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LET’S LEARN HAJJ (EDUCATION GAMES)
MOBILE APPLICATION
NURUL ASYIQIN BINTI ZUKIFFLI
BACHELOR OF INFORMATION TECHNOLOGY
(INFORMATICS MEDIA) WITH HONOUR
FACULTY OF INFORMATICS AND COMPUTING
UNIVERSITI SULTAN ZAINAL ABIDIN
2019
LET’S LEARN HAJJ (EDUCATION GAMES)
MOBILE APPLICATION
NURUL ASYIQIN BINTI ZUKIFFLI
BACHELOR OF INFORMATION TECHNOLOGY
(INFORMATICS MEDIA) WITH HONOUR
FACULTY OF INFORMATICS AND COMPUTING
UNIVERSITI SULTAN ZAINAL ABIDIN
2019
i
DECLARATION
I hereby declare that this report entitled Let’s Learn Hajj is based on my original work
except for quotation an citations, which have been duly acknowledged. I also declare
that it has not been previously or concurrently submitted for any other degree at
Universiti Sultan Zainal or other institutions.
Name : Nurul Asyiqin Binti Zukiffli
Date :……………………………………………..
ii
CONFIRMATION
This project report entitled Let’s Learn Hajj was prepared and submitted by Nurul
Asyiqin Binti Zukiffli and has been found satisfactory in term of scope, quality and
presentation as partial fulfilment of the requirement for the Bachelor of Information
Technology (Informatics Media) with honors in University Sultan Zainal Abidin.
Name : Pn Fauziah Binti Abd Wahab
Date :………………………………………………..
iii
ACKNOWLEDGEMENT
In the name of Allah, the most Graciuos and the most Merciful.
Praise to Allah for blessing me to undergoing the process of completing this final year
project. Here, I would like to express my thanks my beloved parents, En Zukiffli bin
Man and Puan Khalijah binti Che Hassan, my family and friends for always providing
me the continued support in order to complete this final year project. You are my
constant source of inspiration. I express my thank to my supervisor, Puan Fauziah
binti Ab Wahab, for her guidance, enthusiasm and patient in supervising me to
complete this final year project.
May Allah bless all the kindness done by everyone in helping me to finish this final
year project.
iv
ABSTRACT
Education is very important in modern times today. Therefore, it is important for
parents to educate children since childhood. As time goes by, the education system
can only be done at the tip of the finger. With the latest technologies like smartphones
and tablets everything can be easily explored easily and fast. Hence, in line with the
times of development, the education system has also changed towards a more
systematic and fun way through the application. But the lack of an application that
reveals about Hajj education for Muslim children. With that Let's Learn Hajj is
introduced through educational games and also interesting animations besides having
easy-to-understand questions specifically for muslim children. Let's learn Hajj was
created to give an easy picture of the implementation of Hajj through interesting and
easy-to-understand games for children aged four to six years old. This project will be
developed as a mobile app that uses Adobe Flash, Adobe Audition, Adobe Photoshop
and Android studio software. With this mobile apps that will be developed it can
help parents easily provide the basis of religious education about hajj to children.
v
ABSTRAK
Pendidikan sangat penting pada zaman moden hari ini. Oleh itu, amat penting bagi
ibu bapa memberi pendidikan kepada anak-anak sejak kecil. Seiring dengan
perjalanan zaman, kini sistem pendidikan hanya boleh dilakukan hanya di hujung
jari. Dengan adanya teknologi terkini seperti telefon pintar dan tablet segalanya dapat
diterokai dengan mudah senang dan pantas. Oleh itu, seiiring dengan perkembangan
zaman, sistem pendidikan juga berubah kearah yang lebih mudah, sistematik dan
menyeronokkan melalui aplikasi .Tetapi kurangnya aplikasi yang mendedahkan
tentang pendidikan haji bagi kanak-kanak muslim. Dengan itu Let’s Learn Hajj di
perkenalkan melalui pendidikan berbentuk permainan dan juga animasi yang menarik
di samping mempunyai soalan-soalan yang mudah difahami khusus untuk kanak-
kanak muslim. Let’s Learn Hajj dicipta bagi memberi gambaran mudah tentang
perlaksanaan rukun haji melalui games yang menarik dan mudah difahami bagi
kanak-kanak yang berumur empat hingga enam tahun. Projek ini akan dibangunkan
sebagai aplikasi mudah alih yang menggunakan perisian Adobe Flash, Adobe
Audition, Adobe Photoshop dan Android studio. Dengan aplikasi yang akan
dibangunkan ini dapat membantu ibubapa memberi asas pendidikan agama tentang
haji kepada anak-anak dengan mudah.
vi
CONTENT
PAGE
DECLARATION
CORFIRMATION
ACKNOWLEDGE
ABSTRACK
ABSTRAK
CONTENT
LIST OF TABLE
LIST OF FIGURES
CHAPTER 1 INTRODUCTION
1.1 Introduction 1
1.2 Problem Statement 2
1.3 Project Objectives 2
vii
1.4 Project Scope 3
1.5 Milestone and Activities 3
1.6 Expected Result 5
CHAPTER 2 LITRATURE RIVIEW
2.1 Introduction 6
2.2 Review of Existing Resources 7
2.3 Summary 11
CHAPTER 3 METHODOLOGY
3.1 Introduction 12
3.2 Project Development Methodology 13
3.2.1 Planning Phase 13
3.2.2 Analysis 14
3.2.3 Design 14
3.2.4 Implementation and Testing 15
3.2.5 Maintenance 15
3.3 Project Requirement 15
3.3.1 Software Requirement 16
3.3.2 Hardware Requirement 17
3.4 System Design 18
3.4.1 Framework Design 18
3.4.2 Flowchart 19
3.4.2.1 Login 19
viii
3.4.2.3 Manage Games 20
3.4.3 Storyboard Design 21
3.5 Summary 25
CHAPTER 4 IMPLEMENTATION AND TESTING
4.1 Specification Authoring Of Multimedia Elements 26
4.1.1 Button 27
4.1.2 Audio 27
4.1.3 Text 27
4.1.4 Animation 27
4.1.5 Software Implementation 28
4.2 Implementation and Output 28
4.2.1 Deployment 28
4.2.2 Interfaces 29
4.3 Testing and Result 37
4.3.1 Introduction 37
4.3.1.1 Black Box Testing 38
4.3.1.2 White Box Testing 38
4.3.2 Test Case 38
4.3 Summary 45
CHAPTER 5 CONCLUSION AND DISCUSSION
5.1 Conclusion 46
ix
5.2 Benefit Of The Project 47
5.3 Suggestion for Improvement 47
5.4 Summary 48
REFERENCE 49
x
LIST OF TABLES
TABLE TITLE PAGE
2.1 Review of existing resources(apps) 7
2.2 Review of existing resources(website) 10
2.3 Review of existing resources(journal) 10
3.1 List of software requirement 16
3.2 List of hardware requirement 17
4.1 Test Case for Successful of open
and login the application 38
4.2 Test case for User view the information 39
4.3 Test case for activity play games and quiz 40
4.4 Test case for user view the doa and zikr button 42
4.5 Test case for user view scoreboard 43
4.6 Test case for user view exits 43
4.7 Test case for user view credit 44
xi
LIST OF FIGURES
FIGURE TITLE PAGE
1.1 Milestone and Activities 5
2.1 Let’s Hajj Games 8
2.2 Hajj Story 8
2.3 Kuis Seputar Haji 9
3.1 Project development methodology 13
3.2 Framework design 18
3.3 Enter Page 21
3.4 Main menu page 21
3.5 Introduction page 22
3.6 Games page 22
3.7 Example of Quiz Hajj 23
3.8 Example of Quiz Doa and Zikr 24
3.9 Doa and Zikr Page 24
3.10 Scoreboard pages 25
4.1 First Interface of mobile application 29
xii
4.2 Second Interface of mobile application 29
4.3 Page inside introduction button 30
4.4 Page inside games button 31
4.5 Page inside commandment (Ihram games) 31
4.6 Page in commandment(Wukuf games) 32
4.7 Page in commandment(Tawaf games) 33
4.8 Page inside commandment (Shaving games) 33
4.9 Page inside commandment (Sa’ie games) 34
4.10 Page for quiz hajj. 35
4.11 Page inside quiz doa and zikr 35
4.12 Page inside doa and zikr 36
4.13 Interface for page scoreboard 36
4.15 Exits Page 37
1
CHAPTER 1
INTRODUCTION
1.1 Introduction
Hajj is the fifth term that must be fulfilled by the capable Muslims. Education about
the Hajj since childhood is highly demanded to expose them how important it is to
perform Hajj on every month of Zulhijah. In today's modernization stage, various
ways have been done to embark on Hajj, but are often non-continuous. In line with
current developments, the learning process through games using mobile apps is
rapidly developing, but fewer applications focusing on Hajj. Therefore, Let's Learn
Hajj is created to provide learning and exposure Hajj to Muslim’s children. Let's
Learn Hajj focuses on learning what are obliged to perform during Hajj through a
creative, engaging, easy-to-understand game. In addition, Let's Learn Hajj has the
introduction of Hajj, prayer and concise remembrance (zikr) in form of text, images
and audio for sound. Therefore, it is very important to expose the Hajj at an early age,
as some of them think they are still small to understand of learning Hajj. Therefore,
2
Let's Learn Hajj can solve problems, with easy-to-understand game creation, kids can
learn while playing, with mind-blowing and entertaining games, while applying fun
values in every game.
1.2 Problem Statement
Here are some statements about the term of Hajj is that children cannot describe and
feel how the Hajj is performed. Additionally, the lack of an educational application in
the form of exciting, concise and easy-to-understand hajj education is poorly
developed. Hajj exposure is performed only during the season or near to the hajj
season and does not persist. In addition, the lack of parents and related parties' role in
providing early exposure on the Hajj in early childhood education. In addition, most
apps about Hajj are bored, unattractive and less creativity.
1.3 Project Objectives
The objectives of development this mobile application are:-
1. To develop learning applications through fun games.
2. To design mobile games that suitable for childrens.
3. To test player in games in form of a brief overview of the pilgrimage.
3
1.4 Project Scope
Based on the objectives the user will use this app is for a children. Here are some of
the scopes that need to be taken care of, as it is to ensure that it is appropriate to use
based on their age. The project is proposed in defined scope:
1. Target user
Suitable for all children but focus on four to six years old.
2. Content
Focus on six pillar of hajj in form of creativity games and have a simple quiz in each
games
Have button short introduction of hajj.
Have button of simple zikr and prayers for hajj
1.5 Milestone and Activities
4
No
.
ACTIVITIES WEEK
1 2 3 4 5 6 7 8 9 1
0
1
1
1
2
1
3
1
4
1
5
1 Topic Confirmation & Discussion with Supervisor
2 Project Title Proposal
3 Submission of proposal
4 Preparation of Chapter1
1.1 Background
1.2 Problem Statement
1.3 Objectives
1.4 Scope
1.6 Activities
1.7 Milestone
1.8 Expected result
5 Preparation of Chapter2
2.1 Introduction
2.2 Literature review
2.3 Research comparison
6 Proposal Progress Presentation & Evaluation
7 Discussion & Correction Proposal
8 Proposed Solution Methodology (Chapter 3)
3.1 Problem identification
3.2 Design conceptual model
3.2.1 Process model
3.2.2 Data model
3.3 Method
3.3.1 Formula/ Algorithm / technique
10 Proof of Concept– Develop prototype
11 Drafting Report of the Proposal
5
Figure 1.1: Milestone and Activities
1.6 Expected Result.
1. This app will be developed using android platform. This app will be developed
using Adobe Flash.
2. This app will help facilitate learning about hajj based on term of hajj with
interesting games.
12 Submit draft of report to supervisor
13 Seminar Presentation & Final presentation
14 Correction Report
15 Final Report Submission
6
CHAPTER 2
LITERATURE REVIEW
2.1 Introduction
Nowadays, there is difficulties in finding a best learning in hajj for children by using a
mobile apps that educated them about term of hajj. Hence, in this chapter continue
with the studies and research of hajj games using mobile app for a children. By using
mobile app, learning process will easier to be access anywhere through the
smartphone or tablet. Besides, this topic also help in analysing information of existing
hajj games. By understanding the existing system detail in each application games, it
will help in determining the best approach of learning to develop system.
7
2.2 Review Of Existing Resource
APPS AUTOR/YE
AR
ABOUT ADVAN
TAGES
DISADVANTAGES
Learn
Hajj
Games
(Apps)
-Mizan
Application
(map@mizan.
com)
(2018)
-Focuses on two
games only -
tawaf and sai’.
-Easy to
kid to
play.
-Have a
fun
games.
-No
internet
needed
-Only have two pillar
of pilgrimage.
-Less attractive
interface.
Hajj
Story(Ap
ps)
-Aqtar
(Hajj.aqtar.co
m)
(2018)
-Concept
illustrates the
pilgrimage
learning using
AR (augmented
reality).
-
Combin
ation of
AR and
3D
animatio
n.
-User must purchase a
book to see the moving
picture
-Incomplete titles
provide confusion to
users.
Kuis
Seputar
Haji
-Pemuda
Kahfi
(mail@pemud
akahfi.com)
(2017)
-In the form of
Islamic learning
about Hajj based
on quiz
-User
friendly.
-Good
design
-No animation.
-Have limited question.
-Moving background
interface is disturbing.
Table 2.1 : Review of existing resource(Apps)
8
1. Learn Hajj Games (Apps).
Figure 2.1: Let’s Hajj Games
2. Hajj Story(Apps).
Figure 2.2: Hajj Story
9
3. Kuis Seputar Haji.
Figure 2.3: Kuis Seputar Haji
10
WEB AUTOR ABOUT ADVANTAGES DISADVANTAGES
Hajj-
Pilgrimag
e
Fun Trivia
(www.funtr
ivia.com/
playquiz/
quiz18428
8151a608.h
tml)
(2018)
-This website
is a pilgrimage
quiz online. It
has questions
that test the
players about
the knowledge
of pilgrims. In
addition, this
website also
has a log in
and a new
player button
for players
who want to
play on this
website.
-User friendly.
-Aimed at testing
players'
knowledge of
Hajj.
- The player must
access the internet if
they want to play.
-Interface is not
interesting.
- No introduction to
hajj.
Table 2.2: Review of existing resource(Website)
AUTHOR /
YEARS
JOURNA
L
OBJECTIVE
SUMMARY
ADVANTAGES
Vika
Fitratunnany
Insanittaqwa,
Imam
Kuswardayan,
and Dwi
Sunaryono.
Haj
Simulatio
n using
Ren’PY
-An
educational
game is a
simulation
game that
guides the
player to solve
a specific
In conclusion, the
game "Haj
Simulation" made
from the
instructions and
guidance of the
pilgrimage is the
fact that the
-Has an
interesting
interface.
-Using Ren'Py in
creating games
in the form of
novel visuals.
-Have a
11
(2014)
problem in the
real world.
- Making
information
more readily
accessible.
journey of
worship contains
accurate
information. The
game also has
good educational
benefit value
based on user test
results .
complete
pilgrimage.
Table 2.3: Review of existing resource(Journal)
2.3 Summary
In conclusion, literature review gave detail understanding about research and studies
of apps, website and journal that are done by other people which is related to the
project. With the availability of research on existing applications, journals and webs,
it can help in the process of implementing the project become more smoothly and
facilitate the development of the project become more effectively.
12
CHAPTER 3
METHODOLOGY
3.1 Introduction
This chapter will describe the process involved in completing this games. The project
methodology should be organized in a scientific investigation to solve problem to
make sure this project achieve objective. Since this project is smaller scale of project
and takes only shorter of time to complete, waterfall model is used. Moreover, this
model is simple and easy to understand.
13
3.2 Project Development Methodology
The methodology that used in developing this games application is Waterfall model.
The waterfall model is the System Development Live Cycle (SDLC) approach that to
was to be used for software development. Any phase in the development process will
begin if the previous phase is complete. Once the work produced in one phase is
approved, the phase end and the next phase begins, it very suitable to implement in
games because it will have level to user complete the games for next level.
Advantages of waterfall model is identifying requirement long before programming
begin. Another advantage of waterfall is limiting changes to the requirement as the
project proceeds. Furthermore, waterfall model is easy to use and easy to understand.
Figure 3.1: Project development methodology
3.2.1 Planning Phase
Based on this model, the first thing to be planned is brainstorming the idea and
discuss about title with supervisor. While proposing the title of the project, an abstract
14
about the proposed project also being attached together. In this phase, the Gant chart
is also constructed to carry out all plan activities according as scheduled.
3.2.2 Analysis
To get clear picture about research problem, analysis will conducted. This process
could help to understand more about the games that will developed. It was conducted
by people that expert in developed games and interviewing with people that have go
to Meqah and do Hajj before. Beside, to get more understanding by visit some of
website about hajj, journal, trough hajj guide book, website or youtube and do some
research paper. Based from this analysis a clear view of problem scope will be
identified. By doing this analysis, boundary of the research will be determined
3.2.3 Design
In the design phase, the design of games will be develop in adobe illustration, adobe
photoshop and adobe flash. The design of games should be in line with the theme and
attracts children to play. Therefore, there will be a storyboard in this method to show a
bit of an overview of whole games. In addition, for data streaming, it will connect to
the database. Data Flow Diagram (DFD) and Entity Relationship Diagram (ERD) are
used to describe process to be develop.
15
3.2.4 Implementation And Testing
In implementation phase, the plan laid out in the system design phase is executed. The
games is mainly implemented in PHP and MySQL language and also in Flash.
After implementation is complete, the games will be tested. Any faults and error will
find here. It will perform all the testing activities to make sure if it works as expected
and the games meet the requirement.
3.2.5 Maintenance
System maintenance is final phase in waterfall model. In this phase, it will make sure
that the application is up and running in the respective environment.
3.3 Project Requirement
Project requirement includes two part which are software requirement and hardware
requirement. The requirement the project to ensure the completion process well and
every aspect requirement need to be used for chapter implementation and analyse to
make sure the correct usage of the application.
16
3.3.1 Software Requirement
List of software needed:
Table 3.1: List of software requirement
NO. Software Purpose
1. Adobe Flash Used to code the core program of the project
its debugs and run test the application
2. Notepad++ Used to code the program.
3. Adobe Photoshop Used to design logo, background and interface
of application
4. Adobe Audition Used to edit and recording music, sound and
voice to be implement to this project
5. Microsoft Word 2010 Used to document of application
17
3.3.2 Hardware Requirement
List needed:
Table 3.2: List of hardware requirement
No. Hardware Description
1. Laptop ASUS DESKTOP-24UUCJ8
2. Processor Intel(R) Core(TM) i3-5005U CPU @
2.00GHz
3. Memory 4 GB RAM
4. Operation System Window 10
5. System Type 64 bit operating system
6. Pendrive HP 16.00 GB
18
3.4 System Design
3.4.1 Framework Design
The framework for this apps is generally being defined as below:
Figure 3.2: Framework design
USER APPLICATION DATABASE
Register
Login
Learning
Information
Activities
Score
19
3.4.2 Flowchart
3.4.2.1 Login
20
3.4.2. Manage Games
21
3.4.3 Storyboard Design
Storyboard design are help to see the whole project that want to build.
Figure 3.3 : Enter Page
Figure 3.4 : Main Menu Page
22
Figure 3.5 : Introduction Page
Figure 3.6 : Games Page
23
Figure 3.6 : Example Of Games
Figure 3.7 : Example of Quiz Hajj
24
Figure 3.8 : Example Of Quiz Doa and Zikr
Figure 3.9 : Quiz Doa and Zikr Page
25
Figure 3.10 : Scoreboard Pages.
3.5 Summary
In this chapter, we have discussed about methodology of Let Learn Hajj. The
methodology which have been used is waterfall method. The waterfall method
provided a planning, analysis, design, implementation and testing and maintenance.
Beside, for the requirement of this project, we already stated above that are hardware
and software. Furthermore to show the flow and process of this project, content
diagram, data flow diagram, entity relationship diagram are shown in order to
illustrate a better understanding about this project.
26
CHAPTER 4
IMPLEMENTATION AND TESTING
4.1 Specification Authoring Of Multimedia Elements
In this chapter, development will show and describe the elements contained in this
mobile application such as buttons, audio, text, and images. all the elements in this
app are designed by the developer themselves.
27
4.1.1 Button
All the buttons available in this application are self-designed by project
developers. When the user presses the button, the button will produce a sound.
4.1.2 Audio
Audio is inserted into the application according to the suitability of the project
being created. Audio is inserted on every page and on every button.
4.1.3 Text
There are many uses of text in this application. especially in the quiz and the
introduction of hajj.
4.1.4 Animation
Due to this app to focus on learning for children.so each site of this app is
placed animated to attract their attention. Such as movement of cloud, camel
movement, and many more in this application.
28
4.1.5 Software Implementation
In this mobile app, before starting the activity it is divided into parts from the
login, then enter the main menu and so on.
4.2 Implementation and Output
This chapter are discuss about implementation and testing. After design phase,
implementation phase is very important phase in the project development.
Implementation phase is where all the module involved is implemented into this
application in order the system is workability and usefulness. The output should be
done throughout the implementation process.
4.2.1 Deployment
This project is used in Android Platform devices and developed with software
Abode Flash Professional CS6. The language used to develop this application is Java
and Code Snippet. To store user data inside the flash it is already implemented flash.
29
4.2.2 Interfaces
Figure 4.1: First interface of an mobile application.
When a user opens the application, this is the first page before user can use the
application. They need to enter the name before go in to play a games.
Figure 4.2 : Second interface of an mobile application.
30
At second page there are have four main option button which is introduction,
games, doa&zikr and score. In the second page also have button exit the apps and
button credit for supervisor.
Figure 4.3 : Page inside introduction button.
For this page is about to give an information to a user before start the question
and games. This page is provided simple information about hajj and also have element
animations to extract children to learn more about hajj.
31
Figure 4.4 : Page inside games button.
In this page are have three main button games, it’s include
commandment, quiz hajj and quiz doa&zikr button.
Figure 4.5 : Page inside commandment (Ihram games)
32
In this page have step by step of commandment of hajj. Start with play
games ihram. For this games the player should choose the correct answer for ihram
clothe. The games have two version first is a boy animate and second is girl animate.
After play a games there will have next step games for wukuf. Also, the games will be
continue step by step like hajj commandment.
Figure 4.6 : Page in commandment(Wukuf games)
The second step is wukuf games. Same as ihram games the player
should choose the correct answer what to do during wukuf at arafah. Inside wukuf
games it’s have three questions.
33
Figure 4.7 : Page in commandment(Tawaf games)
For third step is tawaf. The animation will moving and circling the
kaabah and a player should choose the correct answer for how much animation will
circle.
Figure 4.8 : Page inside commandment (shaving games).
34
For a fourth step is shaving. This games is about to educated the player
what to do during shaving and what figure will look after shaving. There are have a
multiple choice of animation figure to player choose which one is suitable.
Figure 4.9 : Page inside commandment (sa’ie games)
For last step in commandment hajj is sa’ie games the player have to
complete the puzzle. The games was simple to understand by player in the same time
will educated them what to do during sa’ie.
35
Figure 4.10 : Page for quiz hajj.
For the quiz hajj there have five question to be answer also have a multiple
choices. At the last quiz will be shown a score.
Figure 4.11 : Page inside quiz doa and zikr.
36
For this page also have multiple choice of question. There are have three question that
should be answer.
Figure 4.12 : Page inside doa and zikr.
This page in button doa and zikr at home page have short doa and zikr. It’s
have text and also button play for hear a sound.
Figure 4.13 : Interface for page scoreboard.
37
This is page for scoreboard. In this page is shown the score the whole score after play
a games and answer the question.
Figure 4.15 : Exits Page
4.3 Testing and Result
4.3.1 Introduction
There are have three types of testing first is unit testing, integration testing and system
testing. The reason why the system needed to be test is that to see whether the system
is fully functioning, error free and also meets the user requirement. For unit testing,
it’s needed to verify the functionality of specific code while integration testing work
to expose defects in the interface and the interaction between components or between
the modules. Moreover, end-to-end testing test to completely integrated system to
verify so that it will meet requirement.
38
4.3.1.1 Black Box Testing
Black box testing is a technique in which to test the functionality of the
software without looking at the internal code structure, implementation details and
knowledge of the internal path of the software. So we can include that this type of
testing is just based on the software requirement and specification by just focusing on
the inputs and outputs of the software without bothering the internal knowledge of the
software program.
4.3.1.2 White Box Testing
White box testing will focusing on improving design and usability, the flow of
input and output through the application. It will test the software internal structure or
work of an application. It also involved testing a series of predefined inputs against
the desired output. This because the objective of testing is to verify it’s working flow
for an application.
4.3.2 Test Case
Table 4.1 : Test Case for Successful of open and login the application
Test case for successful of
open and login the
application
Step Test Procedure Expected Result
1. Open the application of Let’s
Learn Hajj
One button will
appears that are
“Enter” button
39
and have a input
button to put a
name.
2. User enter the input button. User enter the
name
3. User click Enter button Enter page is
loaded. Login
successful and
redirected to
menu page
Table 4.2 : Test case for User view the information.
Test case for user view the
information
Step Test Procedure Expected Result
1. Menu page view View six buttons.
There are
“Introduction”,
“Games”, “Doa and
Zikr”, “Scoreboard”,
“Exit” and “Credit”
button.
2. User click “Introduction”
button.
View page video
animation that review
an information about
hajj.
40
3. User click “Exits” button. The video end and go
to main menu
Table 4.3 : Test case for activity play games and quiz
Test case for successful of
open and login the
application
Step Test Procedure Expected Result
1. Menu page view View six buttons.
There are
“Introduction”,
“Games”, “Doa
and Zikr”,
“Scoreboard”,
“Exit” and
“Credit” button.
2. User click “Games” button. View four button.
There are “
Commandment”,
“Quiz hajj”
,“Quiz Doa and
Zikr” and
“Home” button.
3. User click “Commandment”
button.
View the games
based on
commandment of
hajj. Start by
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Ihram, Wukuf,
Tawaf, Shaving
and Sa’ie games.
After play a
whole games its
will have a score,
it also provided
an answer button
for the correct
answer of the
games and home
button.
4. User click “Quiz Hajj” button. View a five
simple question
of hajj and also
have sound that
read the
questions. Also
have a score for
the quiz and home
button
5. User click “Quiz Doa and Zikr”
button.
View a three
question of doa
and zikr. After
play have a score
and home button
6. User click “Home” button. View the page
menu.
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Table 4.4 : Test case for user view the doa and zikr button
Test case for user view
the doa and zikr button
Step Test Procedure Expected Result
1. Menu page view. View six buttons.
There are
“Introduction”,
“Games”, “Doa
and Zikr”,
“Scoreboard”,
“Exit” and
“Credit” button.
2. User click “Doa and Zikr”
button.
View three
button. There are
“Doa”, “Zikr” and
“Home” button.
3. User click “Doa” button. Have text and
button sound to
play the audio.
4. User click “Zikr” button. Have text and
button sound to
play the audio
5. User click “Home” button. View the page
menu.
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Table 4.5 : Test case for user view scoreboard.
Test case for view
scoreboard.
Step Test Procedure Expected Result
1. Menu page view View six buttons.
There are
“Introduction”,
“Games”, “Doa
and Zikr”,
“Scoreboard”,
“Exit” and
“Credit” button.
2. User click “Scoreboard” button. Have table score
for whole games
as a summary and
button home
3. User click “Home” button. View the page
menu.
Table 4.6 : Test case for user view exits.
Test case for view exit
button.
Step Test Procedure Expected Result
1. Menu page view View six buttons.
There are
“Introduction”,
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“Games”, “Doa
and Zikr”,
“Scoreboard”,
“Exit” and
“Credit” button.
2. User click “Exit” button. View a question
for a user to
choose for stay in
the apps or quit
the games.
Table 4.7 : Test case for user view credit.
Test case for view credit button.
Step Test Procedure Expected Result
1. Menu page view View six buttons.
There are
“Introduction”,
“Games”, “Doa
and Zikr”,
“Scoreboard”,
“Exit” and
“Credit” button.
2. User click “Credit” button. View a name of
supervisor and
have home
button.
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3. User click “Home” button. View the page
menu.
4.4 Summary
In the nut shell of this chapter, the developer shows the interfaces those
developed for the Let’s Learn Hajj mobile application games for a kids. The
implementation phase is where the developer will test the system itself to see whether
the system can work properly and user-friendly.
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CHAPTER 5
CONCLUSION AND DISCUSSION
5.1 Conclusion
By the end of this study, “Let’s Learn Hajj” application project is expected
that it can encourage the children to learn more about hajj by using a mobile
application as platform. For Let’s Learn Hajj application is provided the five
commandment or step during hajj. Also, it’s provided a simple games, doa and zikr,
animation videos and sound for kid to learn about hajj.
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5.2 Benefit Of The Project
The project mobile application entitled "Let's Learn Hajj" can give a huge
contribution in helping the children's learning process. This is because it contains
solid learning with knowledge. This application helps children learn while playing
with fun content.
The benefit of this mobile application is:-
1. Interesting especially in children.
2. Combines technology and education.
3. Helping children in the learning process.
4. To increase children's knowledge of the pilgrimage.
5.3 Suggestion for Improvement
Although the application operates in properly and follows the milestone of
project respectively, there are exits some changes can be taken for better
performances. This is for improve the quality for future. The developer must come to
date with current technology to ensure the application that developed will meet the
standard. For the future, this mobile apps can be provided the whole version about
hajj and a lot of activity and games will be created.
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5.4 Summary
In a nutshell, Let’s Learn Hajj mobile application project was developed to
help a parent to teach their children about hajj in the simple way. Let’s Learn Hajj was
created because there are not much apps was being develop about hajj to a children
nowadays. Finally, the developer hopes this mobile application can be upgrades in full
version of hajj and can be market to educational sector or platform, for a children and
can give a benefit and knowledge to everyone also can achieve the user requirement.
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REFERENCES
1. Application, M. (2018). google play. Retrieved from
https://play.google.com/store/apps/details?id=com.mizan.map.learnhajjgames
2. Application, M. (2018). Learb Hajj Games.
3. AQTAR. (n.d.). APK. Retrieved 2018, from https://apkpure.com/hajj-
story/com.aqtar.Hajj
4.Kahfi, P. (2018). APK. Retrieved from
https://play.google.com/store/apps/details?id=com.pemudakahfi.quiziduladhahaji&rdi
d=com.pemudakahfi.quiziduladhahaji
5.kajian agama lengkap. (n.d.). Retrieved from
https://kajianagamalengkap.blogspot.com/2016/08/syarat-dan-rukun-wajib-haji.html