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Pearl of the Orient Seas: An Android E-Learning Application for National

Artist, Heroes and Presidents of the Philippines

Jeffrey Ruina Jumalon


Jomar Martires Omilig
Martin Dean Salvaña

An undergraduate thesis submitted to the faculty of department of Computer Studies,


Cavite State University – Bacoor Campus, Bacoor City, Cavite in partial fulfillment of the
requirements for the degree of Bachelor of Science in Information Technology Prepared under
the supervision of Ms. Khween Princes H. Moncayo.

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

reading and learning about of the history of the Philippines.

According to Wikipedia, History is the study of the past as it is described in written

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

and head of government of the Philippines.


Based on the survey, some of students are familiar of the National Artist, Heroes and

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.

Statement of the Problem

This study aimed to answer the following questions:

1. How will the problems of the students regarding in using the application be identified?

2. How will the encountered problem be analyzed?

3. How will be the application be designed?

4. How will be the application be developed?

5. How will be the application be evaluated?


Objectives of the Study

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

aims to do the following:

1. Identified the problems experienced by the students through observation.

2. Analyzed the identified problem and formulate the best solution

3. Design an application using Fourth Generation Technique.

4. Develop an application using Android Studio version 1, JDK version 7 and SDK

version 4. Java as the programming language and SQLite as the database.

5. Evaluated performance of the system using ISO 9126

Scope and Limitation of the Study

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

Philippines such as Churches, flags, places and others.

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

their highest score to setting module.

In addition, the android application only operates in Android Operating System. The

minimum specification for its operating system is Android version 5.0 lollipop

Theoretical Framework of the Study

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

history of the Philippines over the past years.

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

the user’s profile achievements.


Pearl of the Orient Seas: An Android
E-Learning Application for National
Artist, Heroes and Presidents of the
Philippines
Select a category

INFORMATION MODULE

Get Information on selected category

Updated By

OO Chose history category


GAME MODULE
play Game

USER
Retrieve Setting

SETTING MODULE

Change Setting

Retrieve data Store data

DATABASE

Figure 1. Theoretical Framework of

Pearl of the Orient Seas: An Android E-Learning Application for National Artist, Heroes and
Presidents of the Philippines
Significance of the Study

The study will be beneficial to the following:

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

knowledge with fun and help them enhance their mind.

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

theory in learning will arise.

Future Researchers. This study will serve as a reference, and hopefully an inspiration,

for their future project and thesis.

Time and Place of the Study

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

establish a clear concept of the study.

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

experience for end users.

Android Application

An Android application is a software application running on the Android platform.

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

machine specially designed for mobile devices. (https://www.techopedia.com/definition)


Programming Language

Programming language is a vocabulary and set of grammatical rules for instructing a

computer to perform specific tasks. Each language has a unique set of keywords (words that it

understands) and a special syntax for organizing program instructions (webopedia.com).

Java Programming Language

Java is a high-level programming languagedeveloped by Sun Microsystems. It was

originally designed for developing programs for set-top boxes and handheld devices, but later

became a popular choice for creating web applications.

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

and App Engine (https://developer.android.com)

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

android app. (https://www.quora.com/)

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

downloads page in order to get the source and binaries.


Genymotion.

Is an android emulator. Everything is in one place, it works fast and the support service

is really good. (www.genymotion.com)

Database

A database is basically a collection of information organized in such a way that a

computer program can quickly select desired pieces of data. You can think of a database as an

electronic filing system. (webopedia.com)

ISO 9126

ISO-9126 offers a comprehensive framework to describe many attributes and properties

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

quality characteristics or sub-characteristics. For example, various forms of redundancy affect

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

definition, organized into quality characteristics and sub-characteristics. (Qasigma, 2008)

Software Development Kit (SDK)

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,

which is used to create applications from source code files.

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

programming interface, which helps incentivize program development. (www.techterms.com)

SQLite

SQLite is an in-process library that implements a self-contained, server less, zero-

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

choice as an Application File Format. (https://www.sqlite.org)

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

organizational context, it requires group skills, management ability, political dexterity,

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

Development of Mobile Learning for Preschool Students of Maranatha Christian

Academy. The purpose of the study “Development of Mobile Learning for Preschool Students

of Maranatha Christian Academy” was to create an android application used as educational

tool for Preschool student. The study aimed to be useful medium to establish learning styles in

preschoolers, giving them productive alternatives to boring standardization of traditional

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

(Cambaliza & suizo, 2014)

The study was related to the system because the existing used android application as

educational tool for teaching.

HiStorya: a Game-based Mobile Learning Application. In mobile learning

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

accomplished by the AP teachers and students.


History is relevant to the current state of technology today where smart devices are very

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

during outside of school hours. (Miguel, 2015)

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

subject that related to study.

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

(developer.android.com) with the criteria of functionality, performance

and stability, and Google Play. The evaluation was participated by ten (10) IT experts and thirty

(30) mobile users.

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

the guidelines and mechanics of playing the traditional Filipino games.

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

interactive games to the users.

A Mobile Learning Android Application for Beginner Reader in Filipino. 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

to let the users know how to pronounce every word correctly.

(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

A Novel Smartphone-based Vision-Aware mHealth Framework Applied to a Breast

Cancer Awareness Application. Prototype smartphone mHealth application called Dibdib


Advocacy App or simply Dibdib App was developed utilizing our proposed vision-aware

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

supervised by a medical professional, Google Maps/Places integration, Android's Text-

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

Developer's Group (GDG) Philippines, Hackfair 2015 (Cabatuan et al., 2015)

Designing Mobile Educational Games on Voter's Education: A Tale of Three

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

campaigns Information and communication technologies are an essential tool to promote

transparency and reduce corruption in governments. Using these technologies, it is possible to

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.

(Leetian et al., 2014)


SagipPinoy: A Web and mobile-Based Philippine Emergency Quick Response

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

response teams(Ramirez et al., 2014)

Mobile Educational Games for Toddlers And Preschoolers. In the abundance of

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.

CSDroid: Educational Application for Computer Science Students of Cavite State

University - Bacoor City Campus. Android phablets, smart phones and tablets are truly in

demand today’s generation. The developers developed a software which is CSDroid an

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

to all students taking different program.

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)

CSDroid: Educational Application for Computer Science Students of Cavite State

University - Bacoor City Campus is related to the study because of it has a lecture and game

module and it has the same platform which is Android.

Abstract: Mobile Web-Based Student Integrated Information System. This paper

describes a conducive and structured information exchange environment for the students of the

College of Computer Studies in Manuel S. Enverga University Foundation in Lucena City,

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

and different mobile device platforms.

Roll-A-Die: Probability in Android Platform for Grade Schools. Mathematics is

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

an Android platform to provide a better understanding

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

providing acceptable and reasonable practices in solving probability.


Foreign Studies

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

to improve the learner’s learning.

Challenge in Android Application Development: Case Study. in the modern

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

development of the system. (kathuria & Gupta, 2015).

The study was related because it shows that students preferred to use android

application / M-learning for the preparation for their examination.

Role-Playing Game-Based Learning in Mathematics. Computer based role-playing

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

learned (Ahmad1 et al., 2014).


The development of maths Quest had also taken into consideration of some learning

theories such as behaviorism, cognitivism and constructivism. Spiral development methology

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

of flow more easily (Tatu, 2013)

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,

storytelling, coding to producing. Every aspect was applied to the game.

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

to inform the members of any news (Semertzidis, 2013)

Android-Based Educational Mathematics Learning App for Primary 4. Lai Shwu

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

4 students. To develop an educational Mathematics learning app on android platform and to

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

testing and compatibility testing is performed in acceptance testing level.

Androd-Based Educational Mathematics Learning App for Primary 4 is related to the

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

children in China. Specifically, a co-located Collaborative Mobile Learning game prototype

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)

research methodology. In order to make it universally designed, this project integrated

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.

How to develop a universally designed co-located Collaborative Mobile Learning

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

with the use of their mobile phones.

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

of Android 2.2, API level 8.

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

with development of android-based multiple-choice question examination system, namely:

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,

the app also shows the result.


ANDROID-BASED APPLICATION FOR BASIC MATH SKILL BUILDER.

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

educational application is essentially required, especially, to improve the mathematics-related

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.

Mobile Multiplayer Gaming. This thesis is a continuation of Mattias Åkervik’s thesis.

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

adapt cellular networks towards gaming.

Conceptual design and implementation of tutorials for app development in the

context of the lecture 'Mobile Cartography. The main focus of this Bachelor thesis is on the

conceptual design and implementation of tutorials to teach the development of mobile

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

conceptual design and implementation of the tutorials.

ANDROID APPLICATION FOR LIBRARY RESOURCE ACCESS. The aim of

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

provided for each of the search results.

LEARNING ASSESSMENT DATA COLLECTION FROM EDUCATIONAL

GAME APPLICATIONS. Educational gaming is still an emerging field with potential for

advancing STEM education. To harness this potential education technology community needs

to conduct extensive research and experimentation. The work to be done is clearly

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

assessment data from an educational game.

Implementation of Mobile Games for Mathematics Learning: A Case of Namibian

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

and self-confidence with technology.

It is a study of implementing a mobile math games in Namibian School. They propose

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

development. This can improve teaching and learning of mathematics.

Table 1 shows the comparison of the related studies. It includes the Systems, author(s) and

year, methodology objectives and contribution of the study.

Table 1. Comparison of Local Studies


System Author Methodology Objective Contributions

Development of Cambaliza & UPEdu system To improve To help


Mobile Learning for Suizo Maranatha preschool
Preschool Students Christian students in
of Maranatha 2014 Academy more
Christian Academy learning style in innovative way
preschoolers.

HiStorya: a Game- Zeus Gean Digital Game- To create a Create game


based Mobile Paul R. based Learning- game based that would give
Learning Miguel,et.al Instructional mobile an alternative
Application Design Model Learning process with
2015 system for the the help of
Aralin Android mobile
Panlipunan game.
(AP) subject
would be used
as a
supplementary
tool for Grade 8
students

Battle of Word Catulogan and 4th Generation To give an Provides leisure


Domination Lachica Technology entertainment and fun that can
(Android Game) that serves as a improve the
2014 diversions to users mental
reduce one’s ability
stress

“ARK’S PETDEX” Cabangon and Waterfall Provide an easy Disseminate


An Android Pet-Info Ortega browsing with Information
Application for accurate
Pocket Pets of 2014 information
Angels Pets Shop

Strategic Game for Orsava Agile Entertainment Improves users


Android with valuable mental ability
Application 2012 learnings
Aklatang Emilio Bhasa, Bolivar V – model To aid users Disseminate
Aguinaldo Image- and Erfe familiarizing Information
Based Augment and exploring
Reality Android 2014 the structure
Mobile Application

Table 2 shows the comparison of the related foreign studies. It includes the system, author(s)

and year, methodology objectives and contribution of the study.

Table 2. Comparison of Foreign Studies


System Author Methodology Objective Contributions

Integrated Mobile Ekanayke & Prototyping To integrate Gained mobile


Phones into Wishart smartphones phones potentials
Teaching and into teaching which are beneficial
Learning 2015 students for both the student
and the learner.

Challenge in Kathuria & Prototyping To show that Create an android


Android Gupta in the application to
Application modern prepare student for
Development: 2015 environment the exam
Case Study smart phones
is considered
as a great
innovation

Trip Tracker Redee, 4GT To provide Disseminate


Android the user an Information
Application 2012 experience
by having all
the
information
in one place

Mobile Real Rahi Gupta, 4GT To provide Disseminate


Estate for information Information
Android 2012 to the users

MATERIAL AND METHODS

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

developmental process of the created system.

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

Office PowerPoint 2016 for the presentation.

Methodology

The proponents used the 4th Generation Technique because 4th Generation is usually

successful in implementing smaller application. It enables developers to smaller application. It

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

small project but it is not a dominant approach for a large software.


Requirements Gathering
“Design” Strategy

Implementation using 4GL

Testing

Figure 2. 4th Generation Technique (2015)

Phases of Fourth Generation Technique (4GT)

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

observations and researches.

Design Strategy

The gathered data is translated into set of presentation that describes data structures,

architectures, and algorithmic procedures and interface characteristic.

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

programming language and SQLite as the database in implementation of the application.

Testing

In computer hardware and software development testing is used at key checkpoints in

all overall process to determine whether objectives are being met. This is required to ensure

the system’s quality, reliability and availability when being used.

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