Professional Documents
Culture Documents
INTRODUCTION
Nowadays smart phones have become great and useful gadgets as they started
becoming more affordable and locally available in the market. Smart phone is like a personal
computer, the only difference is that smart phone is lighter and portable than a regular personal
computer. Due to the latest technological innovation, smart phones can now be use as a source
of information with the help of the internet. It was one of the major requirements of the
mobile application created by the researchers to aid the problem of the users in terms of
documents. History is facilitated by the formation of a “true discourse of past” through the
production of narrative and analysis of past events relating the human race. The history of
National Artist, Heroes and Presidents of the Philippines is the people who had big contribution
in the Philippines by in their era. The National Artist is the highest national recognition given
to the Filipino individuals who have made significant contributions to the development of the
Philippines Arts, Then the National Heroes is Filipino who has been recognized as a hero for
his or her role in the history of the country. And the last National Presidents the head of state
Presidents of the Philippines but they are not interested in reading about the history or maybe
they searching the information about history if they have need in their related subject. The
students are common use the internet for searching the information for National Artist, Heroes
and Presidents of the Philippines instead of books for their activity or assignment in the related
subject. Pearl of the Orient Seas: An Android E-Learning Application for National Artist,
Heroes and Presidents of the Philippines application would provide a solution for that.
Pearl of the Orient Seas: An Android E-Learning Application for National Artist,
Heroes and Presidents of the Philippines is a great help for those users who are not interested
of reading some books or searching through internet about history. Users would be able to view
the details of each history. This application It’s not only reading the history of the Philippines
also they can play game to make fun. They can choose the category of history. The researcher
added the quiz game in their application because they know that is the only way to give
attention to the users to read the history of the Philippines inside or outside the schools. It’s not
only read and learn but it’s also play and learn.
1. How will the problems of the students regarding in using the application be identified?
Generally, this study aims to develop Pearl of the Orient Seas: An Android E-Learning
Application for National Artist, Heroes and Presidents of the Philippines Specifically; study
4. Develop an application using Android Studio version 1, JDK version 7 and SDK
The study focus on development of the research entitled “Pearl of the Orient Seas: An
Android E-Learning Application for National Artist, Heroes, Presidents of the Philippines”.
The application would help the users to enhance their knowledge about history of the
Philippines. Also the application would provide three different categories, for National Artist,
Heroes and the Presidents of the Philippines. It does not include the other history in the
The system allowed user to read the topics and play the game for them acknowledge
the phone as guide. The users can view the information of the history, play the video of each
category and also they have trivia. Once the users proceed the game module the register will
show. They need to register first before they allow the users to play the different quiz game.
After that the users can play online and offline. In that quiz game they have only 5 minutes to
answers some question as the users can. If the users play online the score points will display as
In addition, the android application only operates in Android Operating System. The
minimum specification for its operating system is Android version 5.0 lollipop
There theoretical framework of the study as shown in figure 1.0 has three module,
information module, game module and setting module. It has one level of access which is the
user.
The First Module is Information Module. This module provides three different topics
about the history of the Philippines to choose from these topics covered information on
National Artist, Heroes and president of the Philippines, also it includes videos and trivia. In
this module, the user can choose on any of the categories. Once the user selected his/her
preferred topic, this module will show the details about it including its contribution to the
The Second Module is Game Module. This Module contains game. The users need to
register first to play the quiz game maybe if they want offline or online. The users can choose
history category. If you click national artist, the quiz in that particular topic will view. The
Heroes and Presidents are the same function in the National Artist, they view topic of the quiz.
Answering many question gain more points. The purpose of the points is based on your score.
They have only 5 minutes to make answer the question, in just 5 minutes the users need to
answer the questions to make gain more points until they become of the top highest score. A
user needs to online to be able to sync his scores to the online database, so the users who are
not online may still use the application but their scores will not be synced to the online database.
The last module is the Setting Module. In here the user can change the setting for the
music. The user may also view and read the game guide to know more about the game, view
INFORMATION MODULE
Updated By
USER
Retrieve Setting
SETTING MODULE
Change Setting
DATABASE
Pearl of the Orient Seas: An Android E-Learning Application for National Artist, Heroes and
Presidents of the Philippines
Significance of the Study
Android users. The application would serve as a tool to persons who are using smart
phones.
Users. The application would serve as a tool for them which help them test their
Researchers. This study helps the researchers to gain more knowledge and information
in creating or developing android application. This study may be one of the basis that a new
Future Researchers. This study will serve as a reference, and hopefully an inspiration,
The development of the study has come up with four (4) phases. The requirements
gathering phase, the target users of the developed android application are SHS students. This
phase was done during first and second week of August 2018. The second phase is the
Designing strategy in this phase the researchers task focuses on the layout design, programming
and application development, coding, unit-integration and system testing prior to its objective.
REVIEW OF RELATED LITERATURE
This chapter presents related literatures and studies, which are used for better
understanding of this research from both local and foreign authors. It helped the researcher to
Android
Padmini (2016) states that android is an open source software package and Linux based
operating system for mobile devices such tablets, computer and smartphones. Android is
developed by Google and later by OHA (Open Handset Alliance). Java is the mainly used write
the Android code, even though the other language can also use to write the Android code.
Android also supports Web Browser based on the open source blink, it provides messaging
service in forms of SMS and MMS, including the threaded text Messaging and Android Cloud
to Device, multi-touch screen and multi-tasking application is also support by Android. The
objective of android is to create a successful real-world product can enhance the mobile
Android Application
Android platform is built for mobile devices, a typical Android application is designed for a
smart phone or a tablet Personal Computer running on the Android Operating System. Android
applications are written in the Java programming language and use Java core libraries. It is the
first compiled to Dalvik executable to run on the Dalvik virtual machine, which is a virtual
computer to perform specific tasks. Each language has a unique set of keywords (words that it
originally designed for developing programs for set-top boxes and handheld devices, but later
The Java syntax is similar to C++, but is strictly an object-oriented programming language.
For example, most Java programs contain classes, which are used to define objects, and
methods, which are assigned to individual classes. Java is also known for being stricter than
C++, meaning variables and functions must be explicitly defined. This means Java source
code may produce errors or "exceptions" more easily than other languages, but it also limits
other types of errors that may be caused by undefined variables or unassigned types.
Android Studio
Android Studio is the official Integrated Development Environment (IDE) for Android
app development, based on IntelliJ IDEA. On top of IntelliJ's powerful code editor and
developer tools, Android Studio offers even more features that enhance your productivity when
building Android applications offers: A flexible Gradle-based build system .a fast and feature-
rich emulator and a unified environment where a developer can develop for all Android
devices. Instant Run to push changes to your running app without building a new APK. Built-
in support for Google Cloud Platform, making it easy to integrate Google Cloud Messaging
XML
XML is used for layout designing. All the UI and layout of your app is designed using
xml. Unlike Java (which is Back Bone of your app), xml helps you to design your app, how it
will look, how components like buttons, text view and etc. will be placed and their styling.
Apart from these, xml is also used for parsing data either from database or server into your
Gradle
Gradle is an extensive build tool and dependency manager for programming projects.
It has a domain specific language based on Groovy. Gradle also provides build-by-convention
support for many types of projects including Java, Android and Scala.
Android Studio comes with a working install of Gradle for building your Android
projects, but you will not be able to use it via the command line unless you install Gradle
yourself. I installed it using Homebrew and had no issues, but you can also go to the Gradle
Is an android emulator. Everything is in one place, it works fast and the support service
Database
computer program can quickly select desired pieces of data. You can think of a database as an
ISO 9126
we associate with quality. There is a strict hierarchy, where no sub-characteristics are shared
among quality characteristics. However, certain product properties are linked to multiple
both efficiency and maintainability. Consequently, various alternative quality frameworks have
been proposed to allow for more flexible relations among the different quality attributes or
factors, and to facilitate a smooth transition from specific quality concerns to specific product
properties and metrics. ISO-9126 (ISO, 2001) provides a hierarchical framework for quality
Stands for "Software Development Kit." An SDK is a collection of software used for
developing applications for a specific device or operating system. Examples of SDKs include
the Windows 7 SDK, the Mac OS X SDK, and the iPhone SDK.
SDKs typically include an integrated development environment (IDE), which serves as the
central programming interface. The IDE may include a programming window for writing
source code, a debugger for fixing program errors, and a visual editor, which allows developers
to create and edit the program's graphical user interface (GUI). IDEs also include a compiler,
Most SDKs contain sample code, which provides developers with example programs and
libraries. These samples help developers learn how to build basic programs with the SDK,
which enables them to eventually create more complex applications. SDKs also offer technical
documentation, which may include tutorials and FAQs. Some SDKs may also include sample
graphics, such as buttons and icons, which can be incorporated into applications.
Since most companies want to encourage developers to create applications for their platform,
SDKs are usually provided free of charge. Developers can simply download an SDK from a
company's website and begin programming immediately. However, since each software
development kit is different, it can take a while for developers to learn how to use a new SDK.
Therefore, most modern SDKs include extensive documentation and have an intuitive
SQLite
configuration, transactional SQL database engine. The code for SQLite is in the public domain
and is thus free for use for any purpose, commercial or private. SQLite is an embedded SQL
database engine. Unlike most other SQL databases, SQLite does not have a separate server
process. SQLite reads and writes directly to ordinary disk files. A complete SQL database with
multiple tables, indices, triggers, and views, is contained in a single disk file. The database file
format is cross-platform - you can freely copy a database between 32-bit and 64-bit systems or
between big-endian and little-endian architectures. These features make SQLite a popular
Evaluation
Evaluation is a methodological area that is closely related to, but distinguishable from
more traditional social research. Evaluation utilizes many of the same methodologies used in
traditional social research, but because evaluation takes place within a political and
sensitivity to multiple stakeholders and other skills that social research in general does not rely
on as much. Here we introduce the idea of evaluation and some of the major terms and issues
in the field.
Internet
Internet is alternately referred to a net or web, the Internet was initially developed to
aid in the progress of computing technology by linking all the best academic computer centers.
The Internet today first started being developed in the late 1960's and transmitted its first
message on Friday, October 29, 1969. In 1993, the Internet experienced one of its largest
growths to date and today is accessible by people all over the world.
The Internet contains billions of web pages created by people and companies from around the
world, making it a limitless place to locate information and entertainment. The Internet also
has thousands of services that help make life more convenient. For example, many financial
institutions offer online banking that enables a user to manage and view their account online.
The picture is a representation and map of the Internet done by The Opte Project
(www.computerhope.com).
Local Studies
Academy. The purpose of the study “Development of Mobile Learning for Preschool Students
tool for Preschool student. The study aimed to be useful medium to establish learning styles in
schooling.
The study UPEdu system for the sstem development cycle during the development of
the system is has four phases: requirements inception, elaboration, construction and transition
The study was related to the system because the existing used android application as
approach, game-based techniques have been popular to engage learning while still enjoying.
This study sought to design and develop a mobile game application for Aralin Panlipunan (AP)
that could be used as a supplementary tool in learning the subject by grade 8 students under
k12 curriculum of the Department of Education (DepEd) in the Philippines. The researchers
identified the topics, teaching methods and evaluation techniques used by the AP Teachers and
the game preferences of the AP students by conducting interviews and surveys. HiStorya, an
interactive mobile game, was developed using the Android platform and Digital Game-based
Learning- Interactional Design Model. An evaluation survey of the application was also
popular. It is beneficial to the grade 8 students taking up AP, the teachers of AP and the current
education system of the Philippines. The students who used the application played and learned
The study was related to the study, because they are both an educational application
which serve as alternative tool for students and they can play and learned during or outside the
school. maybe the same topic about history and same benefits for the students who take the
Larong Pinoy: An Android Game Application. This study entitled “Larong Pinoy:
An Android Game Application” was developed to teach young generation kids to learn the
different traditional Filipino games. The main function of the application its games that users
can play with. The development tools used were Unity 3D for coding, CrazyTalk Animator 2
for creating the characters and Adobe Photoshop for design. The game was tested using
conformance test and compatibility test for the improvement of the performance of the
application. The evaluation instrument used was based from the Android Core App Quality
and stability, and Google Play. The evaluation was participated by ten (10) IT experts and thirty
The overall mean garnered 2.87 with a Standard Deviation of 0.09 and interpreted as Fairly
Acceptable‖. The result of evaluation shows that the mobile application is a tool used to learn
Sipa Mobile App Game. SIPA: Street Hack Sack, an Android/iOS application which
brings to life one of the oldest and most-loved street games in the Philippines. SIPA is the first-
ever Pinoy-themed game available on the Android Market and the iTunes App Store made by
a group of highly talented Filipinos. You’ll be able to use these points to unlock other places
in the Philippines so keep them coming! Furthermore, what makes Sipa different from other
games available today is the fact that there is more to it than just excitement and thrill.
Sipa mobile this game data has been evaluated through the target itself and monitor the
way that the target game must be obtained, how the scoring has system. Sipa has checked the
readers/users must always be guided by the parents and must be helped if there are words that
are hard to read and to pronounce. It can also create bonding time between the parents and thier
children. Some students at early age are already fond of using technology l. Develop a mobile
learning android application for beginner reader in Filipino. Specifically, the project aimed to:
Design an Android application that has the following features: A user friendly environment;
combined audio, picture for the users to listen to the audio while looking into the pictures. They
can choose what module they want to open and every example given has audio clip provided
(Hermoso, 2016).
A Mobile Learning Android Application for Beginner Reader in Filipino A mini video
clip about nursery rhymes to familiarize in basic pronunciations, a short quiz at the end to test
the users of what they have learned; and e. Run on android mobile devices/platform
mHealth framework. It should be noted however that the intended purpose of Dibdib App is
generally educational or breast self-examination (BSE) user assistance rather than diagnosis of
breast cancer, cure, mitigation, treatment, nor a means of prevention. However, public
education is a key first step because early detection cannot be successful if the public is unaware
of the problem or has adverse misconception about the value of early detection. Dibdib App
includes basic facts, risk factors, visual inspection guide, breast palpation video demonstration
tospeech API and image processing, providing a fully integrated wpp experience. It is available
in Google's Play store and has been chosen by Google Developer Group (GDG) philippines as
among the most innovative Apps in the 1st HackFair Philippines 2015 event. (Google
Engines. The aim of this research is to create an entering way of promoting mobile education
to encourage the youth. Preparing the Filipino Youth in Reponsible Voting: Content for
mlearning The PPCRV (Parish Pastoral Council for Responsible Voting) aims to promote
educating the youth about the dangers and effects of vote buying and political dynasties. They
have been promoting clean, accurate, meaningful, and peaceful election. They are a national
parish-based political but non-partisan lay movement established in 1991, Voters education
easily inform other people about practices done by certain candidates. Android-Based Mobile
Learning Several institution have incorporated mobile learning using android into their studies.
Portal. Web and Mobile Based Philippines Emergency Quick Response Portal is an application
that can provide interaction between the concerned citizens and the emergency units. This
application can help Filipino citizens in case of emergencies, disaster and calamities such as
car accidents, crimes, earthquakes, typhoons, fire accident, and just a click of the fingertip
emergency units will be aware of the emergency being triggered by the users. This study aims
to design and develop an application that can locate nearest emergency units; to send location
details to the emergency units they can locate the accident area; they can also send notifications
to the victims that they are responded. The users will be the Filipino citizens and the Philippine
mobile application in the market, there is less availability of educational games particularly for
toddlers and preschoolers. The purpose of this study is to create a mobile application that would
cater the toddlers and preschoolers in terms of reading, spelling and mathematics. The system
can help the children enhance their learning in the said areas of the study for its urgency and
demand for the children in their early stage more specifically in this age of technology. The
study aimed to check the effectiveness of the system in the learning of the toddlers and
preschoolers in using the mobile application as the base instrument of learning and game as its
approach on teaching. The method that the researchers used in the system development was
the scrum model as an approach. The platform used by the developers was the Android
Technology using Java Programming as its base codes. A white-box testing is used to check
the functionality of the system. The result was helpful and was highly effective based on the
feedback from the users. The researchers believe that a mobile application is rampant in the
market nowadays more specifically in the field of game, so a full implementation is highly
recommended to make it accessible in the internet based store for future challenges and
opportunities.
University - Bacoor City Campus. Android phablets, smart phones and tablets are truly in
Educatioanal Application for the benefit of all the students taking the program: Bachelor of
Science in Computer Science with the current curriculum. And to disseminate accurate
information for the advancement in terms of efficient learning at CvSU - Bacoor City Campus.
Aside from that, to promote a mobile learning way not just Computer Science students but also
The application allow students to view and study all the subjects of the course Computer
Science. The system also provided a video tutorials on how to use a certain programming
language and also a quiz game based on lectures within the application as an entertainment for
the students. Agile Methodology was used for the development of the system. It has five
process: Planning, Analysis, Design, Implementation and Maintenance (Aque, at.al 2018)
University - Bacoor City Campus is related to the study because of it has a lecture and game
describes a conducive and structured information exchange environment for the students of the
Philippines. The system was developed to help the students check their academic result every
end of the semester, make self-enlistment that would assist the students to manage their
academic status that can be viewed in their mobile phones. This system would also help the
dean to predict how many number of sections to be created for the next semester. The
researchers applied Hill Climbing Algorithm search technique for the system particularly in
creating self-enlistment and finding the best set of courses to the class schedule, and in
projection of number of sections to be created for the next semester. Rapid Application
Development (RAD) was utilized for the system development; PHP as the programming
language, and MySQL as the database. The testing process of the system was done before
deploying it to the internet. The process was done in different processors, operating systems
one of the most genuine subjects taken up by review schools and also in college. Grade school
students might get troublesome in comprehension with the new educational standards that are
set by the government. This study aims to create or to create a mobile game application utilizing
on solving and analyzing probability. The mobile game application uses a good and interactive
designs to have a better interaction with the student while they are playing the game. A survey
of the student's perception of the mobile game application is conducted to know if the game
shows an effective way of teaching the students about probability. This application helps in
Integrated Mobile Phones into Teaching and Learning. As one of the primary
source of education or learning, teachers must take into the possibilities of using mobile phones
in educating. Mobile phones have potentials which are beneficial for both the student and the
learner if positive attitude is encouraged. The study used Prototyping for the system
development cycle during the development of the system. (Ekanayke & Wishart, 2015).
The study was related because the both studies see mobile phone as potential medium
environment smartphones is considered an important innovation that has change the human life
in several aspects. And Android was the most widely used operating system in smartphones,
because android operating system is open source and freely accessible to everyone. A lot of
students has moved from conventional way of learning to M-learning for preparation for
competitive exam. The study used Prototyping for the system development cycle during the
The study was related because it shows that students preferred to use android
games are able to provide a fun and motivating environment for teaching and learning of certain
subjects. Role-playing games allow students to assume the role of a character in the game world
and to determine the actions of thier characters based on the characterization. This would
provide an exciting and motivating strategy for students to practice skills that they have already
had been used in the development of the prototype. The tools used in the development were
Adobe Flash 8; Adobe Photoshop CS2 and Macromedia; FreeHand and Sound Forge; and
Audacity.
Educational mobile game: Math Jump. Math jump is an educational game from 5-12
years old children Math Jump set out to convey through its gameplay is a sense of continuous
accomplishment, urge and purpose. The sense of purpose is built by making right answers feel
as good as possible and they give the urge to perform better through accelerating gameplay
mechanics. The scoring system supports urge and right answer, making the player enter a state
The game used iterative design principles in creating the game with a set of ideals. Game
development utilized a multitude of skills varying from 3D, animation, design, graphics, sound,
The study served as the reference in developing the mobile educational application with
quiz game feature especially in the scoring system of the study. They got the idea that the
researchers produced so that they came up with good way of quiz playing mechanics. Also the
designs and animations that used was iterative principles to create great sets of ideas and theory.
Mobile application development to enhance higher education lectures. The aim of this
project is to study the benefits of m-learning, to provide an analysis of principles and patterns
of mobile interface design, to provide tactics that solve common mobile development problems
and to develop a mobile application for the Android platform that will provide functions which
support distance learning and offer direct communication between students and their teachers
through the internet. The application will allow any user to create a course by giving a name
for it, and by optionally providing an institution and department name. The owner of a course
can add other users to his course, by adding their emails in the invitation form. Also, he can
share files with the course members, add announcements and create polls for them. The
members of a course can thus be informed, vote in the given polls and view the poll's results.
These functions help teacher collect the students' replies in polls fats, without interrupting the
lecture, while students are also free to view the polls' results. Additionally, the function of
sharing files with the course members allows students to collect their teacher's files from
anywhere, using only the application. Course announcements can be used by the coure's owner
Huoy (2015), In their thesis stated that Using Smartphones and tablets to learn is becoming a
growing trend. However, there are not many educational apps on market. In Google Play Store,
it is found that only nine Mathematics learning apps are based on Malaysian school syllabus.
The objective of this thesis are to design an educational Mathematics learning app for primary
evaluate the whether developed app is effective to help students on Mathematical skills.
The methodology used in this study is Agile Extreme Programming Development. For
software testing, functionality testing is performed in unit testing level whereas user acceptance
study because the application is run on android phone and the system is learning application.
How to develop a universally designed co-located Collaborative Mobile Learning
game: The case of children and elderly users in China. Yang Xiangyang (2015), this project
is about applying Collaborative Mobile Learning for the special case of elderly people and
was designed and implemented for the purpose of improving English learning and socialization
among users.
The project work has been conducted according to User-Centered Design (UCD)
accessibility into UCD. The authors used 10 representative participants were involved in this
process. Interviews, observation, usability testing, and heuristic evaluation were used in this
project.
game: The case of children and elderly users in China is related to the study because it has a
same features which is learning application and both system is run on Android phone.
Study Time - An Android Based Mobile Learning. Oriyomi Oladele (2014), the
advent of mobile learning in education has greatly influenced the manner in which teaching is
disseminated in schools. Up till now, most of the applications developed for teaching in schools
are restricted to computers and better part of these are contained on desktop computers.
The main objective of this thesis work is to develop a mobile learning application that
would make it possible for the users to study or learn on their own by attempting examination,
such as questions from different subject areas. This will allow an individual user to refresh his
or her knowledge in these subject areas. Timing is included so that a user can monitor how
quick they are while answering those questions. The result of the examination is displayed to
the user after the completion of the exam and can be viewed under history for future reference.
The application can also be used in schools and other learning institutions. Teachers can give
instructional materials and set homework or test questions for students to attempt and submit
The application consists of client side and server side. Client side is made up of
graphical user interfaces (GUI) which the user interacts with. The server side of the application
consists of PHP script to query database for different requests. The data are stored on MySQL
database. The application is currently developed for Android mobile devices running minimum
Study Time - An Android Based Mobile Learning is related to the study because of the
same Integrated Development Environment (IDE) which is Android Studio and same Database
which is MySQL.
Quizzy: Quiz Application development using Android Plartform. This work deals
Quizzy. This application is developed for educational purpose, allowing the users to prepare
the multiple choice questions for different examinations conducted on provincial and national
level. The main goal of the application is to enable users to practice for subjective tests
conducted for admissions and recruitment, with focus on Computer science field. This quiz
application includes three main modules, namely (i) computer science, (ii) verbal, and (iii)
analytical. The computer science and verbal modules contains various types of sub categories.
This quiz includes three functions: (i) Hint, (ii) Skip, and (iii) Pause, which are collectively
named as life lines that help users to answer questions correctly. These functions can be used
only once by a user. It shows progress feedback during quiz play, and at the end,
With the growing interest of people in android-based applications, it has been observed that
mobile devices can be used to increase the educational skills of school going children instead
of leaving them to waste their time on only playing games. Therefore, development of
skill of children. Although many applications exist online for such purposes, however, there is
a need to develop a simple, interactive and easy to use android-based application for enhancing
the skill of children in basic mathematical concepts. In this work, we develop an educational
application, named “Basic Math Skill Builder” by using MIT App inventor framework, which
assist the beginners in math to learn basic math operations. Moreover, they can check their skill
level by attempting quizzes by using visual images and audio support. The developed
application is very interesting and provides with the students school like environment.
[Game-based Learning] The Knowledge Challenge Game. This thesis studies what
kind of solutions exists for multiplayer mobile games and focuses on a method called time-
shifting. We will present a time-shifted quiz application that we developed for Android to test
on users, present the results and give suggestions for further work in the field of time-shifting.
We will also take a look at how willing the testers are to use time-shifted games in education.
The application was developed using HTML5, JavaScript and Parse for rapid progression. It
can be played against other people and/or bots based on other people without the player
knowing who is a bot and who is not. The players can also challenge their friends to play the
same quiz as they did. We used the results of the tests to see how time-shifted game play
impacts the immersion and enjoyment of a game compared to the more standard single and
multiplayer games.
GAME revolution. Last trends in games and their implementation in an Android
Mobile APP. The project is built around Mobile Games. The core part of the project is the
implementation of a Game APP, created with the knowledge. The name of the game is Guess
The Year, and it is about a quiz in which you have to guess the year of some historical facts. It
has some interesting game elements implemented, such as points, time, and a progress bar with
your result. In this document you will first find an overview explanation of what games are and
how to design one of them. Additionally, an extensive investigation of the current status of
mobile games market will be included. This information will be later used to build the APP.
It gives the reader an understanding of what kind of wireless technologies are on the market
today and how they perform. Given this performance background, some suitable games were
chosen to examine how they perform over a particular cellular network and to determine the
perceived gaming quality that a user experience. The thesis also examines the particular packet
traffic characteristics generated by these games to gain a better understanding of how to better
context of the lecture 'Mobile Cartography. The main focus of this Bachelor thesis is on the
applications or 'apps' for the Android platform. The tutorials are going to be part of exercises
in a practical course that accompanies the lecture 'Mobile Cartography' held at the Institute of
Cartography at the Dresden University of Technology. Five exercises have been created
covering key aspects of Android programming with Java. The theoretical part of this thesis
starts with providing definitions of important terms of mobile computing and mobile
cartography that will play an important role throughout the thesis. After that possibilities of
interaction with mobile and web applications are introduced and discussed briefly. Location-
based services and their usage in the context of social networks are discussed in the following
section before the sensors of mobile devices are analyzed. A brief discussion of the potential
for augmented reality applications is also given. The following second section deals with
mobile software platforms and focuses on the Android operating system for mobile devices.
Within this section, the features of the Android framework are described and some specific
characteristics of software development are explained. The third section is all about the
this thesis was to create an Android application for the SDSU Library that has all the features
that a user would often use when he/she visits the library website. It is a one-stop solution for
retrieving all the library related information, news, events, floor-byfloor maps, etc. The
application allows a user to search in the library’s catalog (Books & Media) based on the
entered keywords. These search results are gathered not just from the SDSU Main Campus
Library, but also from the Imperial Valley Campus Library location. Bibliographic information
of any particular book/e-book, along with its status (location, call number and availability) is
GAME APPLICATIONS. Educational gaming is still an emerging field with potential for
advancing STEM education. To harness this potential education technology community needs
interdisciplinary such that educators, game designers, technology enablers and students have
to closely work together. To facilitate an accelerated growth of this field, computer professional
need to provide the research community with flexible tools/technologies that can serve as
research platforms for conducting relevant research and experimentation. The main goal of the
thesis is to propose and demonstrate an open source mechanism for collecting learning
School. This study was conducted by Mr. Admire Kachepa, Dr. Nobert Jere (Sept. 2014).
Researchers have reported success in the attempts to use mobile learning in different areas of
learning. According to research by the Learning and Skills Development Agency (LSDA) from
the UK, young people could soon be using mobile telephones as a learning tool to help improve
their English and Mathematics. Mobile learning assisted students in building their self-esteem
implementation of mobile games that are based on the Namibian participants’ needs. The
proposed implementation plan should enable teaching and learning of Mathematics based on
mobile games. They are confident that proper implementation plan can enable mobile games
Table 1 shows the comparison of the related studies. It includes the Systems, author(s) and
Table 2 shows the comparison of the related foreign studies. It includes the system, author(s)
Materials
This chapter presents the materials that are used by the researcher and the
methodologies that were applied in conducting this research for better understanding of the
The requirement for the system development former to its hardware specification are
an operating system of Microsoft Windows 8.1 Pro and Processor having Genuine Intel (R) i3
5th Gen, Memory 4.00 GB RAM and 64-bit. Lenovo smartphone having a marshmallow
operating system with 4GB ram and 16GB internal storage is used as the tester of the
application
In Constructing up the study, provisions for the software requirements were Android
Studio version 1.0; Android Studio is an official integrated (IDE) for Android Platform
Android Studio is designed specifically for Android development, Genymotion version 2.10.0
as an APK emulator for testing the system, and Photoshop CC 2015 for editing icons and
pictures, Microsoft Office Word 2016 for the system documentation of the study, and Microsoft
Methodology
The proponents used the 4th Generation Technique because 4th Generation is usually
enables developers to easily determine problems with the systems. The 4gt approach requires
the requirements analysis phase to the implementation phase. This prototype help the clients to
give rough idea of how system will look when it done. 4gt model is very useful approach in
Testing
Requirements Gathering
This is where the definition of requirements necessary in building SCAN is defined.
The developers used different methods in acquiring information needed such as interviews and
Design Strategy
The gathered data is translated into set of presentation that describes data structures,
Implementation
This is the third 4GT wherein the design presentation is translated to an artificial
language that result in instruction that could be executed by the computer. The
gathered requirements and design are put into a machine executable form. The
developers would implement using 4GL which enables them to represent desired output in a
manner that results to automatic generation of code to generate the output. Data structure with
relevant information must exist and be ready accessible by the 4GL. Using Java as the
Testing
all overall process to determine whether objectives are being met. This is required to ensure