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CSF 35104 (FINAL YEAR PROJECT I)
THE MOBILE GAME APPLICATION OF EDUCATIONAL RELATE TO ANIMAL’S NAME IN
HOLY QURAN
BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA) WITH HONS
FACULTY INFORMATICS AND COMPUTING
NAME : NOR JANNAH BINTI ABDULLAH
MATRIC NO : 047701
SUPERVISOR’S : PROF. MADYA DR. YOUSEF ABUBAKER MOHAMED
AHMED EL-EBIARY
CONTENT
• Objective
• Scope
• Problem Statement
• Limitation
• Literature Review
• Methodology
• Framework Design
• Proof Of Concept
• Platform
• Software
• Hardware
• References
OBJECTIVES
The main objectives of this project are :
• To design an interesting mobile game application for children from 3
up to 6 years old.
• To develop a fun mobile game application that teach the kids the
animals stories that mentioned in the Holy Quran as Surah’s name in
order to improve their Islamic moral.
• To test efficiency of the application.
SCOPE
The main scopes of the application:
• Smartphone must be provided.
• This mobile game application runs on Android Platform.
• The application targets children from 3 up to 6 years old
• This application provides FIVE (5) levels.
• Such database score assessment every level will be applied.
• Not time based game.
• The application Focuses on SIX (6) surah’s as following:
Al- Fill, Al- Naml, Al-Nahl, Al-Ankabut, Al-An’am, and Al-Baqarah.
PROBLEM STATEMENT
• Children nowadays were more interested to play games using either
mobile phones, computers, smartphones, or tablets than read a book
or Holy Quran.
• Most Children did not know about an animal’s stories in Holy Quran.
• Children are less and miss focus when telling them a story and
difficult to imagine than learn playing a game.
LITERATURE REVIEW
Example of
Project
Title Advantages Disadvantages
Animals mentioned in
the Quran (Apps)
Easy to understand and use The interface so compact
Animals featured in
the Quran(Apps)
The combination colours use
to contrast with text.
There is no help button
Animals in the Quran
(Books)
The combination colours of
interface are suitable.
Low attraction for children to
read the book.
METHODOLOGY
MODEL ADDEI
Analysis
• Research and identify the problems to get information about this project.
Design
• The idea to create/design the application interface by designing a storyboard.
Development
• Need to be developed based on the designs established in the design phase
• Multimedia elements need to be applied
Implementation
• An application prototype that to be tested by the developer and the supervision panel in
order to improve the application in case of finding comments.
Evaluation
• System to be evaluated by the end user to make sure that application is function in
proper way. And if the application in line with the user’s scope.
FRAMEWORK DESIGN
• Admin
 Admin can
update this
application
• Database
 In library for
database in
Adobe Flash
• Player
 Player can
choose any
button in this
application
 They need to click
the button to learn
and play
• Adobe Flash
 To create overall
application.
PROOF OF CONCEPT
NAVIGATION MAP
STORYBOARD
Start Interface
Main Menu
Interface
STORYBOARD
How To Play
Interface
Video
Interface
STORYBOARD
Al-Nahl Video
Interface
Let’s Play
Interface
STORYBOARD
Level 1
Interface
Level 2
Interface
STORYBOARD
Level 3
Interface
Level 4
Interface
STORYBOARD
Level 5
Interface
Score
Interface
STORYBOARD
Help
Interface
Credit
Interface
STORYBOARD
Exit
Interface
PLATFORM
• Just use the mobile phone platform
• Android version
Android Version 4.0
Android Version 4.2
Android Version 4.4
Android Version 5.0
Android Version 6.0
Android Version 7.0
Android Version 8.0
SOFTWARE
• Adobe Flash CS6 (Arrange, animate images, interfaces)
• Adobe Photoshop (Used to edit an image, design the logo,
background and interface of the application.)
• Microsoft Word 2016 ( Used to do the documentation of application)
• Google Chrome ( Searching for information)
• Adobe Premiere (Changing the audio format for insertion into Adobe
Flash)
HARDWARE
• Laptop LENOVO
• Intel (R) Core (TM) i5-5200U CPU @ 2.20GHz 2.20GHz
• Memory 8.00 GB
• Pendrive hp 16.00 GB
• Mouse
• Printer Canon E510
• Android Smartphone
REFERENCES
• Ahmad, A. (2014). 12 Animal Stories From The Quran. Affiliate , 119.
• Bahjat, A. (2012). ANIMALS IN THE GLORIOUS QUR’AN relating their own stories.
Agama Rasmi, 03-05.
• Faisal, S. A. (2017, july 14). -463- THE ANIMALS IN THE HOLY QURAN. Retrieved
from Authentic Tauheed: http://www.authentictauheed.com/2013/07/463-
animals-in-holy-quran.html
• Ghazal, R. (2017, may 24). Creatures of the Quran: domesticated animals.
Retrieved from Art & Culture: https://www.thenational.ae/arts-culture/creatures-
of-the-quran-domesticated-animals-1.635674
• Haris, A. (2013). Ants and bee as Quranic Allegory within Al-quran. Pendidikan
Agama Islam- Ta'lim, 48.
• Al-Quran (Holy Quran)
Thanks !
Any questions?

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The mobile game application of educational relate to animal's in Holy Quran

  • 1. CSF 35104 (FINAL YEAR PROJECT I) THE MOBILE GAME APPLICATION OF EDUCATIONAL RELATE TO ANIMAL’S NAME IN HOLY QURAN BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA) WITH HONS FACULTY INFORMATICS AND COMPUTING NAME : NOR JANNAH BINTI ABDULLAH MATRIC NO : 047701 SUPERVISOR’S : PROF. MADYA DR. YOUSEF ABUBAKER MOHAMED AHMED EL-EBIARY
  • 2. CONTENT • Objective • Scope • Problem Statement • Limitation • Literature Review • Methodology • Framework Design • Proof Of Concept • Platform • Software • Hardware • References
  • 3. OBJECTIVES The main objectives of this project are : • To design an interesting mobile game application for children from 3 up to 6 years old. • To develop a fun mobile game application that teach the kids the animals stories that mentioned in the Holy Quran as Surah’s name in order to improve their Islamic moral. • To test efficiency of the application.
  • 4. SCOPE The main scopes of the application: • Smartphone must be provided. • This mobile game application runs on Android Platform. • The application targets children from 3 up to 6 years old • This application provides FIVE (5) levels. • Such database score assessment every level will be applied. • Not time based game. • The application Focuses on SIX (6) surah’s as following: Al- Fill, Al- Naml, Al-Nahl, Al-Ankabut, Al-An’am, and Al-Baqarah.
  • 5. PROBLEM STATEMENT • Children nowadays were more interested to play games using either mobile phones, computers, smartphones, or tablets than read a book or Holy Quran. • Most Children did not know about an animal’s stories in Holy Quran. • Children are less and miss focus when telling them a story and difficult to imagine than learn playing a game.
  • 6. LITERATURE REVIEW Example of Project Title Advantages Disadvantages Animals mentioned in the Quran (Apps) Easy to understand and use The interface so compact Animals featured in the Quran(Apps) The combination colours use to contrast with text. There is no help button Animals in the Quran (Books) The combination colours of interface are suitable. Low attraction for children to read the book.
  • 8. Analysis • Research and identify the problems to get information about this project. Design • The idea to create/design the application interface by designing a storyboard. Development • Need to be developed based on the designs established in the design phase • Multimedia elements need to be applied Implementation • An application prototype that to be tested by the developer and the supervision panel in order to improve the application in case of finding comments. Evaluation • System to be evaluated by the end user to make sure that application is function in proper way. And if the application in line with the user’s scope.
  • 9. FRAMEWORK DESIGN • Admin  Admin can update this application • Database  In library for database in Adobe Flash • Player  Player can choose any button in this application  They need to click the button to learn and play • Adobe Flash  To create overall application.
  • 20. PLATFORM • Just use the mobile phone platform • Android version Android Version 4.0 Android Version 4.2 Android Version 4.4 Android Version 5.0 Android Version 6.0 Android Version 7.0 Android Version 8.0
  • 21. SOFTWARE • Adobe Flash CS6 (Arrange, animate images, interfaces) • Adobe Photoshop (Used to edit an image, design the logo, background and interface of the application.) • Microsoft Word 2016 ( Used to do the documentation of application) • Google Chrome ( Searching for information) • Adobe Premiere (Changing the audio format for insertion into Adobe Flash)
  • 22. HARDWARE • Laptop LENOVO • Intel (R) Core (TM) i5-5200U CPU @ 2.20GHz 2.20GHz • Memory 8.00 GB • Pendrive hp 16.00 GB • Mouse • Printer Canon E510 • Android Smartphone
  • 23. REFERENCES • Ahmad, A. (2014). 12 Animal Stories From The Quran. Affiliate , 119. • Bahjat, A. (2012). ANIMALS IN THE GLORIOUS QUR’AN relating their own stories. Agama Rasmi, 03-05. • Faisal, S. A. (2017, july 14). -463- THE ANIMALS IN THE HOLY QURAN. Retrieved from Authentic Tauheed: http://www.authentictauheed.com/2013/07/463- animals-in-holy-quran.html • Ghazal, R. (2017, may 24). Creatures of the Quran: domesticated animals. Retrieved from Art & Culture: https://www.thenational.ae/arts-culture/creatures- of-the-quran-domesticated-animals-1.635674 • Haris, A. (2013). Ants and bee as Quranic Allegory within Al-quran. Pendidikan Agama Islam- Ta'lim, 48. • Al-Quran (Holy Quran)