GUESSME - Interactive Mobile Application to Enhance Kindergarten Kid’s Vocabulary
The objective of the project is to create an interactive game to help kids raise their vocabulary in English. The target age ranges are six years old kindergarten kids. Further research on online resources, research paper and literature review was done. The project was initialize by analysing the m...
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Format: | Final Year Project |
Language: | English English |
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UNIVERSITI TEKNOLOGI PETRONAS
2012
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Online Access: | http://utpedia.utp.edu.my/6258/1/AFIQ%20BIN%20BASHARUDDIN%2011855%281%29.pdf http://utpedia.utp.edu.my/6258/2/AFIQ%20BIN%20BASHARUDDIN%2011855%282%29.pdf http://utpedia.utp.edu.my/6258/ |
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my-utp-utpedia.62582017-01-25T09:39:52Z http://utpedia.utp.edu.my/6258/ GUESSME - Interactive Mobile Application to Enhance Kindergarten Kid’s Vocabulary Basharuddin, Afiq The objective of the project is to create an interactive game to help kids raise their vocabulary in English. The target age ranges are six years old kindergarten kids. Further research on online resources, research paper and literature review was done. The project was initialize by analysing the main problem and come out with the solution, which is the objective itself. The proposed system will be developed to solve all the problem statement. The game is aimed to be used on android platform. Full understanding to develop android games, the various types of games on how to make it more attractive is need. The methodology, Rapid Application Development (RAD) methodology has been chosen since the project will cost a lot of change and repetition of certain phases. A prototype will be developed using MIT App Inventor by the end of the semester. UNIVERSITI TEKNOLOGI PETRONAS 2012-09 Final Year Project NonPeerReviewed application/pdf en http://utpedia.utp.edu.my/6258/1/AFIQ%20BIN%20BASHARUDDIN%2011855%281%29.pdf application/pdf en http://utpedia.utp.edu.my/6258/2/AFIQ%20BIN%20BASHARUDDIN%2011855%282%29.pdf Basharuddin, Afiq (2012) GUESSME - Interactive Mobile Application to Enhance Kindergarten Kid’s Vocabulary. UNIVERSITI TEKNOLOGI PETRONAS, UNIVERSITI TEKNOLOGI PETRONAS. (Unpublished) |
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The objective of the project is to create an interactive game to help kids raise their vocabulary in English. The target age ranges are six years old kindergarten kids. Further research on online resources, research paper and literature review was done.
The project was initialize by analysing the main problem and come out with the solution, which is the objective itself. The proposed system will be developed to solve all the problem statement.
The game is aimed to be used on android platform. Full understanding to develop android games, the various types of games on how to make it more attractive is need. The methodology, Rapid Application Development (RAD) methodology has been chosen since the project will cost a lot of change and repetition of certain phases. A prototype will be developed using MIT App Inventor by the end of the semester. |
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Final Year Project |
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Basharuddin, Afiq |
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Basharuddin, Afiq GUESSME - Interactive Mobile Application to Enhance Kindergarten Kid’s Vocabulary |
author_facet |
Basharuddin, Afiq |
author_sort |
Basharuddin, Afiq |
title |
GUESSME - Interactive Mobile Application to Enhance Kindergarten Kid’s Vocabulary |
title_short |
GUESSME - Interactive Mobile Application to Enhance Kindergarten Kid’s Vocabulary |
title_full |
GUESSME - Interactive Mobile Application to Enhance Kindergarten Kid’s Vocabulary |
title_fullStr |
GUESSME - Interactive Mobile Application to Enhance Kindergarten Kid’s Vocabulary |
title_full_unstemmed |
GUESSME - Interactive Mobile Application to Enhance Kindergarten Kid’s Vocabulary |
title_sort |
guessme - interactive mobile application to enhance kindergarten kid’s vocabulary |
publisher |
UNIVERSITI TEKNOLOGI PETRONAS |
publishDate |
2012 |
url |
http://utpedia.utp.edu.my/6258/1/AFIQ%20BIN%20BASHARUDDIN%2011855%281%29.pdf http://utpedia.utp.edu.my/6258/2/AFIQ%20BIN%20BASHARUDDIN%2011855%282%29.pdf http://utpedia.utp.edu.my/6258/ |
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13.211869 |