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DEVELOPMENT OF MOBILE APPLICATION FOR
EASY MATH FOR KIDS
NURUL IMANI BINTI MOHD ZAIN
BACHELOR OF INFORMATION TECHNOLOGY
(INFORMATICS MEDIA) WITH HONOUR.
FACULTY OF INFORMATICS
UNIVERSITI SULTAN ZAINAL ABIDIN
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VALIDATION
This project report a Development of Mobile Application For Easy Math For Kids was prepared and submitted by Nurul Imani Binti Mohd Zain and has be found satisfactory in term of scope, quality and presentation as partial as fulfilment in the requirement of the Bachelor Of Information Technology (Informatic Media) in University Sultan Zainal Abidin Malaysia
Signature : ……….
Supervisor : Puan Norlina Bt Udin @ Kamaruddin Date : 23 December 2018
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DECLARATION BY CANDIDATE
The dissertion is submitted as a partial as a fulfillment for the award of a Bachelor Of information technology (informatic media) at the University Sultan Zainal Abidin Malaysia . The work is the result of my own investigations . All section of the text and the result which have been cheating and plagiarisms constitute a breach of University regulation and will be dealt with accordingly .
Signature : ………. Name: Nurul Imani Binti Mohd Zain
Matric No : 043708 Date: 23 December 2018
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ACKNOWLEDMENT
First of all I thanks Allah for helping me in completing the final project and the project report. I am gratefull because can finish this report in a timely manner . I also would like to thanks to my lectures especially my supervisor Puan Norlina Bt Kamaruddin @ Udin were help me to solve the problem related to my final project . I also thanks the families, especially my parent who has a lot of member support and encouragement in preparing this project report . Not forgetting my friends who also help and share the ideas in preparing and completing final project and report
v ABSTRACT
Mathematic means knowledge of number . However in this era, student seem less interest in calculate or does some exercise in books . It is because many text, number and symbol that can confious the student . Otherwhile, student more attracted to do something that they can see, hear and interact with something .To make sure they attract and interest to learn more about mathematic, I’m create this mobile application will use in animation graphics develop using adobe animated,audacity and photoshop that consist of picture, 2d animation and sound .
vi CONTENT TITLE PAGE FRONT PAGE……….. i VALIDATION……….. ii DECLARATION………... iii ACKNOWLEDGEMENT………. iv ABSTARCT………... v
CONTENT………... vi- vii LIST OF TABLES………... ix LIST OF FIGURES………... x CHAPTER1 INTRODUCTION 1.1 Introduction………... 1-2 1.2 Objective………... 2 1.3 Problem Statement………... 3 1.4 Scope………... 3 1.5 Target Group………... 4 1.6 Gant Chart………... 4
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2 LITERATURE REVIEW
2.1 Introduction………... 6
2.2 Review Of Application Available………... 7
2.2.1 Research 1: Learning Number For Kids!... 8
2.2.2 Research 1: Math Kids………....…. 9
2.2.2 Research 1: DreamBox Learning Mat…... 10
2.4 Summary………... 11 3 PROJECT METHODOLOGY 3.1 Introduction………... 12 3.2 Methodology Used………... 13-16 3.2.1 Software Requirement………... 17 3.2.2 Hardware Requirement………... 17 3.3 Map Navigation………... 18 3.4 System Design 3.4.1 Framework Design………... 19 3.4.2 Manage Games………... 20 3.4.3 Context Diagram………...21 3.4.4 Storyboard………... 22-26 3.5 Summary………... 27
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4 DEVELOPMENT AND IMPLEMENTATION
4.1 Introduction………... 28 4.1.1 Element used………... 28 4.1.1.1 Button.………...………... 29-31 4.1.1.2 Audio…..………... 32 4.1.1.2 Image…..………... 32 4.2 Software Implementation………... 33-41 5 CONCLUSION 5.1 Project Benefit………... 42-43 5.2 Project Effect………... 44 5.3 Conclusion………... 45 References………...…... 46
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LIST OF TABLES
FIGURES NO TITLE PAGE
1.6.1 Gant Chart………5
3.4. 1 Framework Design………... 19
3.4.2 Manage Games……….. 20
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LIST OF FIGURES
FIGURES NO TITLE PAGE
2.3 Application Exist……….. 8-10 3.1 Addie model……….……… 13 3.2 Map Navigation……… 18 3.4.4Storyboard Design……….……… 22-26 4.2 Sotware Implementation.………. 33-41
1 CHAPTER 1
INTRODUCTION
1.1 INTRODUCTION
The Ministry of Education has implemented various policies in the education system to upgrade the nation's education in order to produce a knowledgeable and visionary generation. In this era, many parties have introduced an online child-learning system where many drastic reforms have been carried out in the current state education system . The online learning system is a comprehensive treatment package whose impact can be seen from various aspects over a period of time and monitoring is conducted from time to time to ensure effective system . Easy Math For Kids was developed based on the underlying lesson for mathematical subjects outlined by the Ministry of Learning . This software is intended to upgrade existing teaching and learning systems to a more attractive and systematic system . This software is more focused on math subjects for children aged 7 to 9 years old . Easy Math For Kids is developed to attract children to focus more on mathematical subjects. In addition, this software is developed as a guide
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for parents teaching children at home . Furthermore, teachers can also use this software to teach peaple without using textbooks . In addition, this software is developed to create an effective learning system, saving time and the software also has interesting and easy to understand features. This software is developed using adobe animated and photoshop as the main software in addition to using other support software.
1.2 OBJECTIVES
To Design interesting Easy Math for Kids application for children 4 to 9 years.
To Develop fun note and activities style to learn more about Easy Math For Kids in a very funny and playful way.
3 1.3 PROBLEM STATEMENT
In this era, Children today are often exposed to the use of all sophisticated computers . They more attracted to do something that they can see, hear and interact with something . Then the student could not work on the concept presented by the teachers in traditional R & D lessons . To increase Children interest in learning, initiatives have been taken to develop Easy Math For Kids Application . The problems is that children are less interested in learning through the book . Additionally, children spend a lot of time playing phones . Therefore, with this application, children are more likely to study about subject mathematic but this app only focus on add, subtract, multiple, divide, counting number and find the smallest and biggest . Finally, children are less focused wheen studying in the classroom than learning to use the app .
1.4 Scope
This system is developed for the learning of children aged 7 to 9 years . This software includes mathematical subjects such as add, subtract, multiply and share . In this software there are some activities that are generally to facilitate children to be more likely to follow the activities provided . In addition, in this software there is a game for children so they better understand the addition, subtraction, multiplication and division.
4 1.5 TARGET GROUPS
Easy Math For Kids system development is for children aged 7 to 9 years old . Not only that, the system is also suitable for parents and teachers to provide early education or exposure to children in addition, subtraction, multiplication and division. In addition, children were also exposed to using the second language of English . In addition, a combination of five multimedia elements . It is text, audio, video, animation, and graphics to attract users to use this system.
1.6 GANT CHART
Referring to diagram 1.1 schedule planning (gant chart), is a plan in developing the Easy Math For Kids system according to the predetermined time and it is developed according to the orderly planning phase.
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6 CHAPTER 2
LITERATURE REVIEW
2.1 INTRODUCTION
Literature review is a research and assessment study on projects or applications that have been developed and marketed . Literary studies are conducted in order to provide an understanding to the application users about the needs and wants to be accomplished while exploring the advantages and disadvantages of an application. Evaluation of these existing applications is able to remind application development not to repeat the mistakes of other application development and as a source of inspiration
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2.2 REVIEW OF APPLICATION / PROJECT AVAILABLE
Based on several studies that have been done, there are many sources that can be used as references . Examples of books, web pages, videos and so on . Existing projects can also be used as references.
Through the study conducted there are some deficiencies identified in the application that has been developed. Most existing resources have little emphasis on the identification of numbers.
The research done for this project is based on existing applications such as books and android apps
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2.3 RESEARCH ON THE AVAILABLE APPLICATIONS
Here's an existing app study of Applications: -
2.3.1 Research 1 :- Android Application of Learning Number For Kids!
Figure 2.1 Application of Learning Number For Kids!
Schedule 2.1 Description of the Android Application
ADVANTAGE DISADVANTAGE
Learn how to write numbers No instruction how to do
Interesting music Crowded animation
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2.3.2 Research 2 :- Android Application of Math Kids
Figure 2.2 Application of Math Kids
Schedule 2.2 Description of the Android Application
ADVANTAGE DISADVANTAGE
Designed suitable for both the smartphones and the tablets.
Focus on addition and subtraction only
Many language are use Take long time to go the next question
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2.3.3 Research 3 :- Android Application of DreamBox Learning Math
Figure 2.3 Application DreamBox Learning Math
Schedule 2.3 Description of the Android Application
ADVANTAGE DISADVANTAGE
Many option of level Online system and paid content.
seems more like a game only for laptop
11 2.4 SUMMARY
As the conclusion of this chapter, paper or technique that are researched will give impact in this system . This research that are study can be references to this project . All the requirement that are collected can be use when system will developed . From the research above, using the translator dictionary will make this system work as planned at the early
12 CHAPTER 3
METHODOLOGY
3.1 INTRODUCTION
Used of methodologies in the development phase is a very important process . This is because it is able to develop systems more systematic, easy and orderly . Additionally, the use of methodologies can also create a more attractive and effective system . In addition, it can also develop quality systems and meet the latest technology demands.
13 3.2 METHODOLOGY USED
The development of the Easy Math For Kids project was developed based on the ADDIE model which was the foundation of the development phase . This model is the basic model of instruction designs to other models . The existence of this model is fun again in the development of this system . The ADDIE model can be seen in fig. 3.1 and its description.
Figure 3.1 Workflow based on ADDIE Model ANALYSIS (ANALISIS)
DESIGN (REKA BENTUK)
DEVELOPMENT (PEMBANGUNAN)
IMPLEMENTATION (PERLAKSANAAN)
14 i) Analysis
Analyzing process is carried out to solve problems that have been identified in detail and through . It can be determined through various techniques such as observation, interviews, discussions, reading and questionnaires . But in the development of this system many use observation, reading, interviewing and discussion methods . The observation method is carried out by observing the existing system as a reference to produce a more effective and attractive learning system . The reading method is used to list mathematical subject content according to their priorities and to study the syllabus outlined by the Ministry of Education through mathematical and internet training books . In addition, interview methods are also used to identify the colour of the children's interest and more questions . In addition, the method of discussion also discuss the best methods and ways to make the system more attractive . In addition, discussions with supervisors are also held to develop this system so that it meets the desired characteristics.
ii) Design
After analyzing all the problems involved and the solution . The design phase has begun to provide an overview in terms of design, shape, structure, teaching approach, delivery method, content and technology involved . This process involves storyboarding and navigation maps to facilitate the acquisition of design . Storyboards are used for graphic design designs and interface designs according to content priorities.
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The navigation map is a sketch to explain the continuity between content according to content priorities.
iii) Development
The development phase is implemented after all the goods required for the design are provided as intended . This phase is developed referring to story maps and navigation maps as the basis of development . Multimedia elements such as text, animation, graphics, audio and video are combined to create a system that is not only creative but also able to give the user a better understanding . The main software in the development of this system is Adobe Flash in addition to other software that supports the software in making this development phase successful, such as Adobe Photoshop CS6, microsoft word and others.
iv) Implementation
The complete system setup will go through two testers, the first test (pre test) and the final test . Before the final exam, the first test was made and evaluated by supervisor and multimedia coordination. This is to test the smooth of the system and its contents . In addition, the first test is to correct mistakes in unknown systems or
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unsuitable colour or syllabus. With this, the developer may repair or repair the system according to the requirements before the final test.
v) Evaluation
The evaluation process is the process of obtaining user feedback on content, strategy, graphics, audio, animation, texts and so on in the software either through surveillance, meeting with users, testing, questionnaires, interviews and others . This action is taken to ensure that it is in line with the scope of the user set.
This assessment was made first by the supervisor and the lecturer . If it gets feedback saying it does not fit the needs of the user, the renovation process will be implemented to ensure that it is appropriate to the user's scope within the stipulated time.
3.2 ANALYSIS OF PROJECT NEEDS / APPLICATIONS
To develop Android apps, all aspects need to be considered . Among them are project requirements that all development process goes smoothly. Project requirements are software requirements and hardware requirements.
17 3.2.1 SOFTWARE REQUIREMENT
Among the Software used are: -
Adobe Animated
Adobe Flash Professional CS6 Adobe Photoshop CS6
Xampp Server Mozilla firefoxs
3.2.2 HARDWARE REQUIREMENT
Among the Software used are: -
Laptop Printer
Android Handphone Hard Disk
18 3.3 MAP NAVIGATION
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3.4 SYSTEM DESIGN
3.4.1 Framework Design
The framework for this apps is generally being defined as below:-
Figure 3.3 Framework Design
Framework are providing generic functionality can be selectively changed by additional user-written code, thus providing application-specific software . A software framework provides a standard way to build and deploy applications . Every user interface design starts with an empty artboard, and every designer has a process they use to transform that blank canvas into a fully functioning product. This process includes all the small design components created, and the steps the designer goes through to build a cohesive whole, from colors to buttons and everything in between.
Often, this work is repetitive and can be consolidated and made more efficient by creating a system of interrelated patterns and components .
20 3.4.2 Manage Games
21 3.4.3 Context Diagram
Context Diagram show the overall process in the mobile application for games and show the data flow and external entities. There have one external entity which is user or player. Player is able to know the how much score they get after play games at the scoreboard.
22 3.4.4 Storyboard Design
Interface of Easy Math For Kids
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Main Menu of Easy Math For Kids . On this page player can choose what they want to play with tick the button
Page of Add in Easy Math For Kids . Player must drag the number into the column that have question mark . Image below to support the player calculate and sound was played to attract player play with consistency .
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Page of Subtract in Easy Math For Kids . Player must drag the number into the column that have question mark . Image below to support the player calculate and sound was played toA attract player play with consistency .
Page of Multiple in Easy Math For Kids . Player must drag the number into the column that have question mark . Image below to support the player calculate and sound was played to attract player play with consistency .
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Page of divide in Easy Math For Kids . Player must drag the number into the column that have question mark . Image below to support the player calculate and sound was played to attract player play with consistency .
Page of Smallest and Biggest in Easy Math For Kids . Player must tick the number follow the question Mark . Image below to support the player calculate and sound was played to attract player play with consistency .
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On this page user need to click the button and this app will appear the sound of number by click the button . This page also include button next to go next activies and return will return the previous activities on this session
Page of high Score in Easy Math For Kids . On this page that have two button to player choose what they want to do after get high score . Next is for the next level and Return is the player play the game once again .
27 3.5 SUMMARY
Software development methodology is important in determining the project successful . The methodology is use to ensure the project can run smoothly . The methodology can be use in information technology or in order area . In this project, Silverlight for window phone used as platform during the process development and emulator devices used as a tool while debug the program . To develop a system development project, developer need a certain software and hardware are suitable for developing the project . This is because the hardware and software is an essential element in the process of developing a project .
28 CHAPTER 4
Development and Implementation
4.1 INTRODUCTION
Implementation of the software for this system according to the original design that has been agreed upon by the storyboard sketches and added to make it more appealing and appropriate to the delivery of the system title
4.1.1 Element used
In this chapter, development will show and describe the element contained in the application of this game . The element used are buttons, images and audio
29 4.1.1 Buttons
Table 4.1 shows the buttons displayed on each interface . This can make it easier for usets to navigate to the desired part . Among the buttons used are:
Table 4.1 Button
Button Description
This button goes to the main menu page
This button goes to the note page of addition . User need to press button next to go page activities .
This button goes to the note page of subtraction . User need to press button next to go page activities .
This button goes to the note page of multiplication . User need to press button next to go page activities .
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This button goes to the note page of division . User need to press button next to go page activities .
This button goes to the page of counting . This page is the intro of number 0 to 10
This button goes to the page of activities . The instruction appear on the top page of this session .
This button goes to the page of scored . On this page will appear name and score that the user get after they play the activities .
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This button is coming out of this application
This button goes to the next activities
This button goes to the previous activities
This button goes to the home page
This button goes to the first activities of this session
32 4.1.1.2 Audio
The audio that will be include in this app based on pre-prepared audio so that it matches the app . Audio included in this app from a song that is captured, edited and converted in format using the Adobe Premier Software .
4.1.1.3 Image
The image generated in the development of this app have been created entirelty from adobe Flash .
33 4.2 SOFTWARE IMPLEMENTATION
The interface that is the beginning of this system is a submenu in which submenu includes six parts, addition, subtraction, multiplication, division, smallest and biggest and counting.
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Figure 4.2.2 Loading Page
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This interface is the first page before the main menu where the user must enter the name in the provided box and then press the enter button to go to the main menu. At this interface it includes appropriate music to attract users attention.
Figure 4.2.4 Submenu Interface
At this interface, users are required to select a topic to navigate. Since development only develops six submenu only which can be navigated and each submenu is created a link that connects to the submenu listed above. voice and music are included in this page.
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Figure 4.2.5 Note and activities of add
On this interface, include the meaning of addition, button next to go to activities and button home to go to page interface . For the activities user need to drag the number into the target . True answer will get the score 1 and false will get 0 .
Figure 4.2.6 Note and activities of add
On this interface, include the meaning of subtraction, button next to go to activities and button home to go to page interface . For the activities user need to drag the number into the target . True answer will get the score 1 and false will get 0 .
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Figure 4.2.7 Note and activities of add
On this interface, include the meaning of multiplication, button next to go to activities and button home to go to page interface . For the activities user need to drag the number into the target . True answer will get the score 1 and false will get 0 .
Figure 4.2.8 Note and activities of add
On this interface, include the meaning of division, button next to go to activities and button home to go to page interface . For the activities user need to drag the number into the target . True answer will get the score 1 and false will get 0 .
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Figure 4.2.9 Figure of smallest and biggest
On this interface, user need to click the true answer . Sound will appear ‘Find the biggest number’ or ‘Find the smallest number’ . This page include button next to go to next page, button home to go to page interface and button exit to exit from the application.
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Figure 4.2.10 Figure of counting number
On this page user need to click the button and this app will appear the sound of number by click the button . This page also include button next to go next activies and return will return the previous activities on this session
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Figure 4.2.11 Figure of counting number
This page is about score, we keep the score from the activities . the score will show how much the true answer . This page include button next to go to page interface and button return will go to the first activities.
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Figure 4.2.12 Exit page
Figure 4.2.12 shows the last interface before user exits the game application . User have two choice to choose button . Iof user press button NO, it goes to the page main menu . Then if user press the YES button, it will come out of this application .
42 CHAPTER 5
CONCLUSION
5.1 PROJECT BENEFITS
Easy Math application creation is a smart move to improve learning levels so that it can be clearly and accurately communicated in addition to introducing this product to consumers especially preschoolers in the age range of 7-9 years. In addition, parents can also participate in giving early exposure to children before going to school. Not only that, teachers can also use this product as one of the more effective and systematic teaching aids. The products produced are not only easy to learn, but also to attract children and to be clearly communicated. This is because every note provided has simple, compact audio, text, graphics, and illustration so that the child understands better in learning it without feeling tired even repeatedly. Teachers will also be able to attract children to learn numbers using English as well as provide easy examples of the
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physical and mental development of children at this age. the production of this app can add reference materials to teachers and children. In addition they can also compare with other reference materials so that their knowledge and understanding are clearer and more accurate. Furthermore, the development of this application can also practice user skills. This app combines all multimedia software to attract users who are not tired of browsing this app. The existence of this product is in line with the latest developments in technology as it is for students to master computer technology especially multimedia technology which in the present time requires a lot of experts in multimedia technology as well as to bring the world's name back to the world. With the birth of IT-savvy generation, the country does not have to import foreign experts.
44 5.2 PROJECT EFFECTS
Throughout the application, the various challenges faced from the beginning to the end of the process, which hinder the journey of the application process, but it is not a barrier to continue to develop this app successfully. Earnings of this app require a powerful computer to accommodate system trips. The use of a low-powered computer causes the process of storing and activating a damp file that will take so long that sometimes the computer hangs. This constraints become more complicated if the file format used takes up large space. In addition, the lack of skills in managing the software used also resulted in file formatting, undesirable system design and incorrect toolbar usage. This causes the process of creating something somewhat slow and does not satisfy the tastes and does not satisfy the developer's side. This app uses full english language and it becomes a problem in terms of script processing for the description of activity instructions to be understood by the user. This is because of the often grammatical error and the preparation of sentences for the information presented. The time spent in preparing this project is irregular because it faces constraints for the constraints that cause abandoned and deferred work
45 5.3 CONCLUSION
In conclusion, with this learning game. The element of fun and entertainment can be applied so that student can feel that learning using this method is a good way of learning, as well as helping parent to more easily teach children at home than to study at school .
Additionally, this app has so many benefit in the early childhood learning process to recognise the number, one which is to make an effective and fun learning even able to increase the feeling of learning among kids . This application can create interest and motivate children if children can master and learn the number well . This will make the child more confident to calculate something without using calculator or something interactivein their life . The application of this game is an interactive game in line with the ever-expanding ICT industry in today’s modernization
46 REFERENCES
1) Math Kids - Add, Subtract, Count, and Learn - Preschool Game for Kids :
https://play.google.com/store/apps/details?id=com.rvappstudios.math.kids.cou nting&hl=en
2) Learning numbers for kids – Writing and Counting Games :
https://play.google.com/store/apps/details?id=com.binibambini.NumbersMons tersLite&hl=en_US
3) DreamBox Learning Math - Application online for mathematic :
https://play.google.com/store/apps/details?id=com.rvappstudios.math.kids.cou nting&hl=en