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Table of Contents

Table of Contents

1. INTRODUCTION ............................................................ Error! Bookmark not defined.

1.1 Background of the problem ....................................... Error! Bookmark not defined.

1.2 Overview of the current state of the current Technology......... Error! Bookmark not
defined.

1.3 Project Rationale ....................................................... Error! Bookmark not defined.

2. PROJECT DESCRIPTION .............................................. Error! Bookmark not defined.

2.1 Problem Statement .................................................... Error! Bookmark not defined.

2.2 Proposed Research Project ........................................ Error! Bookmark not defined.

2.2.1 General Objectives ............................................. Error! Bookmark not defined.

2.2.2 Specific Objectives ............................................ Error! Bookmark not defined.

2.2.3 Scope and Limitations........................................ Error! Bookmark not defined.

2.2.4 Methodology ...................................................... Error! Bookmark not defined.

3. PROJECT MANAGEMENT ........................................... Error! Bookmark not defined.

3.1 Calendar of Activities................................................ Error! Bookmark not defined.

3.2 Resources .................................................................. Error! Bookmark not defined.

4. APPENDIX ...................................................................... Error! Bookmark not defined.

4.1 References ................................................................. Error! Bookmark not defined.

4.2 Resource Person ........................................................ Error! Bookmark not defined.

4.3 Personal technical vitae ............................................. Error! Bookmark not defined.

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1 INTRODUCTION

1.1 Background of the Problem

The problem of students having a hard time understanding the lessons in


Mathematics. the students lack on basic knowledge in Science. Like the following
lessons: Introduction to matter, The Skeletal System, The Periodic Table, etc. And
because by now our society is surrounded by technology, and people, like students
are not paying attention in textbooks and only relying in the technology to find what
they needed. Our solution in that kind of problem is to bring the textbooks
technologically to them. An easy access, portable and helpful mobile application
lessons for Science 6. Doing that the students can access their lessons easily, practice
their Scientific skill and help them cope up better in their lesson.

The general problem is to develop an E-learning mobile application that will


incorporate all the lessons in Science 6. To create an additional learning tool for the
students who are having hard time and enhance their skills and knowledge for those
who don’t. Educational yet interesting to catch the attention of the students.

1.2 Overview of the Current State of the Technology

They are still doing the traditional way of teaching with the use of blackboard

and “Manila paper” and sometimes using projector for entertainment, educational

image or videos. But having that some students are shy or afraid on asking a question

about the lesson he/she didn’t understand that will result of a failing exams or grades.

And teachers are having a hard time to know who did or didn’t understand the lesson.

Another problem is the students are not reading textbooks since it’s old and hard to

carry anywhere.

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1.3 Project Rationale

The way to provide an enjoyable learning lesson for the Grade 6 students is to
introduce them the lesson module using new technology interaction. Because the
young people are so attached by the technology, we make it a way of being solved
for their study. We make it as a tool to provide them an enjoyable way of learning.

As the proponents of this project, we conclude in our brainstorming to provide


an E-Learning Android Application for Grade 6 students in their Science subject. By
this project we assure that every student should learn the lesson enjoyable.

In this Android Application, every activity they tackled in the lesson are
included in the app and every end of the activity, there’s an exciting mind challenge
for the students to enhance their knowledge about the lesson. So, in that way of
learning the students make an easy way to learn and also it helps the teachers to teach
them the Science lesson.

2 PROJECT DESCRIPTION

2.1 Problem Statement

 To help the students get over the traditional methods of learning and make
them accustomed to the application where the notes for their respective
lessons are easily available.

2.1.2 Proposed Research Project

2.2.1 General Objectives

 To be able to develop an Android-Based E-learning Application for Grade


6 students and to make it as a tool to provide them an enjoyable way of
learning.

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2.2.2 Specific Objectives
 How to develop an educational tool that comprehends multimedia
elements.

 How to develop an educational tool that has an accessible interface.

2.2.3 Scope and Limitations

SCOPE

 Splash Screen
 Main Menu
 Lessons
 Lesson 1: The Skeletal System.
 Lesson 2: The Human Body and its Defense System.
 Lesson 3: Communicable & Non-communicable Diseases.
 Lesson 4: Speed, Refraction and the Spectrum of Light.
 Lesson 5: Transparent, Translucent, and Opaque.
 Lesson 6: Reflection and Refraction.
 Lesson 7: Speed and Wavelengths.
 Lesson 8: The Periodic Table.
 About
 Credits

LIMITATIONS

 The system does not require any kind of connection.


 The system can run only on Android Operating System.
 The system cannot compute the final grades of the students.

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2.2.4 Methodology

“Fourth generation techniques are the package of software tools that enable
a software engineer to specify the characteristics at a high level and then a source
code is automatically generated base on the specification.”
[http://www.only4bca.com]

The 4GT paradigm currently, a software development environment that


supports 4GT paradigm includes some or all of the following tools: nonprocedural
languages for database query, report generation, data manipulation, screen
interaction and definition and code generation; high-level graphics capability; and
spreadsheet capability.

Phases of Fourth Generation Technique

 Requirements Gathering

This is where the definition of requirements necessary in building


SCAN is defined. The developers used different methods in acquiring
information needed such as interviews and observations and researches.

 Design Strategy

The gathered data is translated into set of presentation that describes


data structures, architectures, algorithmic procedures and interphase
characteristic.

 Implementation

This is the third 4GT wherein the design presentation is translated to


an artificial language that result in instruction that could be executed by the
computer. The gathered requirements and design are put into a machine
executable form. The developers would implement using 4GL which enables
them to represent desired output in a manner that results to automatic
generation of code to generate the output. Data structure with relevant
information must exist and be ready accessible by the 4GL.

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 Testing

In computer hardware and software development testing is used at key


checkpoints in all overall process to determine whether objectives are being
met. This is required to ensure the system’s quality, reliability and availability
when being used.

2 PROJECT MANAGEMENT

3.1 Calendar of Activities

This calendar activity serves as our guidelines in developing the proposed


system app.

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Gantt Chart of Activities

Plan In Progress Target Date to end

MONTH OF
JULY - AUGUST
DAYS 23 24 26 27 28 29 30 31 1 2 3 4 5 6 7 8 9

• Brainstorming
• Proposal of Title
• Project Adviser
Consultation
• Proposal
Documentation
• Finalized
Documentation
• Project Adviser
Approval
• Proposal Project
Defense
• Searching for
Beneficiary of the
Project

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Activities Week Schedule (July – Oct)

July August September October

Planning 1 2 3 1 2 3 4 1 2 3 4 1 2 3 4

Identification Problems

Date Gathering

Analysis

Development of Solutions

Identification of Hardware
and Software to be utilized

Documentation

Design

Design of Database

Design of Modules

Design of Graphical User


Interface

Implementation

Evaluation of the System

Acceptance testing of the


system

Installation of the System

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3.2 Resources

Hardware

This part will show what is the requirement a user will be needed to if he/she want to
create an android application using android studio and also show what the proponents
use to develop the proposed android learning application.

For Smart Phone

Requirements Minimum Maximum


OS Lollipop (Android Oreo (Android v.8)
v.5.0)
Processor 1.2GHz 1.8GHz

RAM 1GB 4GB

Storage Space 512MB 2GB

Screen Resolution 1280x720 1920x1080

For PC or Laptop

Requirements Minimum User


OS  Microsoft® Windows® Windows 10
7/8/10 (32- or 64-bit) Home (64-bit)

Processor Intel core i-3 or Intel Core i7-


AMD Phenom III 670HQ
RAM  3 GB  8GB

Storage Space  2 GB of available disk 1TB


space minimum

Screen  1280 x 800 1920x1080


Resolution

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Software

 Android Studio
Android Studio is the official integrated development environment
(IDE) for Google’s Android operating system, built on JetBrains IntelliJ IDEA
software and designed specifically for Android development.

 Photoshop
Photoshop is a raster graphics image editor and is developed and
published by Adobe System. It allows the users to crop, change the color, resize
and manipulate different aspects of an image.

 Firebase
Firebase is essentially a real time database. The data appears as JSON
files and allows real time changes to occur on the connected client side. When
you build cross-platform apps using iOS, Android, JavaScript SDKs, your
clients end up getting all the data that was updated.

4 APPENDIX

4.1 References

www.Myschoolhouse.com

4.2 Resource Person/

Mr. Bryan Asistin

Information Technology Instructor / Thesis Project Adviser

STI College Sta.Maria

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Mr. Reynaldo Merced Jr.

Information Technology Instructor / IT Head / Thesis Project Coordinator

STI College Sta.Maria

4.3 Personal Technical Vitae

Castillo, Rhon Louie V.


BSIT
202 Balasing Sta. Maria Bulacan

09753674206

Pallago, Daryl R.

BSIT

Blk 28 Lot 52 Ph. 2 Sampaguita St. Sarmiento homes Subd.

Muzon, City of San Jose Del Monte Bulacan

Villanueva, Aldwin Miguel A.

BSIT

577 Road to M. Sapa Caypombo, Sta Maria Bulacan

09458020337

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