Professional Documents
Culture Documents
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By Edward R. Sykes, Sheridan College
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This section presents the details of the iPhone
Application Development course. Table 1, on
Volume 58, Number 3
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27
Table 1
iPhone Application Development Course Outline
________________________________________________________________________
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Students learn how to develop iPhone applications using Objective-C while considering User Interface design. The
course is structured around three main foundational components: (a) Tools (Xcode, Interface Builder), (b) Frameworks (Foundation, UIKit), and (c) Programming using Objective-C. Students learn how to use iPhone SDK features,
including typical mobile resources (e.g., internet web services, location awareness, etc.), and apply design patterns to
develop iPhone applications
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To achieve the critical performance, students will have demonstrated the ability to:
1. Describe the features of the iPhone with regard to application development.
2. %FNPOTUSBUFVTJOHUIFTPXBSFUPPMT
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development.
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principles, design patterns, mobile application architectures).
4. Describe the fundamentals of User Interface Design in terms of usability, and human factors with respect to
the iPhone.
5. Demonstrate how to use the iPhone SDK and Objective-C to design and implement iPhone applications.
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Assignments (20%)
Mid Term Test (25%)
Project (20%)
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MODULE 1 (1 week):
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MODULE 2 (3 weeks):
Introduction to Objective-C:
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MODULE 3 (2 weeks):
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MODULE 4 (2 weeks):
Objective-C:
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Development environment and tools
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MODULE 5 (1 week):
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MODULE 6 (4 weeks):
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28
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This section discusses the programming
environment that was used to design, develop
and test applications for the iPhone. Three main
tools were used: Xcode, Interface Builder and
the iOS Simulator. Figure 2 present the Xcode
Integrated Development Environment (IDE)
that shows the main components of the IDE (i.e.,
Navigation pane, code editor, property and UI
object library). Figure 3 on the following page
presents the Interface Builder tool that enables
the programmer to design the User Interface
for the app. The tool provides the foundation on
which many widely accepted Human Computer
Interaction principles and guidelines might be
adopted. Figure4 on the following page presents
the simulator that emulates to a high degree how
the app would run if it were deployed onto a native
device. The simulator runs on the development Figure 1. The learning environment puddle tables in a typical mobile-based classDPNQVUFSBOEIBTTPNFMJNJUBUJPOTGPSFYBNQMF
room at Sheridan.
the accelerometer (tilt and general movement of
the device recognition) is not supported.
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The purpose of this research was to
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Application Development course by assessing the
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and by analyzing the student performance
scores in this course compared to traditional
programming courses. In order to determine the
degree and quality of learning that took place by
students in the course, a rigorous investigation
was conducted using both qualitative and
quantitative techniques.
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The methods of inquiry employed were survey designs and researcher observation for the
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designs for the quantitative component of this
study. A two-phase qualitative investigation was
conducted in the form of surveys during reguMBSMZ TDIFEVMFE DMBTT QFSJPET F STU QIBTF
surveys captured general information regardJOHUIFTUVEFOUTCBDLHSPVOETJODPNQVUJOHBOE
programming languages (e.g., Java) and initial
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was conducted near the beginning of the course.
A second survey was issued near the end of
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amount of iPhone Application Development to
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information from students on their assessment
Volume 58, Number 3
Figure 2. Xcode IDE for iOS Application Development (version 4.2.1 on OS X Lion 10.7).
of the course. The survey included seven openended questions to facilitate a great number of
perspectives and opinions. The researcher also
recorded observations throughout the course
in a logbook. Such observations included inforNBUJPO SFHBSEJOH JOEJWJEVBM TUVEFOUT QSPHSFTT
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problem using ObjectiveC.
The second component of the method was a
quantitative investigation of student performance
scores. The research method for this section inWPMWFE B RVBTJFYQFSJNFOUBM EFTJHO "T B SFTVMU
the researcher was able to compare pre- and postUFTUQFSGPSNBODFEJFSFODFTBTXFMMBTHSPVQEJFSences (i.e., Comparison versus iPhone Group). One
advantage of this type of analysis is that interaction
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29
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The population of this study was students
across the province taking a similar programming
course from advanced diploma program from
an Ontario College or comparable course at
a University. The sample in this study was the
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Two global procedures were required:
Part A: Qualitative investigation on the
iPhone Group; and
Part B: Quantitative investigation on student
performance scores.
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As previously discussed, the research procedure for this section involved a two-phase qualitative investigation that was conducted in the
form of surveys during regularly scheduled class
periods. Table 2 presents the survey that includes
seven open-ended questions to facilitate a great
number of perspectives and opinions.
5FDI5SFOETt.BZ+VOF
Table 2
Qualitative Survey Sheet____________________________________________________________________________
This survey is used to determine the effectiveness of learning Mobile Computing principles and Application Development
for iPhones. For each question, select the most appropriate response based on the following scale:
1 = strongly favourable to the concept, 2 = somewhat favourable to the concept,
3 = undecided, 4 = somewhat unfavourable to the concept,
5 = strongly unfavourable to the concept.
1. How do you rate the Xcode Programming Environments usefulness?
Very Useful
1
Not Useful
2
Comments: _________________________________________________________________
Do you feel iPhone Development is beneficial to your studies? List and explain the advantages/disadvantages of this learning environment.
Very Beneficial
1
No Benefits
2
Comments: _________________________________________________________________
Compare the Xcode development environment with traditional programming environments (e.g., C, C++, etc.). Do you
feel this IDE is better or worse than these environments? Identify any similarities or differences between the Xcode IDE
and these other programming environments.
Xcode is better than
other programming
other programming
environments
environments
1
Comments:
_________________________________________________________________
How do you rate the ease with which you use and understand the Objective-C style of programming?
Very easy to use
and understand
and understand
Comments: __________________________________________________________________
Have you enjoyed the Xcode development environment? Explain why or why not.
Very Enjoyable
1
Comments
Not enjoyable
2
__________________________________________________________________
6. Do you feel you learn more detailed information in Xcode or about the same as a traditional programming language?
Explain why or why not.
Learn Better
1
Comments:
__________________________________________________________________
7. Please add any other comments regarding the programming environment that you would like to share:
Volume 58, Number 3
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31
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A series of programming problems was
developed for the Comparison Group and
the iPhone Group. Students in the Comparison Group were taught in a traditional format
such as instructor-led instruction, group-work,
demonstration, etc. using the Java programming language. The iPhone Group received the
same instruction as well but using ObjectiveC
instead of Java. One professor taught both
groups for the entire term.
The quantitative investigation involved
both intragroup and intergroup comparison of
student achievement by using pre- and posttest performance tests. Performance tests were
small quizzes containing two to four programming problems and space for the student to
submit their solutions. The performance tests
were administered near the midterm (i.e., pretest) and at the end of the course (i.e., posttest).
These nonsubjective measurements quantify
the performance level of students as they progress through the course. In addition, comparisons were made between the iPhone Group and
the Comparison Group. The following section
describes the way in which this procedure was
performed.
Prepare a series of programming problems
for the Comparison Group:
1. Select a series of topics that are routinely taught
to students when learning the fundamentals
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repetition constructs, etc.);
2. develop a series of programming problems
that are based on those selected topics; and
3. ensure that they meet the requirements of
the unit or subunit of study by encouraging
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review the series of lessons developed.
32
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the qualitative investigation of the iPhone
course. Students very much enjoyed the open
nature of the project where students were
encouraged to choose to design and develop
and app of their choice (e.g., game, business,
educational, etc.). Students worked in groups
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the project. A variety of apps were constructed
for the project, such as chess (as shown in
Figures 2 and 3), a real-time movie database
app, battleship, a memory matching game, a
balloon popping game, among others. As an
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of Whack-A-Mole, an app game for the
iPhone/iPad. This project used sophisticated
UI components, accelerometer, multi-touch
event handling and the Cocos2D framework
for building 2D games. The goal of the game
is to tap the moles when they pop up from
their holes before they disappear in the grass
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The following selected comments are from
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the iOS programming environment.
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1. I love the Xcode IDEit is so awesome!
2. Great IDE. I really like the code-completion
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every timeway better and faster app
development model.
3. I like the way in which the human interface
guidelines are represented and supported in
the Interface Builder tool in Xcode. It makes
it much easier to build a good app that is sleek
and intuitive.
4. Xcode with Interface Builder integrated
is great. I like how integrated everything
issource code to UI design to hooking
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5. At the beginning I felt that the Objective-C
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to it, it is actually very powerful and better than
other OO [object-oriented] languages such as
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planning on building an app and putting it on
the App Store.
7. The researcher observed that some students
spent up to three times more time on the
iPhone course over other courses they were
taking. This was especially noticeable when
students were working on their project.
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1. The error messages sometimes are very
cryptic and hard for me to understand and
isolate where the problem is.
2. Too many pointers this is like the C course
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3. Memory management in Objective-C is a
pain. I wish that the iOS had garbage collection
like in Java.
4. When compared with other IDEs such as .Net
Visual Studio, Xcode is inferior, however, when
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33
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quantitative investigation of this study. Table4
presents a summary of the descriptive statistical
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Comparison Group and the iPhone Group. In
order to determine the relationship between
the performance scores in C and the iPhone
Groups, a two-way ANOVA was conducted.
Table 5 presents the results from the
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and the iPhone Group. There was a statistically
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Group, F(1,81) = 4.145, p < .05. The students in
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comparison group by nearly 8% at posttest.
Figure 6. iPhone Group versus Comparison Group performance results using pretest and posttest means as data.
34
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Educators in all disciplines should acknowledge the impact of mobile computing. Mobile
DPNQVUJOHJTBOBSFBUIBUIBTHSPXJOHFYQPOFOtially and is continuing to grow at an intense rate.
Educators should acknowledge this growth and
plan appropriately in terms of determining the
potential impact to their own area of research
and/or area of teaching (Meeker, Devitt, & Wu,
1FUUFZ
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NPCJMFDPNQVUing has a strong presence in the following sectors
(and they are all growing):
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through to higher education).
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a fragmented one and has all signs of continuing
to be so in the foreseeable future (Bothun, 2011;
Cisco, 2013). The main platforms at this time are
iOS, and Android, followed by BlackBerry, Windows Mobile, and Symbian (Bothun, 2011; Meeker et al., 2010; Pettey, 2011). This reality makes it
difficult for educators to make decisions on curricula. Nonetheless, since graduates of computer
TDJFODFEFHSFFTNBZOEUIFNTFMWFTJOBOVNCFS
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JUJTJNQPStant that educators strive to achieve balance in
the curriculum. The suggestion here is that as the
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DPNputer science programs should therefore include
this type of instruction in their curriculum.
Apple is currently the leader in Mobile
Computing (Satariano, 2011). It appears that the
combination of iOS, Xcode (with integrated UI
design tool), and iOS Simulator will continue to
be the dominate development platform for mobile
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Store (currently over 700,000) (Costello, 2013).
The following section presents some areas for
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iOS device application development.
As discussed in the previous section, memory
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for students in the course. However, since that
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to include Automatic Reference Counting
(ARC). ARC essentially eliminates the role of
programmer to manage memory as is required in
C or C++ for instance. With ARC, Objective-C is
more akin to Java by alleviating that huge burden
of memory management responsibility from the
developer (Apple, 2012). With this enhanced
feature, further gains may be realized in student
satisfaction and ease of application development
may be forthcoming. Future research studies are
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this enhancement of the iOS framework in terms
36
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In summary, this project has
shown that, in the area of mobile
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opportunities for computer science
students. Furthermore, these students
may be quite fortunate to have such an
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the ideas presented in this paper. Those
responsible for computer science
programs and instruction may wish to
adapt the curriculum to provide similar
opportunities for their own institution.
Correspondence in regard to this paper should be addressed to: Edward R. Sykes,
Sheridan College, School of Applied Computing, Faculty of Applied Science and Technology,
1430 Trafalgar Rd., Oakville, Ontario, Canada, (email) ed.sykes@sheridanc.on.ca. (phone)
+1 (905) 845 9430 Ext 2490
3FGFSFODFT
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2011, from http://www.zatznotfunny.
com/2011-06/redesigning-apples-ios-5OPUJDBUJPODFOUFS
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37
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