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Ultimate Javadict
Ultimate Javadict
Amoin, Allen R.
Bautista, Clarieza H.
October 2019
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ACKNOWLEDGEMENT
First, we would like to thank God for His guidance in developing our mobile
Second, we would like to acknowledge the people below who assisted us at every point to
Mr. Dhan Delovino, our major teacher in Computer Programming, who advised
us in constructing our research paper and in crafting our mobile application. He was
Ms. Maria Jeveca Longakit, our class adviser, for her dedication in motivating us
Mrs. Maria Regina Bautista, our teacher in “English for Academic and
Professional Purposes” course, for her reporting activities which she gave her true
feedbacks, directed us in proper composition of our research. Her effortful tasks made us
Ms. Donna Jane Delima, our teacher in “Practical Research 2” course, for
demonstrating us the different articulations of our research paper. Her coaching built us to
Our teachers, whom encouraged us in establishing our study. Their cooperation improved
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Third, we would like to appreciate our families and relatives for their sustentation.
Their financial and moral assistance aided our commitment in initiating this research
paper.
Lastly, we gratify our friends for their ideas and opinions. Their reaction and
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ABSTRACT
This research was conceptualized to create a unique application that define words,
aspiring programmers who want to learn or is learning the Java programming language.
Its main objective is to effectively give the information and the definition of certain Java
words through text and examples. Currently, there are only a couple of Java dictionary
applications in the Android operating system’s major app store, Play Store and the
researchers observed that these existing ones have too much or have so little data plus a
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TABLE OF CONTENTS
TITLE PAGE………………………………………………………………………………I
ACKNOWLEDGEMENT………………………………………………………………..II
ABSTRACT……………………………………………………………………………..IV
TABLE OF CONTENTS………………………………………………………………...V
DEFINITION OF TERMS………………………………………………………………..7
THEORETICAL FRAMEWORK………………………………………………………...9
CONCEPTUAL FRAMEWORK………………………………………………………..15
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SYNTHESIS……………………………………………………………………………..21
DESCRIPTION OF RESPONDENTS…………………………………………………..22
RESEARCH INSTRUMENTS…………………………………………………………..23
REFERENCES………………………………………………………………………….30
APPENDICES
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examples.
3. To develop a user-friendly interface through making a simple and aesthetically
pleasing design.
4. To develop an application that will assess the users through quizzes and mini
games.
5. To develop an application that will motivate the users through rewards for their
achievements or milestones.
The development of this application will provide future users a portable Java
language dictionary that has quizzes and mini games. Its portability will result to an
effortless searching for Java keywords in a manner that it will cut the searching time for
specific Java terms. In addition, it is compact and doesn't have extra information which in
some cases, just unnecessary data that might just get the person more confused. Another
good thing about this application is that, it is offline so it really promotes portability
In this day and age, technology is always finding ways to make things easier and
convenient, this application also promotes that same vibe in a way that using this
application will prevent users from carrying big Java programming language books
which contain a ton of data one doesn't need as of the moment. This application will cater
to students, teachers or people in general who studies the Java programming language,
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and of course, to future researchers that will possibly use this study as a basis or reference
for their own study which might be an improved version of this or a totally different
study.
Scope
The application will be composed of, of course, Java terminologies and its
definition with some examples. The app will have quizzes and mini games to assess the
users regarding their gained knowledge about the Java terminologies. And also, the app
will be having rewards for every achievement that the users have achieved and
milestones that they have surpassed. The reward system feature will act as a motivator to
the user and a source of satisfaction to remind the user that s/he is learning something.
Delimitation
specifically to Java programmers only that are interested in broadening their knowledge
about Java terminologies. The research sample is composed of grade 11 Senior High
School MAWD or ICT students from STI College Ortigas-Cainta. This study will use the
data gathering method survey among the chosen students. To effectively gather input
from the said students, this study will use a simple survey template. In addition, it is to
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IOS users are delimitated due to the fact that the application will only be
mobile operating systems and to desktop computers or laptops. The app will not be
published on online application markets such as Play Store and is not integrated for
online experience. This app will only be accessible offline and requires installation
through sharing.
DEFINITION OF TERMS
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Application - is a software program that runs on your computer. Each program has a
specific application for the user. For example, a Microsoft Word can help a student create
a research paper, while a video game can prevent the student from getting the paper done.
that creates growth, progress, positive change or the addition of physical, economic,
not necessarily immediately, and includes an aspect of quality change and the creation of
Dictionary - is a collection of words and their definitions such collections are usually
printed as books, but some are how designed for use on computers. A dictionary is most
commonly used to look up the definitions of particular words, but other information, such
iOS - is a mobile operating system developed by apple. It was originally named the
iPhone OS, but was renamed to the IOS in June 2009. The IOS currently runs on the
iPhone, iPod touch, and iPod like modern desktop operating systems, IOS uses a
Java - is a programming language that produces software for multiple platforms. When a
programmer writes codes, the compiled codes run on most operating systems (OS)
including Windows, Linux and Mac OS. Java derives much of its syntax from the C and
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giving the computer specific programming instructions. Most programmers have a broad
platforms, including structured query language (SQL), Perl, Extensible Mark-up language
THEORETICAL FRAMEWORK
E-Learning Theory
the higher education institutions. A report in 2006 by Allen and Seaman indicated that 3.2
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million students in the USA, mostly undergraduates, were taking at least one online
course in fall 2005 term. A recent report by Allen and Seaman (2008) indicated that
online enrollments have been growing significantly faster than the higher education
providing feedback, and assessing student learning. Learning assessment elements are
1. Individual self-assessment
2. Team collaborative assessment
3. The facilitator’s assessment
et al, 2009).
but it is not necessary to explain this enhancement with a special account of learning.
Rather, the challenge is to describe how the technology allows underlying processes
common to all learning to function effectively. A true model of e-learning would need to
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demonstrate on what new learning principles the added value of the ‘e’ was operating.
of education services and educational media matched to the learner’s context and
interests. The complexity of these interactions between learners, educational settings and
learning supported by personal media communicators. (Sharples M., Taylor J., Vavoula
G., 2010)
The launch of the International Journal of Mobile and Blended Learning is one of
several indicators that mobile learning globally is reaching a critical and sustainable
momentum and identity. The past six or seven years have seen a host of pilots and
initiatives across sectors and across countries and these have established firstly that
mobile learning takes learning to individuals, communities and countries where access to
learning was challenging or problematic and secondly that mobile learning enhances,
There is a need to re-conceptualize learning for the mobile age, to recognize the
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essential role of mobility and communication in the process of learning, and also to
indicate the importance of context in establishing meaning, and the transformative effect
of digital networks in supporting virtual communities that transcend barriers of age and
special about mobile learning compared to other types of learning activity. An obvious,
yet essential, difference is that it starts from the assumption that learners are continually
on the move. We learn across space as we take ideas and learning resources gained in one
location and apply or develop them in another. We learn across time, by revisiting
knowledge that was gained earlier in a different context, and more broadly, through ideas
and strategies gained in early years providing a framework for a lifetime of learning. We
move from topic to topic, managing a range of personal learning projects, rather than
following a single curriculum. We also move in and out of engagement with technology,
for example as we enter and leave cellphone coverage. By placing mobility of learning as
the object of analysis we may understand better how knowledge and skills can be
transferred across contexts such as home and school, how learning can be managed
across life transitions, and how new technologies can be designed to support a society in
which people on the move increasingly try to cram learning into the interstices of daily
life. Second, a theory of mobile learning must therefore embrace the considerable
learning that occurs outside classrooms and lecture halls as people initiate and structure
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effectiveness across ages and subject areas (National Research Council, 1999). It
knowledge, taught efficiently and with inventive use of concepts and methods;
Lastly, a theory of mobile learning must take account of the ubiquitous use of personal
and shared technology. A survey in 2003 at the University of Birmingham found that 43%
of students owned laptop computers. These figures mask the huge disparities in access to
technology around the world (Mike Sharples, Josie Taylor, Giasemi Vavoula, 2005).
Multimedia Theory
People can learn more deeply from words and pictures than from words alone.
This seemingly simply proposition – which can be called the multimedia learning
particular, multimedia researchers are interested in how people learn from words and
pictures, and in how to design multimedia learning environments that promote learning. I
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define multimedia as presenting both words (such as spoken text or printed text) and
pictures (such as illustrations, photos, animation, or video). By words, I mean that the
material is presented in verbal form, such as using printed text or spoken text. By pictures
I mean that the material is presented in pictorial form, such as using static graphics,
including animation or video. Multimedia learning occurs when people build mental
representations from words (such as spoken text or printed text) and pictures (such as
illustrations, photos, animation, or video). As you can see in this definition, multimedia
refers to the presentation of words and pictures, whereas learning refers to the learner’s
Color Theory
display, storage, and processing problematic. For this reason, color quantization
(reduction) is commonly used as a preprocessing step for various graphics and image
processing tasks. The process of color quantization is mainly comprised of two phases:
palette design (the selection of a small set of colors that represents the original image
colors) and pixel mapping (the assignment of each input pixel to one of the palette
colors). The primary objective is to reduce the number of unique colors. Color
methods that determine a universal (fixed) palette without regard to any specific image,
and image-dependent methods that determine a custom (adaptive) palette based on the
color distribution of the images. Despite being very fast, image-independent methods
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usually give poor results since they do not take into account the image contents.
Therefore, most of the studies in the literature consider only image-dependent methods,
which strive to achieve a better balance between computational efficiency and visual
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CONCEPTUAL FRAMEWORK
FEEDBACK
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CHAPTER 2
It wasn’t that long ago that the most exciting thing you could do with your new
mobile phone was to download a ringtone. Today, new iPhone or Android phone users
face the quandary of which of the hundreds of thousands of applications they should
choose. It seems that everyone from federal government agencies to your local bakery
has an app available. This phenomenon, not surprisingly has led to tremendous interest
among educators. Mobile learning is in itself not new, but new devices with enhanced
capabilities have dramatically increased the interest level, including among language
educators. The Apple iPod and other new tablet computers are adding to the mobile app
revolutionary changes in the way teachers teach and learners learn. Due to their
pervasiveness, mobile phones are considered as being potentially valuable learning tools.
However, students’ personal use of mobile phones and their apps for learning benefit is
still open to research. This study thus investigated the impact of mobile dictionary use on
pretest-posttest quasi-experimental study. They were divided into two groups (17 in each
group) based on their choice to work with a mobile dictionary or a printed one for their
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language course. During the course, the experimental group used a dictionary installed on
their mobile phones to do all their activities. Meanwhile, the control group worked with
the printed version of the same dictionary. A teacher-made achievement test was used as
the pre- and post-test. The result showed that, while controlling for the entry level
language ability, the experimental group outperformed the control group in the post-test.
The finding of the study underscores the vital role mobile phones play in extending
learning out of the classroom anywhere anytime. (Mehrak Rahimia & Seyed Shahab
Mirib, 2014)
Tracking Learner Usage of Mobile Phones for Language Learning Outside of the
Classroom
Mobile technologies have the potential to empower learners to work outside of the
classroom with a freedom that is difficult to achieve with more traditional technologies
such as desktop computers. Of these, it is the mobile phone that has attracted a good deal
of attention in the language learning literature in recent years. The current study indicated
that detailed tracking of learner usage of mobile devices for language learning can shed
important light on actual learner behaviour that often conflicts with teacher expectations
of learner usage. While many teachers may have expectations of mobile learning as a
means of having learners engage in learning activities at any time and any place, the
reality from the current study is that while learners undertake these activities at a range of
times, locations appear to be, at least as far as engaging to interactive materials are
concerned, predominantly centered around home and university. (Stockwell, G., 2013)
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Dictionary is one of the important media in learning English. Along with the rapid
development of mobile technology at this time, the various applications for mobile is
space and time constraints. (Agustina, Ika & Murtopo, Murtopo., 2017)
The design of this application is designed in such a way as to facilitate the user in
the process of learning and understanding the new terms or vocabularies encountered in
Information And Communication Technology applications that have been built can be an
alternative to learning literature. In its simplest form, this application is able to meet the
A Mobile-Device Based Serious Gaming Approach for Teaching and Learning Java
Programming
Most first year computer science students would find that learning object-oriented
programming is hard. Serious games have ever been used as one approach to handle this
problem. But most of them cannot be played with mobile devices. This obviously does
not suit the era of mobile computing that intends to allow students to learn programming
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skills in anytime anywhere. To enhance mobile teaching and learning, a research project
started over a year ago and aims to create a mobile device based serious gaming approach
along with a serious game for enhancing mobile teaching and learning for Java
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SYNTHESIS
The research itself has many connections and related studies that can help the
research filter its data through-out the procedure. The researchers found many related
studies ranging from the application itself and also its use and effects. For the application,
one handpicked study is Mobile Apps for Language Learning and Language Learning &
Technology. For the use and effects, The Impact of Mobile Dictionary Use on Language
Learning.
These related literatures and studies helped the researchers and also will help the
future respondents to clearly understand the research being conducted by means of acting
as the supports and backups of this study. All of these related studies have a relationship
in the application being developed that can help answer all the possible question that may
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CHAPTER 3
RESEARCH METHODOLOGY
The research method used is descriptive because this study will only be describing
the ideas and concepts, although, this is only for the meantime.
Population
Approximately, there are 600 Students that are currently taking Mobile
Application and Web Development in STI College Ortigas-Cainta, grade 11 and grade 12
and male and female. The research will only be focusing on grade 11 MAWD students
mainly because Java is one of the first programming language that they will encounter
Sampling Scheme
Given an estimated 600 population of g11 and g12 MAWD Students, a sample of
100 is taken from grade 11 MAWD students. The data that will be obtained from the
chosen students are data about their relatability to our study and data about their opinion
about our application. The sampling method that will be used is cluster sampling.
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DESCRIPTION OF RESPONDENTS
The research sample is composed of grade 11 MAWD or ICT students from STI
College Ortigas-Cainta. The researchers chose the said sample for the reason that grade
RESEARCH INTRUMENTS
The researchers will describe and give a free trial of the application as part of the
survey. The researchers will provide two survey questionnaires, a pre-survey and post-
survey questionnaire. In the pre-survey questionnaire, the questions will measure the
relatability of the respondents to the study. While the post-survey questionnaire will
contain questions about the application itself. The two survey questionnaires will contain
open-ended questions, multiple-response questions and matrix questions for the grade 11
their application and they have decided to choose grade 11 MAWD or ICT students of
STI Ortigas-Cainta as the application specifically caters to people who studies Java
programming language. And knowing the curriculum of STI regarding the program
MAWD or ICT, grade 11 MAWD or ICT students are the ones who are studying the Java
programming language.
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The data gathering procedure will immediately start to carry on after the proposal
and instrument have been prepared and approved by the teachers. The researchers will
then seek the approval of the teacher on duty of the class that we will be giving our
surveys to. The surveys to be used will be tested for its reliability and validity before it is
During the gathering procedure, the researchers will be distributing the surveys.
The respondents will be informed about the nature of the study and since not everyone
might be willing to participate in answering the survey, a consent of each respondent will
be secured and the researchers will only be providing voluntary respondents the survey.
administering the surveys, the researchers will use vacant time to prevent interruption of
class discussions. The students will be given enough time to answer the survey. After
collecting all the data through survey, the researchers will be tallying the answers of the
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Researchers use Mean, Median and Mode in identifying and summarizing all the
data points that researchers collected. Researchers also use Likert Scale in collecting data
The survey uses the matrix style system. It collects data through the evaluation of
provides
enough
information
about Java
Terminologies.
100 respondents are asked to choose which description best describes the
statement. The respondent’s choices are used to identify the quality assessment of
JavaDict. The quality assessment determines the overall quality of the mobile application.
Rank 2 – Agree
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Rank 4 – Disagree
The choices of the respondents are then transformed into numbers. The data are transformed
Pointing System
Rank Points
1 5
2 4
3 3
4 2
5 1
Each rank has a corresponding point. The points are used for the calculation of the
quality assessment. Formulas are crafted to calculate the quality of the mobile
Simplified: Z = ΣR
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Literal: Ratio (R) = Total Points (T) / Highest Possible Points (H)
Simplified R = T/H
Simplified: T = Hz*P
(R) Ratios – The ratio of the total points from the highest possible points. The highest
possible point is 500 because the population of respondents are 100. Example:
(T) Total Points - It is the product of the points and the frequency of the respondents who
20 * 5 = 100
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(Hz) Frequency – It is the input needed to calculate the quality rate. It determines the population
provides enough
information 20 20 20 20 20
about Java
Terminologies.
Computation
CATEGORY: User Interface
FREQUENCY TOTAL PTS RATIO
RANK Quality Rate (Z)
(HZ) (T) (R)
1 20 100 20%
2 20 80 16%
3 20 60 12% 60%
4 20 40 8%
5 20 20 4%
Here is the link for the demonstration of our Digitalized Computing System:
https://drive.google.com/open?id=1SFNb8TZNNaAN12DFF846B2DHn52zb1s1
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The collected data of quality rate are combined and averaged. Each variable will
have a corresponding result. The rest of the computation are calculated with a computer.
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REFERENCES
Agustina, Ika & Murtopo, Murtopo, (2017). The Development of Android Based
https://www.researchgate.net/publication/322126158_The_Development_of_Android_Ba
sed_Dictionary_For_Graphic_Technique
Application.
Retrieved from
file:///C:/Users/Anne%20Lopez/Downloads/article_44824.pdf
Godwin-Jones, R., (2011). Mobile apps for language learning. Language Learning &
https://scholarspace.manoa.hawaii.edu/bitstream/10125/44244/15_02_emerging.pdf
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Hal Berghel (1997) Cyberspace 2000: Dealing with Information Overload. Retrieved
from http://w.berghel.net/col-edit/digital_village/feb-97/dv_2-97.pdf
Helen Beetham & Rhona Sharpe, (2007). Rethinking Pedagogy for a Digital Age
https://www.taylorfrancis.com/books/e/9780203961681/chapters/10.4324/978020396168
1-11
John Traxler, (2009). Learning in a Mobile Age, International Journal of Mobile and
https://www.igi-global.com/article/learning-mobile-age/2754
Jordine, T., Liang, Y., & Ihler, E., (2014). A mobile-device based serious gaming
approach for
https://ieeexplore.ieee.org/abstract/document/7044206
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Mehrak Rahimia & Seyed Shahab Mirib, (2014). The Impact of Mobile Dictionary Use
https://www.researchgate.net/publication/270846550_The_Impact_of_Mobile_Dictionar
y_Use_on_Language_Learning
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.217.7358&rep=rep1&type=pdf
Mike Sharples, Josie Taylor, Giasemi Vavoula, (2005). Towards a Theory of Mobile
https://www.researchgate.net/publication/228346088_Towards_a_theory_of_mobile_lear
ning
https://iopscience.iop.org/article/10.1088/1757-899X/306/1/012098
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Rahimi, M., & Miri, S. S., (2014). The impact of mobile dictionary uses on language
https://core.ac.uk/download/pdf/82156394.pdf
Retrieved from
https://books.google.com.ph/books?
hl=en&lr=&id=SSLdo1MLIywC&oi=fnd&pg=PR9&dq=multimedia+theory&ots=uUzd
S5Z3JA&sig=_tFBFTnNQ5v0gPrIbMSQVrJAAr4&redir_esc=y#v=onepage&q=multim
edia%20theory&f=false
Sharples M., Taylor J., Vavoula G., (2010). A Theory of Learning for the Mobile Age,
https://link.springer.com/chapter/10.1007/978-3-531-92133-4_6
Stockwell, G., (2013). Tracking learner usage of mobile phones for language learning
https://www.jstor.org/stable/calicojournal.30.118?
readnow=1&seq=17#page_scan_tab_contents
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APPENDIX A
Pre-Survey Questionnaire
Name: _____________________________________________________
Grade 11 MAWD: _________
If no, where do you search for Java terminologies you’re unfamiliar with?
____________________________________________________
APPENDIX B
APPLICATION LOGO
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