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LEARNING SOLAT FOR KIDS USING MOBILE APPLICATION (JOM BELAJAR SOLAT) NUR ATIQAH BINTI MUHAMMAD KHAIRUL BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA) WITH HONOURS FACULTY OF INFORMATICS AND COMPUTING UNIVERSITY SULTAN ZAINAL ABIDIN 2019

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LEARNING SOLAT FOR KIDS USING MOBILE APPLICATION

(JOM BELAJAR SOLAT)

NUR ATIQAH BINTI MUHAMMAD KHAIRUL

BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA)

WITH HONOURS

FACULTY OF INFORMATICS AND COMPUTING

UNIVERSITY SULTAN ZAINAL ABIDIN

2019

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DECLARATION

I hereby declare that this report is based on my original work except for quotation and

citations, which have been duly acknowledged. I also declare that is has not been

previously or concurrently submitted for any other degree at University Sultan Zainal

Abidin.

Name: Nur Atiqah binti Muhammad Khairul

Date: ………………………………………..

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CONFIRMATION

This project report titled “Learning Solat for Kids Using Mobile Application (Jom

Belajar Solat)” is confirm that:

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

Supervisor: En Abd Rasid bin Mamat

Date:………………………………….

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DEDICATION

I would like to express my gratitude to all my friends and family on supporting

me and helping me to finish my Final Year Project. I would like to thank my supervisor,

En. Abd Rasid bin Mamat for his continuous guidance, motivation and support to me

during the development process of this project.

My due appreciation to the member of the panel for assessment and their valuable

feedback especially during my project presentation that had helped me in improving

and improvising my presentation skills and also my project.

Lastly, I would like to thank to anybody that had helped me, directly or indirectly in

developing this project which wihout it, I could not finish my Final Year Project 1.

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ABSTRACT

Technology is important in today’s world because it serves a variety of functions in

many of important aspect especially in education.The introduction of applications in the

education sector has led to the introduction of new learning method. Nowadays,

learning through book or through traditional method is a bit irrelevant and

boring.Hence, to make sure learning process get more interesting and effective,

technology is used to overcome this problem. So, the proposed of Learning Solat for

Kids Using Mobile Application (Jom Belajar Solat) is an application that will guide

user especially kids age between five to eight years old to learn about Solat in interactive

and fun ways. By using this application they can learn on how to perform Solat step by

step. This application will be provided with 2D animation ,audio and text to help kids

during the learning process. The use of mobile is proposed in this project because it will

be more practical and it will be easier to interact with users. This project combines four

multimedia element which is text, graphic, audio and animation. This application also

will be provided with three fun activities. The expected result of this application is an

interactive application that will help kids to learn in fun and interesting ways.

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ABSTRAK

Teknologi adalah penting dalam dunia hari ini kerana ia berfungsi dengan pelbagai

fungsi dalam banyak aspek terutama dalam pendidikan. Pengenalan aplikasi dalam

sektor pendidikan telah membawa kepada pengenalan kaedah pembelajaran baru.

Pada masa kini, pembelajaran melalui buku atau melalui kaedah tradisional adalah

sedikit tidak relevan dan membosankan. Jadi, cadangan Solat Pembelajaran untuk

Kanak-kanak Menggunakan Aplikasi Mudah Alih (Jom Belajar Solat) adalah aplikasi

yang akan membimbing pengguna terutamanya kanak-kanak berumur antara lima

hingga lapan tahun untuk belajar dengan cara yang interaktif dan menyeronokkan.

Dengan menggunakan aplikasi ini mereka boleh belajar tentang langkah dalam Solat.

Aplikasi ini akan disediakan dengan animasi 2D, audio dan teks untuk membantu

kanak-kanak belajar bagaimana untuk mendirikan solat langkah demi langkah.

Penggunaan telefon bimbit dicadangkan dalam projek ini kerana ia akan menjadi lebih

praktikal dan akan lebih mudah untuk berinteraksi dengan pengguna. Projek ini

menggabungkan empat elemen multimedia iaitu teks, grafik, audio dan animasi.

Aplikasi ini juga akan disediakan dengan tiga aktiviti yang menyeronokkan. Hasil yang

diharapkan dari aplikasi ini adalah aplikasi interaktif yang akan membantu kanak-

kanak belajar dengan cara yang menyeronokkan dan menarik.

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CONTENTS

DECLARATION i

CONFIRMATION ii

DEDICATION iii

ABSTRACT iv

ABSTRAK v

CONTENTS vi

LIST OF TABLES ix

LIST OF FIGURES x

CHAPTER 1 INTRODUCTION 1

1.1 BACKGROUND 1

1.2 PROBLEM STATEMENT 2

1.3 OBJECTIVES 2

1.4 SCOPES 3

1.4.1 SYSTEM SCOPE 3

1.4.2 USER SCOPE 3

1.5 LIMITATION OF WORK 3

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1.6 EXPECTED RESULT 4

CHAPTER 2 LITERATURE REVIEW 5

2.1 INTRODUCTION 5

2.2 RELATED RESEARCH PROJECT 6

2.2 EXISTING MOBILE APPLICATIONS 9

2.3 APPLICATION ANALYSIS 13

2.4 CHAPTER SUMMARY 13

CHAPTER 3 METHODOLOGY 14

3.1 INTRODUCTION 14

3.2 SYSTEM REQUIREMENT 24

3.4 CHAPTER SUMMARY 25

CHAPTER 4 IMPLEMENTATION AND TESTING 26

4.1 INTRODUCTION 26

4.2 IMPLEMENTATION AND OUTPUT 27

4.3 TESTING 45

4.4 CHAPTER SUMMARY 50

CHAPTER 5 CONCLUSION 51

5.1 INTRODUCTION 51

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5.2 PROJECT CONTRIBUTION 51

5.3 PROJECT CONSTRAINTS AND LIMITATION 52

5.4 FUTURE WORKS 52

5.5 CHAPTER SUMMARY 53

REFERENCES 54

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LIST OF TABLES

TABLE TITLE PAGE

2.1 Review Summary (Project Comparison) 8

2.2 Application Analysis 13

3.1 Software Requirement 24

3.2 Hardware Requirement 25

4.1 Test Case for Main Menu 46

4.2 Test Case for Prayers Time 47

4.3 Test Case for Activities Menu 48

4.4 Test Case for Activity 49

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LIST OF FIGURES

FIGURE TITLE PAGE

2.1 Belajar Sholat Lengkap+Audio 10

2.2 Belajar Solat Untuk Anak-Anak 11

2.3 Belajar Sholat 12

3.1 ADDIE Model 15

3.2a Main Menu 16

3.2b Prayers Time 17

3.2c Solat Movement 17

3.2d Activities Menu 18

3.2e Activity Page 18

3.2f Score Page 19

3.3a Main Menu 19

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3.3b Prayers Time 20

3.3c Solat Movement Page 21

3.3d Activties Menu 21

3.3e Score Page 22

4.1 Main Menu Interface 27

4.2 Animation Interface 28

4.3 Prayers Time Interface 29

4.4 First Step of Solat Interface 30

4.5 Activities Menu Interface 31

4.6 Instruction for First Activtiy Interface 32

4.7 First Activity Interface 33

4.8 Result Interface for First Activity 34

4.9 Result Interface for First Activity 35

4.10 Score Interface for First Activity 36

4.11 Instruction for Second Activity Interface 37

4.12 Quiz Interface 38

4.13 Result Interface for Second Activity 39

4.14 Result Interface for Second Activity 40

4.15 Score Interface for Second Activity 41

4.16 Instruction for Third Activity Interface 42

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4.17 Isi Tempat Kosong Interface 43

4.18 Score Interface for Third Activity 44

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LIST OF APPENDIX

APPENDIX TITLE PAGE

A Gantt Chart 56

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CHAPTER 1

INTRODUCTION

1.1 BACKGROUND

Solat is the most important thing that must be perform by each Muslim around the

world. Solat is the name for prayers which are performed five times a day as an

obligation to god. Each Muslim either kids or adult, all of them need to learn on how to

perform Solat. In this project, Learning Solat for Kids using mobile application is

developed to help the kids age between five to eight years old on how to perform Solat

step by step. The purpose of this application is to help kids to learn Solat in an easy and

fun way. This application will be equipped with graphic and also with audio and text

that will help kids to learn about the prayers that will be recited in Solat. After the

learning process, this application will provide a fun game to help kids to test their

understanding about Solat. This project will be deliverable on mobile phone which

make it easier for kids to use it anywhere and anytime.

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1.2 PROBLEM STATEMENT

As we all know, children are starting to use touch screen devices at a very young

age and they have become comfortable with touch screen technology and thus mobile

technology are highly motivating are more engaging than traditional learning style [1].

Regarding this situation, we can say that learning through traditional ways seem a bit

boring and irrelevant to them. Firstly, learning through the book will make the kids feel

uninterested because the book contains a lot of description and static images. Kids will

easily get distracted if they learn through the book. Besides that, learning from a teacher

such as from their parents also is a constraint for them. As we all know, parents are

usually busy with their work. So, it will be hard for them to find a right time to teach

their child about the step in Solat.

1.3 OBJECTIVES

The objectives of developing Learning Solat for Kids is as below:

i) To develop an application that will introduce the step and prayers in Solat in

interactive ways.

ii) To design interesting and attractive application.

iii) To test the functionality of the mobile application.

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1.4 SCOPES

This project aimed to develop an application for kids. The scope of the project are

system scope and user scope.

1.4.1 System scope

In this application, user will be provided with step and prayers in Solat. It is equipped

with all interactive learning elements such as activities, graphic and audio. It also will

be equipped with game that will help the kids to test their understanding in Solat.

1.4.2 User Scope

i. Kids

The age of the kids is around five to eight years old.

1.5 LIMITATION OF WORK

There are same limitation of the application which are :

1) The application can only be used in android system.

2) This application only used Bahasa Malaysia

3) There will be interruption of internet connection during the download session.

4) Focus only for kids.

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1.6 EXPECTED RESULT

The expected result that will get from developing this project is an interactive

application that will help kids to learn Solat.

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CHAPTER 2

LITERATURE REVIEW

2.1 INTRODUCTION

This chapter will discuss about the working of the literature review related to mobile

application based learning. The purpose of this chapter is to develop knowledge about

the courseware and help us to create a better understanding about it. In addition, the

literature is the source, referring to the study of a collection of materials published in

selected areas such as articles, journals, thesis, online library, technical documents and

case studies.

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2.2 RELATED RESEARCH PROJECT

There are several studies and research paper that show about courseware.Some of them

are stated below.

2.2.1 Mobile Application Based Learning : Mari Belajar Solat

This main purpose of this project is to develop a ‘Mari Belajar Solat’ using mobile

application based learning [6]. In this project, kids will learn step on how to perform

Solat. This application was develop for kids age within three to seven years old. This

project consists of several multimedia element. This project was developed using Adobe

Flash CS6. This project will be run on a mobile phone which is easier for kids to use

anywhere.

2.2.2 Courseware On E-Solat In Mobile

From the research by [5] courseware on E-Solat is an application which contain

graphic, audio and movement of cartoon character that can teach kids on how to do

solat. This courseware will be included with five short surah which are Al-Fatihah, Al-

Ikhlas, An-Nas, Al-Baqarah and Al-Falaq. It also will be developed using Adobe Flash,

Adobe Photoshop, Adobe Illustrator and Adobe Soundbooth CS4.The language used

will be action script 2.0.

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2.2.3 Online Multimedia Courseware of Math and Animal

This purpose of this multimedia courseware is to help kids self learning on math

and animal effectively [3]. The main target are kids age around four to seven years

old.Research shown that kids can use this courseware as their alternative tool for

learning. Kids can discuss and play with friends to improve social skill. Kids can use

this courseware either in online or offline. The author also developed mini flash game

in the courseware.The content of project will be created using AdobeFlash.

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Table 2.1 Review Summary (Project Comparison)

No Title Author /Year Description Technique

1 Mobile

Application

Based Learning :

Mari Belajar

Solat

Nor Haizatul

Akma Bt Mohd

Yusof

2013

In this project, kids will learn

step on how to perform Solat.

Develop for kids age within

three to seven years old.

This project will be run on a

mobile phone which is easier

for kids to use anywhere.

Adobe Flash

CS6

2 Courseware On

E-Solat In

Mobile

Syaifudin Bin

Ramzan

2010

An application which contain

graphic, audio and movement

of cartoon character that can

teach kids on how to do solat.

Included with five short surah

which are Al-Fatihah, Al-

Ikhlas, An-Nas, Al-Baqarah

and Al-Falaq.

Adobe Flash,

Adobe

Photoshop,

Adobe

Illustrator and

Adobe

Soundbooth

CS4.The

language used

will be action

script 2.0.

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3 Kids Online

Multimedia

Courseware of

Math and

Animal

Lai Wan Ching

2014

To help kids self learning on

math and animal effectively.

The main target are kids age

around four to seven years

Kids can discuss and play with

friends to improve social skill.

Can use either in online or

offline.

courseware

Adobe Director

and Adobe

Flash

2.2 EXISTING MOBILE APPLICATIONS

Below are some of existing mobile application about Solat that already has been

published to user.

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2.2.3 Belajar Sholat Lengkap + Audio

This applications that contain Guidance Prayer, Prayer Guide, ordinances prayer,

studying the prayer and the prayer movement accompanied by prayers and readings in

each movement.[4] It is equipped with audio.However, the interface design are not

really interesting and not attractive for kids. Figure 2.1 shows the interface design of

this application.

Figure 2.1: Belajar Sholat Lengkap + Audio

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2.2.4 Belajar Solat Untuk Anak-Anak

This application teach kids about step in Solat. Besides than the five prayer, this

application also teach on how to perform Solat Sunat.[5]. However, the text are too

much which will make kids get hard to understand the information as shown in figure

2.2.

Figure 2.2: Belajar Solat Untuk Anak-Anak

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2.2.5 Belajar Sholat

This is an interactive application that teach user how to perform Solat Fardhu and

Solat Sunat[7]. Other than that, this application also provided with compass to help user

to determine the kiblat for Solat. The application consists of text and graphic for their

multimedia element.

Figure 2.3: Belajar Sholat

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2.3 APPLICATION ANALYSIS

Below are the analysis of multimedia element that consist in the existing

application. The multimedia element that has been provided will be mark with ( )

while for the element that do not been provide will be mark with (-).

Table 2.2 : Application Analysis

2.4 CHAPTER SUMMARY

This chapter will deliver the information about the study on the past research, article

on website, and current application that already exists. This study is more focus on the

development and guide to successful courseware. From the research we can get the idea

on how to create a successful project that will benefit to all user.

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CHAPTER 3

METHODOLOGY

3.1 INTRODUCTION

This chapter will be discuss about the methodology for developing the mobile

application. We will be using ADDIE model to develop the application. ADDIE model

stands for analysis, design, development, implementation and evaluation. ADDIE

model is an instructional system design framework that used to develop courses[8].

There are five phases in this model. The methodology and it phase is elaborated in the

next section. Besides that, this chapter also will elaborate the software and hardware

specification that will be used in this project.

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Figure 3.1 : ADDIE Model

1) Analysis Phase

Analysis is conducted in order to get a clear picture about research problem. In this

phase, we will be more understand about the system that will be developed. To get a

clearer process on how to handle this case, several of journal and research paper are

being reviewed. Besides that, some of existing learning Solat application on playstore

are being surveyed too. A clear view of problem scope will be identified based on this

analysis. The problem scope could be react as backbone of the research.

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2) Design Phase

In the design phase, we started to create the prototype based on the requirement

that have been collected and analysed from the analysis phases.Firstly, we need to

design storyboard as our guidelines to create the interface and multimedia element that

we need to have in the application. Then, we began to design the interface for this

application using Adobe Flash, Photoshop and Illustrator. Below are the designs that

has been made during this phase:

i) Storyboard Design

This is the storyboard design that has been created to be a guideline for developing

prototype.

Figure 3.2a: Main Menu

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Figure 3.2b: Prayer Time

Figure 3.2c: Solat Movement

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Figure 3.2d: Activities Menu

Figure 3.2e: Game Page

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Figure 3.2f: Score Page

ii) Pre-prototype

a) Main Menu

Figure 3.3a shows the design for the main menu. User can choose to learn by

choosing the ‘mula’ button or play some fun activities by choosing the ‘main’

button.

Figure 3.3a: Main Menu

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b) Prayers Time

Figure 3.3b shows the design for prayers time page. In this page, user will be

required to choose one prayers time which consists of Subuh, Zuhur, Asar,

Maghrib and Isyak.

Figure 3.3b: Prayers Time

c) Solat Movement Page

Figure 3.4 shows the design of Solat movement. In this page, it will consists

of graphic of Solat movement that will be performed by an avatar. It also

will come with audio and text of the dua that need to be recite during Solat.

The text come out with Arabic languange. The Solat movement will start

from Niat until Salam.

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Figure 3.3c: Solat Movement Page

d) Activities Menu

Figure 3.3d shows the activities menu. In this page, user will be provided

with three fun activities.

Figure 3.3d: Activities Menu

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e) Score Page

Figure 3.3e will show the total score that user will achieve whenever they

complete each activity

Figure 3.3e : Score Page

3) Development Phase

This phase involve real application development based on the application design

that has been planned earlier. This proposed application is mainly implement in Adobe

Flash. We started to create the main menu page which consists the play and start button.

Next, we proceed with the prayers time and then with the Solat movement. In the solat

movement page, it consists of graphic,audio and text. Then, we develop the games that

will be required in this application.

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4) Implementation Phase

During this phase, testing will be done to make sure process are run correctly. We

use the Alpha testing technique. The Alpha testing is done by the developer to test the

functionality of the application before releasing it to user [9]. After that, we use Beta

testing technique. The Beta testing will be done to a group of user to test the application

are run and working properly in their mobile phones.

5) Evaluation Phase

The last stage of the ADDIE method is evaluation..There are two type of evaluation

phase which is Formative and Summative. In this project the summative phase is used.

Summative phase is the evaluation that occurs at the end of the project. The main goal

of the evaluation stage is to determine if the goals have been met, and to establish what

will be required in order to further the efficiency and success rate of the project.

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3.2 SYSTEM REQUIREMENT

To develop this learning Solat for kids application, several software and hardware

are needed. The requirement of software and hardware are the most important part of

some project because it will guide to the successful of the project.

3.2.1 Software Requirement

Table 3.1 shows the list of software requirement used to develop this application.

Table 3.1 : Software Specification

Software Description

Adobe Flash CS6 - To design the graphic and

animation in application.

- To design interface.

Adobe Photoshop CS6 - To edit image and graphic

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3.3.2 Hardware Requirement

Table 3.2 shows the list of hardware requirement used to develop this application

Table 3.2 : Hardware Specification

Hardware Description

HP Laptop The laptop that are used to develop the application

Processor Intel Core i3, to run the process in laptop

RAM 4 GB

Android Device To test the application

3.4 CHAPTER SUMMARY

This chapter describes about the methodology and explains the hardware and

software requirement that are used in this project. All of this is an important

guidelines to create a successful project.

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CHAPTER 4

IMPLEMENTATION AND TESTING

4.1 INTRODUCTION

Implementation and testing are executed to ensure that the application is developed

according to user requirements. In this learning Solat for kids project,we implement the

ActionScript 3.0 to help create a code, debug, test, design and execute the main process

of the project.In order to achieve the main objective of the application, testing has been

executed. Testing is the process of performing a variety of tests on a system to explore

functionality and to identify any problems in the application. Testing will be conducted

on a complete, integrated system to evaluate the system’s compliance with its specified

requirements. There are two types of testing that has been used in this project which is

alpha testing and beta testing.

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4.2 IMPLEMENTATION AND OUTPUT

4.2.1 Interface Design

Figure 4.1 shows the interface of this application. This are the main menu for the

application. There are four button which is belajar, aktiviti, mute and quit button. User

can choose either button belajar or button aktiviti. When user choose button belajar,

it will bring user to the animation page.

Figure 4.1:Main menu Interface

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The animation interface is shown in figure 4.2. In this interface, user will be

provided with animation about information of Solat. It came with 2-D animation that

will explain to user about the introdeuction of Solat.It also will be required with skip

and back button.

Figure 4.2 : Animation Interface

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This is the interface for prayers time. User are required to choose one button of the

prayers time. The button that they chosed will bring them to the next page. The back

button will bring them to the home page as shown in figure 4.3.

Figure 4.3: Prayers Time Interface

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Figure 4.4 shows the first step of Solat which is niat. This is one of the example for

all the step in Solat interface. In this page, user will be provided with image, audio and

also with text of the prayers. There is also the name of the step in Solat. There are a few

button which is home button, next and back button, stop and play button. User can

control the audio by clicking the play or stop button.

Figure 4.4 : First Step in Solat Interface

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The activities menu interface is shown in figure 4.5. This interface will be displaying

three different activites, user need to choose one activities to test their knowledge about

Solat.

Figure 4.5 : Activities Menu Interface

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As shown in figure 4.6, this is the instruction interface for first activity which is

teka bacaan. User will be provided with the instruction on how to play the activity.

After they click the start button, user will go to the first question of the activity.

Figure 4.6 :Instruction of First Activity Interface

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The interface for first activity which is teka bacaan. In this activity, user need to

click the speaker icon as shown in figure 4.7. After they click the icon, there will be an

audio played. Based on the audio played user need to choose the right answer from the

choice given.

Figure 4.7 : First Activity Interface

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The result interface for the right answer is shown in figure 4.8 below. If user answer

the question correctly, a congratulations text will appear to tell the user that they have

answer correctly. After that, the next button also will appear.

Figure 4.8 : Result Interface for First Activity

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The result interface is shown in figure 4.9. If user gave the wrong answer. There

will be a message that write “Maaf! Jawapan Anda Salah” appear. After that, the next

button also will appear.

Figure 4.9 : Result Interface for First Activity

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Figure 4.10 shows the score page for first activity. In this page, user will be inform

about the total score they got from all the question they have answered. Below the score

is the button for replay and also back button.

Figure 4.10 : Score Interface for First Activity

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The instruction for second activity interface which is quiz. User will be provided

with instruction on how to answer the quiz. They need to click the start button in order

to start the quiz as shown in figure 4.11.

Figure 4.11 : Instruction for Second Activity Interface

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Figure 4.12 is the interface for the quiz question. User need to choose one from the four

answer given. The answer consists of a,b and c.

Figure 4.12 : Quiz Interface

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Figure 4.13 shows the interface if the user answer the question correctly. Whenever

user gave the right answer there will be a text “Tahniah! Jawapan Anda Betul” appear

on the screen. The next button that wil bring user to the next question also will appear.

Figure 4.13 : Result Interface for Second Activity

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The interface if the user answer the question with a wrong answer Whenever user

gave the wrong answer there will be a text “Maaf! Jawapan Anda Salah” appear on the

screen as shown in figure 4.14. The next button that wil bring user to the next question

also will appear.

Figure 4.14 : Result Interface for Second Activity

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Interface for score that user will achieved during the quiz is shown in figure 4.15.

The score is based on the right answer. Each right answer they will get 10 points and if

they gave a wrong answer there will be no marks. There is also replay and back button

located below the score,

Figure 4.15: Score Interface for Second Activity

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Figure 4.16 shows the instruction for the third activity which is isi tempat kosong.

The instruction will give user hints on how to answer all the questions given.

Figure 4.16 : Instruction for Third Activity Interface

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As shown in figure 4.17, this is the interface of the isi tempat kosong. In this page,

user need to fill in the blank with the correct answer based on the picture given. After

they fill in the blank, they need to click the send button.After that, there will be a

message appear to tell user whether they answered correctly or not. To move to the next

question, they need to hit the next button.

Figure 4.17 : Isi Tempat Kosong Interface

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Figure 4.18 shows the interface of score for third activity. 10 points will be given if

user answer the questions correctly. If they answer is wrong, there will be no points for

them. User can replay the game by clicking the replay button or go back to the activites

menu using the back button.

Figure 4.18: Score Interface for Third Activity

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4.3 TESTING

4.3.1 Alpha Testing

Alpha testing is a type of acceptance testing. It is performed to identify all possible

issue before releasing the product to public. Alpha testing is carried out in a lab

environment and usually the testers are from the developer organization. It is done near

the end of the development before the beta testing. In this project, alpha testing is being

used to test the functionality of the step in Solat interface. This is important because we

need to identify whether all the button and audio are functioning propely or not.

4.3.2 Beta Testing

Beta testing is a type of testing that is carried out by the client in a real environment.

Beta testing is being carried out to test the robustness and the reliability of the

application. Most of the issue or feedback collected from beta testing will be

implemented in the future version of the product.In learning Solat for kids project, beta

testing is carried out by a few users during the presentation process. A lot of feedback

are given. The feedback will be implement in the future to create an upgraded version

of the application.

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4.3.3 Test Cases

Table 4.1 shows the test case for main menu. If user click the belajar and aktiviti button

it will bring them to next interface that has been set.

Table 4.1 : Test Case for Main Menu

Steps Test Procedure Expected Result

Result

1. Click the belajar

button

The animation will

played and after that

displayed the prayers

time interface.

Success

2. Click the aktiviti

button

Application will

displayed activities

menu.

Success

Test Case for Main Menu

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Below are table 4.2 that shows the test case for prayers time interface. It has five button

and each button will bring user to each prayers time.

Table 4.2 : Test Case for Prayers Time

Steps Test Procedure Expected Result

Result

1. Click the Subuh

button

Application will

displayed first step of

Subuh prayer.

Success

2. Click the Zuhur

button

The first step of

Maghrib prayer will

displayed.

Success

3. Click the Asar

button

Application will

displayed first step of

Asar prayer.

Success

Click the Maghrib

button

The Maghrib prayer

interface will be

displayed.

Success

4. Click the Isyak

button

Isyak prayer’s step will

be displayed.

Success

Test Case for Prayers Time

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This are table for test case of the activities menu. There are three kind of activites that

user can choose.

Table 4.3 : Test Case for Activties Menu

Steps Test Procedure Expected Result

Result

1. Click the teka bacaan

button

The instruction page for

teka bacaan will

appear.

Success

2. Click the kuiz

button

Application will

displayed kuiz

instruction page.

Success

3. Click the isi tempat

kosong button

Isi tempat kosong

instruction will

displayed.

Success

Test Case for Activities Menu

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Table 4.4 shows the test case for the activity. All of three activity has the a similar test

case. Below are the example test case for first activity.

Table 4.4 : Test Case for Activity

Steps Test Procedure Expected Result

Result

1. Click the teka bacaan

button

View the instruction

page

Success

2. Click the start button The first question will

appear

Success

3. Click the answer If the answer is correct

the page written

Tahniah! Jawapan

Anda Betul and the next

button will appear.

Success

Else the answer is

wrong the page written

Maaf! Jawapan Anda

Salah and the next

button will appear

Success

4. Click the next button The total score will

appear

Success

Test Case for Activity

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4.4 CHAPTER SUMMARY

In conclusion, the developed system application has already been set and tested for

all the functionality. The application’s interfacs has fully been explained. The main

functionality of the system also has been tested for its capability on carrying multiple

tasks and the test results come out positive.

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CHAPTER 5

CONCLUSION

5.1 INTRODUCTION

This chapter discusses the project contributions, constraints of the project and its

development and future work that can be taken into consideration.

5.2 PROJECT CONTRIBUTION

Learning Solat for Kids (Jom Belajar Solat) was developed based on the objective

to introduce the steps and prayers in Solat using interactive ways.Other than that, this

application is also able to be an interesting and attractive applications for kids.This

application was developed on smartphones as in today society, we are using most of our

smartphones in daily life rather than carrying other tools.

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5.3 PROJECT CONSTRAINTS AND LIMITATION

Generally, project constraints and limitations are something about obstacles and limit

of the system. The constraints of this application is that it will focus on introducing step

in Solat to kids only. Besides that, this application is fully in Bahasa Malaysia. It also

is fully developed on android, so it only can be open using android mobile device.

5.4 FUTURE WORKS

In the future, there are still a lot of features and suggestions that can be added to improve

this application.Suggestions are as below:

Add another content in this application. For example, we add steps of Solat

Sunat.This application also could be improved by adding more animations to

introduce the steps in Solat.

Create a database to store score for each activities.

Use usability testing to get evaluation from real users, so that we can see how

easy user interact with our product.

.

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5.5 CHAPTER SUMMARY

In conclusion, this is a simple and easy to use application by the user that has an

interactive and non-complex interface. Not only the application can help user to learn

Solat, but the user also will be able to test their knowledge with the activites provided.

This application is hopefully could provide huge contribution the society.

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REFERENCES

[1]Georgia K. Kokkalis, A. S. (N.D.). Learning For Special Preschool

Education.Paper Of Mobile Learning For Kids

[2]Ali, M. H. (2013). Interactive Learning Environment For Kids.

[3]Ching, L. W. (2013). Kids Online Multimedia Courseware Of Math And Animal .

[4]Kids, S. (2017). Google Play. Retrieved November, 2018 From

Https://Play.Google.Com/Store/Apps/Details?Id=Com.Solitekids.Secilshalat

[5]Ramzan, S. B. (2010). Courseware On E-Solat In Mobile.

[6]Yusof, N. H. (2013). Mobile Application Based Learning: Mari Belajar Solat.

[7](2017).Retrieved November,2018 From

Https://Play.Google.Com/Store/Apps/Details?Id=Master.Belajarsholat&Hl=En

[8] Jones, B. A. (2014). Addie Model (Instructional Design).

[9] Beizer, B. (2003). Software Testing Techniques. Dreamtech Press.

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APPENDIX

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GANTT CHART

Activity

Week

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

Topic discussion and

determination

Submit project title

proposal

Proposal writing –

Introduction

Proposal writing –

Literature review

Proposal progress and

evaluation

Discussion and

correction proposal

Proposed solution

methodology

Proof of concept

Drafting report of

proposal

Submit draft report to

supervisor

Final presentation

Correction report

Final report submission