Modul ini adalah untuk My School #digitalmaker Carnival dan Service Learning, FSKTM, UNIMAS
Projek Service Learning
Fakulti Sains Komputer dan Teknologi Maklumat
Universiti Malaysia Sarawak
Semester 1, 2021/2022
Tajuk : Module Bengkel Mobile Programming menggunakan
Thunkable
Tarikh : 20 November 2021
Masa : 0900-1230
Fasilitator : 1. Karisma Diana Binti Ismail (Ketua)
2. Mohamad Hafiz Bin Sulaiman
3. Mohd Kamarulariffin Bin Rosli
4. Evan Valentine Anak Peter
5. Francis Yii Zhi Yang
6. Michelle Tan
7. Nur Nadirah Binti Zamaludin
8. Rohayah Binti Sinaro
9. Samuel Ng You Fan
10. Sanggeswary A/P Murthee
Penyelia Fakulti : Encik Mohamad Johan Bin Ahmad Khiri
This training module is for limited use only which has been agreed upon by the university/faculty, co-
organizer SDEC, students, and the community involved in this Service Learning project. Any use beyond
the original purpose must obtain consent from all parties.
Modul ini adalah untuk My School #digitalmaker Carnival dan Service Learning, FSKTM, UNIMAS
ADDITIONAL FEATURES TO
THE MAZE GAME
Faculty of Computer Science and Information Technology
Universiti Malaysia Sarawak
This training module is for limited use only which has been agreed upon by the university/faculty, co-
organizer SDEC, students, and the community involved in this Service Learning project. Any use beyond
the original purpose must obtain consent from all parties.
Modul ini adalah untuk My School #digitalmaker Carnival dan Service Learning, FSKTM, UNIMAS
PERGERAKAN GIROSKOP (TELEFON DIPERLUKAN)
1. Klik pada bahagian blok, kemudian pada senarai, klik pada Sensor dan pilih Gyroscope. Klik
Add dan Submit.
Click on the block section, then on the list, click on Sensors and choose Gyroscope. Click Add
and Submit.
This training module is for limited use only which has been agreed upon by the university/faculty, co-
organizer SDEC, students, and the community involved in this Service Learning project. Any use beyond
the original purpose must obtain consent from all parties.
Modul ini adalah untuk My School #digitalmaker Carnival dan Service Learning, FSKTM, UNIMAS
2. Klik Gyroscope1 dan drag.
Click on Gyroscope1 and drag it.
3. Klik pada tab Motion dan drag SpriteBall speed ke dalam blok Gyroscope1 seperti imej di
bawah.
Click on Motion tab and drag SpriteBall speed into the Gyroscope1 block as in the image below.
This training module is for limited use only which has been agreed upon by the university/faculty, co-
organizer SDEC, students, and the community involved in this Service Learning project. Any use beyond
the original purpose must obtain consent from all parties.
Modul ini adalah untuk My School #digitalmaker Carnival dan Service Learning, FSKTM, UNIMAS
4. Klik pada tab Math dan drag multiply blok ke dalam blok SpriteBall speed. Tukar nilai seperti
yang ditunjukkan dalam imej di bawah.
Click on Math tab and drag multiply block into SpriteBall speed block. Change the values as
shown in the image below.
5. Klik pada tab Gyroscope1 dan drag Gyroscope1 Beta dan Gamma ke dalam blok multiply.
Click on the Gyroscope1 tab and drag Gyroscope1 Beta and Gamma into the multiply block.
This training module is for limited use only which has been agreed upon by the university/faculty, co-
organizer SDEC, students, and the community involved in this Service Learning project. Any use beyond
the original purpose must obtain consent from all parties.
Modul ini adalah untuk My School #digitalmaker Carnival dan Service Learning, FSKTM, UNIMAS
6. Para pelajar boleh mencuba pergerakan giroskop dalam aplikasi Thunkable Live di telefon.
Students can try the gyroscope movement in the application Thunkable Live through the phone.
EFEK BUNYI
1.Layari link ini untuk muat turun music fail
Visit this link to download music files
https://drive.google.com/drive/folders/1UiXkKOC-VxkNf7BwrZhRO_3lKX-FlgI7?usp=sha
ring
2. Muat turun empat fail ini.
Download these four files.
This training module is for limited use only which has been agreed upon by the university/faculty, co-
organizer SDEC, students, and the community involved in this Service Learning project. Any use beyond
the original purpose must obtain consent from all parties.
Modul ini adalah untuk My School #digitalmaker Carnival dan Service Learning, FSKTM, UNIMAS
3. Klik pada bahagian Design, klik Assets.
Click on the Design section, then click Assets.
4. Klik “choose a file”
Click “Choose a File”
This training module is for limited use only which has been agreed upon by the university/faculty, co-
organizer SDEC, students, and the community involved in this Service Learning project. Any use beyond
the original purpose must obtain consent from all parties.
5. Klik music fail itu dan muat naik.
Click on the music file and upload these four files.
6. Klik pada bahagian blok, kemudian pada senarai, klik pada “control”. Pilih “wait 1 sec”.
Click on the block section, then on the list, click on Control and choose wait 1 sec.
7. Klik pada bahagian “Sound” dan drag “play-ball.png”.
Click on the sound section and drag the “play-ball.png”.
8. Klik “ball.png” dan tukarnya kepada nama music fail itu kepada “Winning Sound.mp3”
Click on “ball.png” and change it to the name of music file to “Winning Sound.mp3”
BUNYI LATAR BELAKANG
1. Di bahagian blok, pilih “Screen 1” and drag blok seperti yang ditunjukkan di gambar
In block section, choose “Screen 1” and drag the block as shown in picture below
2. Pilih “sound”, drag blok seperti yang ditunjukkan di gambar
Choose “sound” drag the block as shown in picture below
3. Klik “ball.png” dan tukarnya kepada “Background Music.mp3”
Click on “ball.png” and change it to “Background Music.mp3”
GETARAN
1. Pada bahagian blok, pilih tab Device dan drag “vibrate”.
In the block section, choose the Device tab and drag “vibrate”.
PEMASA
1. Taipkan “Label” dalam Search komponen dan drag di sebelah label Score. Kemudian, tukar
nilai seperti yang ditunjukkan dalam imej.
Type in “Label” in the Search component and drag it next to the Score label. Then, change the
value as shown in the image.
2. Di Bahagian Blocks, klik tab Timer. Tukar nilai masa kepada 1 dan enable CountUp dan
Loops. Klik Submit
At the Blocks section, click the Timer tab. Change the time value to 1 and enable CountUp and
Loops. Click Submit.
3. Di tab Variables, drag blok initialize app dan tukar nama variable kepada ‘Time’. Kemudian,
Klik tab Math dan drag nombor 0 seperti dalam imej.
On the Variables tab, drag initialize app block and change the variable name to ‘Time’. Then,
Click the Math tab and drag the number 0 as in the image.
4. Drag blok Timer1 seperti dalam gambar. Kemudian, ikut warna untuk mendapatkan blok.
Drag the Timer1 block as in the picture. Then, follow the colors to get the blocks.
5. Pada blok Screen1 Opens, ikut warna yang ditanda untuk mendapatkan blok. Salin blok anak
panah kuning dari langkah sebelumnya. Drag blok Timer1 enabled true daripada tab Timer1.
On the Screen1 Opens block, follow the marked colors to get the blocks. Duplicate the yellow
arrow block from the previous step. Drag Timer1 enabled true block from the Timer1 tab.
6. Pada blok Sprite_Ball_Type collide Sprite_Type_Wall, drag blok yang ditunjukkan dalam
imej di bawah. Pastikan nilai ditukar kepada app variable Time dan Label_Time.
On the Sprite_Ball_Type collide Sprite_Type_Wall block, drag the blocks as shown in the image
below. Make sure the values are changed to app variable Time and Label_Time.
7. Buat yang sama pada blok Sprite_Ball_Type collide Sprite_Type_ Goal.
Do the same on the Sprite_Ball_Type collide Sprite_Type_Goal block.
TUGASAN TAMBAHAN
Sila buat satu Aplikasi Penterjemahan menggunakan Thunkable mengikut kreativiti anda. Anda
boleh membuat projek ini secara Individual.
Contoh Aplikasi Penterjemahan
Tarikh akhir penghantaran tugasan ini adalah pada 10 Disember 2021. Hantar kerja anda kepada
email: servicelearningg12@gmail.com atau anda boleh menghubungi ahli jawatan kuasa
program sekiranya mempunyai sebarang masalah.
Diana Ismail – 0103764151
Mohd Hafiz – 0198640006