android-based educational mathematics learning app for primary 4
TRANSCRIPT
ANDROID-BASED EDUCATIONAL
MATHEMATICS LEARNING APP
FOR PRIMARY 4
LAI SHWU HUOY
FACULTY OF COMPUTING AND INFORMATICS
UNIVERSITY MALAYSIA SABAH
2015
ANDROID-BASED EDUCATIONAL
MATHEMATICS LEARNING APP
FOR PRIMARY 4
LAI SHWU HUOY
THESIS SUBMITTED IN PARTIAL
FULFILLMENT FOR THE DEGREE OF BACHELOR
OF COMPUTER SCIENCE
FACULTY OF COMPUTING AND INFORMATICS
UNIVERSITY MALAYSIA SABAH
2015
ii
SUPERVISOR’S DECLARATION
NAME : LAI SHWU HUOY
MATRIK NO. : BK11110132
TITLE : ANDROID-BASED EDUCATIONAL MATHEMATICS
LEARNING APP FOR PRIMARY 4
DEGREE : BACHELOR OF COMPUTER SCIENCE
(SOFTWARE ENGINEERING)
VIVA DATE : 24 JUNE 2015
CERTIFIED BY
1. SUPERVISOR
Dr. Lau Hui Keng
Signature
_________________
iii
DECLARATION
I hereby declare that the material in this thesis is my own except for quotations,
summaries and references, which have been duly acknowledged.
14 June 2015 ..............................
Lai Shwu Huoy
BK11110132
iv
ACKNOWLEDGEMENTS
"Reflect upon your present blessings, of which every man has plenty; not on your past
misfortunes, of which all men have some." --- Charles Dickens
This final year project would not have been success without the support of many
people. Here, I would like to express my deepest gratitude and appreciation to all
those who had provided me the possibility to complete this report. First and foremost,
I would like to thank God for His blessing, companion, wisdom and guidance all along
the journey in my life. Second, I would like to thank the dean of Faculty of Computing
and Informatics, for giving me the permission to conduct study and testing in three
primary schools in town. I would like to thank my supervisor, Dr. Lau Hui Keng, for his
guidance and support throughout the whole project, examiner, Dr. Norazlina Khamis,
provided many insightful comments and constructive criticism, and panel, Mr.
Norhisham Razali. Besides, I would like to express my gratitude to other lecturers who
had taught me this four years. Greatest thanks for the knowledge and skills I learnt
which added merit to my project and life. Third, I would like to thank all of the primary
school committees from SK Kelombong, SJK(C) Yick Nam and SK Darau, for the
cooperation and participation in questionnaires and user acceptance testing session for
this project. Special thanks to Wong Yeang Chiong, who had spent his precious time in
reviewing the work and provided many insightful comments. Without his enthusiasm,
advice and guidance, especially in software testing field, this project work would never
had become a reality. Furthermore, I would like to thank my family for the financial
and moral support. Lastly thanks to my friends, Mok Hui Juan, Siti Aisya, Raymond
Chan, Kwek Ser Hao, Edward and Veronica Martin.
Lai Shwu Huoy
14 June 2015
v
ABSTRACT
Using smartphones and tablets to learn is becoming a growing trend. However, there are not many educational apps on the market. In addition, the target demographic is not clear or focused to a specific group. In GooglePlay Store, it is found that only nine Mathematics learning apps are based on Malaysian school syllabus. Therefore, the objectives of this work are (1) to design an educational Mathematics learning app for primary 4 students based on Malaysia primary school syllabus KSSR model, (2) to develop the educational Mathematics learning app on android platform and (3) to evaluate whether the developed app is effective to help students on Mathematical skills. The methodology uses to develop the app is agile extreme programming development. For software testing, functionality testing is performed in unit testing level whereas user acceptance testing and compatibility testing is performed in acceptance testing level. The advantages of the developed app are more interactive and attractive graphical views. However, limitations are it consists limited questions and large app size.
vi
ABSTRAK
Android-Based Educational Mathematics Learning App for Primary 4
Menggunakan telefon pintar dan tablet untuk belajar menjadi satu trend yang semakin meningkat. Walau bagaimanapun, tidak banyak aplikasi pendidikan terdapat di pasaran. Di samping itu, demografi sasaran tidak jelas atau memberi tumpuan kepada kumpulan tertentu. Dalam GooglePlay Store, didapati bahawa hanya sembilan Matematik aplikasi pembelajaran berdasarkan sukatan pelajaran sekolah Malaysia. Oleh itu, objektif kajian ini ialah (1) untuk mereka bentuk sebuah Matematik pendidikan aplikasi pembelajaran untuk sekolah rendah 4 pelajar berdasarkan sukatan pelajaran sekolah rendah Malaysia model KSSR, (2) untuk membangunkan pendidikan aplikasi Matematik pada platform android dan (3) untuk menilai sama ada aplikasi ini berkesan untuk membantu pelajar dalam kemahiran Matematik. Metodologi yang digunakan untuk membangunkan aplikasi ialah agile extreme programming development. Untuk ujian perisian, ujian fungsi dilakukan dalam tahap pengujian unit manakala ujian penerimaan pengguna dan ujian keserasian dilakukan dalam tahap ujian penerimaan. Kelebihan aplikasi ini ialah paparan grafik lebih interaktif dan menarik. Walau bagaimanapun, batasan ialah mengandungi soalan yang terhad dan saiz app besar.
vii
TABLE OF CONTENTS
Page
TITLE i
SUPERVISOR’S DECLARATION ii
CANDIDATE’S DECLARATION iii
ACKNOWLEDGEMENT iv
ABSTRACT v
ABSTRAK vi
TABLE OF CONTENTS vii
LIST OF TABLES x
LIST OF FIGURES xii
LIST OF APPENDIX xvii
CHAPTER 1: INTRODUCTION 1
1.1 Introduction 1
1.2 Problem Background 1
1.3 Problem Statement 3
1.4 Objectives 4
1.5 Project Scope 5
1.6 Organization of the Report 6
CHAPTER 2: LITERATURE REVIEW 9
2.1 Introduction 9
2.2 Review on Types of Mobile Application 9
2.3 Review on Mobile Educational Learning Apps 12
2.4 Comparison of Existing Apps 16
2.4 Conclusion 18
CHAPTER 3: METHODOLOGY 19
3.1 Introduction 19
3.2 Selection of Development Methodology 19
3.3 The Agile Extreme Programming Development Methodology 20
viii
3.4 Hardware and Software for Development 25
3.4.1 Hardware used to build the game 25
3.4.2 Development Tools Descriptions 25
3.5 Conclusion 27
CHAPTER 4: SYSTEM ANALYSIS AND DESIGN 28
4.1 Introduction 28
4.2 System Analysis 29
4.2.1 Requirements Structuring - Analysis of Objectives and
Structure of Curriculum Specification for Primary 4
Mathematics by Ministry of Education
29
4.2.2 Requirements Structuring - Analysis of Questionnaires
Results
31
4.2.3 Use Cases 40
4.2.4 Flow of Events 44
4.2.5 Conceptual Data Modeling (Class Diagram) 45
4.2.6 Analysis Classes (Sequence Diagram, Activity Diagram) 46
4.3 System Design 50
4.3.1 Physical Database Design 50
4.3.2 Application Architecture Design 52
4.3.3 Storyboard and GUI Layout Design of the Game 53
4.4 Conclusion 55
CHAPTER 5: IMPLEMENTATION 56
5.1 Introduction 56
5.2 Server Side 56
5.2.1 Hosting Server and Database 56
5.2.2 Server Side Coding 58
5.3 Client Side 60
5.3.1 Project Files and LocalStorage 60
5.3.2 GamePlay 60
5.3.3 Game Setting 62
5.3.4 Global High Score Table 63
ix
5.3.5 Audios 63
5.3.6 Game Update 64
5.4 Prototype 65
5.5 Conclusion 84
CHAPTER 6: TESTING AND EVALUATION 85
6.1 Introduction 85
6.2 Unit Testing Level 85
6.3 Acceptance Testing Level 91
6.3.1 User Acceptance Testing (by Independent Tester) 91
6.3.2 User Acceptance Testing (by Potential Users) – Usability
Evaluation and Results
111
6.3.3 Compatibility Testing 116
6.3 Conclusion 118
CHAPTER 7: CONCLUSION 119
7.1 Introduction 119
7.2 Future Works 119
7.3 Conclusion 119
REFERENCES 121
APPENDIX 125
A Authorization Letter from UMS 125
B Questionnaires 126
C Usability Evaluation Questionnaires 134
D Pre-Test Question 136
E Post-Test Question 138
x
LIST OF TABLES
Page
Table 2.1: Opportunities and Challenges in Mobile Learning 13
Table 2.2: Comparison of the Existing Android-Based
Mathematics Learning Apps Found in Googlestore
Based On the Criteria to Evaluate an Effective
Educational Learning App (Walker, 2011; Vincent,
2012)
17
Table 2.3: Comparison of the Existing Android-Based
Mathematics Learning Apps Found in Googlestore
Based On the Functionalities and Features
18
Table 3.1: Criteria for selecting a Methodology 20
Table 4.1: Use Case Description of Play Quiz Use Case 41
Table 4.2: Use Case Description of Choose Setting Use Case 42
Table 4.3: Use Case Description of View High Score Use Case 43
Table 6.1: PlayQuiz Module Test Table 86
Table 6.2: Setting Module Test Table 88
Table 6.3: High Score Module Test Table 90
Table 6.4: Main Menu Test Table 92
Table 6.5: Play Quiz (Easy Level) Test Table 93
Table 6.6: Play Quiz (Medium Level) Test Table 97
xi
Table 6.7: Play Quiz (Hard Level) Test Table 101
Table 6.8: App Setting Test Table 105
Table 6.9: Global High Score Test Table 106
Table 6.10: App About Test Table 109
Table 6.11: Quit App Test Table 110
Table 6.12: Result of Usability Evaluation 112
Table 6.13: List of Tested Android Devices 116
Table 6.14: Compatibility Testing Checklist Summary 117
xii
LIST OF FIGURES
Page
Figure 3.1: An agile development life cycle. 21
Figure 4.1: Students’ interest in mobile game. 31
Figure 4.2: Time spent by students on mobile game per week. 32
Figure 4.3: Mobile game frequently played by students
according to game genres.
33
Figure 4.4: Game features preferred by students. 33
Figure 4.5: Mobile game interface preferred by students. 34
Figure 4.6: Student’s interest in Mathematics subject based on
students’ preferences.
35
Figure 4.7: Students’ performance on their latest Mathematics
examination.
35
Figure 4.8: Whether playing Mathematics themed mobile game
can improve Mathematics skills and understanding
based on students’ believes.
36
Figure 4.9: Effect of languages on students learning
Mathematics.
37
Figure 4.10: Most suitable teaching method to aid students in
learning Mathematics.
38
Figure 4.11: Type of game content which is easier for students 39
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to learn and understand Mathematics more
efficiently.
Figure 4.12: Use case diagram of Mat-tack. 40
Figure 4.13: Flowchart of Mat-tack. 44
Figure 4.14: Class diagram of Mat-tack. 45
Figure 4.15: Sequence diagram of Mat-tack. 46
Figure 4.16: Activity diagram for Start Quiz use case. 47
Figure 4.17: Activity diagram for Choose Setting use case. 48
Figure 4.18: Activity diagram for View High Score use case. 49
Figure 4.19: Structure of global_high_score table. 50
Figure 4.20: Always-offline architecture of mobile application. 52
Figure 4.21: Storyboard and layout design of the app using
wireframe.
53
Figure 4.22: Storyboard and layout design of the app setting
using wireframe.
54
Figure 4.23: Storyboard and layout design of the app about
using wireframe.
55
Figure 5.1: Database and user creation. 57
Figure 5.2: Table creation. 57
Figure 5.3: Structure of the table. 57
Figure 5.4: Screenshot of Mat-tack in smartphone. 65
xiv
Figure 5.5: Loading screen of Mat-tack. 66
Figure 5.6: Home page of Mat-tack in English, Chinese and
Malay.
67
Figure 5.7: Confirmation message to quit the app in English,
Chinese and Malay.
68
Figure 5.8: Select difficulty level layout in English, Chinese and
Malay.
69
Figure 5.9: Screenshot of easy level question in English,
Chinese and Malay when the player answered
correctly.
70
Figure 5.10: Screenshot of easy level question in English,
Chinese and Malay when the player answered
wrongly.
70
Figure 5.11: Setting option in English, Chinese and Malay. 72
Figure 5.12: Confirmation message to quit in English, Chinese
and Malay.
73
Figure 5.13: Response message when the time is finished in
English, Chinese and Malay.
74
Figure 5.14: End layout in English, Chinese and Malay. 74
Figure 5.15: Submit score layout in English, Chinese and Malay. 76
Figure 5.16: Global high score table in English, Chinese and
Malay.
77
Figure 5.17: Example of layout for medium level in English, 78
xv
Chinese and Malay.
Figure 5.18: Example of layout for hard level in English, Chinese
and Malay.
78
Figure 5.19: Example of setting layout in English and the audios
are in on state.
79
Figure 5.20: List of language options. 80
Figure 5.21: Example of setting layout in English, Chinese and
Malay.
80
Figure 5.22: Select difficulty level to view respective global high
score in English, Chinese and Malay.
82
Figure 5.23: About layout in English, Chinese and Malay. 83
Figure 6.1: Summary of the status of PlayQuiz module test. 87
Figure 6.2: Summary of the status of setting module test. 89
Figure 6.3: Summary of the status of high score module test. 90
Figure 6.4: Test status summary for Main Menu. 93
Figure 6.5: Test status summary for easy level quiz. 97
Figure 6.6: Test status summary for medium level quiz. 101
Figure 6.7: Test status summary for hard level quiz. 104
Figure 6.8: Test status summary for setting. 106
Figure 6.9: Test status summary for Global High Score. 108
Figure 6.10: Test status summary for app About. 109
xvi
Figure 6.11: Test status summary for quit app. 110
Figure 6.12: Respondents’ feedback on the app functionality. 113
Figure 6.13: Respondents’ feedback on the app interfaces. 114
Figure 6.14: Respondents’ feedback on the app user friendliness. 115
xvii
LIST OF APPENDIX
Page
Appendix A Authorization Letter from UMS 125
Appendix B Questionnaires 126
Appendix C Usability Evaluation Questionnaires 134
Appendix D Pre-Test Question 136
Appendix E Post-Test Question 138
1
CHAPTER 1
INTRODUCTION
1.1 Introduction
This chapter introduces on Android-based Educational Mathematics Learning App for
Primary 4. This mobile app will be referred to as Mat-tack throughout the thesis. The
name of this mobile app origins from the combination and simplification of the words
“Math Attack”. Beginning of this chapter presents a brief overview of the problem
background on the current mobile educational learning apps, the statistical analysis of
the mobile market in Malaysia (UNICEF Malaysia, 2014) and the number of similar
educational Mathematics learning apps in GooglePlay Store. Then, the problems are
summarized in the problem statement. Objectives of this project and scopes are
explained in this chapter. The last section is the organization of the project.
1.2 Problem Background
The development of mobile-based educational learning apps is not a new agenda in
this decade. With the availability of development tools and the game engines over the
internet, everyone can learn and build a simple learning app. However, to build a
successful or effective educational learning app is not easy. Based on the reviews by
Balefire Labs which handled by people who are trained on an evaluation system that
covers 14 criteria around two metrics, instruction design characteristics and usability,
only seven percent scored a grade of A or B among 1,200 educational apps reviewed
2
(Dian Schaffhauser, 2013). The Balefire Labs Founder and President, Karen Mahon,
who is also an educational psychologist, founded her company after becoming
frustrated with the thousands of educational apps lacking standards for evaluation and
failing to provide meaningful learning outcomes to the children. Research done by
Jennifer M. Zosh, Kathy Hirsh-Pasek and Roberta Golinkof on the caution of many apps
risk losing what truly educational (2015) also stated that although there are over
80,000 apps marketed as “educational” in the Apple App Store by January 2015, most
of these apps are actually not educational. There are currently no scientific standards
to guide the determination of a good educational apps. This has left parents and
teachers wondering how to differentiate the actual educational apps among all the
apps labelled as “educational”. Moreover, researchers caution that not using evidence-
based design concepts could lead to the development of apps which is good on the
surface but has little to no actual educational value.
Cynthia Chiong and Carly Shuler (2010) in their paper stated that the learning
study conducted on Rockman et al, an evaluation firm, confirmed that interest in the
apps can be fleeting. In the learning study, the firm observed several factors in the
two PBS KIDS learning apps that affect playtime and engagement. The firm found that
if a younger child found the content of a particular mini-game to be too difficult, he
would move on to play a different game. Meanwhile, the older children easily
mastered the literacy content and often got bored and stopped playing. Parents also
commented on how the game mechanics employed by this app were appropriate for
younger children, but the content was not. In short, developmental of appropriate
content which fit and focus with the children learning age group is important as it can
increase the potential to demonstrate sizable learning gains and making the learning
more effective.
According to a report by market research company GfK, during the first three
quarters of 2013, the value of smartphone sales in Malaysia was RM7.4 million
(US$2.3 million)—which amounts to about 6.4 million smartphone devices purchased.
3
The most popular smartphone operating system in the country is Android, accounting
for 83% of smartphones sold. Apple’s iPhones are less popular in the region given
their higher prices. Malaysia has a huge potential to promote learning through mobile
apps, especially for Android platform due to the popularity of Android Smartphone
among Malaysians.
There are variety of similar learning apps developed in other country. However
it is lesser in Malaysia. Among all the educational Mathematics learning app found in
GooglePlay store, up to May 2015, it is found that only nine apps are designed for
primary school students in Malaysia. They are Wonder Bunny Math Race, Wonder
Bunny Math 1st Grade, Wonder Bunny Math 2nd Grade, Wonder Bunny Math 3rd
Grade, Kids Math Fun, Numbers Out Loud Malaysia, LatihTubi, UPSR and UPSR
Matematik 2013.
Hence, there come to the idea of creating an educational Mathematics learning
app for primary 4 students in Malaysia. In this project, the author also wish to see how
effective the created learning app in enhancing students learning a particular subject.
Basically, Mat-tack’s questions genre and hardness are based on Malaysian primary
school syllabus and KSSR model.
1.3 Problem Statement
1. Most of the apps categorized as educational found in markets are not
educational.
2. The app design target demographic is not clear or focusing enough. Those
similar apps found in GooglePlay store did not state clearly whether their apps
are designed for which age group.
3. Only nine Mathematics learning apps found in GooglePlay Store with Malaysian
school syllabus developed in Malaysia.
4
5
1.4 Objectives
1. To design an educational Mathematics learning app for primary 4 students.
2. To develop the educational Mathematics learning app on android platform.
3. To evaluate whether the educational Mathematics learning app is effective to
help students on their Mathematical skills.
Methods to achieve the objectives:
For objective 1,
Questions of the quiz are based on Malaysia primary school syllabus KSSR
model. Questions get from Praktis+PLUS Matematik Tahun 4 (Lee, 2015), 四年
级数学 KSSR 金榜新焦点(Tan, 2015) and Kertas Peperiksaan Sebenar UPSR
2007-2014 (Laman Klasik Resources, 2014).
For objective 2,
The app is developed using Adobe Dreamweaver CC 2014 and Construct 2.
Prototypes are tested using emulator with Android SDK and Samsung
Smartphone with Android version 4.1.2.
The app is exported into apk format and can be installed and playable in
Android smartphones and tablets.
For objective 3,
A pre-test and post-test will be set up. Player is required to take the pre-test
before starting the app and the post-test after the app. The scores of each test
are taken and compared to see the student’s improvement.
31 students selected students from SK Darau Kota Kinabalu are used as target
players in the experiment.
6
1.5 Project Scope
Supported operating system or platform of the app: Windows 7 with Android
emulator, Smartphone and tablet with Android operating system version 4.1
and above.
Genre: educational
Play:
o The app is designed for Malaysia primary 4 students. Quiz questions,
including the genres and difficulties are based on Malaysia’s education
system KSSR model. Please refer to Chapter 4 for detail explanation.
o The app has the audio functionality. Player can choose to turn on or off
the background music and sound audio before or during the gameplay.
o The displays are available in three languages. Player can select to view
the questions in either English, Chinese or Malay.
To evaluate students’ performance:
o A pre-test and a post-test is set up before and after playing the app.
Thus the scores are compared to evaluate the performance.
123
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