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Ibayin An e Learning App For Baybayin Edited 10-17-2019
Ibayin An e Learning App For Baybayin Edited 10-17-2019
Undergraduate Thesis
Submitted to the Faculty of the
Department of Computer Studies
Cavite State University
City of Bacoor, Cavite
In partial fulfillment
Of the requirements for the degree of
Bachelor of Science in Information Technology
An undergraduate thesis manuscript submitted to the faculty of Department of Computer Studies, Cavite
State University – Bacoor City Campus in partial fulfilment of the requirements for the degree of
Bachelor of Science in Information Technology with Contribution No.________. Prepared under the
supervision of Ms. Rocelle U. Camposagrado.
INTRODUCTION
indigenous Indic script that has been widely used in traditional Tagalog domains. It is one of
many suyat scripts in the Philippines. It continued to be used during the early part of the Spanish
colonization of the Philippines until largely being supplanted by usage of the Latin alphabet.
Baybayin is well known because it was carefully documented by scribes during the colonial era.
Baybayin is the name of the former Filipino writing system. It comes from the word
baybáy which means spelling. According to David Diringer, the renowned expert on ancient
scripts, the baybayin possibly came directly from the ancient Kavi script of Java, Indonesia. Or,
it may have its roots in Kavi but was introduced to the Philippines by way of the ancient script
used by the Buginese people of Sulawesi, Indonesia. Another name for the Baybayin is Alibata.
This term was invented in 1914 by Dean Paul Versoza of the University of Manila. It comes from
alif, ba and t a, the first letters in the Arabic dialect of Maguindanao. Versoza did not explain why
he chose that particular language; it has absolutely no relationship to the Baybayin is a writing
system native to the Philippines, attested from before Spanish colonization through to at least the
eighteenth century, Apart from Tagalog, Baybayin was used to write Ilocano (Iloko),
The term Baybayin literally means "to spell, write, and syllabize" in Tagalog and also
an abugida: that’s writing system whose segments are based on symbols for consonants, with
vowel notation a secondary part of the consonant-vowel unit Baybayin was extensively
documented by the Spanish (Base on 1593 Doctrina Typeface) and it has also 2nd version of
Doctrina Christiana (1621). But nowadays, it is called Alibata, but carefully search the English
The arrangement of letters of the Arabic alphabet (alif, ba, ta (alibata), "F" having been
eliminated for euphony's sake. For the Visayans, it is called Kudlit-kabadlit. The importance of
Baybayin is all about reconnecting our roots as a Filipino. For this our pride as a Filipino to
scrutinize and acknowledge the history of the Philippines. We need to understand, experience and
revisit the style of writing of indigenous Filipinos to preserve the footmark of the origin.
Today, Filipinos no longer give importance to the Baybayin. Filipinos does not know
how to write the Baybayin. It does not taught in school and not pay attention because it is no
longer used in the current period. It is also one of the problems that the use of Baybayin has
gradually been lost. Through the advancement of technology the people can learn in by tap and
click in mobile phone devices. It helps to learn about the ancient Filipino writing system and
android smartphones that would help the Filipinos to have an idea about the Baybayin. This
android application the people in the community would learn to write and understand the Baybayin.
It would help to give them ideas about on how to distinguish the code of Baybayin.
problem?
The study generally aims to develop a Baybayin application that can be install in android
mobile devices.
interview;
information
3. Design an android application that would help to learn and understand the
4. Develop an android application that less tedious and laborious using Android
iBayin have two modules namely: Lesson Module and Activity Module. (See figure 1)
Lessons Module where the user can us see the discussion, history and on how write
baybayin alphabet
Activity module where the user can use the baybayin keyboard. It also provide a tracing
SHOW LESSON
LESSON
MODULE
DISPLAY
LESSON
TAKE QUIZ
GAME
ACTIVITY
MODULE
SHOW QUIZ
GAME
. This study provides users to have a portable, useful, entertainment and helpful source
Android Users. The application would serve as a tool for them in learning and understand
the Baybayin.
Cavite State University- Bacoor City Campus. The University would be recognized of
Researchers. It can enhance the potential in the preparation and validation of the work
system, discover how competitive in the fields of Information Technology and increase the
Future Researchers. It would help as reference and in constructing other studies with the
same topic. It would also provide as a guide for them to expand this system to create further
The study was conducted at Cavite State University Bacoor City Campus. The Agile
methodology was used for the development of the study which composed of six different
phases. Discuss the different phases of the methodology and per phases explain nyo anung mga
ginawa nyo. Uulitin nyo lang kung anu yun sinulat nyo sa Chapter 3. Example Requirement
Gathering was done from February 2019 where the developers attended a Seminar about
Baybayin and conducted an interview with NAME NANG SPEAKER nang Seminar,
POSITION NYA on first week of May 2019. It also include the data gathering of related
literature and studies that supports the current study. Design phase was conducted on the
The study is focused only on iBayin: An E – learning app for Baybayin. The scope of the
application aims to provide knowledgeable and useful application that can help to write and
read Baybayin script which can help the user to understand the baybayin script this application
was consisted of keyboard and tracing that could teach on how to write and learn.
The limitation of the android application is that it would not give the user to publish their
own topics and announce events. The android application has only one level of access which
The terms were used in this study and where defined operationally as follows:
Baybayin
Kavi Script
Kudlit-kabadlit
CHAPTER 2
The chapter presents the related studies and literature that provides the background
and concept on the underlying framework of the study. A study of Mobile Devices in the
classroom improves learning outcomes. In the study of Lynch (2016), mobile devices as
teaching tools are becoming a more common part the American education experiences in
classrooms, form preschool through graduate school. Based on a recent Pew Research Center
survey, the researchers found that (58%) of U.S. Teachers own smart phones – 10 percentage
points higher than the national average for adults. Based on the study, mobile learning can
make a positive difference on how students learn. When used the right way, mobile technology
has the potential to help students learn more and comprehend that knowledge. Moreover,
student would have own mobile device that synchronize information between school and home
(www.theconversations.com).
The best Android apps are getting harder to find in the increasingly crowded Android
Market. We are here to help as we test and rank the top application available for Android
phones. When T-Mobile launched the very first Android-powered handset – the G1 – back in
2008, the app library to go along with it looked like a minimart beside Apple’s Walmart. But
the past few years have been kind to Google. The steady release of high profile, high-power
Android handset like the HTC Droid Bionic, Samsung Galaxy S 11 HTC Evo 3D have turned
that initial drizzle of apps into a torrent. Now with over 250,000 apps and counting, Google’s
Android Market offers applications for just about everything – sometimes making it difficult
to choose. With that in mind, we have rounded up what we though were the best Android apps
in several different categories to give now users a rough guide to getting the most from their
phones, and experienced users a heads up on some apps they may be missing out on. (Digital
Application software
software) the perform a specific useful task, other that system maintenance function (which are
performed by utility program). Called ‘Apps for short, application program are the most familiar
forms of software and come in a very wide variety of types (such as accounting program, database
program, graphics and illustration program, word processing program). Also called application
Education Game
to participate in a competitive activity with pre-set rules. There is a large body of literature
reporting on the attitudes of medical and allied health student regarding the use of educational
games in their training. Almost invariably, student find educational game to be fun and enjoyable
learning experience. However, there is the potential for educational game to create stress or
operating system, built on JetBrains' IntelliJ IDEA software and designed specifically for
Android development. It is available for download on Windows, macOS and Linux based
operating systems
Playability
Playability is the specific way in which players interact with a game and in particular
with video games. Gameplay is the pattern defined through the game rules, connection between
player’s connections with it. Video game gameplay is distinct from graphics and audio element.
Usability
The capability of software to be understood and attractive to a user can interact with
under specified. The efficiency with which user can perform required or desired task with a
product. The measure of a products potential to accomplish the goal of the user
This is related to the proposed game because the game used this to measure the limit
of the game function and check if the game meet the requirement.
Local Studies
Advanced Pre-school Visual Aid using Android Mobile: Augmented Reality. The
study was conducted to find a way to user to enjoy and learn by means of porting and emulating
to smart phones. The application aimed to teach students the alphabets, numbers and correct
pronunciation in giving sounds in every letters and numbers also their characters and objects. The
study was conceptualized as it helped one to facilitate the teaching of students and children. The
application include a printed flash card that indicates that the application could track images at
least 12-inch minimum to 32-minimum; it could also track bigger printed images. The researchers
used SDLC as the project methodology. The limitation of the study was that it does not able to
read and detect the images not provided by the application. (Caalim 2016).
Monzonet al. (2016) develop a mobile learning Android application for beginner reader in Filipino
is a tool that helps the children learns how to read in their early age and guide them in proper
pronunciation. The contents of the application are the basic reading manuals like abakada. This
application can help the young age’s excel in class and at the same time practice while they are at
home. The application runs on Android platform that has a version of 4.0 or ice cream sandwich
Academy. The study focused on developing an application that could be used as a tool in teaching
preschool students in their lessons. The study aimed to help the organization to establish learning
traditional schooling. It also aimed to determine how it works on android tablets with respect to
functionality, efficiency and usability. The said application had modules for lessons of English
and Math with voice over and additional mini game for supplementary learning. The application
used Eclipse and Android Development Toolkit software to develop application and used java as
programming language. The application used UPEdu System for the system development life
cycle during the development of the system. The application was applicable to use for Android
OS version 4.0 and up devices. The researchers used ISO 9126 for evaluating the application and
received a general rating of 3.24 for Development of Mobile Learning for Preschool Students of
develop a mobile application for android users entitled, “English Grammar Guide: An Android
Application.” The application was developed for the purpose of applying new technique in
teaching English grammar rules and supporting E-learning as an innovative supplementary
method of teaching but not a direct substitute of formal education. It aimed to deliver substantial
information about the topic pertaining to grammar specifically the parts of speech.
Lectures were divided into eight modules and each of them contained multiple lessons
that were classified and sorted sequentially. Each lesson contains a brief discussion about the topic,
supporting examples, and/or tables and images. Quizzes could be accessed online using the
application. It was a multiple choice- type of quiz with four choices. Each quiz has ten questions
which were taken randomly from the database. After the user had finished the quiz, results would
be displayed be revealing the chosen answers versus the correct answers including the obtained
score. Each quiz was recorded and posted in the user’s privates page.
The system was developed using Iterative Waterfall Model 2010 as software
development methodology. It has five phases: Requirements Analysis Planning, System Design
and Specification, Implementation and Coding, Testing, and Maintenance. (Aguilar and Perez,
2017)
The general objective of study is to develop E-Learning System of English Alphabet for
Preschoolers with Voice Recognition. Specially, it aims to gather information about E-Learning
of an English Alphabet through interview; plan and analyze the information that will needed
throughout the objective; apply all gather facts for the interface and to put it to use, create a system
that helps the child to learn English Alphabet; test for the final touches the system capability and
a number tries; and ensure that all the appropriate requirements have been defined and successfully
tested.
The purpose of study was to develop a text-to-voice application for mobile phones
users. Specially, the study aimed to design a mobile-phone based application that can translate
English to Filipino words or vice versa. It contained the features of translating commonly used
words and simple phrases in English and Filipino languages; translating and sending messages
and providing a dictionary. It has a user-friendly interface where entries can be modified. It also
created a convenient, portable and real time system since it used mobile phones as mode of
transaction.
The study conducted was about the development of I-Translate mobile application
which has text-to-voice, SMS translation and dictionary function. It was especially made for S60
phones. It would be really useful for the users for the users those who are interested in English
and Filipino language. This application was not yet implemented by S60 mobile phone companies
a reason why the researchers persisted this study. English language was chosen because it is
considered an international language; and commonly used in country. (Cahayag. Et. Al., 2016)
to provide a tool of knowledge and; learning to the students and make them better learn and
understand the proper methods in the subject geometry. It would also add more convenience to
them because the students can study anywhere by the use of the step by step tutorial module
included. The students would be able to access and use this application anywhere as long as the
students have the device. In order to create the program, the developers of the system used the 4th
The 3D Interactive Learning in Geometry Using Android Tablet was related since it
was an Android Application. Based on the study, the developers included the mathematical
computation which means it was related to the present study. The functions as well the design and
Speech to Text Application for Android Application. Nowadays, we all know that
the people in our present time can’t survive without communication devices either in a relationship
we need communication to understand what others want to express. It can be considered that
cellphone as one of the primary needs of every people and it has a big more role in everyone’s
life.
This application aims to create a useful Speech to Speech to Text Application for Android Devices
and to have an easier access to a SMS application especially for those people who have disability.
Communication is one of our basic needs when it comes in our social life without it
people will not be able to understand things especially in other places. Talking about
communication “Speech to Text Application for Android Devices.” is one of the greatest possible
feature in an android phones it may help people a lot especially those people who have disabilities.
This research aims to create an application that will help the user to communicate with other
people using their voice and almost all the SMS function can be executed using the user’s voice.
This study will be going to use an internet connection to send all the messages that the user
give the children mainly preschoolers the things they do in school even if they were not in
school and for upcoming preschool students the experience of what was it like to be inside the
classroom and what classroom was like for them to know what was in store for them when
they start to go to school. The developers developed a mobile application wherein children or
preschool student could experience what was like to be in classroom even if only at home or
anywhere outside the vicinity of the school with the supervision of their guardian. The system
displayed the whole appearance of a preschool classroom including the blackboards, chairs,
tables, shelved, charts and pictures on the wall and door. Users could view a video presentation
of stories when they click each books, could learn the alphabet, count the numbers and display
because the study was also the toddlers and users could learn alphabet, counting numbers and
study was conducted to find a way for the user to enjoy and learn by means of porting and
emulating to smart phones. The application aimed to teach students the alphabets, numbers and
correct pronunciation in giving sounds in every letters and numbers also their characters and
objects. The study conceptualized as it helped one facilitate the teaching of students and
children. The application include a printed flash card that indicates that the application could
track the images at least 12-inch minimum to 32-minimum; it could also track bigger printed
images. The researchers used SDLC as the project methodology. The limitation of the study
was that it does not able to read and detect the images not provided by the application.
Findings of the study told the non-IT respondents saw functionality as the higher
feature. The overall best features, according to the respondents were functionality, portability
and reliability. The conclusions were the application was ready for implementation at GudNad
Advanced Pre-school Visual Aid Android Mobile: Augmented Reality was similar to
study because the study helped the children in learning alphabets, numbers, correct
The Study focused generally for all the students of Cavite State University – Bacoor Campus
to give a convenient way of learning for the students who were unable to accomplish their
quizzes and other task regarding in school standards and it well them to gain and learn more
other skills beyond the traditional an manual way of teaching of the instructors by the use and
help of internet and web application proposed by the previous researchers (Baron and
Villacarlos, 2013).
related to the study because it provided the east way of learning and reliable resource for the
student that included features from software application such as quizzes and learning
Smart Baby: Android-based Educational Application for Toddlers. The system was
develop to help teachers and parents which can be used as a learning aid and teaching tool
designed for children. The system aimed to improve the process of teaching children in their
first step of learning. The Agile Methodology was used for the development of the system. It
Develop, Release and Evaluate. The system was develop using the following development
tools; Construct as the programming language and database, Adobe Photoshop CS6 for the
design of the system and Online Audio Cutter as the tool for cutting the music and voice
records. The system was evaluated based on the criteria of ISO 9126, containing; functionality,
reliability, usability, efficiency, maintainability and portability that the system should concede.
This study had similarities to the proposed application because the study was also
for students and users that could earn knowledge. The application is both can access through
E-Learning System for Food and Beverages of Cavite State University Bacoor –
Campus. The Study focused about the modern way of learning by the use of the web based
tutorial and assessment for Hotel and Restaurant Management students who are talking the
subjects of food and beverages in innovative and alternative ways to improve the student’s
skills regarding in the new way of learning conveniently online in anywhere they want with
The E-learning for Food and Beverages of Cavite State University Bacoor Campus is
related to the study because it provide the easy way of learning and reliable resource for the
student that included features from software application such as quizzes and learning
assessments that can develop and nurture individual students with the use of online web based
applications that will serve as a convenient factor to make the students view their assessment
result online.
Tales of Eternity: Games on Bible Stories. The study was conducted to develop a
Role Playing Game for children ages 7 to 13 who study Bible. This provides an efficient,
enjoyable and educational tool for the children and at the same time creating an alternative
way of telling Bible Stories rather than the traditional way of doing so. The Scrum
Methodology was used for the development of the system. It is composed of four phases:
Product Backlog, Sprint Backlog, Daily Scrum Meeting and Potentially Shippable Product.
The software was developed through the use of various development tools, such as Microsoft
Windows 7 ass the operating system. For the module construction of the software, various
program engine and developing tools were used such as Role Playing Game Maker VX Ace
for the even ting. The system was evaluated based on Heuristics for Evaluating Playability
given the following criteria: Navigation, Reliability, Functionality, and Aesthetics. (Estardo,
The Tales of Eternity: Games on Bible Stories was related to the proposed
application because the study was also provides an enjoyable and entertainment way of
learning. They were both educational game that will enhance the knowledge skills of the users.
with the Thirsty Crow. Tomi and Rambili (2013) An interactive mobile augmented reality
magical playbook for preschool children in learning numbers using an old folklore literature.
The Thirsty Crow, via mobile augmented reality application and interactive physical book
interface design was developed. According to them, Augmented Reality (AR) refers to a
technology that gives the ability to the user the sense of the real world while interacting with
the virtual and physical object. Mobile refers to the applications portability, thus mobile AR
application can be referred as a portable AR application. The real world can be enhanced by
AR through augmented virtual object into real environment and providing some additional
information for users. By applying this concept to AR storybook, the physical book (the real
world) is enhanced by augmenting the virtual object (3D models, animation, and sounds)
This is related to this study because it has the same purpose for preschool children in
learning numbers and indicating the same lessons for the students learn in a playful way.
Cavite State University – Bacoor City Campus. The Magna Carta of Women is
comprehensive women’s human rights law that seeks to eliminate discrimination against
women by recognizing, protecting, fulfilling and promoting the rights of Filipino women. The
study was conducted to develop an android application for Magna Carta of women for the
students of Cavite State University – Bacoor City Campus. The system was developed to help
spread and raise awareness to people in a portable way and learn about different kinds of
women’s right that would help people especially women to have knowledge in this kind of
matter with the use of technology. (Gatchalian, Johnika Rochiel B. and Huelva, Mark Jovan
Herdroid: An Android Application for Magna Carta Women for Students of Cavite
State University – Bacoor City Campus was related to the application because they also used
an Account Module for the application, specifically the user name. The application is both can
access through the use of a mobile phones and tablets, specifically with an android operating
system.
Arithmetique: An Android Math Game. An article in New York Times tells that
there are 6 million of high school fell below proficient when it comes to Mathematics subjects.
Globally, we cannot deny that many of the students struggle with Mathematics. And with the
rapid growth of smartphone users, the researcher took the opportunity to develop a game
application for handheld devices that run on Android Operating System that can be used as a
grades 4, 5 and 6. The selection of courses fused in the game is with strict accordance to the
newly released K-2 curriculum of the Department of Education. Before the development of the
project, the developers conducted a pre-survey to some target users to further solidify the
objectives, the survey went well and gathered vital information for the content of the game
application together with the target users in-game designs and preferences. After successfully
developing the game application, Evaluation results revealed that the game application
satisfied most of the respondents gaining a rating of excellent to almost all quality aspects.
learning aid to the students. Mathematics is the focused of the study same as to the proposed
Nowadays, young generations were into technology, most of the, depend their lives with it.
With just one click their world would turn into something that is magical. Due to the massive
changes that are happening through the technology updates, most of the impossible things
The birth of game application, especially Role Playing Game had a great impact to the
lives of young age group. It became the past time of each and every one of us. Through the
developed games, youth today became addicted to it. Most of them would not go to school and
prefer to cut classes and the tendency is, the failed their subjects. Since, most of the RPGs were
into fictional characters and settings and were made imaginary; it is not apparently helping the
Through the increased numbers of gamers, the researchers decided to propose a game
application that will basically educate the players in general knowledge while playing the game.
Role Playing Game for Android Phone/Tablet: Battle of Philippine Hero will promote a
knowledgeable. Entertaining and fun way of learning through the said game application
The Role Playing Game for Android Phone/Tablet: Battle of Philippine Hero had
similarities to the proposed study because it is android based. The proponents will promote a
gameplay mechanics to drive effective learning is a hot topic despite the scarcity of practical
examples. The game produced in this thesis is an innovative attempt to develop an engaging
and historical knowledge for kids aged 9 to 13. This thesis presents an overview of game theory,
gamification, and business opportunity as the reasoning for the development of Native Filipino
Game, a game idea generated by the College of Computer Studies University. The outcome of
this thesis “ePinoyGames” was published in the most common digital distribution platforms
this year.
researcher’s study in a way that both study are Android based educational application. Related
in terms of the target user is ranging from 9 to 13 years old. It is also related in terms of using
Mobile Application: Game that Transform Education. As stated, the authors Zhang
and Loeb (2013) created a study that combines machine learning and attention-grabbing
graphics to not only make learning easier and interesting, but also personalized. The authors
created a mobile app that focuses on teaching players SAT 1 Math concepts using Pokémon
Learning is not easy to most people but using the game created by the researchers, things
can get really different. People tend to learn more if they enjoy themselves, and by playing the
game, they will also learn while entertaining themselves. Like speech, the singing voice carries
information about one’s identify and the language information that can be represented as
written text.
They have the same learning application to teach and indicate the pictures with voice that
Android based Online Quiz Application. Modern hand held devices such as smart
phones have become increasingly powerful in recent years. However, there are some
applications that allow users to flexibly execute tasks which are done by personal computer
(PC), laptop etc. As mobile devices become more like PCs they will come to replace objects
administrative work as well as fulfill user (other than administrator) requirement, then task can
be complete within the smart phone. Online Quiz application, which is developed for Android
base platform falls into this category. The prime objective of “Online Quiz Application” is to
take quiz for any individuals through internet. Multiple choice questions (MCQ) will arrive for
any interviewee with certain time limit for each quiz. All questions, answers and timer must
be configure by an administrator and these administrative tasks including user creation can be
done from “Online Quiz Application”. Besides, report will generate with score where
administrator can check for interviewee’s result (Md. Shamsujjoha, May 2015).
The Android based Online Quiz Application was related since it was an Android
Application. It was related to the present study because of the quiz and the mode of the quiz
was multiple of choice and the time in the interface of the quiz.
Academy. The study focused on developing an application that could be used as a tool in
teaching preschool students in their lessons. The study aimed to help the organization to
established learning styles in preschoolers, giving them productive alternatives to the boring
tablets with respect to functionality, efficiency and usability. The said application had modules
for lessons of English and Math with voice over and additional mini game for supplementary
learning. The application used Eclipse and Android Development Toolkit software to develop
application and used java as programming language. The application used UPEdu System for
the system development life cycle during the development of the system. The application was
applicable to use for the Android OS version 4.0 and up devices. The researchers used ISO
9126 for evaluating the application and received a general rating of 3.24 for Development of
Mobile Learning for Preschool Students of Maranatha Christian Academy (Cambaliza and
Suizo 2014).
Academy had similarities with the study because the study could be used as a tool for learning
aid to the students. The application is both can access through the use of a mobile phones and
(2014), the interactive Children's Storybook Android Application helped the children to be
entertained and educated at the same time. It was mainly designed for children, parents or
guardian and teachers all over the world. The study met the objective of creating storybooks
which were different from the usual storybook found in Android Market.
because of being an educational android application for toddlers that was entertaining and
Foreign Studies
Thigambaram (2015), the purpose of the study was to investigate the importance of usability
in user interface (UI) design of mobile educational applications (MEA) designed for children
aged 4-5 years old. Usability testing was conducted with four children to evaluate the UI design
based on the children’s mental model in addition to quality of their learning experience. An
eye tracking glasses was utilized to capture the children’s eye movements while the usability
heuristics was used to collect the descriptive data regarding the interface design. Results
indicated that the usability study could be considered as a multi-stage problem solving process
where it analyses and foresee how the children use a product and the actual first-time users’
intuition of their design experience and learning curve. The observation, eye tracking data and
usability testing of the MEA with the four children validates that the UI application was based
on the developers and designers adult mental model and guideline or own assumptions. This
paper ended with a suggestion of a UI design guideline of design elements and principles for
The Usability of Mobile Application for Preschoolers was similar to the system in
terms of being a mobile educational application particularly child for toddlers in the early child
development.
Rengifo (2009) Students often have difficult and experience lots of problems with
pronunciation in English. This study is based on a research project, which intended to show
how students can improve their pronunciation through the use of karaoke in their English class.
By using karaoke, the teacher designs activities and involves students to improve their
effectiveness of the karaoke sessions. It is also shown that the karaoke classes offer a lot of fun
creatively while students cooperate with each other to achieve their pronunciation goals.
This study focused on teaching the students through recognizing the word by the audio
Zero to Eight: Children’s Media Use in America 2013. In this study of Fall (2013),
the study was based on the results of a large-scale, nationally representative survey, documents
for the first time exactly how big those changes were. The survey was the second in a series of
national surveys of Children’s media use; the first was conducted in 2011. By replicating the
methods used two years ago, the study able to document how children’s media environments
behaviors have changed. Teachers, parent health providers and child development experts all
agreed that the media children used could have a profound impact, both positive and negative
on learning, social development and behavior. The only way to maximize the positive impact
of media on children were using, the activities or content they were engaging on those
platforms and how their media use patterns vary by age, gender or socioeconomic status.
However, the purpose of the report to provide those data to all of those who were working to
The Zero to Eight: Children ‘s Media Use in America 2013 was similar to the proposed
application in a way that the use of mobile educational applications had both positive and
Students and Researchers. They found out that the breaking through in the field of Computer
technology benefits a lot of “companies” business firms, school and universities and many
other establishments. It cannot drive that these advancements developments and innovations
have contributed a lot for the betterment of everyone and has made life easier and comfortable.
In this age, technology is not just considered as an advantage or simply development. It might
better call a necessity in today’s busy world for it plays such a huge role in every man’s life;
one concepts example is the reality that computers have already assisted almost everything.
We cannot deny the fact that every business establishment is being operated through the current
comparison to the study of the researchers because in this study it stated that the computer
technology already assisted almost everything in the life of the people around especially to the
studies of the students. They can review their lesson or learn for the students.
(2012). This master’s thesis discusses game development on the computer tablet, with Apple’s
iPad as the target platform. Its main focus is development of non-trivial components such as
online multiplayer and touch (screen) controls for a real-time action game, using frameworks
and APls that are mainly free and open source. For each non-trivial component, problems are
pointed out and possible solutions are presented, the resulting game, Battle Angels, is evaluated
along with the game design and development. Battle Angels is a 2D real-time multiplayer
action game, the development of it lead to the conclusions and results in this thesis. The abstract
nature of the subject of this thesis makes it impossible to present a set of numerical values that
can be compared to existing research. The result is therefore presented by showing images
from the actual game with a discussion. It could be concluded that designing and implementing
order to succeed. It could also be concluded that each technology in its isolation were not a
major issue, however combining them and allowing them Toco-exist were.
game to create an application that will discuss about the development of the game.
Impaired Individuals. According to Bari (2013), this application was developed to reduce or
eliminate the need of separate dedicated devices for object recognition and motion detection.
The software modules were designed for Android operating systems, which was used in this
application in majority of the smartphones today. There are two main trainable modules,
namely, the object recognition module and the motion detection module. Image processing
algorithms were used to identify the objects and detect motion are described. Notification to
The study is related to the researchers’ study as it was developed with the popular
operating system in our technology today, which is the Android. In addition, the related study
can detect an object and the motion of an object. The algorithms used by researcher’s in their
own study.
Persson; [2014]. This thesis serves as an introduction to anyone that has an interest in artificial
intelligence games and has experience in programming or anyone who knows nothing of
computer games but wants to learn about it. The first part will present a brief introduction to
Al, then it will give an introduction to games and game programming for someone that has
little knowledge about games. This part includes game programming terminology, different
game genres and a little history of games. Then there is an introduction of a couple of common
techniques used in game Al. the main contribution of this dissertation is in the second part
where three techniques that never were properly implemented before 3D games took over the
market are introduced and it is explained how they would be done. If they were to live up to
today’s standards and demands. These are line of sight, image recognition and pathfinding.
These three technique are used in today‘s 3D games so if a 2D game were to be released today’s
3D games so if a 2D higher than they were ten years ago when 2D games stagnated. The last
The comparison of the researchers in this study is about the E-Learning system that
was conducted to create an application that can educate the toddlers with the age of 3-5 years
old.
all forms of electronically supported learning and teaching which is procedural in character
and aim to effect the construction of knowledge with reference into individual experience,
practice and knowledge of the learner. Information and communication systems, whether
E-learning is essentially, the computer of network enabled transfer skills and knowledge.
E-learning applications and process include Web-based learning, computer based learning,
virtual classrooms and digital collaboration. A student that receives coordinate presentation of
explanation in verbal and visual format sometimes feel lazy and the result they still want to
because it provides the forms of electronically learning and teaching to the students. It provides
the educational process. E-learning is a new concept that designates a specific way of distance
learning training. E-learning is a term that designates a learning process that relies on the use
synonymous with E-learning, online education, web education, distance learning, etc.
Distance learning physics involves the distant between teacher and pupil/student e-
distance education, a particularly important role is held by the technological factors which
should ensure that the pupils/students, and communication between them and their teachers.
The efficiency of this system of education depends largely by the desire of those who
follow such training courses. We appreciate that distance learning is an opportunity for those
who wish to study, but for various reasons, such as those of material nature or lack of time
study of the researchers because it provide study about e-learning system and how it will
designates a learning process that relies on the use of computers as source of information and
Universities. The issue of virtual mobility does not seem to have been having a negative impact
on campus culture. On the contrary, ICT integration is considered to have strengthened the
campus culture to a high or very extent among 16% of the universities. In addition, ICT is
viewed as a vehicle of social inclusion by most of the countries that participated on the study.
At the national level there is a strong focus on burdening the catchments population for
university education to include those who are less likely to enter higher education, Regional
development and social inclusion go hand in hand in many national ministries' strategies and
The study of the researchers has comparison when it comes to E-Learning Initiative that
focuses on indicating educational features for the learning process of the students.
research question was how collaborative e-learning can support student learning at the
University level in Uganda My motivation was inclined to effective use of e-learning as a tool
The thesis explores approach to supporting students' learning a peer assignment review
process model for collaborative e-learning within three exploratory case studies carried out at
Makerere University Uganda. The model used students to support each other's learning through
"Peer assignment review facilitated the students learning. Students were able to actively
participate in the course, gain experience in critical reading and evaluating peers work, while
learning approaches to support student learning at the university level in a developing country
context. It further highlights factors that are pertinent to supporting and sustaining student
It has a comparison to the proponents' research since this study focuses on how the e-
learning system be interesting to the students in understanding the said subject and on how the
students can easily cope up in the subject. The thesis provides a practical approach for
mobile devices, wireless and web technologies given rise to the new application that will make
the voting process very easy and efficient. The E-voting promises the possibility of convenient,
easy and safe way to capture and count the votes in an election. This research project provides
the specification and requirements for E-Voting using an Android platform. The e-voting
means the voting process in election by using electronic device. The android platform is used
Sections II and III describe all the concepts (survey, design and implementation) that would be
used in this work. Finally, the proposed e- voting system will be presented. This technology
helps the user to cast the vote without visiting the polling booth. All the candidates vote count
is encrypted and stored in the database in order to avoid any attacks and disclosure of results
by third person other than the administrator. Once the session is completed the admin can
decrypt the vote count and publish results and can complete the voting process. A method of
creation of the system is agile software development includes detecting selection of an asset
reliable device and can easily access to the internet. The researcher came up to create a system
A Web and Android Portal Health Record for Well Print Medical Clinic and
Diagnostic Center Bacoor. This research project aimed to computerized all records of patients
medical results and other medical information, give notice to patients about the medical health
announcements and services, provide patient with a convenient way to set an appointment and
an easy way to view their laboratory records at lowest cost of money. In order to achieve this
goal a system and investigation was carried data were collected and analyzed about the current
The method used to develop the system include feature driven methodology approach
that has five phases which are developing and overall model building a features list, plan by
features, design by feature and build by feature and MySQL PHP and Cordova are the main
programming language used to build the system and application. A web and android portal
health record is a health patient portal in web and in an android phone that contains medical
laboratory record of a patient. The patient can view their medical records including lab
examination result in readable form. In addition, patient can easily directly set an appointment
regarding medical matters wherever they are by the used of the application and the internet.
The study is related to the proposed system because the study is android based you can
Most of distance education students need access to study materials, communication tools and
further learning means not only at home and in their working place, but for example on
business trips. The aimed of the paper was to present possibilities of mobile technology in
teaching informatics and programming. According to the results of surveys carried out in
primary, secondary schools and universities. They could say that mobile devices were
increasingly used in learning. Results of surveys and experiments showed that mobile devices
could enhance the teaching of Computer Science, Programming and algorithms. The study
described the experience of teaching and the development of mobile applications for teaching
Mobile Technologies Educational similarities in the study in a way that the application
The innovative use of gameplay mechanics to drive effective learning is a hot topic
despite the scarcity of practical examples. The game produced in this thesis is an innovative
attempt to develop an engaging multiplication math game for kids aged 7 to 12.
This thesis presents an overview of game theory, gamification, and business opportunity as the
reasoning for the development of Math Jump, a game idea generated by the educational game
company NordicEdu. A multitude of game development tools were used to develop a minimum
viable product for the purpose of learning about the mobile educational game market.
The iterative design and technical process is documented from different aspects with practical
examples provided. The game also went through a field test which resulted in some feature
success of the intervention of dyscalculia applied to primary school children with math
difficulties. For evaluating this, the project consists in creating a simple 2D game that will help
children improve their mathematical skills and also help the doctors to follow up their results.
A secondary objective of this project is to promote the use of serious games. A serious game
is a game designed for a primary purpose other than pure entertainment. The objective of this
game is none other than improving the children mathematical skills to help combating the
dyscalculia. By doing this through an amusing 2D game the children will enjoy more learning
math playing a game rather than doing boring conventional and regular exercises.
Another secondary objective is to improve the skills of programming and improve the use of
Unity. Unity is a new game engine with a very promising future. Nowadays, a lot of companies
use this game engine to create their games and everyday its use is more extended. Gaining
experience with this program will come in handy for future projects. Also, the use of Unity
will help me gaining experience with language programming C#, a language program which I
impacts of digital games in education is analyzed. A major purpose of this literature review and
meta-analysis are to define/identify policy and practice based on existing studies and also their
impact compare to traditional lecture. This meta-analysis is performed to understand how games
based learning can affect students’ knowledge and skills. Several provoking conclusions in the
terms of “Game-based education” have been derived. This paper investigates the effectiveness of
computer-based instructional games which have been emerged from a comparative analysis with
30 instructional gaming studies and are discussed with the support of appropriate tables. This
touhid, b. 2015)
The purpose of this thesis was to investigate the design and implementation process of
an Android application which uses a web service. The idea of the application was to join an
Android user and an Android developer for creating better applications. In addition, the objective
of this thesis was to develop a prototype which operates with the Parse web service. The
theoretical part of the thesis discussed the Android platform, its history, the compatible web
services and the methods used in this thesis process. The empirical part of the thesis describes
the whole process of developing an Android application which uses a web service. The emphasis
was set on finding out how a program would work with the Parse web service. The tools that were
used during the development phase were Eclipse with the ADT plug-in, the Android SDK and the
Parse SDK. The result of this thesis project was a working Android application which can
connect to the Parse web service. The application can input and retrieve data from it and display
information to the user. The thesis concludes that the study at hand can be extended with further
development of the application by improving the design and adding more functionality. Moreover,
it is possible to improve the user experience by creating a website for the application which would