156,082 research outputs found

    Implementing an Android Tool for Visually Impaired Students of E-Learning

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    This article aims to describe the process of learning and development of an educational tool designed for mobile devices (smartphones) with Android technology. In summary, the application was developed based on the virtual learning environment Moodle and aims to develop a learning environment that supports the visually impaired students of e-learning, allowing them to ask questions, discuss and share ideas through forums and use chat rooms in real time. The fundamental purpose of this application is to cooperate with scientific knowledge in the sense that this is a representation of technological advance on the accessibility tools in distance education mode and provide comfort, flexibility and accessibility for the visually impaired students, realizing that education should always be inclusive

    QuizPower: a mobile app with app inventor and XAMPP service integration

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    This paper details the development of a mobile app for the Android operating system using MIT App Inventor language and development platform. The app, Quiz Power, provides students a way to study course material in an engaging and effective manner. At its current stage the app is intended strictly for use in a mobile app with App Inventor course, although it provides the facility to be adapted for other courses by simply changing the web data store. Development occurred during the spring semester of 2013. Students in the course played a vital role in providing feedback on course material, which would be the basis for the structure of the quiz as well as the questions. The significance of the project is the integration of the MIT App Inventor service with a web service implemented and managed by the department

    Towards Developing an Online Social Media-based Mobile Learning System

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    The advancement of Information and Communication Technology (ICT) and the Internet revolution gave rise to the several learning technologies on the web and mobile platform. During the last decade, the social media network became available for users to socialise and collaborate among peer group. Hence, The integration of e-learning and social media using mobile device as access point is to allow for learning and collaboration anytime, anywhere. This study seeks to provide learning on the social network platform for users to view the application on a mobile device and also foster collaboration among scholars. The system was developed using an open source Content Management System (CMS) Wordpress and Buddypress running on a WAMP or XAMPP server. MySQL was used as database. The usability of the System on the different mobile devices used was evaluated by identifying the usability attributes; designing a questionnaire based on those attributes and then analyzing the results with Statistical Package for Social Science (SPSS). The results showed that the learning system had a good usability score on mobile device

    E-VOTING PEMILIHAN KETUA BEM UNIVERSITAS TIMOR BERBASIS MOBILE MENGGUNAKAN METODE WATERFALL

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    The Student Executive Board (BEM) of the University of Timor is a student organization located at the State University of Timor. In its implementation, BEM at the University of Timor acts as a forum or means for all students of the University of Timor to be able to express their opinions and to develop various potentials that students have. The election of the chairman of the BEM of the University of Timor is directly elected by the students by a general election process. The process of selecting the chairman of the BEM is still done manually so that there is a lack of interest from voters to participate because they have to go to the polling station. Therefore, the development of information technology today has brought great changes for humans, including to carry out voting so that the term e-voting (electronic voting) appears which provides convenience in voting. E-Voting is a general election process that utilizes information technology facilities or electronic devices, where part or all of the implementation process, from voter registration, voting, to vote counting, is carried out digitally. The function of voting is to gather the aspirations of all students, and then find a way out that is considered a good cross. Therefore, the researchers helped the election system easily and created an application for the election with the title "E-voting for the election of the chairman of the Mobile-based Student Executive Board (BEM) of the University of Timor using the waterfal method"

    A Simple Web Platform Solution for M-Learning

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    Nowadays the role of educational platforms is more than obvious, thanks to websites and modern platforms like Microsoft SharePoint designed for e-learning. We consider that the next generation of learning platforms will be m-learning platforms. These kind of platforms offer first of all mobility for the potential users of PDAs, pocket PCs, smart phones and other modern mobile devices, discovered and developed in last years. One of the most important aspect of these manners of e-learning is the display mode. Classic systems like personal computers have a bigger screen, modern portable devices have a few inches screens and the problem is to adapt the structure of websites and platforms for pocket PC screens and in the same time to develop the capability to produce same experience and usefulness to all users.Platform, M-learning, Discussion Forum, Search Engine, JavaScript, IIS, Port Forwarding

    Block-Based Development of Mobile Learning Experiences for the Internet of Things

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    The Internet of Things enables experts of given domains to create smart user experiences for interacting with the environment. However, development of such experiences requires strong programming skills, which are challenging to develop for non-technical users. This paper presents several extensions to the block-based programming language used in App Inventor to make the creation of mobile apps for smart learning experiences less challenging. Such apps are used to process and graphically represent data streams from sensors by applying map-reduce operations. A workshop with students without previous experience with Internet of Things (IoT) and mobile app programming was conducted to evaluate the propositions. As a result, students were able to create small IoT apps that ingest, process and visually represent data in a simpler form as using App Inventor's standard features. Besides, an experimental study was carried out in a mobile app development course with academics of diverse disciplines. Results showed it was faster and easier for novice programmers to develop the proposed app using new stream processing blocks.Spanish National Research Agency (AEI) - ERDF fund

    A gentle transition from Java programming to Web Services using XML-RPC

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    Exposing students to leading edge vocational areas of relevance such as Web Services can be difficult. We show a lightweight approach by embedding a key component of Web Services within a Level 3 BSc module in Distributed Computing. We present a ready to use collection of lecture slides and student activities based on XML-RPC. In addition we show that this material addresses the central topics in the context of web services as identified by Draganova (2003)

    Learning cultures on the move: where are we heading?

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    The paper analyzes the globally recognized cultural move towards a more learner-centred education and discusses the implications for the adoption of mobile technologies and design for learning. Current expectations vis-Ă -vis learner attributes, skills and competences are explored. The pervasiveness of mobile technologies is precipitating these developments, whilst also generating a distinct mobile culture where learners take mobility and context-awareness as starting points and become more visible as innovators, creators and producers. Language learning, one of the most popular application areas of mobile learning, provides fertile ground for the growth of this phenomenon. The paper reviews several innovative language learning applications and concludes by indicating the directions in which we are heading
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