4,648 research outputs found

    A COMPREHENSIVE FRAMEWORK FOR DESIGN AND EVALUATION OF M-LEARNING APPLICATIONS

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    Human-computer interaction (HCI) communities and Mobile Learning Communities (MLCs) are well aware of the challenges that mobile devices impose when it comes to conducting proper usability and user experience evaluations for M-learning applications. So far there has been limited research on finding appropriate design and evaluation frameworks/methods that can be applied to the usability and user experience of M-learning applications. This thesis proposes a robust framework for mobile learning design and evaluation based on a mobile learning project that developed M-learning apps to train employees in the workplace. Cognitive tests (pre-test/post-test) questionnaires, usage data, and follow-up interviews were used to collect qualitative and quantitative data on learning effectiveness and learner experience with the application. The experimental results and analysis of the collected data demonstrate that the newly proposed framework is a robust framework that can help in designing an efficient, effective and user-friendly M-learning applications that are geared towards creating a better user learning experience.NPRP grant # 4 - 125 - 5 - 016 from the Qatar National Research Fund (a member of Qatar Foundation)

    Learning Kadazan For Kids

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    Learning Kadazan for Children is a mobile application on Android smart phones that is aimed as an alternative to books as learning tools where children can widen their vocabularies and improve their spellings on Kadazan words. This is an effort to counter the declining rate of this language usage in Sabah especially of the Kadazan-borned children. The development platform of this application is the Android operating system. The target users are the children of the Kadazan community from the age of seven to twelve years old. Parents who own Android smart phone may assist their children in using the application and in learning as well. Basic contents of the application are lessons and exercises on numbers, colours, phrases, greetings, and objects. The difficulty level of the exercises in the application will be par to the user‟s age. The development methodology used in this project is Rapid Application Development method that is suitable for prototyping purposes. Moreover, interviews with native speakers will contribute greatly to this project as they can provide more accurate details of the language itself. Prototypes will be released for testing from time to time to chosen testers to ensure correct usage of language, asthetics values of system and ensure all functionalities are present

    Developing English Vocabulary Flashcard by Adopting Flashcard Method

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    The principle of this report is to provide information on what is flashcard application and how it can benefit upon educational purposes. With the introduction of the project, this report locates a little feeding about the popularity of mobile application in current market. Briefly, the importance of flash card application is to help students to understand and memorize from easy level to higher level of English vocabulary. We cannot argue on the importance of learning English in Malaysia as the second language in daily communication. While many schools and parents still facing the problem in encouraging the children to learn and speak English frequently, developer will keep finding the solution to this problem. In this report, will share the review of application developer and tester on how effective flash card application can be for students. Moreover, the addition of how far this statement had been agreed by expert and professional of kid’s education will also be included. At the end, methodology for gathering information to fit the syllabus use by teachers from local primary school and stages in developing mobile applications also included. All of the findings will be shown and discussed at the final chapter of this project

    LEARNING FRENCH LANGUAGE ANDROID MOBILE APPLICATION

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    Learning French language is a mobile application on the Android operating system on smart phones that is designed to assist peoples who love learning French language or businesses or tourist peoples who travel to countries speaking French language, to enhance their knowledge in communicating French language while they are away. As most of people think that French language seem to be difficult to them, by using the device they will not face any problem. And this is one of the things that scared businesses, tourist and others peoples to travel to countries speaking French languages. Today with the development of technology in recent years have spawned a huge number of Android Smartphone users and this is the perfect opportunity to have an application that can help tourists, businesses and others peoples to have the basic of French knowledge. The interactive application enables users learning an experience that is enjoyable and requires practices, which evidently has been successful in teaching people. The difficulty level of the exercises inside the application will be par to the user’s practice. Users will be able to participate in this learning experience by solving puzzles or problems. This application will hopefully and will give more interest and appreciation to users towards French language and will make life easier to them

    Learning For Life: The Opportunity For Technology To Transform Adult Education - Part II: The Supplier Ecosystem

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    In fall 2014, Tyton Partners (formerly Education Growth Advisors), with support from the Joyce Foundation, conducted national research on the role and potential of instructional technology in the US adult education field. The objective was to understand the current state of the field with respect to technology readiness and the opportunities and challenges for increasing the use of technology-based instructional models within adult education. The initial publication in the series, "Part I: Interest in and Aptitude for Technology," focused on demand-side dynamics and addressed adult education administrators' and practitioners' perspectives on the role and potential of technology to support their students' needs and objectives. This second publication, "Part 2: The Supplier Ecosystem," highlights market composition and supply-side dynamics, instructional resource use, and opportunities for innovation

    Designing a Learning Media of English for Specific Purpose based on Interactive Multimedia (Macromedia flash 0.8) for Agro-Industry Students

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    The research objective is to design a learning media of ESP using Macromedia Flash 0.8, which can contribute comprehension in learning ESP and presenting the validation of the media. The Procedure development referred to development research that uses model 4D by Borg and Gall. The development consists of 4 steps. They are defined, design, develop, and disseminate.  The data ware collected through validation by media experts, material experts, and practitioners using questionnaires and interviews. Then, the data are presented by using tables. The result of validation by media expert on the media developed obtained a total score of 87.5 % belonging to valid with no revision, the result of validation by material expert obtained a total score of 90 %belonging to valid with revision and validation by practitioners obtained a total score of 8.589 % belonging to valid with no revision. The result showed that the use of interactive multimedia by using a Macromedia flash 0.8 is recommended to be implemented because the students can relatively access to media which is operated with android. The result of this research will be used as a matrix for the next research, which is the development of ESP Module based on interactive multimedia
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