716 research outputs found
Integrating Smartphone with Study Activities of Universitas Muhammadiyah Surakarta
Universitas Muhammadiyah Surakarta already has a web-based academic information system. However, the existing system does not have features that can maximize the use of smartphones to support study activities. On the other hand, the excessive and inappropriate use of smartphones can have negative impacts such as wasting time and health problem. Based on these problems, this study aims to create an android based academic information system and make it integrated with study activities. The purpose of this study is to maximize the use of smartphones to support study activities and also minimize the negative impact of excessive and inappropriate smartphone usage. This system developed by using Java Programming Language for the android application, PHP Programming Language and Nginx Web Server for the web service and Firebase for the database and communication system between application users. The results of this research is android based academic information system that provide offline access of information, communication media, upload and download study files, and notification. Functional test results stated were valid and the percentage of the respondents assessment chart shows high value
The design of smart notification on android gadget for academic announcement
In this article, we try to design the architecture of a smart notification system using an Android gadget for academic notification in college. Academic notification in colleges now utilizes bulletin boards and online media such as websites or social media. The problem faced is the high cost and resources required to deliver the academic notification. Another problem is whether the information delivered can be right to the students who need it. We proposed the architecture of a smart notification system that can reduce the cost, and the information delivered can be right on target to the students in need
Mobile Notification System
The number of mobile users increases each day, we can observe this growth especially among young people. A mobile device is a very useful tool not only for entertainment but for academic matters in Universities. Possessing a mobile device can be extremely important to establish a better communication among lecturers and students. This project addresses Mobile Notification System (MNS) which will be used by lecturers and students in universities, specifically in Universiti Teknologi Petronas. In case the lecturer needs to make an academic announcement in a more flexible and faster way, this system can be used to send notifications to students using SMS based platform. This system comes to improve the communication between the lecturers and students in UTP, as well as make the learning process more interesting by introducing new forms of communication. The methodology used for this project will the waterfall approach where there will be a development of a prototype, this methodology provides the user with the sample of the real system, so they have an overview of the entire system. This system will be put among the various learning techniques and helpful tools that UTP provides
Reaching beyond the Classroom through the Use of Push Notifications
New technologies enable educators to modify their \ teaching methods and extend their reach beyond the \ classroom. One of these methods that can be applied to \ communicate with students is through the use of push \ notifications on smartphones. Instead of relying on \ students to use a spaced learning approach, which is \ proven to be more efficient than trying to study \ something in a short period of time, it is now possible \ to remind them to learn and stick to a learning \ schedule from day one. For this research we \ implemented a mobile application that enables \ students to subscribe to a course and get push \ notifications on their smartphone if new questions are \ being made available by the teacher. The experiment \ we conducted shows that students who use push \ notifications are returning more often to the \ application and better stick to a given learning \ schedule than students who donât have push enabled
Designing Warning Interfaces causing Discomfort for Awareness of Risks: Revisited
Making users aware of the risk by giving them a sense of discomfort and helping them not to access dangerous sites is crucial. Thus, we focus on developing a warning interface, causing discomfort, allowing smartphone users to be aware of danger and risks. We studied discomfort feelings while using smartphones and extracted five discomfort factors from a questionnaire survey and factor analysis. We implemented a prototype of warning interfaces for web browsing on a smartphone considering five factors. In the experiments, we have found that three factors out of the five, namely, âUnintended operation or display,â âSudden changes,â and âUnderstanding of the application,â are significant for risk awareness, while the other two are not. This paper reports on the findings of the study
USING GOOGLE CLASSROOM ON INQUIRY BASED LEARNING TO IMPROVE STUDENTSâ LEARNING PARTICIPATION
The purpose of this study is to increase student learning participation in the learning process, because Google Classroom has a wide and unlimited discussion space, where educators can create collaborative classes in interactive relationships with other students. Google Classroom has several features that can be used in the learning process, including the main page that can display the assignments of students, compilation of classes in accordance with the wishes of educators, storage on Google Drive, accessible via smartphone, can accommodate all types of files, and can add images profile. Apart from that there are other features that educators can use in developing material namely Reusost, Createquestion, Create assignment, and Createannouncement. In addition, Google Classroom is one of the learning media based on inquiry learning methods, because Google Classroom can involve students' abilities to the maximum in finding, understanding, investigating, analyzing and formulating learning outcomes. The research method used is a qualitative research method in the form of field research. The results of the use of Google Classroom media were applied to the design of lectures on learning strategy courses which consisted of two aspects namely lecture material and lecture methods. Lecture material is presented in an organized and structured manner, while the lecture method developed is divided into two, namely group and individual. The results of this study are an increase of 80% of student participation as measured by the Likert scale
Mobile Learning Management System
Mobile technology can help to connect people with information faster despite of their
location. The author decided to enhance the current Learning Management System
by integrating mobility element into it. Mobile Learning Management System
(MLMS) is designed to facilitate the communication between parents and teachers
which is different from the existing Learning Management System that offered in the
market. MLMS is a proposed solution to solve the problems faced by the school and
parents as there is less communication between parents and teachers, parents have
limited updates regarding their childrenâs academic performance and also time and
distance barrier hinder parents to involve actively in their childrenâs schooling. This
is due to the mobility and functionality of MLMS that provide two ways
communication between parents and teachers. Apart from that, this system provides
parents with examination records, attendance records and also disciplines records of
their children. The objective of this project is to create a Mobile Learning
Management System that can facilitate two ways communication between parents
and teachers. The application been developed using Rapid Application Development
methodology. Android has been chosen as the mobile platform to optimize the
capability of the Android technology and to leverage on its market potential
The systemic dimension of success (or failure?) in the use of data and AI during the COVID-19 pandemic. A cross-country comparison on contact tracing apps
During the COVID-19 pandemic, public attention turned to contact tracing apps as a possible solution to the spread of the virus. Many countries have moved in this direction, adopting contact tracing apps, while respecting personal data protection and, for EU countries, adhering to a number of fundamental principles: voluntariness, interoperability, regulatory coverage, purpose specification, minimisation, transparency, protection, security, and timeliness. In spite of timely public policy efforts, tracking apps have not been a success in many countries, and today, when their use could be of great importance, it seems appropriate to open a reflection on the success and unsuccessfulness of a public policy that has resolutely supported the use of digital technologies for public utility purposes.
This working paper proposes a comparative analysis of nine OECD countries: Australia, France, Germany, Ireland, Italy, New Zealand, Russia, South Korea, Spain. It outlines the specific factors in each country's public policy that made the use of tracking apps possible, in terms of policy design with respect to: objectives, instruments, public procurement selection criteria, resources and the context in which the policy was implemented. The working paper concludes with three lessons learned from the comparative analysis: the privacy paradox, the choice of a public interest technology, and the systemic interweaving that the implementation of a public policy must take into account to enhance the effectiveness of a public interest action
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