HOME SUNNAH FOR KIDS (VIRTUAL REALITY) · 2.2 1000 Sunnah (Mobile Apps) 9 2.3 The Importance of the...

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HOME SUNNAH FOR KIDS (VIRTUAL REALITY) NURUL SYAMIMI BINTI ABD HAMID BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA) WITH HONOURS FACULTY OF INFORMATICS AND COMPUTING UNIVERSITI SULTAN ZAINAL ABIDIN 2019/2020

Transcript of HOME SUNNAH FOR KIDS (VIRTUAL REALITY) · 2.2 1000 Sunnah (Mobile Apps) 9 2.3 The Importance of the...

Page 1: HOME SUNNAH FOR KIDS (VIRTUAL REALITY) · 2.2 1000 Sunnah (Mobile Apps) 9 2.3 The Importance of the Ahl Al-Sunnah (ebook) 10 2.4 Amalan Sunah Rasulullah (Mobile Apps) 10 3.1 ADDIE

HOME SUNNAH FOR KIDS

(VIRTUAL REALITY)

NURUL SYAMIMI BINTI ABD HAMID

BACHELOR OF INFORMATION TECHNOLOGY

(INFORMATICS MEDIA) WITH HONOURS

FACULTY OF INFORMATICS AND COMPUTING

UNIVERSITI SULTAN ZAINAL ABIDIN

2019/2020

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HOME SUNNAH FOR KIDS

(VIRTUAL REALITY)

NURUL SYAMIMI BINTI ABD HAMID

BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA)

WITH HONOURS

FACULTY OF INFORMATICS AND COMPUTING

UNIVERSITI SULTAN ZAINAL ABIDIN, TERENGGANU, MALAYSIA

2019/2020

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DECLARATION

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

and 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

Abidin or other institutions.

________________________________

Name : Nurul Syamimi binti Abd Hamid

Date :

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CONFIRMATION

This is to confirm that Home Sunnah For Kids (Virtual Reality) was prepared and

submitted by Nurul Syamimi binti Abd Hamid (Matric Number: BTDL17047791) and

have been found satisfactory in terms of scope, quality and presentation as a part of

fulfilment of the requirement for Bachelor of Information Technology (Informatics

Media) with honor’s in University Sultan Zainal Abidin. The research conducted and

writing of this report was under my supervision.

________________________________

Name : Pn. Normala Binti Rahim

Date :

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DEDICATION

In the name of Allah, the Most Gracious and Most Merciful.

Alhamdulillah all praise it to ALLAH SWT, by His grace and blessings, I were able

to successfully finish my report. First of all, I would like to thank you to my supervisor,

Pn. Normala Binti Rahim for his guides and a lot contribute ideas, provide information

and guidance as well as a bit of advice to me without giving up until the end of the

project was made. Besides, I would like to express my sincere thanks to my panels and

fellow lecturers who also had given me some idea to develop my project. Finally, I

would like to say thanks to my parents and my friends for their love and support. They

give me some advice to solve my problems and encourage me during the period of

developing Final Year Project.

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ABSTRACT

Virtual Reality (VR) is the latest technology that is widely in various sectors such as

education, entertainment and industry sales of good. VR presents objects in 3D. This

research is conducted to develop a Home Sunnah for Kids (Virtual Reality) applications

which operates using android platform. The objective of study was to produce

application that identify current VR application focus on learning a home sunnah based

on the module in PAFA for standard one to three in primary school students. To design

interface and to develop Home Sunnah (VR) application that can give beneficial to user.

In this application, not only focus on entertainment but combination entertainment and

education. Therefore, this mobile application is developed by applying element of

multimedia to deliver the information about home sunnah learning. The methodology

used in this application is Addie methodology. ADDIE methodology consists of five

phases which is Analysis, Design, Development, Implementation, and Evaluate. The

programming language used in the development of the mobile application is C Sharp

(C#) using Unity 3D software.

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ABSTRAK

Realiti Maya adalah teknologi terkini yang luas diguna dalam berbagai sektor

seperti Pendidikan, hiburan dan insudtri penjualan barangan. VR

mempersembahkan objek dalam bentuk 3D. Kajian ini dilaksanakan bagi

membangunkan sebuah aplikasi Sunnah Rumah untuk kanak-kanak dalam Realiti

Maya yang beroperasi dengan menggunakan landasan android. Objektif kajian ini

adalah untuk menghasilkan aplikasi reality maya yang memfokuskan kepada

pembelajaran sunnah di dalam rumah berdasarkan modul PAFA dikhaskan untuk

murid darjah satu hingga tiga di peringkat sekolah rendah. Selain itu, untuk

merekacipta permukaan dan membangunkan aplikasi yang dapat memberi faedah

kepada pengguna. Aplikasi ini tidak hanya fokuskan pada hiburan sahaja, tetapi

gabungan antara hiburan dan pendidikan. Oleh itu, aplikasi yang dibangunkan ini

mengaplikasikan elemen multimedia dalam penyampaian maklumat mengenai

pembelajaran sunnah didalam rumah. Metadologi yang digunakan dalam aplikasi

ini ialah kaedah ADDIE. Kaedah ADDIE mengandungi lima fasa iaitu Analisis,

Rekabentuk, Pembangunan, Pelaksanaan, dan Pengujian. Bahasa pengaturcaraan

yang digunakan dalam aplikasi ini adalah C Sharp (C#) dengan menggunakan

perisian Unity 3D.

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CONTENTS

PAGE

DECLARATION i

CONFIRMATION ii

DEDICATION iii

ABSTRACT iv

ABSTRAK v

CONTENTS vi

LIST OF TABLE viii

LIST OF FIGURES ix

LIST OF ABBREVIATION x

CHAPTER I INTRODUCTION

1.1 Project Background 1

1.2 Problem Statement 2

1.3 Objectives 2

1.4 Scopes 3

1.5 Activities, Project Milestones (Gantt Chart) 4

1.6 Limitation of Work 5

1.7 Expected Results 5

1.8 Summary of Chapter 5

CHAPTER II LITERATURE REVIEW

2.1 Introduction 6

2.2 Virtual Reality 6

2.3 Related Techniques

2.3.1 Gaze Input 7

2.4 Related Article 8

2.5 Related Study of Existing Applications

2.5.1 Mobile Apps: 1000 Sunnah 8

2.5.2 Ebook:The Importance of the Ahl Al-Sunnah 9

2.5.3 Mobile Apps: Amalan Sunah Rasulullah 10

2.6 Comparison table of the existing product with

five element of multimedia

11

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2.7 Summary of Chapter 11

CHAPTER III

METHODOLOGY

3.1 Introduction 12

3.2 ADDIE Model 12

3.2.1 Analysis phase 14

3.2.2 Design phase 17

3.2.3 Development phase 19

3.2.3.1 Hardware and Software

Requirement

20

3.2.4 Implementation phase 22

3.2.5 Evaluation phase 23

3.3 Framework Design 24

3.4 Summary of Chapter 24

REFERENCES 25

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LIST OF TABLES

TABLE TITTLE

PAGE

1.1 Gantt Chart 4

2.1 Research in Article of VR 8

2.2 Comparison Table of the Existing Products with Five

Element of Multimedia

11

3.1 Existing Product 15

3.2 List of Hardware Requirement 21

3.3 List of Software Requirement 22

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LIST OF FIGURES

FIGURE TITLE PAGE

2.1 Gaze Input Interaction 7

2.2 1000 Sunnah (Mobile Apps) 9

2.3 The Importance of the Ahl Al-Sunnah (ebook) 10

2.4 Amalan Sunah Rasulullah (Mobile Apps) 10

3.1 ADDIE Model 13

3.2 Content in Home Sunnah VR 15

3.3 Analysis Phases 16

3.4 Main Menu Page 17

3.5 VR View Scene in Living Room 18

3.6 VR View for User Interaction 18

3.7 VR View Scene in Dining Room 19

3.8 Framework Design 24

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LIST OF ABBREVIATIONS/TERMS/SYMBOLS

VR Virtual Reality

3D Three dimensional

FYP Final year project

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CHAPTER I

INTRODUCTION

1.1 Project Background

Virtual reality is a combination of video and audio, filling a single person’s

field of sensation that works with their perceptual process to give the illusion of being

in a computer generated, and can give believe in the real environment (O’Toole,

2017). At present, its application has been involved in scientific research, education

and training, engineering design, commercial, military, medical, film and television,

and so on many areas, is recognized as experts in the 21st century society one of the

development of technology. This trend is expected to continue in the future with the

advancement of technology in areas like computer graphics, computer vision,

controls, image processing, and other technology-affiliated components.

The project Home Sunnah for Kids (VR) that will developed is to allow

targeted user to interact with the designed environment with interactive animation so

users can learn and study the home sunnah within the environment. The concept of

virtual reality used is hoped to assist the user in recording their wonderful experience

in a 3 dimension as if they were in the real situational context on the learning of the

home sunnah. These applications employ interaction as a means of communicating

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information to the general public in new and exciting ways. The main purpose of the

project is to improve the method used in education to be more interactive via the

growth technology nowadays.

1.2 Problem Statement

Traditional method of teaching in the primary school lead to a lack of student

engagement. Teaching style has changed significantly throughout the years, the

traditional ways of education that relies mainly on textbook, chalks and boards whereas

the modern ways is teaching that involves interactive method. Being immersed in what

we are learning motivates us to fully understand it and that is what Virtual Reality offers

in the education. Interactive displays form a large part of many exhibitions and

particularly appeal to children. This project is developed for home sunnah learning in

VR because the application of home sunnah learning in VR still does not existed in the

any other application medium.

In addition, the available apps that has developed nowadays lack of content and

functional by using 3D animation meanwhile there is no other application using VR

platform yet to develop this application. By develop this project, the real problem stated

can be surpass and overcome the other issue that has been lacked and improving the

content as well as the method used in education nowadays especially for learning home

sunnah nowadays.

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1.3 Objective

There are three aims that need to be achieved in this project. The objectives are as

follows:

i. To design an application of home sunnah for kids using Virtual Reality

technology. Users can explore the environment with supported by VR Box.

ii. To develop an educational interactive way in e-learning method by using VR

technology.

iii. To test the application functional and provide benefits to the user.

1.4 Scopes

The main scopes in the application:

i. User

- The application targets user in primary school included standard one (1) to

three (3), pupils

- Teacher, for teaching method

ii. Application

- This application focuses in daily Sunnah in home routine included sunnah

of sleeping and wake up, eating and drinking and so on.

- Focuses on the learning of sunnah on daily routine life based on KAFA

modul in standard one to three.

- Provide an information and guide to user to learn and explore the routine

of Sunnah in an interactive way using VR.

- The technology used is mobile Virtual Reality using VR box.

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1.5 Activities, Project Milestones (Gantt Chart)

TASK NAME

SEPTEMBER OCTOBER NOVEMBER DECEMBER

1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4

TOPIC DISCUSSION

AND DETERMINATION

PROJECT TITLE

PROPOSAL

PROPOSAL WRITING

- CHAPTER 1

(INTRODUCTION)

- CHAPTER 2

(LITERATURE

REVIEW)

DISCUSSION

CORRECTION OF

PROPOSAL

PROPOSAL PROGRESS

PRESENTATION AND

PANELS EVALUATION

CORRECTION

PROPOSAL WRITING

- CHAPTER 3

(METHODOLGY)

PROOF OF CONCEPT

(POC)

DRAFTING REPORT OF

PROPOSAL

SUBMIT DRAFT OF

REPORT TO

SUPERVISOR

PREPARATION FOR

FINAL PRESENTATION

FINAL PRESENTATION

AND PANEL’S

EVALUATION

FINAL REPORT

SUBMISSION AND

SUPERVISOR’S

EVALUATION

Table 1.1 Gantt chart

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1.6 Project Limitation

The limitations in conducting this application are:

- Mobile-based application

- Only android user can access this application

- The user needs a VR Box to play the application and viewing the virtual reality

view.

1.7 Expected Result

User able to explore the emerging world of virtual reality 3D model in home

sunnah application with supported by VR Box. The user also able to obtain the project

information on the routine sunnah in home as well as practices in daily life. User also

can knowledge the project as an interactive application to use and apply the technique in

education method.

✓ As an interactive tool for kids in learning process.

✓ Provide a complex syllabus in form of Virtual Reality.

✓ User able to explore the emerging world of virtual reality 3D model in sunnah

learning with supported by VR Box.

✓ User also can knowledge the project as an interactive application to use and

apply the technique in education method.

1.8 Summary of Chapter

The chapter covers the overall description of the application such identifies the

problem statement, objective, scope, expected result and project management plan.

Moreover, this application is designed to help the user get experience on learning

home sunnah using VR technology.

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CHAPTER II

LITERATURE REVIEW

2.1 Introduction

This chapter provided some reviews of techniques which have been proposed by

many researchers in previously. The related works also have been reviewed to ensure

the quality in order to improve this project. This chapter also describes and explains of

the literature review carried out on the application that will be used as references in

developing this application. Previous research or existing application will also

discussed in this section. Literature review aim to review the critical points of the

current knowledge on a particular topic. Therefore, the purpose of the literature review

is to find, read and analyses the literature or any works or studies related to this

application. It is important to well understand about all information to be considered

and related before developing this application. Some research has been studied to

understand to implement in the Home Sunnah for Kids in VR application.

2.2 Virtual Reality

In virtual reality, the platform used in the production of an application depends on

the selection made before the builder. In this application, I use VR Box as the main

platform. Google Cardboard is a virtual reality (VR) platform developed by Google for

use with a head mount for a smartphone. Named for its fold-out cardboard viewer, the

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platform is intended as a low-cost system to encourage interest and development in VR

applications. Users can either build their own viewer from simple, low-cost components

using specifications published by Google or purchase a pre-manufactured one. To use

the platform, users run Cardboard-compatible applications on their phone, place the

phone into the back of the viewer, and view content through the lenses.

2.3 Related Techniques

Related techniques refer techniques of virtual reality already existing and used

until now. This is example of techniques:

2.3.1 Gaze Input

Technique is a systematic procedure, formula, or routine by which a task is

accomplished. There are many techniques that can use to development virtual reality.

The gaze input interaction technique is suitable to be develop this application. Gaze

input interaction not use controller to play the application. If using controller, it would

less interaction method for VR Box. User just play this application wear the VR Box

and use pointer to interaction with application. Example technique gaze input

interaction shown in figure 2.1.

Figure 2.1 Gaze Input interaction

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2.4 Related Article in Virtual Reality in Education

This a few article that had been searched about virtual reality application in

education:-

Title Author Journal Summary

Virtual

technologies trends

in education

Martin-Gutie

rrez, J.,

Mora, C. E.,

Anorbe

-Diaz, B., &

Gonzalez-Ma

rrero, A.

(2017).

EURASIA

Journal of

Mathematics

Science and

Technology

Education, 13(2),

469-486.

Educational institutions

have benefit from better

accessibility to virtual

technologies; make it

possible to teach in virtual

environments that are

impossible to visualize in

physical classrooms.

Augmented and

Virtual Reality in

Education:

Immersive

Learning Research.

Beck, D.

(2019).

Journal of

Educational

Computing

Research (2019):

07356331198540

35.

To uncover emerging

trends and technologies,

sound research and best

practices within an

international and

interdisciplinary

community.

Virtual reality

challenges in

education and

training.

Velev, D., &

Zalateva, P.

(2017).

International

Journal of

Learning and

Teaching, 3(1),

33-37.

The paper aims at

performing a brief

analysis of current VR

challenges, and especially

its application in

education training.

Table 2.1 Research article in VR

2.5 Related Study of Existing Application

Before starting this project, several studies have been done on existing product

applications. Example existing product is:

2.5.1 Mobile Apps: 1000 Sunnah – Necessary Day to Day Life

This application using a mobile apps platform to provide on learning the sunnah in

daily life. Based on the figure 2.2 below, this application let you learn every sunnah

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such as the sunnah of waking up, the sunnah of entering and coming out from the

bathroom and another sunnah more. This application have a feature like full-screen

reading, Text resizing (it will be advantageous for those who has vision problem).

However, this application only based on mobile and there is no interactive media

include.

Figure 2.2 the content in 1000 Sunnah in mobile apps

2.5.2 Ebook: The Importance of the Ahl Al-Sunnah

This ebook content of full information according to the Qur’an and the Sunnah and

enable one to gain the knowledge of faith that will lead one to eternal salvation and

knowledge of Allah SWT based on the figure 2.3 below. This application can be display

in desktop and mobile platform. However, this application only provide the text in the

content of the book and would not be attractive to the user.

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Figure 2.3 the display in ebook of The Importance of the Ahl Al-Sunnah

2.5.3 Mobile Apps: Amalan Sunah Rasul

The Prophet's Sunnah Practice Application is an app that contains about the Sunnah

practices performed by Rasullulah. Based on the figure 2.4 below, this application let

you increase knowledge about sunnah Rasullullah including islamic prayers, complete

prayer guide and collection of Islamic stories. The application has the display

information that is easy to find for user.

Figure 2.4 View of Amalan Sunah Rasul Apps

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2.6 Comparison Element of Multimedia

This table about comparison existing product in element multimedia. The

comparison include all element of multimedia such as audio, text, graphic, video, and

animation.

Application Audio Text Graphic Video Animation

Mobile Apps:

1000 Sunnah –

Necessary Day to

Day Life

X ✓ ✓ X X

Mobile Apps:

Amalan Sunah

Rasul

X ✓ ✓ X X

E-books: The

Importance of the

Ahl Al-Sunnah

X ✓ X X X

Table 2.2 Comparison table of the existing products with five element of multimedia

2.7 Summary of Chapter

This chapter discusses literature review that had been reviewed during

feasibility studies. The literature review helps developer to discover the

problem of previous research for application which needs to be improves and

overcome in this application development. Moreover, there are some

advantages and disadvantages in every techniques that has been considered in

the research.

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CHAPTER III

METHODOLOGY

3.1 Introduction

In this chapter is about process of developing project from the beginning until the

end of this project. The flow of the project will discuss briefly to give more

understanding of design and develop of this application. There are many methods that

can be used for developing this project. The methodology that can be decide in this

project is ADDIE. In this methodology is based on phases for each development

process. Every phase of this methodology will be explained.

3.2 ADDIE Model

The ADDIE model is the generic process traditionally used by instructional

designers and training developers. The ADDIE model is an iterative instructional

design process, where the results of the formative evaluation of each phase may lead the

instructional designer back to any previous phase (McGriff, 2000). The five phases in

the ADDIE model that is analysis, design, development, implementation, and

evaluation as illustrated in the Figure 3.1 represent a dynamic, flexible guideline for

building effective training and performance support tools. While perhaps the most

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common design model, there are a number of weaknesses to the ADDIE model which

have led to a number of spin-offs or variations.

In this project, the most suitable methodology that can be used to develop mobile

VR application is ADDIE. It is an Instructional Systems Design (ISD) model. Most of

the current instructional design models are spin-offs or variations of the ADDIE model

other models include the Dick & Carey and Kemp ISD models. One commonly

accepted improvement to this model is the use of rapid prototyping. This is the idea of

receiving continual or formative feedback while instructional materials are being

created. This model attempts to save time and money by catching problems while they

are still easy to fix. Instructional theories also play an important role in the design of

instructional materials. Theories such as behaviourism, constructivism, social learning,

and cognitivist help shape and define the outcome of instructional materials.

Figure 3.1 ADDIE Model

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3.2.1 Analysis Phases

In the analysis phase, the instructional problem is clarified, the instructional goals

and objectives are established and the learning environment and learner’s existing

knowledge and skills are identified. Analysis stage is the most important in this process.

The analysis is the first step of ADDIE model in the design of courses and teaching

materials for on-line teaching and learning. At this stage it is necessary to create the

"overall picture” of the instructional design integrity (Sinteza, 2017). The content of

Home Sunnah VR application can have referred to Figure 3.2. The mobile VR is

developed focussing on home sunnah learning content. The analysis is also carried out

by doing comparison on existing product. The comparison of existing product as

depicted in Table 3.1. The target audience of this application is being analysed and

children age seven (7) to nine (9) years old are chosen for using this application. Target

audience as for these features guided the determination of the content and the design of

this application. Home Sunnah for Kids (VR) application use all model using 3D object

and Virtual Reality technology to develop this application.

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Dining Room

- User look

into food

- User use

gaze input

technique

- User get the

info by

display the

pop-up info

included Dua

of eating

- Go the next

scene

VR View

Start

User walkthrough the environment

Living Room

- User found

family members

or parents

- User use gaze

input technique

- User get the info

and interact

- Go the next

scene by

recognize hint to

go to another

scene

Bedroom

- User look into

the 3D object in

the room such

as bed and

other object

- User use gaze

input technique

- User get the

info by display

the pop-up info

included Dua

of sleeping

- Go the next

scene

Bathroom

- User look

into the door of

bathroom

- User use gaze

input

technique

- User get the

info by display

the pop-up info

included Dua

of going in and

out from

bathroom

Figure 3.2 content in Home Sunnah for Kids (VR)

Existing Product Platform Advantage Disadvantage

1000 Sunnah –

Necessary Day to Day

Life

(Mobile Apps)

Android, iOS

- Full-screen

reading

- Text Resizing

- No sound effect.

- No interactive

Amalan Sunah Rasul

(Mobile Apps)

Android, iOS

- The navigation is

easier for user

- Colorful, Attractive

- Not use-friendly

- Have limit view

The Importance of the

Ahl Al-Sunnah (Ebook)

Android, iOS,

Desktop

- User can choose their

view modes

- Provide detail

information

- Less attractive layout

- Too much text

Table 3.1 Existing Product

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Figure 3.3 Analysis Phase

Problem Statement

1) Do not have any application of learning sunnah

using VR platform yet.

2) Traditional method of teaching and learning

module of sunnah lead to a lack of student

engagement to practice it in daily life.

3) Lack of content and functional in the available

applications

Objective

1) To design an application that can will give new

real experience in learning natural satellites of

the earth

2) To develop mobile application that user can get

a new method learning in using AR

3) To test the functionality of mobile application

in AR

Target Audience 1) Focus for pupils of standard one to three

(primary school)

2) For teacher

Strategy

1) Virtual Reality Technology

2) Used 3D Model

Requirement

1) Software

- Unity 3D

- Vuforia SDK

-Autodesk Maya (3D Model)

- Adobe Photoshop

2) Hardware

- Laptop ACER

- Mobile Phone (Android only)

Home Sunnah for Kids

(VR)

This project about;

1) Learning home sunnah

- Based on PAFA modul for standard one to

three

2) Content

- Sunnah with family

- Sunnah in living room

- Sunnah in dining room

- Sunnah in bathroom

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3.2.2 Design phase

The design phase deals with learning objectives, assessment instruments, exercises,

content, subject matter analysis, and lesson planning and media selection (Kurt, 2017).

The design phase should be systematic and specific. Systematic means a logical,

orderly method of identifying, developing and evaluating a set of planned strategies

targeted for attaining the project’s goals. Specific means each element of the

instructional design plan needs to be executed with attention to details.

In these phases, prototype are making. A prototype is draft representation built to

test ideas for layout. Design prototype for this project shown in Figure 3.4 until Figure

3.7.

MAIN MENU

- User use gaze input technique to use the play, quit, help, option and sound

button

Figure 3.4 Main Menu Page

Play

Button

Setting

Button

Help

Button

Quit

Button

Sound

Button

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VR VIEW – SCENE IN LIVING ROOM

- User use gaze input to walkthrough in the scene that show the overview in the

living room

- User can use the hamburger button to back to the main menu

Figure 3.5 VR view scene in living room

VR VIEW – USER INTERACTION

- User can interact with a model by using the gaze input technique to get the info

and the pop-up info will show the detail information on learning sunnah

- Audio is added to give the sound of the info, user can view the setting button to

adjust the sound of audio

Figure 3.6 VR view for user interaction

Setting

Button

Hamburger

Button

Hamburger

Button Setting

Button

Pop-up

Information

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VR VIEW – NEXT SCENE (DINING ROOM)

- User also use gaze input technique to walkthrough to another scene such as

dining room.

- User can figure out the direction such as there is a lighting on the dining room

that give the info to the user can go to the next scene.

Figure 3.7 VR view scene in dining room

3.2.3 Development Phase

The development phase involves the transition from the “contemplative” to

“physical” implementation (Sinteza, 2017). The development phase is where the

developers create and assemble the content assets that were created in the design phase.

This phase is the process of developing the entire design and is used as a guide to the

authoring process. Multimedia application should be used based on the designs

established through the design phase. The development of this design refers to the

process of software development using a variety of existing applications such as

Setting

Button

User direction to go

to another scene

Hamburger

Button

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programming applications, authoring, graphics, video, and animation. At this stage, the

final structure and content of the course are created. All of the components of

multimedia are prepared during this phase. In this phase have three stages include

pre-production, production and post-production.

3.2.3.1 Hardware and Software Requirement

This section will show that the all hardware and software that involve in the

development process. All of these elements are important in the process of development

of the system. List of hardware and software are shown as below Table 3.2 and Table

3.3 illustrates the software and hardware are used to develop this application.

Hardware Use

Laptop

To create the sketches for the characters, background

and create scripts or documents related to application.

Also used for on the go coding and 3D modelling.

External Hard Disk

To backup all project data.

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Personal Computer

Used to code, render and create the overall interface.

A PC is needed as the project is heavy and requires

strong rendering power that could not be provided

with a laptop.

VR Box

Used for test run and overall final product.

Mobile Phone

To run and test the application.

Mouse

Mouse is used during coding and 3D modelling

process.

Table 3.2 List of hardware requirement

Software Use

Unity

Used to create the Virtual Reality app and overall

project and animate 3D characters.

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Maya 2018

Used to create 3D character models.

Google Cloud

Used as an external render models or animations.

Adobe Illustrator

To design posters and logo application.

Adobe Photoshop

Used to create sketches of background, characters

and posters.

Table 3.3 List of software requirement

3.2.4 Implementation Phases

The implementation phase represents the first test of making the entire course and

is therefore recommended to divide this phase conditionally into two parts: a test

implementation phase and final implementation phase (Sinteza, 2017). The

implementation phase is a testing phase. Completed applications will be tested by the

supervisor. Testing is aimed at finding the weaknesses and detecting any unobserved

errors during the authoring process. During the test, the supervisor freely commented

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and criticized for improvements to be made and any errors can be corrected. In this

phase, test run project and user test run. Test run project is when the developer test runs

the project by herself. This is to ensure that the project can be used and is running

accordingly. User test run is before presenting the final product a demo version is given

to users to ensure that the project is meeting their criteria. Criticisms and constructive

feedback are taken into account to be implemented later on.

3.2.5 Evaluation Phases

This phase measures the effectiveness and efficiency of the instruction. The

evaluation phase consists of two parts: formative and summative. Formative

evaluation is present in each stage of the ADDIE process. Summative evaluation

consists of tests designed for domain-specific criterion-related referenced items and

providing opportunities for feedback from the users. This assessment involves the

process of obtaining feedback from users on the content, graphics, audio, animation,

interfaces and so forth contained in the application. This process is carried out through

the methods of testing, questionnaire, interviews and so on to ensure the application

will be in harmony with the needs of users. In this stage has debug and final product.

In debug, the first one is identify error. After the test run had been done, errors that

were found by the users must be identified. Glitches and mistakes must be brought to

light for the developer to improve the project while also implementing the feedback

given by testers. Next is find solution. Once errors have been identified, solutions to

solve them must be done. In final product, the developer has to present their product.

Product is ready to be present and launched for an audience to use this application.

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3.3 Framework Design

The project conducted based on the framework and flow of a process in order to

achieve the aim of the project which to analyze Home Sunnah for Kids (VR) using

VR Box can be accomplished successfully. In order to run the project, the requirement

analysis should be done and the project framework can be built order to see and

understand its flow. The methodology framework is describe in Figure 3.8 which is

divided to the user, VR Box for Home Sunnah for Kids (Virtual Reality). To play this

application, the user should apply VR Box to view with an application. Then, the

application will give virtual reality view into VR Box and user feel immerse with

environment.

APPLY VR BOX CONNECT

IMMERSIVE VR VIEW

Figure 3.8 Framework Design

3.4 Summary of Chapter

This chapter discussed the methodology used is to complete this project.

The ADDIE methodology is used because every phase during the application

development follows the project methodology that is mentioned in this chapter. It

helps to make sure the application develop correctly from phases to phases. It also

helps to ensure all the objectives can be achieved. Besides, this chapter also

explains the hardware and software requirements for develop this application.

USER

Home Sunnah for Kids (VR)

Home

Sunnah

(VR)

Application

GAZE

INPUT

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0735633119854035.

3. Kurt, S. (10 December, 2019). ADDIE Model: Instructional Design. Retrieved

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instructional-design/

4. McGriff, S. J. (2000). Using the ADDIE Model. Instructional System Design

(ISD), 2.

5. Martin-Gutierrez, J., Mora, C. E., Anorbe-Diaz, B., & Gonzalez-Marrero, A.

(2017). “Virtual technologies trends in education.” EURASIA Journal of

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6. Springer, S.L., Gadh, R.: State-of-the-art virtual reality hardware for computer-

aided design. Journal of Intelligent Manufacturing 7(6), 12 (1996)

7. Usmani, M. T. (2009). The authority of sunnah. Kitab Bhavan.

8. Velev, D., & Zalateva, P. (2017). Virtual reality challenges in education and

training. International Journal of Learning and Teaching, 3(1), 33-37.