All posts by izzad Ramli

Login

You can upload and share everything relating to the login/authentication in Flutter. You also can download it, if it’s useful to you.

GUI for login without database

Completed project file is shared in the project file above.

Login and register using MySQL as database

Notes: Check your computer IP address if you want to use localhost, go to command prompt or type CMD in search then type “ipconfig”. Select number with IPv4 Address such as 192.168.110.105

Icon

You can upload and share everything relating to include icon in Flutter. You also can download it, if it’s useful to you.

Note: If you use icon creator to create the icon, the icon sometime will be smaller in the phone, so that you need to adjust manually using “configure image assets”. By using launcher icon generator, you can adjust the size of your icon before export to .zip file contain all the size needed and replaced in folder “RES”. I think launcher icon generator much more easier.

Background of study

As in any kind of writing, it is necessary to present the background or the scenario or the current situation relating to the issue or the focus of the research. In a story, it is known as scene-setting presented in prose so the reader will understand what the current situation is. This section also explains why it is necessary to conduct research in order to address the issue, the step of indicating a gap. The background can be started with:

  • An existing situation that is common knowledge or which has been researched into earlier.
  • The present study attempts to build on or even counter the earlier findings.
  • A statement relating to something ordinary with reference to our everyday lives.

The opening line in the background of the study is usually the “kicker” of the writing process just as the whole introduction chapter is the jumpstart of the thesis.

Please give at least 5 citations to support your introduction. Your reference doesn’t have to be the latest because maybe some references refer to the basic fundamental or highlight certain past researchers.


Title: Introduction for chapter 1

This chapter discusses the research background that drives this project and the reasons why it is important. Following an explanation of the problem statement, which clarifies the problem to be solved, comes the study’s scope, which establishes the project’s main objectives. The research questions and objectives are then presented, which briefly outline the project’s progression and finally provide an idea of what to anticipate from this study. At the end of this chapter, the study’s importance for this project will also be discussed. 


Title: Gestational diabetes mellitus prediction

Gestational diabetes mellitus is a condition where a woman has a high blood sugar level during their pregnancy. Approximately 87.5% of all diabetes in pregnancy, is gestational diabetes mellitus (GDM) (Lefkovits et al., 2019). There are two classes of gestational diabetes which are type 1 and type 2. Women with type 1 can manage it through diet and exercise and those who have type 2 need to take insulin or other medications. GDM usually happens in the second half of pregnancy. Usually, the time range where the doctor will check for GDM is between week 24 and week 28. But if you are at high risk the doctor will check sooner. (Common knowledge about the topic selected)

Diagnosing women with GDM is crucial during early pregnancy to reduce maternal and neonatal morbidity. Based on the current screening guidelines, there will be two tests to diagnose GDM. According to Iftikhar et al. (2020), the first diagnostic consist of a 50 g of oral glucose challenge test performed after 24 weeks gestation, followed by a second diagnostic test guideline. If the patient is at high risk but the test results are normal, the doctor might test again later in pregnancy to get the confirmation. This will require more time to do the screening again. A lot of research in cohort studies has been made using predicting modeling techniques where the patients are followed up routinely. (Describe more on common knowledge and focus on a certain area)

However, according to Qiu et al. (2017), the studies on risk factor analysis did not consider the details of gestational trimesters. The risks for GDM can be predicted in the first trimester of pregnancy according to the mix of maternal demographic and characteristics.

If we can predict disease earlier, we can improve health and improve outcomes (Sundeep Bahn, 2017). The machine learning algorithm is one of the AI techniques that are capable to predict the percentage of a pregnant woman who diagnosed with gestational diabetes mellitus earlier. Machine learning methods application can give worthy information and prediction on health risks based on the electronic health record dataset. According to Shinde and Rajeswari (2018), the recent machine learning algorithms progress in designing and applying it on Electronic Health Record (EHR) dataset has given positive results. Machine Learning algorithms facilitate the development of intelligence into a machine. Hence, it can perform better in the future using the experience that has been learned. In this research, the early prediction of GDM will be made based on multiple common risk factors of the pregnant woman. (Highlight the importance of this research)


Title: Fostering Malay Culture Into Digital Storytelling Game

Malaysia is in the Asia continent and one of the Southeast Asia countries that is famously known for its diversity. The population of Malaysia includes the Malays, Chinese, Indians and other indigenous bumiputra. Malaysia culture is diverse because of the mix of external cultures during the growth and establishment of Malaysia as a nation (Muhamad et al., 2023). Malay culture symbolizes the social and cultural aspect that is characteristically Malay (Ali, 2022). There are many ways of promoting culture. For example, Koreans use digital storytelling which is through Korean drama to promote their culture. People progressively learn about Korean culture and become interested with anything related to Korean (Pha & Lhe, 2022). 

Storytelling is the sharing of values, knowledge and experiences. There are many types of storytelling which are oral storytelling and digital storytelling. Digital storytelling is the use of computer based tools and technology to present ideas or tell stories.Digital storytelling includes the combination of multiple multimedia components such as images, audio, text and animation (Choo et al., 2020). It can create an engaging experience for the youth. Furthermore, incorporating interactive experience in the storytelling such as gaming concepts are possible. Game in general is a type of structured play or activity that is freely controlled by the players for their own entertainment. In research, adding narrative components and storytelling to gamified environments can enhance students’ learning outcomes. (Jarrah et al., 2024). Although Malaysia has many vibrant cultures, the world has moved on and increasingly developed with new technologies which has made it a challenge for the younger generation to stay connected with the heritage especially for Malay culture.


Title: Gamified Science Learning: Engaging Primary School Students Through Interactive Simulations Game

In this era of modernisation, technology has become an important part of the life of every society. These days, technology has developed and improved to make it simpler to utilize in daily life and at business. It cannot be denied that technology is now growing rapidly and has its own functions that make it used around the world to solve various problems. Therefore, there are various types of technology that are constantly used by every individual in their daily lives, such as mobile phones, social media, AI, and online banking. This technology can offer more effective and efficient facilities to each individual. There are also some technologies that are often used in the workplace that make it easier and more efficient. The development of this technology was widely accepted, making it one of the most glorious creations ever made by humans. 

Youngsters, especially primary school students, have been exposed to technology since the beginning in their daily lives. Therefore, at a time when technology is evolving, applying technology in learning has become crucial to applying more engaging and effective learning to students (- et al., 2024). In addition, applying technology and learning not only makes things easier for instructors but also helps in improving student knowledge in a more effective way. However, learning methods in primary schools still use traditional methods that reduce the effectiveness in honing critical thinking and increasing creativity in students (Videnovik et al., 2024). In addition, limited resources have also put pressure on the school to provide the best learning. This has an 2 impact on student engagement in learning as well as their understanding. 

In order to provide effective and efficient learning, superiors and teachers need to work together to find solutions that can lead to a high level of student understanding and attract their interest back to learning in a more effective way. Therefore, game-based learning, such as 3D simulation that combines technology and learning, can provide variations and improvements in the learning system, especially science learning that requires a lot of observation. This is because there are various activities and experiments that require the involvement of students in order to hone in terms of creativity. This activity can also encourage active learning and collaboration in groups not only in learning but also in daily activities(Videnovik et al., 2024). Thus, the application of game-based learning using 3D simulation may be able to help students enhance learning as well as reduce the burden of limited resources to do science activities. 


Title:  Gamified Learning for Foundational Literacy and Numeracy: A Game for Malaysian Children Aged 7

In today’s evolving educational landscape, innovative approaches to teaching foundational skills are increasingly necessary, as many Malaysian children struggle with basic literacy and numeracy, affecting their academic success (Ministry of Education Malaysia, 2022). A significant number of 7-year-olds in Malaysia enter elementary school without sufficient readiness in these areas, highlighting the need for early educational interventions. Supporting this approach, a systematic review by Vankúš (2020) found that 84% of studies on educational games in learning contexts reported positive outcomes, reinforcing the effectiveness of game-based methods in enhancing foundational skills. 

Engaging instructional materials is critical for addressing early learning gaps, especially in literacy and numeracy. Traditional methods often fail to sustain young learners’ interest, leading to disengagement and low retention of key concepts. Game-based learning, however, taps into children’s natural curiosity and enjoyment of play, making education interactive and enjoyable. Through vibrant visuals, playful characters, and progressively challenging tasks, gamified environments encourage repeated practice, reward progress, and significantly enhance knowledge retention (Bishworup Adhikari, 2024). Unlike static teaching tools, these game-based approaches provide instant feedback and meaningful repetition, keeping children motivated and reinforcing skills. 

This educational game is designed to support Malaysian children in building essential reading, writing, and math skills through engaging, incremental modules tailored to their developmental needs. Therefore, It leverages interactive levels, progression rewards, and challenge-based tasks to provide a culturally relevant and engaging solution to the literacy and numeracy challenges faced by Malaysian children, setting them on a path toward academic success and a positive learning experience


Title:  EJA JAWI: Learn Jawi For Kids 

Language is important for human interaction to express thoughts, emotions, and identity. It influences our interactions and connections with others, enabling us to share knowledge and experiences across generations. Jawi comes from the Arabic term “Jawah” and has a long history in the Nusantara region, with its development closely tied to the arrival of Islam during that time (Sejarah Asal-Usul Tulisan Jawi – Sinar Bestari, 2022). In Malaysia, students are introduced to Jawi writing at the primary school level. 

However, Jawi literacy is losing popularity among Malaysians, especially students. Many see learning Jawi as difficult and unimportant since it isn’t part of exams (Hamdzah & Surat, 2020). The lack of engaging teaching methods and resources also causes disinterest to the students. To ensure its effective mastery, Jawi should be taught not only in primary school but also further developed and reinforced in secondary schools and universities. This effort needs to be intensified and expanded beyond relying solely on Islamic Education (Fikri, 2023). 

As the future becomes more and more futuristic, teaching methods also need to evolve. Research shows that games can enhance student motivation and foster greater engagement in the learning process. By including gamification techniques, we can inspire students to be more creative and actively construct language for themselves (Saleh & Ahmed Althaqafi, 2022). This interactive media has great potential to improve elementary students’ understanding of syllable connections, including root words and (Shapii et al., 2020). It provides a fun and easy way to learn, as today’s students are drawn to engaging visuals, bright colours, and audio. By using game-based learning and interactive media, we can transform Jawi literacy into an engaging edutainment game for young learners. 


Title:  An Ai-Assisting Tajweed Learning Mobile Application with Speech Recognition for Enhanced Quranic Recitation

Education is one of the fundamental components of a nation’s development. In Islam, the character and morals of students are strategically shaped by Islamic education, resulting in a generation that is not charismatic and high quality. One critical aspect of Islamic education is Tajweed learning, which is the science of correctly reading and pronouncing the letters of the Quran (Partono & Fransiska, 2020). Tajweed, the science of Qur’anic pronunciation, is an essential tool for a Muslim in reciting as it ensures the recitation is properly done as what has been practiced by the Prophet Muhammad s.a.w and his companions (Al Baqir Bin Othman et al., 2023). Tajweed learning aims to minimise errors in reading the Qur’an, resulting in a change in meaning. The second goal is to understand the Qur’an accurately (Prasmanita et al., 2020)

Tajweed education is essential for all ages, including children, teenagers, and adults (Hajar et al., 2024). However, learning Tajweed is a complex endeavour that requires guided instruction and consistent practice. In today’s fast-paced world, it can be difficult to set aside time for studying the Qur’an. Modernising learning management is crucial for effective and relevant Tajweed learning. Traditional Tajweed learning methods were effective, but have fallen behind the rapid advancement of technology and digital potential. In the current digital age, the younger generation is more responsive to interactive learning and relies on technology (Widat & Sandi Kurniawan, 2023). Tajweed is traditionally taught through “Talaqqi” sessions with teachers, beginning at a young age. Access to qualified Quranic teachers can be challenging in some locations due to limited time and resources (Al Baqir Bin Othman et al., 2023)Given this challenge, with the advancement of technology, particularly Artificial Intelligence (AI), this constraint can be addressed. It is necessary to transform Tajweed learning through a digital approach. The traditional face-to-face learning can be supplemented with an AI-based method for Quranic teaching and learning.

Conclusion and recommendations

Conclusion:

  • A clear conclusion section help editors and reviewers to judge our work easily
    • Keep it brief.
    • Summarise the motivation/purpose of the study, what we did, and what we found.
    • State the key conclusions.
    • Do not cite (old or new) referencesin this section.
  • Discuss the implications of the findings.  Are the findings:
    • supporting a given theory?
    • solving a corporate problem?
    • helping managers and policymakers to make better decisions or design new strategies?
  • If possible, discuss broader implications of the findings for the society, governments, investors, etc.
  • Do not overstate the findings, however. The implications must be based only on the evidence reported in the paper. Do not exaggerate the results.
  • No speculative statement.
  • Recap the objectives and explain on how you achieved that objectives.
  • State the limitation of the project.
  • Possible future work recommendation.

Example outline for results



Example of conclusion and recommendation

Results and discussion

  • In this chapter, you need to elaborate everything about the development of your project.
  • Explain the process, code, algorithm for every process/stage of your and the output of it.
  • Give the screenshot of the system/app
  • Lastly, explain the testing and validation of the project. Usually, just use functionality test, however it also based on the project.

Example outline for results



Methodology

  • State and explain the project methodology we are using in the project. 
  • Define all the terms and notations clearly.
  • Do not be repetitive: If the method is well known or described extensively in other studies, briefly summarise the methodology and move on.
  • Tell how this project methodology helps us accomplish the key objectives of the paper; that is, it is the right methodology to use.
  • List papers that use a similar methodology.
  • If there are alternative methodologies, state them and explain clearly why we are not using these methods.

What should in your methodology:

  • Explain what project methodology will you use. Use MDLC for mobile app and need to explain why choose the methodology.
  • Explain each phase.
  • In design phase, show the ERD diagram, use case diagram, flowchart, storyboard and etc.
  • In development phase, mention the hardware and software requirement.
  • In testing phase, describe the testing procedures. Subjective/objective test. Just pick one test, usually functionality test.

 Guidelines for Chapter 3 

Topics that MUST be included in Chapter 3: 

1. Software Development Methodology. Organize your Chapter 3 to adhere the stages of the software development methodology that you choose in Chapter 2. For example, If you choose the Waterfall Model, the stages are: 1) Requirement Analysis; 2) System Design; 3) Implementation; 4) Testing; 5) Deployment and 6) Maintenance. Since you are developing a prototype, ignore Stage 5 and 6. 

2. Phase 1: Requirement Analysis 

In this phase, describe the preliminary study that you need to do to start the project. If you have conducted a survey, interview or questionnaire, describe in detail who were involved and what are the findings that you get from the preliminary study. You can also put the hardware and software requirements to develop your prototype in this phase. 

3. Data Collection 

If you use primary data, describe in detail the data collection process (i.e. source of data, persons involved, size of data). If you use secondary data, describe in detail how you acquire the data (i.e. source of data, persons involved, size of data). If you use machine learning technique, describe your training and testing dataset. Show examples of each dataset. If you do not use a dataset, skip this section. 

4. Phase 2: System Design 

Draw the flowchart of the process flow OR draw the architecture of all the different platforms that you used. Show and describe all the user interface of your prototype according to the process flow such as flowchart, use case, system architecture, data flow, storyboard and user interface. If you use a database, draw the database design here (i.e. ER diagram / metadata / database structure). 

5. Phase 3: Implementation 

Describe all the tools, platforms, programming language that you used to develop the modules in prototype. The subsections here should follow the processes that you described in the flowchart of Phase 2. Describe how you implement the interface of your prototype. If you use a database, describe how you implement the database. If you perform training and testing, explain the implementation in this phase. 

6. Phase 4: Testing 

Explain how the functionality testing is done for each module in your prototype. If you measure accuracy, show the equation and explain. If you measure efficiency (time), explain the measurement process. 


Example outline for project methodology



Literature review

A literature review is a survey of scholarly sources on a specific topic. It provides an overview of current knowledge, allowing you to identify relevant theories, methods, and gaps in the existing research.

Writing a literature review involves finding relevant publications (such as books and journal articles), critically analyzing them, and explaining what you found. There are five key steps:

  1. Search for relevant literature
  2. Evaluate sources
  3. Identify themes, debates and gaps
  4. Outline the structure
  5. Write your literature review

What should be in the literature review (FYP)

  1. Introduction of the case study
  2. Related information about the case study
  3. Comparison of the methods/technique that can be used
  4. Similar studies/application/system/research
  5. Summary

Example structure for literature review

  • 2.1) Domain
  • 2.2) Domain continues
  • 2.3) Technique/approach/method
  •        2.3.1) Method 1
  •        2.3.2) Method 2
  •        2.3.3) Method 3
  •        2.3.4) Comparison of the methods 
  • 2.4) Development
  •       2.4.1) Tool 1
  •       2.4.2) Tool 2
  •       2.4.3) Tool 3
  •      2.4.4) Comparison of Tools 
  • 2.5) Similar application/system
  •      2.5.1) Apllication1
  •      2.5.2) Apllication2
  •      2.5.3) Apllication3
  •      2.5.4) Comparison of Applications2.6) Summary/Conclusion

Additional info

A good literature review doesn’t just summarize sources – it analyzes, synthesizes, and critically evaluates to give a clear picture of the state of knowledge on the subject.

  • Do not include all published papers on a given topic.
  • Need to be selective: Include the most relevant articles to our topic and make a footnote for others
  • Do not cite too broad a literature and too much literature
  • Make sure is that references are up-to-date.
  • Do not cite papers in low-tier journals. Also, normally do not cite papers published before 2000 unless they are critically important (i.e. theoretical underpinning / core authors in the topic)
  • Do not list/summarize the literature findings /results:
    • Accumulation of papers
    • Start with the reference of a paper (e.g. Kim (2010) examines…..” and then describes the paper (each paragraph)
  • Organize the discussion in an effective manner 
    • Integrate the literature ->“Transitions
    • Transitionshelp connect paragraphs together. Examples:
      • One of the first researchers to investigate this problem is Lee (2010)….. 
      • Peter and Smith (2013)counter Lee’s argument . . .
      • The issue becomes more complex when a third school of thought is considered …..
      • The issue becomes more complex when a third school of thought is considered …..
    • Divide long paragraphs
      • If there are two or more ideas in a single paragraph, split them up
      • Break up long paragraphs even if they contain in a single idea
      • Readers tend to skip long paragraphs.
      • No paragraph should be longer than half a page (around 15-18 lines) 
      • A paragraph should have more than two sentences.
  • In the similar application/system/research section, compare with your proposed application/system/research
  • Word Choice in the literature review:

Prediction of Gestational Diabetes Mellitus using Machine Learning Technique


Driving Alert System Based On Facial Expression Recognition Mobile Application


TasbeehTally: Your Dhikr Companion using Speech Recognition


An AI-Assisting Tajweed Learning Mobile Application with Speech Recognition

Scope and limitation

The scope is what you set out to achieve, the limitation is caused by factors beyond your control.

Notes: At least 1 paragraph with 3 project scopes and limitation

Example scope:

  • This study attempt to cover towns within the five zones of peninsular Malaysia: north, south, east, west and the central zone of the Klang Valley.

Example of limitation:

  • Although ideally the study should cover all the major towns in Peninsular Malaysia, the constraint of time and resources led to the selection of one town each representing the north, south, east, west and the central zones.
  • During the process of this research, the difficulties in obtaining relevant information on Malaysia were considerable.

Example scope (Aqilah Saibah – CS230)

  • User

For this project, the target user is pregnant women in Malaysia

  • Data 

The data were retrieved from the website plos.figshare.com with the advised from doctors from Obstetrics and Gynecology (O&G) Department, Faculty of Medicine, UiTM Sungai Buloh. 

  • Technique 

The technique used in this project is Machine Learning (ML). ML is widely used for making prediction or decisions without explicitly programmed to do so. 


Example limitation (Aqilah Saibah – CS230)

The limitation of this project are as follows: 

  • This prediction data scope is only based on general risk factors. 
  • Does not provide specific suggestions based on the risk prediction result. 
  • Only supported on Android devices. 

Example scope (Anis Atiqah – CS253)

Users that will be using this mobile application are limited to cataract patients that aged 50 years old until 80 years old in Malaysia by providing the services to remind about the eye drops routine and appointment schedule. This project will be taken about 1 year to be completed and used by this targeted user. The application was limited for the user to create an account for the login in the system, daily eye drops intake record, viewing the record at any time and appointments schedule details.