JAWI IN AUGMENTED REALITY

FARAH ZAFIRAH BINTI AHMAD

MALAYSIAN INSTITUTE OF INFORMATION TECHNOLOGY

UNIVERSITI

2012

1 JAWI ALPHABETS IN AUGMENTED REALITY

FARAH ZAFIRAH BINTI AHMAD

Dissertation Submitted in Fulfillment of the Requirements

For the Bachelor of Multimedia Technology (Hons) in Interactive

Multimedia Design

in the Malaysian Institute of Information Technology,

Universiti Kuala Lumpur

2012

3 COPYRIGHT PAGE

Declaration of Copyright and Affirmation of Fair Use of Unpublished Research Work as stated below:

Copyright @ 20/04/2012 by Farah Zafirah Binti Ahmad (52245208061) All rights reserved for Jawi Alphabets in Augmented Reality

No part of this unpublished research may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise without the prior written permission of the copyright holder except as provided below:

i. Any material contained in or derived from this unpublished research may only be used by others in their writing with due acknowledgement.

ii. MIIT UniKL or its library will have the right to make and transmit copies (print or electronic) for institutional and academic purposes.

iii. The MIIT UniKL’s library will have the right to make, store in a retrieval system and supply copies of this unpublished research if requested by other universities and research libraries.

6 DEDICATION

I would like to dedicate this project to my parents, Academic Advisor, second reader, lecturers, course mates, classmates, colleagues, and Universiti Kuala Lumpur Malaysian Institute of Information Technology.

7 ACKNOWLEDGEMENT

Alhamdulillah, I am grateful to the Almighty, Allah S.W.T, because of His divine grace I can successfully complete my Final Year Project (FYP) entitled “Jawi Alphabets in Augmented Reality for kids 4 until 6 years old”. Syukur for Allah s.w.t, without the guidance and blessings from Him, I will not be able to complete this project which took about two semesters to be complete.

Big thanks to my FYP Partners, Ms. Rosliawati bt Shaari, for their cooperate in process to develop this final project until finish. With her hardworking on our progress Alhamdullilah we get a second place for FYP competition. The collaboration of us it make our application a top of the best product on FYP 2012. Thanks to Madam Fadzilah Abdul Aziz as my supervisor, she always guide and give a support to us on build this apllication.

Love and thanks too to my beloved parents, Mr. Ahmad Bin Hassan and Mrs. Zuraidah Bini Sharee, for their support. Their words of spirit and motivation much help me on relieving my stress and sense of worry during the process of completing my project. Special thanks to my siblings that always give a moral support to me.

I also would like to thank everyone that involve directly or indirectly in assisting me to prepare this project for the two semester period thanks for my beloved friends Amirah Faizah Muthalib, Nurul Aida Sazali, Fatin Ismail, Amirul Hakim, Zullastri Iskandar, Nurdayana, Amira Nadia and Asshaliza, always be a back bone to me and give a help when I am wrong, thank you for complete my Final Year Project properly. Not forgotten, Mr. Ahmad Fahmi Mohammad, my very understanding FYP coordinator. Last but not least, course mates, classmates, and colleagues that relentless support me. I really appreciate your encouragement and motivations. Thank you.

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TABLE OF CONTENTS

page num

Title Page 3 Declaration Page 4 Approval Page 5 Copyright Page 6 Dedication 7 Acknowledgement 8 Table of Contents 9-13 List Of Tables 12 List Of Figures 13 List Of Abbreviation 14 Abstract 14 Abstrak 15

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1.0 INTRODUCTION 16 1.1 Project Definition 16 1.2 Purpose and Objective of Study 17 1.2.1 Purpose 17 1.2.2 Objective 17 1.3 Project Scope 18 1.3.1 Demographics 18 1.3.2 Geographic 18 1.4 Problem Statements 19 1.4.1 General Problem Statements 19 1.4.2 Specific Problem Statements 19 1.5 Rational of problem solving 20 1.6 Limitation of the Project 21 1.6.1 Limitation Of Research 21 1.6.2 Limitation Of User 21 1.6.3 Limittation Of technology 21

2.0 LITERATURE REVIEW 22 2.1 Introduction 22 2.1.1 Access Of Project Title 22-23 2.1.2 The Brain Is Associated with visual Memory 24 2.1.3 Gain Practical Experience 24 2.1.4 Place Of Augmented Reality in Education 25 2.1.5 Technology And Learning 25

2.1.6 Effect Of Color 25

2.2 Knowledge of Title Chosen 26-31

10 3.0 RESEARCH METHODOLOGY 35 3.1 Gathering Information 35 3.1.1 Research and Review 35 3.2 Research Methodology 36 3.3 Project Phase 37 3.3.1 Phase 1: Analysis 37-38 3.3.2 Phase 2: Design 39 3.3.3 Phase 3: Development 40 3.3.4 Phase 4: Implementation 40 3.3.5 Phase 5: Evaluate 41

3.4 Budget and Costing 42 3.5 AR Flow Chart 43

4.0 PROTOTYPE DEVELOPMENT 44 4.1 Planning Phase 44 4.1.1. Gantt Chart 44 4.1.2. Project Mind Map 44

4.2 Design Phase 45 4.2.1. Project MORK UP 45

4.3 Application Description 46

11 5.0 TESTING AND RESULTS 47 5.1 Testing method 47 5.1.1 Specific Computer/Software used for testing 48 5.2 Feedback Form Samples 49-50 5.3 Usability Testing Result 51-57 5.4 Conclusion 58

6.0 CONCLUSION AND SUGGESTION 58 6.1 Conclusion 58 6.2 Suggestion 59

REFERENCES APPENDICES

LIST OF TABLES

page num

Table 1: Cost and Budget Estimation 42 Table 2: Development Estimation 44 Table 3: Operational Estimation 47 Table 4: Hardware & Software for Testing 48

12 LIST OF FIGURES

page num

Figure 1: ADDIE Model 36 Figure 2: Interview table 42 Figure 3: Flow chart 43 Figure 4: Feedback Form Samples 49 Figure 5: Testing Result 1 53 Figure 6: Testing Result 2 56 Figure 7: Testing Result 3 57 Figure 8: Testing Result 4 58 Figure 9: Testing Result 5 59

LIST OF ABBREVIATION

Abbreviation

Final Year Project FYP Malaysian Institute of Information Technology MIIT Universiti Kuala Lumpur UniKL Information Technology IT Augmented Reality AR

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ABSTRACT

This study was designed to meet the needs of my Final Year Project before the end of study in UniKL MIIT in November 2011. This study aims to test students' understanding of the subjects studied during the period of their studies at UniKL MIIT. Students of Bachelor of Multimedia Technology (Hons) in Interactive Multimedia Design are required to develop projects that relate to their field of study such as video, animation, web, interactive CD, game design, 3D applications and others that is appropriate. Therefore, I have chosen to develop " Jawi Alphabets in Augmented Reality" as my Final Year Project. " Jawi Alphabets in Augmented Reality” is application of current/existing interactive application of Augmented Reality learning. Unlike the created with of existing interactive application of Augmented Reality(AR), this is the first application of AR that provide a sounds in ." Jawi Alphabets in Augmented Reality" Build to develop and improvise methods of learning JAWI. It is anticipated that this new method is to attract the kids attention towards learning Jawi for recognizing the Jawi alphabets and how to pronounce the Jawi alphabets. This application is an innovation in learning Jawi and expected to be a success in the market, for entrepreneur and multimedia developer. The book come with special marker (AR Tag) in 30 Jawi alphabets for the 3D to appear in augmented version.

14 ABSTRAK

Kajian ini direkabentuk untuk memenuhi keperluan Projek Tahun Akhir sebelum saya mengakhiri pengajian di UniKL MIIT pada November 2011. Kajian ini bertujuan untuk menguji kefahaman pelajar terhadap matapelajaran yang telah dipelajari selama tempoh pengajian di UniKL MIIT. Siswa-siswa Ijazah Teknologi Multimedia (Kepujian) dalam Rekabentuk Multimedia Interaktif dikehendaki membangunkan projek yang berkaitan dengan kursus yang dipelajari seperti video, animasi, web, CD interaktif, “game design”, aplikasi 3D dan lain-lain yang bersesuaian. Oleh itu, saya telah memilih untuk menghasilkan “Huruf-huruf Jawi dalam Bentuk ‘Augmented Reality’” sebagai Projek Tahun Akhir saya. " Jawi Alphabets in Augmented Reality” adalah aplikasi yang terbaru yang interaktif untuk sesi pembelajaran pada masa kini. Dalam banyak aplikasi “Augmented Reality” aplikasi kami adalah yang pertama menyediakan “Augmented Reality” bersuara di dalam Malaysia. ." Jawi Alphabets in Augmented Reality"dibina untuk membangunkan kaedah pembalajaran Jawi. Dijangka ini adalah kaedah baru untuk menarik perhatian kanak-kanak kea rah pembelajaran Jawi yang terancang dan bagaimana memberi sebutan Makhraj yang betul. Aplikasi ini adalah satu inovasi dalam pembelajaran Jawi dan dijangka dapat dipasarkan dipasaran kepada usahawan dan pemaju multimedia. Buku ini didatangkan khas dengan kad istimewa (AR Tag) bersama 30 huruf jawi bagi menunjukkan 3D dalam versi “augmented”.

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15 CHAPTER I: INTRODUCTION

1.1 Project Definition

“ Jawi Alphabets in Augmented Reality” is an augmented reality application develops by Farah Zafirah Binti Ahmad in order to fulfill the requirement for Final Year Project before completing her degree in Bachelor of Multimedia Technology (Hons) in Interactive Multimedia Design at Universiti Kuala Lumpur Malaysian Institute of Information Technology (UniKL MIIT). “ Jawi Alphabets in Augmented Reality ” is developed for kids 4-9 years old. This applications is build to teach student and improve their knowledge about Jawi and know the correct pronunciations of each . “ Jawi Alphabets in Augmented Reality ” is an enhancement from current/existing learning method. Most existing learning methods were using the traditional method such as book and CD. Previous application were developed in Augmented Reality, with combination of the reality world and 3D visual. Apart from that, researcher decided to develop an Augmented Reality application with additional method for kindergarten/secondary school student that has a combination of the Reality world, 3D model and Audio which it more interactive and can attract and motivate students to learn Jawi.

The has existed since around 1300 CE in the Malay Archipelago. Jawi is characters, many Arabic characters are never used as they are not pronounced in , and some letters are never joined and some joined obligatorily. Its development is linked with the arrival of , mainly from Persians. It was adapted to suit spoken classical Malay – it is written from right to left and has 6 sounds not found in Arabic: ca pa ga nga vaand nya.

(Taken from: http://en.inforapid.org/index.php?search=Jawi%20script)

16 2.1 Purpose And Objective Of The Study

1.2.1 Purpose

The purpose of this application is to develop a new method of learning Jawi by using augmented reality which will include all multimedia element, such as 3D animation, sound and graphic to attract the interest of the kids. Its also for develop a new way of learning methods by using AR and to exposed the new learning technology for kids.

1.2.2 Objective

The objectives of “ Jawi Alphabets in Augmented Reality” project are to:

• Developed new method of learning • This project only focuses on basic learning in Jawi such as recognize the alphabets and pronunciation • To evaluate the perception of the audience towards this new learning in AR. • To give earlier education about Jawi for kids.

17 1.3 Project Scope

Scope of this project will be focused more on kids 4-9 years old. It aim to attract them to like for learn Jawi alphabets.

1.3.1 Demographics

• Kids within 4 to 9 years old • Teachers • Parents • Public

1.3.2 Geographic

• Suitable for kids

• There will include an Image and sound to make it more understandable.

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1.4 Problem Statements

1.4.1 General Problem Statements

Based on research, Farah Zafirah Binti Ahmad found that most of the current/existing educational method on Jawi alphabets use traditional method like book and CD. (Market commercial still lack of Jawi additional learning.)

1.4.2 Specific Problem Statements

i. Lack of exposure to the new learning methods in AR.

ii. Lack of teaching materials for teachers.

iii. Student tend to get bored with current method of learning Jawi Alphabet .

iv. Learning Jawi without pronounce of Makhraj

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1.5 Rational Of Problem Solving

This new method of learning will include so many interesting way of explaining the information. As example, by using augmented reality, it will attract kids to focus on the learning. The learning environment will become less tense to the kids and also to the teachers. It is because, the Jawi alphabet will be explained in a very simple and attractive way. Children loved watching animation. This way, they can focus on the learning and understand it.

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1.6 Limitation Of The Project

1.6.1 Limitation Of Research

• Required a lot of research to develop the “AR” learning to ensure the product develops based on the learning methods.

1.6.2 Limitation Of User

• Required users that has at least some knowledge and guidance on how to use the computer because it may be more challenging

1.6.3 Limitation Of Technology

• Need the high end computer to complete this application(AR) and webcam.

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CHAPTER II: LITERATURE REVIEW

2.1 Introduction

Literature review is an account of what has been published on a research area. It is usually an evaluative report of information found in the literature that already exist in the area that we researching. It also as a guided through the kind of work those others in our field of study have done.

(Taken from: Academic Report Writing 2009 pg. 151 [1])

2.1.1 Access Of Project Title

Jawi writing was very important in the Islamic Education system In the Malay Peninsular before the colonial period. The use of Jawi indeed was widespread during the period of the Sultanate. Jawi has been sparingly used by the Islamic Education teachers in both the primary and secondary schools. Hence, there is a lack of interest among Malay pupils to learn Jawi, and consequently many of them today are unable to read and write In Jawi

(By:Erni Suraya Abdul Aziz 23 Dec 2010 (from www.pasir.upm.edu.my/8883/) Islamic education, Faculty of Educational Studies. )

22 2.1.2 The brain is associated with visual memory.

Keep Learning (and Practicing) New Things One sure-fire way to become a more effective learner is to simply keep learning. A 2004 Nature article reported that people who learned how to juggle increased the amount of gray matter in their occipital lobes, the area of the brain is associated with visual memory. When these individuals stopped practicing their new skill, this gray matter vanished.

(By: Draganski, B., Gaser, C., Busch, V., & Schuierer, G. (2004). Neuroplasticity: Changes in grey matter induced by training. Nature, 427(22), 311-312.)

2.1.3 Gain Practical Experience

For many of us, learning typically involves reading textbooks, attending lectures or doing research in the library or on the Web. While seeing information and then writing it down is important, actually putting new knowledge and skills into practice can be one of the best ways to improve learning. If you are trying to acquire a new skill or ability, focus on gaining practical experience. If it is a sport or athletic skill, perform the activity on a regular basis. If you are learning a new language, practice speaking with another person and surround yourself with immersive experiences

(By: Chan, J.C., McDermott, K.B., & Roediger, H.L. (2007). Retrieval-induced facilitation. Journal of Experimental Psychology: General, 135(4), 553-571.)

23 2.1.4 Place Of augmented reality in Education.

AR provides a means of “seeing” phenomena in 3D, thereby bringing the contextual three dimensional nature of the real world to the their learning. Textual and pictorial information in the typical 2 dimensional print-based resources loses much of the richness of the “real” world elements, and involves an element of interpretation that is difficult for some students. Illustrations in books can come to life with AR technology and can captivate readers of all ages

(By: [1] David Hopkins – February 23, 2010. E-Learning Blog Don’t Waste Your Time. )

2.1.5 Technology and Learning: two Pieces of the Puzzle

These two studies highlight the importance of rethinking our current beliefs about technology. Educators can no longer accept the belief that technology is as a silver bullet. Secretary of education Rod Paige recently told educators they need to look beyond their focus on wiring schools and providing classroom access to computers. The (real) issue, : Paige insisted, “ is how we use this access-how we get results.” Paige encouraged educators to ask how technology can” add value to student performance?”

(By- Brannigan,Jan 31, 2002.December 2002 New Horizons for Learning)

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2.1.6 Effects Of Color

Scientific experiments conducted in schools to measure the effect of specific colors have, on face value at least, produced some encouraging results. When combine with light, will generate specific responses in children (and adults). Color, asserts, triggers a reaction because the energy produced by the light carried in color stimulates mood and emotions.

(By ICI 2008 Copyright Imperial Chemical Industries)

25 2.2 Knowledge of Title Chosen

2.2.1 What is Augmented Reality? Augmented reality is a type of virtual reality that aims to duplicate the world's environment in a computer. An augmented reality system generates a composite view for the user that is the combination of the real scene viewed by the user and a virtual scene generated by the computer that augments the scene with additional information. The virtual scene generated by the computer is designed to enhance the user's sensory perception of the virtual world they are seeing or interacting with. The goal of Augmented Reality is to create a system in which the user cannot tell the difference between the real world and the virtual augmentation of it. Today Augmented Reality is used in entertainment, military training, engineering design, robotics, manufacturing and other industries.

(Taken from: Stafford,A., Thomas, B.H., and Piekarski, W.Effieciency of Techniques for Mixed-Space Collaborative Navigation. In 7th Int’l Symposium on mixed and augmented Reality, pp 181-182, Cambridge, UK, Sep 2008)

“Augmented Reality is a very effective method of learning and labs logistic for kids and adult that want to enjoy their learning on using interactive way to get the knowledge”. It is because, by using Augmented Reality methods, it can be use anywhere and anytime. Time will also not be wasted and people can do other work in one time because it just an additional way for education.

For Augmented Reality learning users can see and touch real manuscripts/editions while having the security of interactive guided

26 support, allowing users to work at their own pace. User being able to interact with a core medieval text while referencing supplemental materials via visual triggers (e.g. augmented 3D models that overlay the physical image and require user touch gestures to proceed) can spark enthusiasm, confronting the materiality of objects.

2.2 Example of Current/Existing Application

2.2.1 Muslim kid school (VIDEO)

Below is a video of Arabic alphabet. This video sing the Arabic characters jawi alphabet to children learning, the type of video is looping, after the song finish until last alphabet the song were loop. Play with 2D alphabet and static background.

(Reference by : http://minimuslims.com/?p=39)

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2.2.2 Mengenal Huruf Hijaiyah(BOOK AND CD)

This book teach introduction to Arabic letters and sound in the first part of the Al-Kitab program. Using standard Arabic vocabulary is used throughout the book, enhanced by the visual and audio materials on the CD’s and implemented in practical exercise.

(Refrence By : http://love-ibu.blogspot.com/2010/11/mari-belajar-alifbata.html)

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2.2.3 Belajar Alif Baa Taa(VIDEO)

This video teaches Aliff Baa Taa using song and characters of children to showing the jawi letter, they do not use the correct Makhraj. Good in 2D animation because can interact with the children on their interface and colour. Only learn Aliff Baa Taa.

(References By: http://www.youtube.com/watch?v=K7K3B9m2kXM)

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2.2.4: Kenali Huruf Hijaiyah(VIDEO)

This video provides a variety of teaching sounds, listening and know the letters for spelling the picture provide. Using 2D animation.

(References by: http://anakkusayang.com/v5/index.php?option=com_seyret&Itemid=117&catid=8)

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2.3 Selective Review

Kenali Huruf Hijaiyah(VIDEO)

The reasons:

The difference in education learning, ability to excite and deliver . Awareness in pronounce inaction because they did not use a good Makhraj and .Have a letter and item to make the learning clear, simple and easy to understand.

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2.4 Critical Analysis of Selective Review

• More to singing not a good pronounce of makhraj. • Not interesting on coloring and graphic • No Augmented Reality or Immersive Approach • Not a good in sounds recording( jagged sounds)

2.5 Results from the review

• Lack of ability in animation to attract audience to understand the application. • In Malaysia, learning by using Augmented Reality still not expand on market education especially in Jawi. • More to singing not to teach a real pronounce of Makhraj .

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2.6 Interviewing

• According to Ustaz Azis Jakfar Bin Soraji (Unikl Lecturer) on Jawi and Augmented Reality quote that :

 “To me, I do not see any negative because it is something new to expose and its good.The villagers are not being as issues for use this technology because the kinder garden in the village now is a new generation that familiar with computer uses and most recently with touch screen.”

2.7 Observation with 10 Children for Jawi alphabets

• On 11 October 2011, one observation was conducted by using Jawi book ,10 children, from 4-9 years old be examined in this observation. Table below is result of the examined. Table shows 7 from 10 children cannot read jawi alphabet.It shows that it is very important to develop learning about jawi in interactive way and different style. To make them interested to learn and fast to gain the knowledge.

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Details Of Children Age Can read(Y) Cannot read (N) Jawi

Adam Nuqris , Kg Baru 9 Years Y

Ezza Najwa, Rawang, 9 Years N

Khairul Hafizi, Kg Baru 7 Years N

Shafiq, Kg Baru 7 Years N

Fahmi, Cheras 6 Years N

Nurul Ain, Cheras, 6 Years Y

Balqis Hanis, Cheras 6 Years N

Qurashi Hafzan, Kg Baru, 5 Years Y

Daliah Najwa, Rawang , 5 Years N

Nur Falana, Kg Baru, 4 Years N

Figure 2.7:Table of Observation

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CHAPTER III: RESEARCH METHODOLOGY

CHAPTER III: RESEARCH METHODOLOGY

3.1 Gathering Information

Most of the information about Jawi was gathered from the journal and article about augmented reality to develop the jawi learning. Other than that, the research about augmented reality via the Internet to make the comparison every each AR from the result had found and do the revision about AR ,sound and interaction. Then, the interview session was held with Ustaz from Unikl and the Information is gained about the new platform of Jawi Learning in AR whether it give benefit or not. Others, the observation was held with the kids via testing them whether they can read or not. Then,analyze the data and compared it to come out with the best solution for the problem.

3.2 Research Methodology

“ADDIE Methodology” is our own Methodology in developing the application. The reason is because it can be used to develop this interactive application and can understand more on methodology itself. It consist of step by step of what will be done through out the

35 development of the application. If there is any problem in certain stage, it definitely can go back to there previous stage and start again.

ADDIE model is the five – phase consists of the “Analysis”, “Design”, “Development”, “Implementation” and “Evaluation”. It helps to think about the different steps in course and instructional design.

Analyze

Evaluate Design

Implement Develop

Figure 3.2 : ADDIE Methodology

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3.3 Project Phase

3.3.1 Phase 1 - Analysis

Analysis is a pre-planning of the project to develop whole of the “Augmented Reality:Learning Jawi Alphabet” .In this phase, research does to identify the design of course, goals, purpose, and objective, audience, identify content and instruct the strategies.

• Analyze the design course in-term of the title, project and concept. After does the research with kids and teacher, developer decided to develop the learning jawi alphabet for kids that helps kids to learn the new technology that more effective to them and at the same time they learn how to pronounce the jawi alphabet.Name of “Learning Jawi Alphabet” are taken because the developer used the basic learning for kids to learn jawi alphabet compared with ABC alphabet that are too common. So developer,trying to develop the new application that used new technology in augmented reality to atract kids learn jawi. Based on interview and questionnaire that given to the kids, now day’s majority of family could be 1 at least computer or laptop at their house. So users have the basic on using computer.

• The goals of the project after done the analysis, “Augmented Reality:Learning Jawi Alphabet” to develop a new method of learning jawi by using augmented reality which will include all multimedia element, such as, 3D animation, sound and graphic to attract the interest of the kids.

• Purpose of the “Augmented Reality:Learning Jawi Alphabet” is to motivate the users on how to recognize the jawi alphabets and

37 pronunciation and to exposed the new learning technology for kids in augmented reality.

• Objective of the “Augmented Reality:Learning Jawi Alphabet” is:

 This project only focuses on basic learning in Jawi such as recognize the alphabets and pronounce.  To propose new method of learning  To evaluate the perception of the audience towards this new learning in AR.  To give earlier education about basic Jawi for kids.

• Audience target of “Augmented Reality: Learning Jawi Alphabet” is kids’ age’s four to nine. Because it wanted them learn how to recognize the alphabets and pronounce correctly.

• The analysis to identify content for “Augmented Reality:Learning Jawi Alphabet” are based on revision and research with the others learning jawi with common method learning like book and interactive cd. The interview done based on the content and words that suit for kids age’s four to nine. During the interviewed session information gain is this learning jawi alphabet could be the new platform of learning new technology in Malaysia. Lots of revisions done in all aspect like contents, font, colour, and design for environment, music and linking.

• The analysis of the instructional strategies is the procedures that will be used with other material elicit the particular learning outcome. Just like give the instruction of every level of difficulty. Make the rough estimate of each section need to be focused by.

38 Identify the timeline of the project completion that is planning the work flow of the project, from the analysis until evaluating phase. These parts provide the Microsoft Project to produce Gantt chart for the planning.

3.3.2 Phase 2 - Design

After complete the analysis, the developer will identified the possible task need to be done while develop the course. Developer does the overall analysis of the “Augmented Reality:Learning Jawi Alphabet” about the planning and project flow. In this phase is developing the content that will use.

• Do rough estimate of the duration while develop the “Augmented Reality:Learning Jawi Alphabet”, this will be refer to the Gantt chart that is planning of the overall project. From start of the project set aside the certain days, and time based on the schedule in the Gantt chart • Start to sketch up a few design of the interface background of book and the environment of the application for the mork up as the detailed. This will be focusing on the documenting visual and technical design strategy. The organizing of the content and idea to present to the user must be interactive and easy to understand. Design will be focused on the kids’ environment, that suit for age’s four to nine where it should be more attractive like cute, colourful, and more interactive such the sound, animation and background music. Font size and type must be easy to user read it. The product must be easy to use to the users who are new to using computer.

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3.3.3 Phase 3 – Development

In this phase, the developer start builds the product based on phase one and .two. Here developer start making a 3D alphabet in 3ds Max software.This based on the content that roughed on the phase two that is “design phase”. Content and tools must be organizing to consistent all level models. In this phase, graphics are designed. The developer need to complete at least 80% complete prototype to ensure the project are working as time required and needed. In this phase all the problem must being solved that the prototype can be used as final project. The content will be added if necessary. And do the review that the instruction concise and clear to understand.

3.3.4 Phase 4 – Implementation

This phase should cover the learning outcomes, objective, purpose, methodology, method delivery and testing. The developer should put into action, final project and develop based on the requirements needed. Consider and double checking the project in-terms of the planning, designing, topics and content. Must sure the user understand the product and start using the product

• “Alpha testing” – the testing will be done between the developer only. During this session they will find the error and fix it until it function correctly. Check the setting and topics is that suitable with the project and functional? • “Beta Testing” – the testing done after developer complete the “Alpha testing”. This will be tested by the target user to get the feedback that the project achieves the goal or not and how to improve it. Do the responses

40 to the user to make some changing (if necessary) to ensure the “Augmented Reality:Learning Jawi Alphabet” fulfil the requirement?

3.3.5 Phase 5 - Evaluation

Evaluation is the systematic determination of merit, worth, and significance of a learning or training process by using criteria against a set of standards. During this stage the product already complete to being testing. The training specialist wills measures on how well the project achieved its goals. This include the four phase before that.

• Analysis: is that the objective and purpose achieve the goal and needs? How well the kids achieve the learning outcomes with the game of “Augmented Reality:Learning Jawi Alphabet”. The learning move the kids to the learning outcome? • Design: is that fulfilling the required needed? The content suitable with the theme and the planning complete while designing the project? The duration does complete the project following the schedule? • Development: the activities or additional term during development has the best thing to bring out to complete the required project. The developer does the project following the task given? Is that fulfilling the needs of the projects planning and designing? The prototype must complete to go to the implementation phase. • Implementation: is that the user easy to use the final product that developed by developer? Developer must do the Alpha and Beta testing to find the error of the project. Consider and double checking the project in-terms of the planning, designing, topics and content. So to gain all the information about the effectiveness of this application, survey will do. The questionnaire and interview need to do to the user who had played this game: students, teacher and public.

41 Budget Costing APPENDIX

Budget Costing

ITEMS PRICE (RM)

HARDWARE

Laptop 2, 400

External Hard Disk 200

SOFTWARE

Microsoft Office Professional 800

Adobe Flash CS3 Professional 1, 550

Adobe Illustrator CS3 600

Adobe Photoshop CS3 600 3D Maxs 2011 1, 000 Adobe Premier 1, 000

STATIONERIES

Box card 50

Printing 50

TOTAL RM8250.00

Table 2 : Budget Coasting

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AR Flow Chart

Figure 3 : Flow Chart

43 CHAPTER IV: PROTOTYPE DEVELOPMENT

4.1 Stage Of Prototype

4.2 Planning Phase

Since researcher was using ADDIE methodology, she starts developing her prototype by planning on how the whole project will look like. The planning involve time schedule planning of her Final Year Project for two semesters. Then, researcher planned how “Jawi Alphabet in Augmented Reality” will be functional with interactive application.

4.2.1 Gantt Chart

Before start developing her prototype, researcher creates a Gantt chart. Gantt chart is a type of bar chart that illustrates a project schedule. It contains well planning project development for “Jawi Alphabet in Augmented Reality” The Gantt chart contains two-semester planning for my project. The planning begins from January 2011 until November 2011. (See appendix A)

4.2.2 Project Mind Map

In planning phase, researcher comes out with project mind map that consist her general idea on how “Jawi Alphabet in Augmented Reality” will be functional and its content. Mind map is a diagram used to represent words, ideas, tasks, or other items linked to and arranged around a central key word or idea.

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4.2.3 Project Mork Up

Researcher also design project mork up for “Jawi Alphabet in Augmented Reality” project. The mork up contains overview of the interface within the application. User can view the 3D object when users show the marker card on webcam.

45 4.3 Application Description

“Jawi Alphabet in Augmented Reality” come with a book that have 32 pages and 30 marker cards to read the 3D alphabets. Then book was designed with pocket to put down the marker card. Users just take out the card from the book and show the marker to webcam then the 3D alphabet will appear on the screen, before the application be allowed to use, users need to install the application from CD that developer provide.

This application is the first product of Augmented Reality in Malaysia that provide sounds, following by objective terms were provide “Jawi Alphabet in Augmented Reality” created with sound of Makhraj. To make sure the users can learn with the true and good pronounce.

46 CHAPTER V: TESTING AND RESULTS

5.1 Testing method

During Mac 2012, researcher organizes a test session with 12 individuals. Target users for the “Jawi Alphabet in Augmented Reality” are kids and parents. Then the test session working at Kampung Khatib Koyan Kampung Baru Kuala Lumpur. Before started, researcher asks the kids and guide them with using children communication to sign a release form giving their permission for taking notes and quoting their comments to be used for data-gathering purpose. Researcher goals are to determine what is or is not working successfully on “Jawi Alphabet in Augmented Reality” application from the users’ perspective. After each session, researcher includes an open-ended general discussion period where users can share their thoughts on any aspect of the “Jawi Alphabet in Augmented Reality”

47 5.1.1 Specific Computer/Software used for testing

Below is hardware and software used in the testing session.

HARDWARE SOFTWARE

Desktop PC Operating System: Windows XP Webcam Flash exe Operating System: Window 7 & Laptop Vista Flash exe

Table 4: Hardware and Software for testing

5.2 Feedback Form Samples

Below is feedback from samples used in the test session. The objective of the test session is to investigate player experience, usability and playability of “Jawi Alphabet in Augmented Reality” through questionnaire.

48 [FORM FOR TESTING]

Final Year Project Bachelor Multimedia Technology (Hons) Interactive Multimedia Design University Kuala Lumpur (MIIT)

PART 1 : AUGMENTED REALITY JAWI ALPHABET BAHAGIAN 1 : HURUF JAWI “AUGMENTED REALITY”

1) Did you know what is Augmented Reality? 1) Tahukah anda apakah “Augmented Reality?”

a. Yes / Ya

b. No / Tidak

2) Did you agree this application more interactive? 2) Adakah anda bersetuju aplikasi ini lebih menarik?

a. Yes / Ya

b. No / Tidak

3) The book design suitable for children age around 4-9 years old?

49 3) Sesuaikah reka bentuk buku ini untuk kanak-kanak linkungan umur 4-9 tahun?

a. Yes / Ya

b. No / Tidak

4) Is that Augmented Reality layout organized? 4) Adakah susun atur “Augmented Reality” tersusun?

a) Bad / Teruk

b) Medium / Sederhana

c) Good / Bagus

d) Excellent / Cemerlang

5) Is it this application is suitable for kids? 5) Adakah aplikasi ini sesuai untuk kanak-kanak? a) Yes / Ya

b) No / Tidak

6) Is that easy to learn with Augmented Reality? 6) Adakah mudah belajar menggunakan “Augmented Reality”? a) Yes / Ya

b) No / Tidak

7) Did you think Jawi alphabet in Augmented Reality more understandable then jawi alphabet in book and cd? 7) Adakah anda fikir Huruf Jawi dalam “Augmented Reality” lebih difahami berbanding menggunakan buku dan cd?

a) Augmented Reality / “Augmented Reality”

b) Book / Buku

c) CD/ CD

50 PART2 : AUGMENTED REALITY JAWI ALPHABET BAHAGIAN 2 : HURUF JAWI “AUGMENTED REALITY”

8) How you define using Augmented Reality? 8) Bagaimana anda mentakrifkan penggunaan “Augmented Reality”

______

9) It is colors, symbols and graphic are legible and pleasing? 9) Adakah warna, symbol dan grafik sahih dan menyenangkan?

______

10) Marker size is suitable for children using? 10) Saiz penanda sesuai atau tidak untuk penggunaan kanak-kanak?

______

Figure 4: Feedback Form Samples

51 5.1 Usability Testing Result

From the test session, we got some results from user perspective. Figure 5 shows that most of users from the test don’t know what is “Jawi Alphabet in Augmented Reality”. 12 users say yes that they don’t know what is Augmented Reality.

Figure 5: Testing Result 1

52 11 out of 12 users agreed that this application is more interactive “Jawi Alphabet in Augmented Reality” it a new technology in education learning.

Figure 5: Testing Result 1

53

Figure 6 shows that 10 users agree that this book design is suitable for children while 2 users say that “Jawi Alphabet in Augmented Reality” is not suitable enough to attract them to use the application.

Figure 6: Testing Result 1

54

“Jawi Alphabet in Augmented Reality” is supplied with book, from the testing result it show that 1 of 12 said is bad layout organized then 2 said it is in average level, 5 said it is a good layout and for excellent 4 users said it excellent.

Figure 7: Testing Result 1

55

Figure 8 shown that the users more understandable Augmented Reality rather then using CD & Book. The result stated the additional education by using Augmented Reality are effective.

Figure 8: Testing Result 1

56

5.3 Conclusion Of Testing & Results

From testing that have been done, majority of the volunteers are satisfied and agreed that “Jawi Alphabet in Augmented Reality” is easy to use, can improved knowledge in sounds of Makhraj and know the Jawi alphabets in effective and interactive way. “Jawi Alphabet in Augmented Reality” application has successfully meets three objectives as initial planning. All contents and information are completely included in this application. Kindly refer Appendix G for more results. Overall of the product testing show that users is satisfied for “Jawi Alphabet in Augmented Reality” and most of them ask for buying this application for additional learning of Jawi.

57

CHAPTER VI: CONCLUSION AND SUGGESTION

6.1 Conclusion

For conclusion, based on the testing results, researcher has successfully achieved

their objectives. It is proven that “Jawi Alphabet in Augmented Reality” is suitable to

use among kids to gain their knowledge and information. Other than that, the

parents and the public know how to use this application very well. For them, it is

easy to use. Furthermore, it can be a indoor activity of family to get a knowledge and

do the interactive learning. Regarding the survey had have been done, the result

show that all the users are satisfied with this application and make suggestion to

improve it to become more better such as put a Jawi spelling in 3D.

Researcher are hardworking to developed the application, this is the Augmented

Reality in Malaysia that have sound, the resource are limited to find, for the

conclusion her contact the professional Augmented Reality marker from Jakarta

Indonesia to guide her for developing this application until the project are success to

present.

58 6.2 Suggestion

For the upcoming generation, researcher believes “Jawi Alphabet in Augmented

Reality” can be upgraded to a high level by adding more spelling and picture in 3D.

It is because to present more Jawi pronounce and spelling to give a learning about

Jawi, because to lot of people in Malaysia don’t know to read in Jawi. This

application is a first step to know about Jawi.

59 REFERENCES

(Article on Internet)

1. Erni Suraya Abdul Aziz Lecturer from University Malaya. (Erni Suraya Abdul Aziz 23 Dec 2010 (from www.pasir.upm.edu.my/8883/) Islamic education, Faculty of Educational Studies. )

2. Jazzak Allahu Khairun Muslim Blogger. (http://minimuslims.com/?39=p)

3. Hanis Haizi Successful Business Woman. (http://love-ibu.blogspot.com/2010/11/mari-belajar-alifbata.html)

4. Ben Ashaari Youtube Uploader (http://www.youtube.com/watch?v=K7K3B9m2kXM)

5. Portal Pendidikan dan Pembelajaran (http://anakkusayang.com/v5/index.php?option=com_seyret&Itemi d=117&catid=8)

6. Datuk Seri Ahmad Said (born 1957) is the Menteri Besar of the state of 2008 (http://en.inforapid.org/index.php?search=Jawi%20script)

7. Pablo Picasso Earlier Art Designer from 1881 ( http://psychology.about.com/od/sensationandperception/a/colorpsych.htm

8. Paman Gie Augmeneted Reality Developer In Jakarta (http://facebook.com/ARgroup)

60

(Book and Journal)

1. Senior Lecturer. Dept of Language & Linguistics. University of Essex. (Academic Report Writing 2009 pg. 151 [1])

2. Stafford,A., Thomas Senior Lecturer Cambridge University. (Stafford,A., Thomas, B.H., and Piekarski, W.Effieciency of Techniques for Mixed-Space Collaborative Navigation. In 7th Int’l Symposium on mixed and augmented Reality, pp 181-182, Cambridge, UK, Sep 2008)

3. Draganski, Scientist at Nature. (Draganski, B., Gaser, C., Busch, V., & Schuierer, G. (2004). Neuroplasticity: Changes in grey matter induced by training. Nature, 427(22), 311-312.)

4. Chan, J.C Psychological (Chan, J.C., McDermott, K.B., & Roediger, H.L. (2007). Retrieval-induced facilitation. Journal of Experimental Psychology: General, 135(4), 553-571.)

5. Brannigan Journalist Of Horizons (Brannigan,Jan 31, 2002.December 2002 New Horizons for Learning)

61

APPENDIX A: PROJECT GANTT CHART

62

A-1

63

APPENDIX B: INTERFACE DESIGN

64

Cover Page

Inside The Book

65

APPENDIX C: COMMAND PROMP RUNNING

66

Simple VRML to running the applications

APPENDIX D: AUGMENTED REALITY OUTPUT

67

APPENDIX D: PRODUCT OUTPUT

68 Alphabets Of Aliff

Aliff alphabet detect the 3D object on the card marker and from the book pocket

Marker card for sound pronounce

69 Alphabets Of Baa

Baa alphabet detect on the card marker and from the book pocket

Marker card for sound pronounce

70 Alphabets Of Sa

Baa alphabet detect on the card marker and from the book pocket

Marker card for sound pronounce

(Following others Alphabets in same 3D animated and sound)

71

72