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by
March 2013
APPROVAL SHEET
CHED-CAR
Abstract:
Rationale/Background
learning.
Summary
objectives:
framework:
Platform:
Cross-platform – iOS.
Functional/Specific Requirements
a. Read Lessons
b. View Simulations
c. View Videos
d. Listen to Audios
f. Take Quiz
a. Usability
b. Maintainability
c. Reliability
d. Flexibility
e. Performance
f. Adaptability
Conclusions
Recommendations
APPROVAL SHEET………………………………………………………………………………………………………………… 2
ABSTRACT………………………………………………………………………………………………………………………………… 3
ACKNOWLEDGMENT………………………………………………………………………………………………………………… 8
TABLE OF CONTENTS………………………………………………………………………………………………………… 9
LIST OF TABLE……………………………………………………………………………………………………………………11
LIST OF FIGURES………………………………………………………………………………………………………………12
CHAPTER
1. PROJECT OVERVIEW
Objectives…………………………………………………………………………………………………28
Definition of Terms…………………………………………………………………………28
2. METHODOLOGY
Sources of Data……………………………………………………………………………………36
3. DISCUSSION OF FINDINGS
M-Learning…………………………………………………………………………………………………40
Summary…………………………………………………………………………………………………………43
Findings………………………………………………………………………………………………………44
Conclusions………………………………………………………………………………………………45
Recommendations……………………………………………………………………………………45
REFERENCES……………………………………………………………………………………………………………………………57
APPENDICES
A. Use Case……………………………………………………………………………………………………………52
E. Screen Shots………………………………………………………………………………………………
CURRICULUM VITAE…………………………………………………………………………………………………………
Chapter 1
PROJECT OVERVIEW
definition of terms.
Background of Study
learning tools to support both the educator and the learner. Its
would have, already, emerged again. This makes the lifespan and
usefulness of some m-learning too last only as long as the next
innovations.
Furthermore, the design and development of m-learning
learning applications.
In 1977, Allan Kay and his colleagues from PARC (Palo Alto
that,
Seitz (2008) also stated that human experience in the real world
(Fadel 2008, p.12). Sanky and Birch (2011) reiterates the “even
of learner.
learning.
and economically:
important.
comprehend the topic, the system will then spare the teacher in
having to undergo the trouble of explaining topics recurrently
development of AHMA?
development of AHMA?
development of AHMA?
Objectives
intend to:
system.
Learning Application
to-software interface.
and bada.
proposed AHMA.
where ever they are. This includes cell phones and portable
devices.
addition to text.
NAVIGATION. This refers to an application interface that
works.
METHODOLOGY
episode, the iteration, the delivery period and the full project
development episodes.
Project Project
charter Delivery Delivery wrapup
Delivery
Iteration Iteration deliver reflect
Iteration
plan Day Day Day reflect & celebrate
Day
daily stand-up Integration Integration Integration
Integration
Episode Episode Episode build & test
interaction.
Performance evaluation tools; i.e. interactive simulation,
phones.
of software development.
Any issues that will arise which are beyond the scope of
studies.
Data Gathering Techniques
ideas regarding the case tools and other materials that will be
application/system.
DISCUSSION OF FINDINGS
framework:
Mobile context
Learning Adaptive
Context hypermedia
Platform:
Windows Phone.
Based on the issues and considerations discussed, a
devices.
a. Mobile Context
1. Design
enhancement.
css3,..etc.)
o Geolocation
o Simplify
o Cognitive Load
readability.
2. Development
(not performance)
Build
b. Learner Context
formats.
said technique.
include:
settings.
representations.
aptitude
revised learni
Before getting into the design and development of an
adaptive mobile learning app, it is important to first
understand what it is that makes a mobile-learning different
from other forms of distance learning software development. It
is important to have a firm grasp of the mobile context to make
AHMA easy to use and productive for the user. It is most
important to understand that the mobile context is a usage
scenario and not a form factor. Just the very state of being
mobile changes the way that users access information and consume
information from a web-based learning system. Making mobile-
learning content easy and quick to consume is the primary
concern. In addition to the user’s state of mind, their physical
environment can also be unpredictable, which can dramatically
affect the learning ability to focus on and understand the m-
learning content. Different conditions have a profound effect on
how the learners access information from the m-learning app.
The physical aspects of mobile devices are also important
to consider when designing and developing an adaptive m-learning
app. Today, mobile devices have varying features and
capabilities; all the more reason why adaptive software
development is important. Moreover, the desktop is no longer the
primary and/or dedicated technology used for accessing
information for distance learning. However the differences
between these two technologies are reasons why software
designing and developing for the desktop computer is different
for mobile devices.
The main physical differences between mobile and desktop
devices are very straightforward; a desktop is equipped with
keyboards and very accurate pointing devices aside from the
large monitor screens with high definitions. Desktops are also
complemented by high capacity storage along with powerful CPUs
and GPUs. Mobile devices, on the other hand, often have
physically limited keyboards or virtual onscreen keyboards.
There is no mouse or track pad, the user typically use their
finger or a stylus. The screen is much smaller, the CPU and GPU
are much less capable than the desktop.
These physical differences lead to experience differences
and how each device is used. Desktops, even laptops, are used in
fixed positions which allow the user to easily multi-task among
a variety of windows and applications; mobile devices, by
contrast, are often used on ‘on-the-go’ situations in
unpredictable environments. They lend themselves well in
situations where the user needs to quickly access information
that they need to know right then and there. Rather than multi-
task among groups of programs, the mobile learner is much more
likely to be focused on discrete, individual task.
These experience differences has a profound impact on how
an m-learning app is perceived by learners. So, it is important
to design AHMA by taking all the crucial elements into
consideration before even writing a single line of code.
al. (2005) and Parsons et al. (2007) share the same general