Example of Chapter 5,6 and 7- 1

download Example of Chapter 5,6 and 7- 1

of 18

Transcript of Example of Chapter 5,6 and 7- 1

  • 7/29/2019 Example of Chapter 5,6 and 7- 1

    1/18

    CHAPTER 5IMPLEMENTATION

    This chapter will be discussing the implementation of the systemas overall based on the method and information system design in the previouschapter. In the chapter, the software design is released as set of progtam and will bedescribes the system in term of its functions/modules and difference part of thesource code. While we can explain the flow, step-by-step for each page inside theproject

    5.2 SYSTEM IMPLEMENTATION AND SYSTEM FUNCTIONALITY

    The Ulu Azmi interactive storytelling is installed in DVD and itcan be a supplementary tool to accompany the Islamic stories or stories of prophetsstorybook for student Year 2 and 3. Basically when the user run the application thefirst page will be published. Figure 5.1 shows the main page that allows students tochoose the module that they prefer to study. The modules are: (1) Introduction(Pengenalan), (2) Storytelling (Jom Membaca), and (3) Simple Games (JomBermain).

    48

  • 7/29/2019 Example of Chapter 5,6 and 7- 1

    2/18

    Figure 5.1: Main Page

    action script for the button "Pengenalan, Jom Membaca, Jom Bermain,'to thepage is:

    '?engenalan', Button tuomMembaca" Button "JomBermaintt

    (release) {

    0);

    on (release) {loadMovieNum("4 koleksibuku.swf",0);

    on (release) {loadMovieNum("game.swf",0);

  • 7/29/2019 Example of Chapter 5,6 and 7- 1

    3/18

    If the "Pengenalan" module is chosen, the screen in Figure 5.2will be displayed. This screen will explain an introduction the Ulul Azmi.It willclarify the meaning of Ulul Azmi. Who are the prophets that has been entitled UlulAzmi and the reasons why they have the title Ulul Azmi.

    Figure 5.2: Pengenalan page

  • 7/29/2019 Example of Chapter 5,6 and 7- 1

    4/18

    After completing the Introduction (Pengenalan) module, studentsmay proceed to the module of storytelling (Jom Membaca). If the "Jom Membaca"module is chosen, the screen in Figure 5.3 will be displayed. This screen allowsusers to choose the stories that they want to know and study about the struggle ofthe prophets that we call Ulul Azmi Title or the story behind the book icons are:

    1. Nabi Nuh a.s.2. Nabi Ibrahim a.s.3. Nabi Musa a.s.4. Nabi Isa a.s.5. Nabi Muhammad s.a.w.

    Figure 5.3: Jom Membaca page

    iit i#51

  • 7/29/2019 Example of Chapter 5,6 and 7- 1

    5/18

    The action script for the book icons from left that link to the next page are:

    on (release) {

    )loadMovieNum("nabi nuh.swf", 0);

    on (release) {loadMovieNum("nabi ibrahim.swf", 0);

    )

    on (release) {

    )loadMovieNum("musa.swf", 0) ;

    on (release) {

    )

    on (release) {

    )loadMovieNum( " muhammad. swf", 0) ;

  • 7/29/2019 Example of Chapter 5,6 and 7- 1

    6/18

    After completing the storytelling (Jom Membaca) module,students may proceed to the module of Simple Games (Jom Bermain). If the "JomBermain" module is chosen, the screen in Figure 5.4 will be displayed. This screenallows users to choose the simple games that they want to play. This module allowsstudents to test their understanding after read, learn and know the stories from allUlul Azmi.

    Figure 5.4: Jom Bermain page

    53

  • 7/29/2019 Example of Chapter 5,6 and 7- 1

    7/18

    The action scripts that link to the next game pages are:

    on (release) {loadMovieNum("permainan1.swf", 0);

    )

    on (release) {loadMovieNum( "permainan2. swf", 0) ;

    )

    on (release) {loadMovieNum("permainan3.swf", 0);

    )

  • 7/29/2019 Example of Chapter 5,6 and 7- 1

    8/18

    Figure 5.5: Exit page

    The action scripts for button 6'YAtt'

    The action scripts for button "TIDAI(':

    on (press) { fscommand("quit");)

    on (release) { loadMovieNum(" 2.swf", 0);)

  • 7/29/2019 Example of Chapter 5,6 and 7- 1

    9/18

    The action scripts for full screen:

    Figure 5.6: Drag and Drop game page

    fscommand('FU LLSCREEN", "TRU E");

  • 7/29/2019 Example of Chapter 5,6 and 7- 1

    10/18

    The action scripts for the drag and drop game:

    on (press) {)

    startDrag("/n1");

    on (release) { stopDrag0;if (getProperty("/n1", -droptarget) eq ("1k1")) {setProperty("/n1 ", -x, " 85.00");setProperty("/n 1 ", -y, "250.00" );tellTarget("/betul" ) {gotoAndPlay(2);))else{setProperty("/n 1 ", -x, " 926.'7 5");setProperty("/n1 ", -y, "485.00");tellTarget("/salah") {gotoAndPlay(2);)l

    57

  • 7/29/2019 Example of Chapter 5,6 and 7- 1

    11/18

    5.3 CONCLUSION

    Ulul Azmi interactive storytelling is the application reading andlearning that includes concepts, roles and a knowledge base of individuals aboutInteraction, Narration and Simulation for rule-based reasoning. In projectimplementation or project execution, we put it all together. Project planning iscomplete, as detailed as possible, yet providing enough flexibility for necessarychanges.

    Towards the end of project implementation phase, the desiredresult of the project takes more and more shape: we integrate, test, and theeffectiveness of the materials or product is evaluated. The end product or service isessentially put together. Then, we declare the project result "ready for preliminaryacceptance".

    58

  • 7/29/2019 Example of Chapter 5,6 and 7- 1

    12/18

    CHAPTER 6TESTING

    Testing and evaluation are the final stage of the systemdevelopment life cycle. Testing and evaluation is important in any applicationdevelopment. Testing can be done to ensure that the system created actuallybehaves as the expectation of developer and meets user requirements. It is the basicrole of evaluation. Testing and evaluation should not be thought of as a single phaseof design process.

    The goals of the evaluation in this project are to assess the UlulAzmi interactive storytelling functionality fulfill the objective of the project, assessthe target user experience of the interactive website and at the end to identify thespecific problem with the animation being developed.

    Beside that testing phase is very important because it can identifythe problem and weakness of the interactive being the developed so that someaction can be taken to overcome the problems. For this project developer divides thetesting process into three parts, which are testing before development, testing duringdevelopment and testing after final of the development of the project.

  • 7/29/2019 Example of Chapter 5,6 and 7- 1

    13/18

    6.2 TESTING BEFORE DEVELOPMENT

    In this phase, developer should to determine the kinds ofproblem that might be faces in the development process. Developer should test thecapability of hardware; they have to ensure the project can be done by theirhardware. In this project developer need powerful knowledge of hardware to keeplarge capability of data and the file-and the hardware that can create a good qualitygraphics. Developer should to know and master in any multimedia or graphicsoftware. Basically the kind of software the developer needs to know like AdobeMaster Collections CS3 or CS4 or Macromedia Flash8.

    6.3 TESTING DURING DEYELOPMENT

    Testing the evaluation during development involves the testingon the scenes that created by the developer. This is to ensure the final scene isproperly working and relevant with the storyline. Developer has to test theperformance of the scene in other computers and in some movie player software.Beside after testing each the scene, developer also conduct the final testing theentire element insides including the sound, background music, transition use andalso appropriateness of the movie scene with the sound use. After that, do somemodifications were made.

    6.4 TESTING AFTER DEVELOPMENT

    In order, to get the better feedback of Ulul Azmi interactivestorytelling developed. Developer also does some other testing like Alpha testingand Beta testing. In the Alpha testing phase, it only involves an individual in agroup such as friends to give comment about the product and developer will get thefeedback in this phase. For Beta testing where the testing groups is representative ofreal users. It is better that aBeta tester is them who have no pre conceived ideas.

    60

  • 7/29/2019 Example of Chapter 5,6 and 7- 1

    14/18

    6.5 TEST CASES AND TEST DATA

    The development of Ulul Azmi interactive storytelling hasshown that the story telling can be used as one of the interesting ways to motivatestudent's tolerance and understand the lesson better. Story telling is a technique thatemphasis on enhancement rather than recall. Therefore, this Ulul Azmi interactivestorytelling could definitely act as an effective preparation and training tool forchildren. Through the development of Ulul Azmi interactive storytelling, children'spassions and interest in observation, concentration and independent thinking isenhanced further.

    The purpose of the test that was conducted was to examine howdifferent storytelling tools could affect a user's understanding of the storyapplication, as well as which type of tool they prefer. Additionally, the testapplication should be evaluated to make sure the stories and interface worked asintended.

    The main questions were:.Can the test participants or user's understand the whole stories?.Is there a difference in the level of understanding on the storytelling methods?.Does the storyteller make the test participant or user's feel differently about readingthe story?. Does the controls and stories work similarly for both storytelling methods?

    6L

  • 7/29/2019 Example of Chapter 5,6 and 7- 1

    15/18

    Action must be taken in-line with the plan. Record and documentall the work, work results, decisions about changes, implementation of changes, etc.Analyze, communicate, report, and document status and results of action, in-linewith the plan. take decision if and what kind of change we need, in case any result(or action) is not as required implement agreed changes, in-line with the plan.

    Testing and evaluation are the final stage of the systemdevelopment life cycle. Need to shoW some samples for test procedures, expectedresults and test results to ensure the correct behavior of the system functionality.Explain the test cases with appropriate test data for the project.

    6.6 CONCLUSION OF THE CHAPTBR

    According the testing phase, feedback and respond from thestudents or users it help to improve and upgrade the Ulul Azmi interactivestorytelling application as well as possible. Otherwise it helps our project toimprove and achieved the objective to help students or users to understand thewhole of the stories Ulul Azmi.

    62

  • 7/29/2019 Example of Chapter 5,6 and 7- 1

    16/18

    CHAPTER 7CONCLUSION AND RECOMMENDATION

    About four month the developer has to finish Ulul Azmiinteractive storytelling and get many feedbacks to developer improve theapplication created. After each phase of Ulul Azmi interactive storytelling has beenpassed on it is looking forward to see this project can complete soon without anyproblems. It becomes big hopes of developer could fulfill the early objective of thisproject and running as well as in the storyboard.

    7.2 CONCLUSION

    The development of Ulul Azmi interactive storytelling can helpstudent or users to understand the stories of Ulul Azmi better and the mostimportant thing the Ulul Azmi interactive storytelling is able to generate ideas onhow to make the reading and the learning progress interesting and suitable.

    In the Ulul Azmi interactive storytelling application, thestorytelling technique has been utilized and based on a study conducted amongschool children. The reading and learning process is improved as most of thestudents and parents who tested the application manage to get 8O7omarks and aboveeven though they just spend about 3Ominutes of their time in using the applications.

    53

  • 7/29/2019 Example of Chapter 5,6 and 7- 1

    17/18

    7.3 RBCOMMENDATION

    However, the development of storytelling requires a lot of time,ideas and creativities but the impact of learning process is impressive. Studentscould recall the learning materials Setter because the application has utilized thesame words repetitively and manipulate it in various functions and thus allowingstudent to remember the words easily. karning foreign languages require the use ofmemory techniques especially in remembering the vocabularies.

    The development of Ulul Azmi interactive storytelling hasshown that the story telling can be used as one of the interesting ways to motivatestudent's tolerance and understand the lesson better. Story telling is a technique thatemphasis on enhancement rather than recall. Therefore, this Ulul Azmi interactivestorytelling could definitely act as an effective preparation and training tool forchildren. Through the development of Ulul Azmi interactive storytelling, children'spassions and interest in observation, concenffation and independent thinking isenhanced further.

  • 7/29/2019 Example of Chapter 5,6 and 7- 1

    18/18

    REFERENCES

    Norliza A. Rahim. siri 25 Rasul (m0g). Blue-T publication Sdn Bhd. KualaLumpur.

    Nor wahidin. Komik Nabi. DAR! Mizan publication sdn Bhd. Indonesia.

    Erma Fitrini. cerita Nabi. DAR! Mizan publication sdn Bhd. Indonesia.

    Rahimsyah. siri Kisah reladan 25 Nabi dan Rasul (200g)). SERBA JAYASurabaya.

    Normah Mohd sir. siri Kisah Nabi. FTS Litera utama, Kuala Lumpur.

    Khairuddin Rasidi. Easy Flash rutorial (2009). X-plor Info Sdn Bhd, selangor.

    65