of

content, features and functionality of the new service must have in order to satisfy the needs

of its users. User requirement capture can save time by validating the scope of a project

base on user need before start to develop the system.

The students can see the description of the author and courseware. The students can

also choose the they want to hear the syair or to sing along the syair with the instrumental.

If the users choose to hear the syair online, the author provides the audio of the syair that

the author import from youtube and convert it into mp3. If they choose to sing the syair,

the students will have the interface of the karaoke and they have to choose the syair and

also they can choose the music of the syair they selected. After that, they have to choose

either to save their sing recordings or to share the syair that have sing in the courseware, so

that the students will have many option to hear the syair from other user. After the user hear

the syair songs, they also can give the feedback by giving the star of the recording’s music

. But, before they share the recording audio, they have to choose what gender they are. The

students will also can see the Adab Nusus past year paper subject. The user can memorize

the syair through the syair with instrumental. They also can watch the syair video during

the syair appear while sing, which is provide in the courseware. Besides, the author can

update and maintain the system.

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3.5.2 System Requirements

System requirements and specification is a description of a software system to be

developed. System requirements lays out the requirements needed in order to achieve goals

in this project.

3.5.2.1 Hardware Requirements

Hardware Description

Laptop Model: Asus X456URK

Processor: Intel® Core™

i5-7200U CPU @ 2.50GHz

2.71 GHz

Installed memory (RAM): 8.00 GB

System type: 64- bit Operating System,

X64-based processor

Data Traveller USB Model: Kingston DT101 G2 8GB

Smartphone Model number: redmi 3S

Android version: 6.0.1 MMB29M

CPU: Octa-core Max 1.40GHz

RAM: 3.00GB

Table 3. 1 : Hardware Requirement

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3.5.2.2 Software Requirements

Software Description

Windows 10 pro The operating system use to house all the

application and tools

Microsoft Office Word This software is use to prepare

documentation of the report

Adobe Photoshop To edit the picture and also make mock up

Adobe Flash Professional/ Adobe Animate To develop overall project

Adobe After Effect To make the animation

Google Chrome To research everything

Table 3. 2 : Software Requirement

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3.6 Conclusion

In conclusion, the selection of good methodology is very important to make sure

the development of system can be done within the exact time given. A good methodology

also can provide systematic steps in develop the project so that the project can be develop

with minimum errors and problem. The ADDIE Model is used in Annusus Aladabiyah

Mobile Application.

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CHAPTER IV

IMPLEMENTATION AND RESULT

4.1 Introduction

This chapter will describe the implementation of STAM Subject: Annusus

Aladabiyah (Mobile Application). Implementation and result is about to develop the app

and follow what we have plan and design on the previous chapter in Chapter 3, storyboard

and layout design. This phase, where all of the functionality of the apps will be develop in

details.

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4.2 Authoring Process

Authoring process can be described as controlling, navigating, tweening, and

building up connections between the cast members (contents) in the software. Basically,

the author develops and builds the multimedia courseware using Adobe Flash Professional.

Besides that, the author use Adobe Flash to create animation and use Action Script 3.0 to

control the action of the button and game. Every system modules will be discussed at the

section below.

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4.2.1 Login Page

Label Description

1 The Title of the courseware

2 The icon for the user. It is suit for female and male user

3 The user will enter their name. Behaviour: Input text

4 Next button. Behaviour: Symbol button

Table 4. 1 : Interface 1

3

1

2

4

Figure 4. 1 : Interface 1

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4.2.2 Home Page

Label Description

1 Previous button. Behavior: Symbol button

2 The welcome text to the user. Behavior: Static text

3 The name that user input at the previous page. Behavior: Input text

4 User select the one of the course button. The button behavior is change when it

is up, down, over, and hit

Table 4. 2 : Interface 2

1 2

3

4

Figure 4. 2 : Interface 2

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4.2.3 Select The Author

Figure 4. 3 : Interface 3

Label Description

1 Button home

2 Button as the option that navigate the user to the learning page about the author

3 Another button as the option for the user to select their learning based on the

name of the author.

4 Input text that come out with the name of user.

5 Static text that tell the user to select the author.

6 User can scroll the pane to choose their favorite author.

Table 4. 3 : Interface 3

1

2

3

4

5

6

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Figure 4. 4 : Interface 4

4.2.4 The Notes Menu for The First Option

Label Description

1 The Title that the user choose

2 The button that navigate the user to the different page of learning

Table 4. 4 : Interface 4

1

2

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4.2.5 The Notes of Biography Page

Label Description

1 The option that the user want learn

2 The icon of the author that the user choose

3 User can scroll the pane and recite the notes of biography

Table 4. 5 : Interface 5

1 2

3

Figure 4. 5 : Interface 5

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4.2.6 The Notes of Syair Page

Label Description

1 Back to the scene biography notes

2 Home page

3 The complete syair that animated when the user hit the pause button

4 The button to control the audio that embedded in the scene

Table 4. 6 : Interface 6

4

1

2

3

Figure 4. 6 : Interface 6

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4.2.7 The Notes of Synonyms Page

Label Description

1 Back to the scene sing of the syair notes

2 The author that the user choose in the beginning of the apps

3 The user can scroll the notes of synonym same as the behavior of scroll pane at

the biography scene

Table 4. 7 : Interface 7

1

2

3

Figure 4. 7 : Interface 7

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4.2.8 The Sing Welcome Page

Label Description

1 The user choose the author of the syair

2 The button that go to the next page to start the sing activities.

Table 4. 8 : Interface 8

1

2

Figure 4. 8 : Interface 8

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4.2.9 The Sing Activity Page

Label Description

1 The current of the syair that play in the scene

2 Seek slider that move when the user play the syair

3 Button play and pause in the same place

4 The author of the lesson. To remind the user what the current lesson they

choose

5 The stop button to stop the syair audio that playing

Table 4. 9 : Interface 9

5

1

2

4

3

Figure 4. 9 : Interface 9

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4.2.10 The Game Home Page

Label Description

1 The title of the game menu scene

2 The current author that is choose by user

3 The option for the user to choose the game

Table 4. 10 : Interface 10

1

2

3

Figure 4. 10 : Interface 10

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4.2.11 The First Game Page

Label Description

1 The output text when the user match the word

2 The word that must be drag to upper word and drop it

3 The word that the user must drop the below words one by one

Table 4. 11 : Interface 11

1

2

3

Figure 4. 11 : Interface 11

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Figure 4. 12 : Interface 12

Label Description

1 The score is increasing when the user match the pair

2 The output text when the user match the pair

Table 4. 12 : Interface 12

1

2

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Figure 4. 13 : Interface 12

Label Description

1 The score is decreasing when the user did not match the pair

2 The output text when the user did not match the pair

Table 4. 13 : Interface 13

1

2

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Figure 4. 14 : Interface 14

Label Description

1 The static text to show the score page at the “color adventures” games

2 The name of the user. Behavior: Input text

3 The user’s score

Table 4. 14 : Interface 14

1

-40

2

3

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4.2.12 The Second Game Page

Label Description

1 The title of the game

2 The button to start the quiz

Table 4. 15 : Interface 15

1

2

Figure 4. 15 : Interface 15

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Figure 4. 16 : Interface 16

Label Description

1 The question of in that page

2 The option of the answer

3 The number of question

Table 4. 16 : Interface 16

2

3

1

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Figure 4. 17 : Interface 17

Label Description

1 The output text when the user choose the correct answer

2 The next button go to the next question

Table 4. 17 : Interface 17

1

2

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Figure 4. 18 : Interface 18

Label Description

1 The output text when the user choose the wrong answer

2 The next button go to the next question

Table 4. 18 : Interface 18

1

2

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Figure 4. 19 : Interface 19

Label Description

1 The title of the game

2 Input text show the name of user

3 The score of this quiz

Table 4. 19 : Interface 19

1

2

3

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4.2.13 The Third Game Page

Label Description

1 The option in the “SURE” game.

2 The name of the user

3 Static text that tell the user to choose one of the lesson to do the quiz

Table 4. 20 : Interface 20

1

2

3

Figure 4. 20 : Interface 20

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4.2.13 The First Option The Third Game Page

Label Description

1 The title the user choose at the previous page

2 The button to start the quiz

Table 4. 21 : Interface 21

2

1

Figure 4. 21 : Interface 21

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Figure 4. 22 : Interface 22

Label Description

1 The number of question

2 The question. The question is varied in every page.

3 The option for the user whether to choose true or false

Table 4. 22 : Interface 22

3

2

1

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Figure 4. 23 : Interface 23

Label Description

1 The output text if the user select the wrong answer.

2 The button to the next question

Table 4. 23 : Interface 23

1

2

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Figure 4. 24 : Interface 24

Label Description

1 The output text if the user select the correct answer.

2 The button to the next question

Table 4. 24 : Interface 24

2

1

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Figure 4. 25 : Interface 25

Label Description

1 The back button go to the ‘sure’ game option menu

2 The name of the user

3 Static text that tell the score.

4 The score. Behavior: Dynamic text

Table 4. 25 : Interface 25

1

2

4

3

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CHAPTER V

CONCLUSION

5.1 Introduction

This chapter discusses on the project contributions, constraints of the project, future

works that can be taken into considerations and eventually a conclusion. The project

contributions will be discussed about system contribution towards users. Meanwhile, future

works will be discussed about suggestions for future projects and a conclusion is made to

conclude overall of the project.

5.2 Future Improvement

Since the multimedia courseware for STAM subject is a multimedia courseware

that teach the students to memorize the notes in Arabic language. Therefore, future lesson

such as animation video at the syair notes will not provide in the current multimedia

courseware. For the future project, some lesson such as animation and also the music wave

of the audio at the notes will be added.

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Furthermore, the graphic design of the multimedia courseware will be improved by

add in some more suitable image for students to use the multimedia courseware to easily

memorize the notes in Arabic language.

5.3 Lesson Learnt

By developed this multimedia courseware, the author had learnt some new

knowledge in the following:

5.3.1 Adobe Flash Action Script 3.0

To develop the proposed multimedia courseware, the author have to go online

search and learn how Action Script since the author never learn the Action Script before.

With the help of friends and online research, the author was knew how to use the Action

Script to develop function and apply in the mini flash game. The author also learnt how to

create animation by using Flash.

5.3.2 Audacity

The Audacity is use by the author to change the female voice into male voice and

also to edit the audio to be more clearly and easy to understand.

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5.3.3 FL Studio

FL Studio is use by the author to change the sound to the MIDI from which is only

have instrument of the audio without voice.

5.3.5 Project Management

The author had learnt how to planning and manage a project from beginning stage

which is planning until implementation stage. Hence, the author was gain the project

management skills and knowledge.

5.4 Conclusion

In conclusion, author believe that the proposed multimedia courseware will provide

a good teaching and guideline for the Sijil Tinggi Agama Malaysia (STAM) students to

study and memorize Annusus Aladabiyah notes since the content of the multimedia

courseware is easy to understand. In addition, the market is lack of high quality multimedia

courseware. Therefore, the author believe that the proposed multimedia courseware is a

high quality multimedia courseware since the proposed multimedia courseware is consists

of some appropriate text, graphics, animation, video and audio to make the courseware look

nicely and present different information for students easy to understand.

Furthermore, existing multimedia courseware is lack of interesting about the

unattractive design, content and animation. Therefore, the author believe that the proposed

multimedia courseware do not have this kind of problem since the proposed multimedia

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courseware is consists of attractive graphics, animation, audio, video and some text to

explain the content, make the content more easier to understand by students compared to

textbook. An attractive graphics, animation, audio and video also can make students have

interesting and motivation to keep study the subject in for Adab Nusus STAM examination

paper.

Besides that, the traditional teaching method is difficult and take some times to

understand the content for the students and no voice teaching. Therefore, the proposed

multimedia courseware will solve this kind of problems since the contents is present by

graphics, animation and others to let students can easy to understand and absorb the

contents. Students also can learn the pronunciation about the Japanese words since the

voice teaching is provided by the proposed multimedia courseware.

In a nutshell, this proposed multimedia courseware will help more STAM students

who wish to get excellent result in the STAM examination.

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REFERENCES

Gary D. Grossman and Travis Richards. (2016). Active Learning Via Student

Karaoke Videos. Teaching and Learning in Higher Education, 204-

217.

Dwi Sulisworo, Ishafit, Kartika Firdausy. (2016). The Development of Mobile

Learning Application using Jigsaw Technique. Ahmad Dahlan

University, 11-16.

AlMudara, S. B. (2017). Quran Memorization Using Mobile App. Science and

Education Publishing, 620-622.

C.Lytridis, A. T. (2017). mLearn: A Mobile Learning Platform. Engineering

Science and Technology Review, 81-86.

Karch, M. (2018, December 19). Lifewire. Retrieved from What is Google

Android: https://www.lifewire.com/what-is-google-android-1616887

Mishra, J. (2005). A Theoretical Model of Musical Memorization. Research

in Music Cognition, 75-89.

Rause, M. (2005, August). WhatIs.com. Retrieved from courseware:

https://whatis.techtarget.com/definition/courseware

Trifonova, A. (2003). Mobile Learning. Trento: University of Trento.


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