15,047 research outputs found

    DEVELOPING VOCABULARY GAME FOR YOUNG LEARNER BY USING ANDROID PLATFORM : WORD SHOOTING

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    This study described about developing vocabulary game for young learners by using android platform: Word shooting, which the product can run on mobile technology. Nowadays, mobile technology is a popular technology which is closed with young learners. Most of young learners of SD Muhammadiyah 1 Balongpanggang Gresik as the subject because a lot of students here have mobile technology and often bring it to school. Nevertheless, the reseacher limits the subject The aimed of this study is to develop English vocabulary game for young learners by using android platform: Word Shooting.” Before developing the vocabulary game, the researcher gives questionnaire for ten students at fourth grade and conducts interview with the English teacher to gather the need analysis. From the result of the questionnaire and interview the researcher found that the students and the teacher prefer to choose learning English using interactive media, especially in learning vocabulary. Moreover, the researcher also observed the data like textbook, students’ worksheet and syllabus. Here, the researcher develops the vocabulary game for fourth grade students at the first semester based on the need analysis and syllabus. The design of the study is research and development. Meanwhile, the researcher develops the vocabulary game. Besides, they are all good in operating the application on their mobile technology. Based on the conclusion, the researcher may give some recommendation to the next researcher, this product can be developed into classroom action research to find out the effect of implementing this product when learning English vocabulary. For the student parents, this product can be a good application for their children in learning English vocabulary. While for the teacher, this product could help combining between the way of teaching English vocabulary using conventional method and android platform

    Mobile application platform heterogeneity: Android vs Windows phone vs iOS vs Firefox OS

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    Modern smartphones have a rich spectrum of increasingly sophisticated features, opening opportunities for software-led innovation. Of the large number of platforms to develop new software on, in this paper we look closely at three platforms identified as market leaders for the smartphone market by Gartner Group in 2013 and one platform, Firefox OS, representing a new paradigm for operating systems based on web technologies. We compare the platforms in several different categories, such as software architecture, application development, platform capabilities and constraints, and, finally, developer support. Using the implementation of a mobile version of the tic-tac-toe game on all the four platforms, we seek to investigate strengths, weaknesses and challenges of mobile application development on these platforms. Big differences are highlighted when inspecting community environments, hardware abilities and platform maturity. These inevitably impact upon developer choices when deciding on mobile platform development strategies

    Gamification techniques for raising cyber security awareness

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    Due to the prevalence of online services in modern society, such as internet banking and social media, it is important for users to have an understanding of basic security measures in order to keep themselves safe online. However, users often do not know how to make their online interactions secure, which demonstrates an educational need in this area. Gamification has grown in popularity in recent years and has been used to teach people about a range of subjects. This paper presents an exploratory study investigating the use of gamification techniques to educate average users about password security, with the aim of raising overall security awareness. To explore the impact of such techniques, a role-playing quiz application (RPG) was developed for the Android platform to educate users about password security. Results gained from the work highlightedthat users enjoyed learning via the use of the password application, and felt they benefitted from the inclusion of gamification techniques. Future work seeks to expand the prototype into a full solution, covering a range of security awareness issues

    Crafting a Systematic Literature Review on Open-Source Platforms

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    This working paper unveils the crafting of a systematic literature review on open-source platforms. The high-competitive mobile devices market, where several players such as Apple, Google, Nokia and Microsoft run a platforms- war with constant shifts in their technological strategies, is gaining increasing attention from scholars. It matters, then, to review previous literature on past platforms-wars, such as the ones from the PC and game-console industries, and assess its implications to the current mobile devices platforms-war. The paper starts by justifying the purpose and rationale behind this literature review on open-source platforms. The concepts of open-source software and computer-based platforms were then discussed both individually and in unison, in order to clarify the core-concept of 'open-source platform' that guides this literature review. The detailed design of the employed methodological strategy is then presented as the central part of this paper. The paper concludes with preliminary findings organizing previous literature on open-source platforms for the purpose of guiding future research in this area.Comment: As presented in 10th IFIP WG 2.13 International Conference on Open Source Systems, OSS 2014, San Jos\'e, Costa Rica, May 6-9, 201
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