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IBAYIN: AN E– LEARNING APP FOR BAYBAYIN

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

Natividad Jasper Ivan N.


Ramallosa Cyril E.
August 2019
IBAYIN: AN E– LEARNING APP FOR BAYBAYIN

Jasper Ivan N. Natividad


Cyril E. Ramallosa

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

Baybayin is an ancient script used primarily by the Tagalog people. Baybayin is an

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),

Kapampangan (Pampanga), Pangasinan, Bisaya, Tagalog, Palawan, Mindoro, Bikol.

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

Poet's Word called Baybayin.

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

provides information about the Baybayin script and its history.

In response to these problems, the developers developed a mobile application for

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.

Statement of the Problem

This study aims to answer the following questions:

1. What are the problems encountered in learning the Baybayin?

2. How would the android application be analyzed in solving the identified

problem?

3. How would the android application be design?


4. How would the android application be developed?

5. How would the android application be evaluated?

Objectives of the Study

The study generally aims to develop a Baybayin application that can be install in android

mobile devices.

Specifically, it aims to:

1. Identify the problem encountered by understanding the Baybayin through

interview;

2. Analyze the problems encountered to make a solution using the gathered

information

3. Design an android application that would help to learn and understand the

Baybayin using Agile Methodology

4. Develop an android application that less tedious and laborious using Android

Studio Engine as programming language, Photoshop CS6 for creation,

refinement and editing of images for the interface;

5. evaluate the performance of the system using ISO 9126.

Theoretical Framework of the Study

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

__ that will help to learn the baybayin.


Ibayin: An E-Learning
Application for Baybayin

SHOW LESSON
LESSON
MODULE
DISPLAY
LESSON

TAKE QUIZ
GAME
ACTIVITY
MODULE
SHOW QUIZ
GAME

Figure 1: Theoretical Framework of iBayin: An Android e-learning app for Baybayin


Significance of the Study

This study would be beneficial to the following:

. 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

having application for Baybayin.

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

knowledge about the Baybayin.

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

investigation and additional research in this analysis.

Time and Place of the Study

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

second week of April 2019. GANUN LANG. ok 

Scope and Limitation

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

is the android users.


Definition of Term

The terms were used in this study and where defined operationally as follows:

Baybayin

Kavi Script

Kudlit-kabadlit
CHAPTER 2

Review of Related Literature

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).

Best Android Apps

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

Trends Staff, September 16, 2011)

Application software

Contained computer program (usually a commercially produced, shrink-wrapped

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

program (EduCBA, 2015)

Education Game

An educational game is defined as an instructional method that requires the learner

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

embarrassment among individual who perform poorly4. (pone, 2017).

Android Studio Engine


Android Studio is the official integrated development environment for Google's Android

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).

A Mobile Learning Android Application for Beginner Reader in Filipino.

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

up to kit Kat version

Development of Mobile Learning for Preschool Students of Maranatha Christian

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

styles in preschoolers, giving them productive alternatives to the boring standardization of

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

Maranatha Christian Academy (Cambaliza and Suizo 2014).

English Grammar Guide: An Android Application. The study was conducted to

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)

E-learning System of English Alphabet for Pre-Schools with Voice Recognition.

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.

I-Translate STD (SMS,Translator,Dictionary) Mobile Phone Application

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)

3D Interactive Learning in Geometry Using Android Tablet. The system aimed

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

Generation Technique (Diones and Jimenez, 2015).

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

the platform used by the researchers were related.

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

inputted. (Escana, et. Al., 2014)

Interactive Instructor: An E-Learning Tool of Preschoolers. The study aimed to

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

different colors (Nool, 2017).

An E learning Tool for Preschoolers had similarities to the proposed application

because the study was also the toddlers and users could learn alphabet, counting numbers and

different kinds of color.


Advance Pre-School Visual Aid using Android Mobile: Augmented Reality. The

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

Academy where the researchers conducted the evaluation (Caalim, 2016).

Advanced Pre-school Visual Aid Android Mobile: Augmented Reality was similar to

study because the study helped the children in learning alphabets, numbers, correct

pronunciation and giving sounds in every letters and numbers.

E-Learning Management System of the Cavite State University Bacoor – Campus.

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).

The E-Learning Management System of Cavite State University Bacoor Campus is

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

assessments that improves individual students.

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

was a mobile application development methodology. It composed of four phases: Define,

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.

(Atienza, Ken Charlene G. and Lozada, Timothy John M. April 2018).

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

the use of a mobile phones and tablets.

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

connection of internet (Yuberia and Balneg, 2014)

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,

Ronalie M. and Rival John Kenneth T. February 2015).

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.

An Interactive Mobile Augmented Reality Magical Playbook: Learning Number

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)

viewed over a mobile device.

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.

Herdroid: An Android Application for Magna Carta Women for Students of

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

S., March 2018)

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

tool for young learners having difficulties with Math.


The game application consists of different mathematics courses for learners from

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.

(Espinosa, Gay-ya, and Meilat, March 2017).

The Arithmetique: An Android Game is related to the study because it serve as a

learning aid to the students. Mathematics is the focused of the study same as to the proposed

study because of the mathematics questions that include to the quiz.

Role Playing Game for Android Phone/Tablet: Battle of Philippine Hero.

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

became possible and accessible.

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

people to gain knowledge.

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

(Anteza, Bacares, and Teodoro, March 2014).

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

knowledgeable, entertaining and fun way of learning through mobile application.

ePinoyGames: Native Filipino Games Mobile 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

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.

The ePinoyGames: Native Filipino Games Mobile Application is related to the

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

an Adobe Photoshop as a tool to edit images.

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

game design model.

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

is representing the object.

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

to accomplish necessary tasks. If any mobile applications has developed to mitigate

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.

Development of Mobile Learning for Preschool Students of Maranatha Christian

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

standardization of 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 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).

Development of Mobile Learning for Preschool Students of Maranatha Christian

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

tablets, specifically with an android operating system.

Interactive Children's Storybook Android Application. In the study of Salvador

(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.

Interactive Children’s Storybook Android Application was related to the study

because of being an educational android application for toddlers that was entertaining and

could educate at the same time.

Foreign Studies

The Usability of Mobile Application for Preschoolers. In the study of Menaga

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

designers and developers to adhere when developing MEA for children.

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.

Improving Pronunciation through the Use of Karaoke in an Adult English Class.

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

pronunciation. Student’s progress is analyzed in order to arrive at a conclusion of the

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

which signifies the study of E-Learning of pronunciation.

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

improve the quality of children’s media and pro-social content.

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

negative impact in the environment which helped children in learning.

The Contributors: Computerized Learning Software for Primary and Secondary

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

trends brought about by the computer technology (Cayacta, 2014)

A computerized Learning Software for Primary Secondary Students Researchers has a

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.

Game Development on the Computer Tablet. According to Johan Lindastrom

(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

a fast-paced multiplayer game on a computer tablet system is a major challenge. It physically

requires developers to incorporate a variety of different technologies into their implantation in

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.

The comparison of the researchers in this study is according to the development of a

game to create an application that will discuss about the development of the game.

Android Based Object Recognition and Motion Detection to Aid Visually

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 users is given by means of verbal messages in this system.

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.

Development of three AI techniques for 2D platforms games. According to Martin

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

part is an evaluation of the three discussed topics.

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.

Multi-Dimensional Measure of E-learning System Success. E-learning comparison

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

network or not, serve as specific media to implement the learning process.

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

learn in a computerized way (Mayer, 2013).

Multi-Dimensional measure of e-learning system has a comparison to the researchers

because it provides the forms of electronically learning and teaching to the students. It provides

information how e-learning collaborate to the students and instructors.

Development of New Technologies in Communications. Leads to new approaches to

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

of computers as source of information and access to knowledge. The term e-learning is

synonymous with E-learning, online education, web education, distance learning, etc.

Distance learning physics involves the distant between teacher and pupil/student e-

communication between them achieved by exchanging messages or electronic documents. In

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

cannot attend the full time similar (Banciu, 2012).

Development of New Technologies in Communications has a comparison to the research

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

access to knowledge of the student.

Studies in the Context of the E-learning Initiative: Virtual Models of European

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

plans. In order to boost regional development, it is considered important to ensure access to

universities and education for geographically-dispersed populations through the development

of e-learning as a supplement to campus-based learning (Mircea and Gordan, 2013).

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.

Collaborative E-learning Approach in Higher Education in Uganda. The main

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

to support students learning in a context with limited resources.

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

four process stages: familiarization, assignment, review and feedback.

"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

reflecting on their own work," she quoted.


The thesis provides a practical approach for designing and implementing collaborative e-

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

learning in a collaborative e-learning environment under the following categories: Institutional

Readiness, Technology/Infrastructure Readiness and Pedagogical Change (Kahiigi, 2015).

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

designing and implementing collaborative e-learning approaches to support student learning at

the university level in a developing country context.

Advanced E-Voting Application Using Android Platform. The advancement in the

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

to develop an e- voting application. At first, an introduction about the system is presented.

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

by evaluate the process, suggestion, application design, application construction, and

evaluation and monitoring. (Ganaraj K. 2017)


The study is related to the proposed system because the Android Application most

reliable device and can easily access to the internet. The researcher came up to create a system

to make it process very easy and efficient.

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

system during document and data flow diagrams.

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.

(Brigas, J.C. and Lorenzo, 2016)

The study is related to the proposed system because the study is android based you can

browse the system through website and android application.

Mobile Technologies Education. In the study of Fojik (2014), rapid advancement

of information and communication technologies enabled to produce more mobile devices.

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

and for users with special needs.

Mobile Technologies Educational similarities in the study in a way that the application

could serve a teaching tool particularly to teachers.

Educational Mobile Game Math Jump,

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

polishing before release.

Games for dyscalculic children


The main objective of the project is to evaluate brain changes associated with the

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

have never used and it’s getting more popular.

Digital Game-Based Education: A Meta-Analysis

In this paper a quantitative meta-analysis by systematically review is designed and the

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

meta-analysis can influence academicians as an earlier step to rethink delivery approach in


traditional pedagogy and identification of benefits of digital game in education. (Imran, M and

touhid, b. 2015)

Android application development

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

use the same web service.

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