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A Mobile Application As A Teaching Tool in Undergraduate Nursing Education
A Mobile Application As A Teaching Tool in Undergraduate Nursing Education
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Peace-Work-Fatherland Paix-Travail-Patrie
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MINISTERY OF HIGHER EDUCATION MINISTERE DE L’ENSEIGNEMENT SUPERIEUR
Supervised by:
APPROVAL
This is to certify that this report was written and presented by Mado-Claire AMAKIE
Supervisor
Head of Department
DEDICATION
TO MY LOVELY PARENTS
ACKNOWLEDGEMENT
The accomplishment of this work required the assistance of some people. Failing to quote them
individually here, they receive my most sincere thanks. I am particularly grateful to:
Mr. GUIMEZAP Paul, Founder and President of IUC, for the establishment of this structure
for the purpose of training students.
Mr. KENOU Willy Chance, the Director of SEAS, for his sense of management, listening,
and accompaniment.
Mr. DONGMO Boris, my Head of Department, for his guidance and available support.
Mr. FOUTHE Alex Landry, my supervisor, who has been a source of inspiration and
motivation for me. Always guiding me and giving me advice on how to do things throughout
my work.
A big hand goes to my lecturers who assisted me in class and even out of the school premises,
who made me understand the science in my field of studies. And also, to all my friends who
contributed to the development of this work.
I am very grateful to my beloved family most especially my Parents for their persistent moral
advice and financial support in every aspect of my education. Their love has been a major
support both physically and spiritually in my life.
Above all, I would like to thank the ALMIGHTY GOD who gave me good health, strength,
wisdom, and countless other good things for the accomplishment of this work.
ABSTRACT
Nursing students are caring for patients with increasing acuity and complex medical
needs. As a result, students have to perform significant information recall at the bedside in order
to understand their patient’s diagnosis and plan of care. Textbooks and drug handbooks are not
easily transported to the clinical setting, but students need to access up-to-date medical
information and clinical practice guidelines so that they are able to provide safe and quality care
to their patients. The purpose of this Bachelor of Technology project is to implement a mobile
application as a teaching tool in undergraduate nursing education, case study – IUC. We
identified the potentials of, and constraints on, introducing mobile technologies in the
instructional design of nursing education. The project also considers the pedagogical
implications of the expansion of mobile learning in the field of nursing. The research adopts a
qualitative approach to obtain the students’ and the Head of Department’s experiences,
opinions, and expectations on implementing a mobile application as a teaching tool. A
questionnaire for 30 student participants was conducted and an in-depth interview with the
Head of Department was arranged. The agile methodology approach was used in the system
analysis phase of this project. The aspects of device usability, interaction learning, and social
technology as listed in the recommendation were fulfilled in the study.
RESUME
Les étudiants en soins infirmiers s'occupent de patients dont l'acuité et les besoins
médicaux sont de plus en plus complexes. Par conséquent, les étudiants doivent se rappeler de
nombreuses informations au chevet de leurs patients afin de comprendre le diagnostic et le plan
de soins de ces derniers. Les manuels et les guides de médicaments ne se transportent pas
facilement dans le milieu clinique, mais les étudiants doivent avoir accès à des informations
médicales et à des directives de pratique clinique actualisées afin de pouvoir fournir des soins
sûrs et de qualité à leurs patients. L'objectif de ce projet de conception est de concevoir une
application mobile comme outil d'enseignement dans la formation infirmière de premier cycle,
étude de cas - IUC. Nous avons identifié les potentiels et les contraintes de l'introduction des
technologies mobiles dans la conception pédagogique de l'enseignement infirmier. Le projet
considère également les implications pédagogiques de l'expansion de l'apprentissage mobile
dans le domaine des soins infirmiers. La recherche adopte une approche qualitative pour obtenir
les expériences, les opinions et les attentes des étudiants et du chef de département sur la
conception d'une application mobile comme outil d'enseignement. Un questionnaire destiné à
30 étudiants participants a été réalisé et un entretien approfondi avec le chef de département a
été organisé. L'approche de la méthodologie agile a été utilisée dans la phase d'analyse du
système de ce projet. Les aspects de la convivialité de l'appareil, de l'apprentissage interactif et
de la technologie sociale énumérés dans la recommandation ont été respectés dans l'étude.
TABLE OF CONTENT
APPROVAL ............................................................................................................................................. i
DEDICATION .........................................................................................................................................ii
ACKNOWLEDGEMENT.......................................................................................................................iii
ABSTRACT ............................................................................................................................................ iv
RESUME ..................................................................................................................................................v
LIST OF FIGURES ...................................................................................................................................... ix
LIST OF TABLES .........................................................................................................................................x
LIST OF IMAGES ...................................................................................................................................... xii
GENERAL INTRODUCTION ............................................................................................................... 1
I. BACKGROUND AND CONTEXT .................................................................................................... 1
II. PROBLEM STATEMENT ............................................................................................................... 1
III. GENERAL AND SPECIFIC OBJECTIVES.......................................................................................... 2
IV. SCOPE OF THE PROJECT.............................................................................................................. 2
Chapter 1: STUDY OF EXISTING SYSTEMS ..................................................................................... 3
I. OVERVIEW .................................................................................................................................. 3
II. EXISTING SOLUTIONS ................................................................................................................. 5
Chapter 2 : SYSTEM ANALYSIS .......................................................................................................... 7
I. DEVELOPMENT METHODOLOGY ................................................................................................ 7
II. FEASIBILITY STUDY...................................................................................................................... 9
1. Technical feasibility ................................................................................................................. 9
2. Operational feasibility ............................................................................................................. 9
3. Economic feasibility ................................................................................................................. 9
4. Schedule feasibility ................................................................................................................ 10
III. FUNCTIONAL REQUIREMENTS.................................................................................................. 11
1. List of requirements .............................................................................................................. 11
2. Data dictionary ...................................................................................................................... 11
a. Users’ collection ............................................................................................................ 11
2. Class diagram......................................................................................................................... 25
3. Sequence diagrams ............................................................................................................... 26
4. Activity diagrams ................................................................................................................... 27
II. SYSTEM ARCHITECTURE ........................................................................................................... 30
III. INTERFACE DESIGN ................................................................................................................... 31
1. Screens .................................................................................................................................. 32
2. Component description ......................................................................................................... 32
a. Classrooms .................................................................................................................... 32
b. Posts .............................................................................................................................. 33
REFERENCES .......................................................................................................................................... 47
APPENDIX .............................................................................................................................................. 47
LIST OF FIGURES
LIST OF TABLES
Table 29: QR scTable 29: QR scTable 29: QR scan verification test case .............................. 43
Table 30: Save Table 30: Save Table 30: Save to Pocket test case.......................................... 43
Table 31: ConveTable 31: ConveTable 31: Conversation chat screen test case ...................... 44
LIST OF IMAGES
GENERAL INTRODUCTION
How to prevent medication errors among nurses and nursing students has become the focus of
concern in patient safety. The main contributing factors to medication errors made by nursing
students have been identified as performance deficit, not following procedures, and knowledge
deficit. Undoubtedly, sufficient academic preparation regarding medications is necessary for
nursing students before undertaking their practicum. However, nursing students generally learn
medication knowledge and clinical skills through courses on pharmacology and nursing. In
order to administer medications safely, students should master the skills in preparing
medications, knowledge regarding the action and side effects of different medicines, and have
the ability to observe and interpret patients’ responses. At the same time, it’s a challenge for
nursing educators to help students obtain and memorize this information for their professional
careers. Several studies have shown that mobile applications such as the app program, online
video, and messaging for nurses and nursing students can increase academic achievement,
improve knowledge or skills, and increase satisfaction with the learning program.
In order to resolve these problems, some important questions arise which are:
Provide a platform that can be fully used as a teaching tool in Cameroonian nursing
schools.
Provide a platform where teachers and students can interact and where students can be
actually taught by teachers.
Provide a platform where students can record and share their notes with other students
of other fields and all over the country.
Provide a platform where doctors, specialists, medical experts, or foreign teachers can
share their knowledge with students.
This project will include system analysis, facts finding using questionnaires, system design, and
user interface prototypes of the mobile application to be developed.
The head of the nursing science department in IUC will review and approve the final design of
this project.
I. OVERVIEW
Mobile learning refers to the learning across physical and virtual contexts supported by mobile
technologies (Koole, 2009). It has been described as “spontaneous, personal, informal,
contextual, portable, ubiquitous, and pervasive” (Kukulska-Hulme, 2005, p. 2), and responds to
the changing concepts of space, community, and discourse produced by technological
transformations (Traxler, 2009). The effectiveness of mobile learning is dependent on various
factors. Previous studies have suggested that the design, functionality, and usability of the
devices, such as screen size and readability, battery power capacity, and accessibility to the
internet, have an impact on the users’ experience (Elias, 2011; Taleb and Sohrabi, 2012). To
ensure the effective delivery of mobile learning, the diverse needs of nursing students and
teaching staff in terms of the device, content, and application have to be carefully considered.
Anshari et al. (2016) reported the views of students that mobile learning needs to allow better
flexibility for their learning beyond regular school hours. The functions supported by mobile
devices should ease users’ burden in carrying out tasks and enhance the accessibility of useful
resources (Cacace et al., 2005). Also, Mettiäinen (2015) showed the desire of nursing teachers
to have a mobile tool to support the supervision of students’ clinical training in terms of learning
and assessment, especially for those who were scattered around the region, making regular
visits impossible. Byrne-Davis et al. (2015) noted the concerns of medical students about the
use of mobile technology in their learning, such as the availability of Wi-Fi access; potential
theft or infection control; the appropriateness/convenience of using the devices inwards in front
of the patients; the possibility of damaging or losing the devices; and the cost of buying the
relevant apps or gadgets. Nestel et al. (2014) also point out that mobile-aided interaction may
not be preferred by students in contacting faculty members.
Research method
Using a qualitative approach, this study aims to collect and analyze the views and suggestions
of the students and Head of Department (teacher) in the nursing department on the design and
implementation of a mobile application as a teaching tool in undergraduate nursing education.
The study included a questionnaire of 5 questions that was made and distributed to a sample of
30 nursing students across a four-year Bachelor of Nursing program in IUC. This questionnaire
was used to understand the opinion of teachers and undergraduate nursing students towards the
use of smartphones and their mobile applications to support learning in nursing educations
environments. An in-depth individual interview with the Head of Department was also
conducted to collect opinions on implementing a mobile application as a teaching tool from the
instructor’s perspective. A teacher’s insights are necessary for the evaluation of mobile learning
effectiveness since he/she plays a key role in designing the course and serves as the student's
mentor and facilitates their engagement in mobile learning (Alrasheedi et al., 2015; Gikas and
Grant, 2013).
Findings
Students are taught using the EBL (Enquiry-Based Learning) approach, which is an
approach to learning that emphasizes the student's role in the learning process and by
which students are encouraged to explore the material, ask questions, and share ideas.
The results were essentially focused on the huge amount of information they have to
retain and the insufficient practice sessions they have.
Due to the latter, they described their course as difficult to understand and master, as
they become more complex to an extent.
The head of the nursing science department of IUC reported numerous problems faced by them
the administration and the teachers which can be divided into theoretical and practical problems.
These problems are:
The lighting problem that is a lot of sun rays enters the classrooms and thus influences
PowerPoint presentations.
The majority of students are often late in a particular course which makes it difficult for
the teacher teaching that particular course since he/she has to explain what has been
already taught in order for the latecomers to catch up, leading to wastage of time and
efforts.
Teaching goes with a lot of practice and demonstrations, but the problem is that most
classrooms lack charts and an instrumental tool such as a physical diagram that can be
used to demonstrate it physically.
Potential educational extensions include smartphone apps for other community health priorities
which are often the focus of nursing students’ clinical practice: monitoring of blood pressure,
body weight, blood sugar, dementia screening, depression screening. These smartphone
applications have the potential to improve the educational experience for undergraduate nursing
students and prepare them for the increasing role of e-health in nursing practice. Some typical
apps in each catalog listed in Table I below can be downloaded from either the App Store (iOS)
or Google Play (Android).
I. DEVELOPMENT METHODOLOGY
In order to meet the business needs and optimize the time-to-market, the development of
software solutions such as mobile applications requires a well-defined and agreed sequence of
steps that ensure its quality, maintainability, and upgradability. This set of sequential steps is
known as Software development life cycle (SDLC) or software development methodology. For
this project I chose the Agile development methodology considering the fact that it is relatively
small, customer-centered and does not require any genuinely development process.
Developed as a flexible alternative to the highly structured old school Waterfall methodology,
the Agile methodology is an approach that values individuals and their relationships and
interactions over tools. It enhances noticeably the adaptability to changes and minimizes risks
(which can be costs overruns, application bugs, or changing requirements) whenever a new
feature is added to the mobile application. Client satisfaction is the highest priority using this
approach, and this satisfaction is met by continuously delivering working, approved (tested),
and prioritized features.
There are several ways to implement the Agile approach, which are called Agile frameworks,
and are widely used to standardize the development process across companies. However, I kept
everything simple and used the basic framework of the agile approach, characterized by the
following phases:
Planning: the initial requirements are being listed in the initial documentation, which
is used by developers to avoid feature-creep situations (when new non-crucial features
are constantly being added to the project, taking developers’ time away from the
important tasks).
Design: including the definition of the architectural structure of the application and the
UI/UX design.
Code and test: the backbone of the whole process and the longest phase, where the code
is being written and the design documentation is being converted into the actual
software.
Release: the application is deployed on the servers and provided to the customers, either
for the demo or the actual use.
Review: once all previous phases are completed, ideas towards the problems that arose
during their execution are introduced by the development team and taken into
consideration.
1. Technical feasibility
The mobile application should be able to run both on android and ios devices. However, ios
development requires mac operating system. For that, it will need either a mac book (extremely
expensive) or needs to virtualize the mac operating system (very large in size and requires high
system configuration to run smoothly) which cannot be afforded. Fortunately, there are
technologies that exist and enable developers to build the same software for multiple platforms
using only one codebase. These technologies are known as cross-platform technologies. The
most popular ones are React Native, Flutter, Ionic, Xamarin Forms. React Native is chosen for
the implementation of this project because of its acceptable performances, its huge community,
and the fact that it uses one of the most popular programming languages – Javascript.
2. Operational feasibility
The cost of the development of this project was reduced by using some free software and
available technologies. The system is meant to be used by a considerably big number of persons
since as it has to serve as a teaching tool in nursing education. The system doesn’t require
training time since as it is a mobile application and most people know how to use a mobile
application. The system will reduce time considerably because studies can continue through the
mobile application even after school hours. Hence, reducing the workload of both the teachers
and students. The system will be profitable to the organization (IUC) since as it will increase
the nursing students' knowledge and make them more efficient and accurate. Users' adaptability
is supposed to be assured with the mobile application user interface, as it is meant to be easy to
use and understand.
3. Economic feasibility
Most of the tools used to develop this application are free, such as Adobe XD (for the UI
prototypes) and Visual Studio Code (code editor). Some others aren’t, and their cost is estimated
as shown in the table below:
A2 Hosting: $5 ≅ 3,000
Hosting of the web server Acquired
FCFA
4. Schedule feasibility
With the design of this project already accomplished, all the necessary tools to start the
implementation and test phase of this project are available. With the technologies that has been
chosen and the knowledge and skills gain in the programming languages that will be used, This
project is estimated to take about 20 weeks for its completion.
1. List of requirements
To implement a mobile application solution that can effectively be used as a teaching tool in
undergraduate nursing education, two main actors are considered that is the teacher and the
student, and a third optional one that is the consultant. They all use the application in different
ways, described as follows:
Teacher: through the mobile application, the teacher should be able to:
Create a classroom, that is a channel where the participants are able to see the
posts of a teacher.
Add students and consultants in a classroom, by generating a link that can be
used by them to enter the classroom.
Post and comment content in the classroom like texts, links to online resources,
documents, videos, photos, and other types of files.
Post quizzes, that a set of questions in an MCQ format (Multiple choice
questions) to test the students of a classroom.
Student: through the mobile application, the student should be able to:
Join a classroom using the link provided by the teacher.
Comment on the posts of the teacher or a consultant in a classroom.
Ask for help from a teacher or a consultant.
Register and provide answers to quizzes.
Consultant: Consultants are doctors, specialists, medical experts, or foreign teachers
that join a classroom to share his/her knowledge with the participants. They should be
able to post and comment content in classrooms and serve as help-aid for teachers and
students.
2. Data dictionary
a. Users’ collection
Table 3: Data dictionary of the users’ collection
FIELD
FIELD TYPE DESCRIPTION
NAME
Registered Date The date on which the user has created his/her account
Status Enumeration The status of the user’s account (logged in/logged out)
b. Classrooms’ collection
Table 4: Data dictionary of the classrooms' collection
FIELD
FIELD TYPE DESCRIPTION
NAME
CreationDate Date The date on which the classroom has been created
Posts List<Post> All the posts sent in the classroom by its participants
c. Posts’ collection
Table 5: Data dictionary of the posts' collection
CreationDate Date The date on which the post has been published
4. Decision tree
5. Decision table
Table 6:Decision table of granting permission to join a classroom
Conditions Results
Permission is Request is User is
User exists? User type User role
granted? valid ? added?
No - - - - No
Yes No - - - No
Yes Yes No - - No
Yes Yes Yes Student - Yes
Yes Yes Yes Consultant - Yes
Usability: the user interface of this application should be as simple, concise, and user-
friendly as possible.
Reliability and Availability: this application should be accessible at any time.
Scalability: this application should keep a consistent performance level as the
platform workload increases over time.
Performance: this application should be as fast and smooth as possible on our users’
devices.
Security: the system should ensure that the personal data of each user is secured.
V. SYSTEM REQUIREMENTS
1. Hardware requirements
To use this application, the user will need a mobile device, such as a smartphone or a tablet.
Also, for certain tasks like signing in, registering, or posting, the device will need a stable
internet connection.
2. Software requirements
This application will run on Android (version 5.0, API 21) or higher, and iOS 11.0 or higher. It
does not require any other particular software to be installed.
I. SYSTEM MODELING
1. Use cases
a. Description of users
A user is a person who utilizes a computer or network service. A user often has a user account
and is identified to the system by a username (or use name). Users on this platforms are
categorized into 3 different types which are described in the table below.
USERS DESCRIPTION
A teacher (also called a schoolteacher or formally an educator) is a
person who helps students to acquire knowledge, competence, or
virtue. Teachers in this application are the only type of users that are
able to create and manage a classroom. The teachers are able to set up
a classroom, then add other types of users to it. When a teacher tries to
Teachers join the classroom created by another teacher since a classroom ought
to not have more than one teacher, the teacher of that classroom must
set its role either as a consultant or a student. In that way, his/her
functions in the classroom are determined by its role. Finally, teachers
are able to publish posts, tutorials, and quizzes in their classrooms and
have the same attributes as consultants.
A student is primarily a person enrolled in a school or other
educational institution and who is under learning with goals of
acquiring knowledge, developing professions, and achieving
Students
employment in the desired field. In the broader sense, a student is
anyone who applies themselves to the intensive intellectual
engagement with some matter necessary to master it as part of some
Consultants main role is to share their knowledge with students, teachers, and even
other consultants. Consultants are able to publish posts in a classroom,
comment, and reply to other users’ comments. Although they can
publish posts in classrooms, consultants cannot create classrooms.
Table 9: Textual description of the use case: Add a participant into a classroom
Table 10: Textual description of the use case: Add a post in a classroom
Use case name: Add a post in a classroom ID: app-1 Priority: high
Actor: Teacher or Consultant
Description: A teacher or a consultant can add a post in a classroom with which the
participants will be able to view and interact.
Trigger: A teacher or consultant creates a post using the ‘Add post’ button in a classroom
menu, and then presses the Publish button.
Type: External
Pre-condition: The teacher or consultant must be logged in and be a participant in the
classroom
Exception: This operation will fail if the application is unable to upload the media (video
or photo) of that post to the file server, or if its size exceeds the maximum size allowed for
each media type
Postcondition: The created post has been added to the classroom
Exception: A failure will occur if there is any network failure during the process, or if the
consultant has already been removed by the teacher of the classroom, he/she wanted to
leave.
Postcondition: The consultant has left the classroom.
2. Class diagram
3. Sequence diagrams
Figure 7: Sequence diagram for the use case “ user joining a classroom”
4. Activity diagrams
Create an account (Generic user):
Allow the system to be easily scaled up whenever the application workload exceeds the
capacity of the existing software and hardware.
Include a fast and reliable way to upload and download media files on users' devices.
Ensure that the application is usable offline.
This system architecture is divided into three main parts: the client part, the server part, and
the data sources. It is represented as follows:
With this system architecture, the system can scale easily. If the workload amount exceeds the
current system’s capacity, then the number of web servers can be increased into order to match
the load and then add a load balancer in front that will be in charge of distributing client requests
efficiently across the multiple web servers.
This architecture allows the storing and retrieving of the application’s media files efficiently by
using a file server that is separate from the database used for this application. This file server is
responsible for storing and maintaining the integrity of the actual files, and I only need to store
their reference (URL) in the application’s main database to access them on-demand.
Lastly, it is also possible to work offline, by using the local database of the mobile application.
Indeed, the local database of the application will be in charge of storing the offline
modifications (newly created notes or posts waiting to be published or saved) made by the users
and of synchronizing them with the web server once the user is online.
In order to have a good UI design, one of the most popular practices is prototyping. Prototyping
is an experimental process where design teams implement ideas into tangible forms from paper
to digital. These teams can build prototypes of varying degrees of fidelity to capture design
concepts and test on users. Having prototypes in hand, we more clearly represent the final result.
We have created UI prototypes of the main screens of this application, along with the
description of their main components.
1. Screens
The UI prototypes of the main screens are in the appendix section.
2. Component description
This interface design contains several components that can be individually described, but for
this case, I will describe the ones related directly to the main entities of this application which
are Classrooms and Posts.
a. Classrooms
With the core functionality being to enable the users to teach others, the abstract concept of
classrooms is considered and implemented in this application. Classrooms in this platform are
places where a unique user (in this case, a teacher) can impart information or skill in different
forms so that other users may learn.
In the different pages of this application's UI, classrooms are be represented as cards or list
items, just as described below:
# Description
Represents the total number of participants of the classroom (-1, its teacher).
(Teacher’s view) Represents the number of requests to join the classroom sent by other
users, and that hasn’t been granted/revoked yet.
The profile photo and the name of the teacher of the classroom
(Calculated value) Represents the mean of the number of posts published per day in
the classroom
b. Posts
Etymologically, a post is a piece of writing, image, or another item of content published online,
typically on a blog or social media website or application. Posting in this platform can be done
only through a classroom either by a teacher or a consultant. The application consists of three
(03) main types of posts: Simple or standard posts, Tutorials, and Quizzes.
Simple posts: The simple post follows the etymological meaning of a post, that is,
consists of a text entered by its author alongside a media file (image, video, or another
type of file like PDFs). Due to the estimates on the cost of the file storage that turned
out to be quite high, each post can contain only one media file. A post can contain a set
of tags that are used to reference it on users’ searches. Finally, a post can be liked,
commented on, and shared by any type of user in a classroom.
# Description
Represents the number of comments of the post. By pressing it, shows its comment
section, where we can see previous comments and comment on it.
Indicate the date and time on which the post has been published in a classroom.
Table Image
21: Description of the
6: Graphical Graphical representation
representation of awith
of a simple post simple post with an7:image
a videoImage
Graphical representation of a simple post with an image
# Description
Table 22: Description of the Graphical representation of a simple post with a video
# Description
If the video of the post has already been watched by a user, this indicates how much
he/she has watched it.
Table 23: Description of the Graphical representation of a simple post with a non-media file
# Description
Represents a predefined picture to label the type of file added to the post.
Progress bar in the background of the file container, showing in real-time the
download progress of the file
# Description
# Description
Represents the total duration of the tutorial, that is the sum of the duration of its
Tutorial Steps.
Quizzes: In this application, Quizzes are a kind of post consisting of a set of questions
with their own set of answers, published in a classroom by a teacher or a consultant to
evaluate the students. They are a genuine and efficient way of discovering the
strengths and weaknesses of each student, see their progression line in general or on a
particular domain, which is often difficult to keep track of in real life. By giving the
ability to teachers to customize their own quizzes in order to evaluate students and
storing the results, this application provides the necessary tools to adjust accurately
their courses and teaching approach according to their students. Just like tutorials,
quizzes are another kind of post, therefore have the same basic functions.
# Description
Image 11: Graphical representation of a quizTable 28:
Description Represents therepresentation
of the Graphical of a quiz
title of the quiz.
Shows the smallest and biggest amount of time took by other users to complete the
quiz
Shows the number of users that have already taken the quiz
1. Hardware tools
To analyze, design, and implement this project, we are equipped with some devices:
Table 29: List of the hardware tools used to design the application
Device Characteristics
Processor: Intel® Core™ i5-8265U @
1.60GHz – 1.80GHz
HP Laptop 15s-du0xx (PC) RAM: 8GB
Operating system: Windows 10 Home
version 1909 64 bits
Processor: Intel® Core™ i5-2450M @
2.50GHz
ASUSTeK K55A (PC) RAM: 4GB
Operating system: Windows 10 Pro version
18362 64 bits
Network technology: 4G
Battery capacity: 1500 mAh
HUAWEI Mobile Wi-Fi E5573 (Modem)
Speed: Up to 150Mbps download, 50Mbps
upload
2. Software tools
We have used some PC applications to build the models and design the whole system:
StarUML (v4.0.1)
Adobe XD (v36.1)
Adobe XD is a vector-based user experience design tool for web apps and
mobile apps, developed and published by Adobe Inc. We have used this
software to draw representations of the UI design of this mobile application
in order to have a clear idea of how this mobile application could look like.
Chapter 4: IMPLEMENTATION
This chapter consist of the implementation part of this mobile application that should serve as
a teaching tool to undergraduate nursing students. It is made up of the Front and Backend
development tools used for the implementation of the project, the Test cases, the Deployment
Environment and Images of the implemented mobile application (as seen in the appendix).
I. FRONT-END TOOLS
The development of this mobile application some front end tools were used which are:
Table 30: Save Table 30: Save Table 30: Save to Pocket test case22:
Graphical representation of a quizTable 32: Description of the
Graphical representation of a quiz
GENERAL CONCLUSION
I. CONTRIBUTION
This project is to implement a mobile application to be used as a teaching tool for undergraduate
nursing education. In order to achieve this, we had to get an idea of how nursing students are
being taught, in the case study - IUC. We have developed a questionnaire of 7 questions and
sent it to 30 undergraduate nursing students and the head of the nursing department. The results
enabled us to identify a few issues with the way nursing students are usually taught. Right after
that, we selected some of these problems that could be solved (or at least minimized) and some
practices that could be improved, all through a mobile application. We have listed each of these
issues with a feasible digital solution, and from there, we had the idea to implement the concept
of classrooms and everything around it in this application, so that it would be possible for
teachers and external entities to teach students using one the main forms of information on
mobile applications – Posts.
II. ACHIEVEMENTS
So far, we have designed the UML diagram. Firstly we made the use case diagram. We used
it to state clearly the different types of users that may interact in the system and what are the
different operations that each of them can do. Afterward, we have designed the Class diagram
to define all the entities that may exist in the system, their characteristics, and their relationships.
Thereafter, we have designed the activity diagrams of the key activities of this system, which
allowed us to describe them step by step. Finally, we have designed the sequence diagram of
one of the key system operations, and with that, we were all set for the implementation phase.
Afterwards we used these models to make the user interface prototypes (as shown in the
appendix) which were later on implemented during the implementation phase.
III. RECOMMENDATION
Some of the nursing students have recommended key factors to take into considerations:
Device usability
o Portability: The students regarded portability as a consideration for the choice
of mobile devices for learning. They indicated their preference for a smaller size
of the device, which they could carry anywhere. The use of mobile devices
enables students to store electronic learning materials on the devices and
removes the inconvenience of carrying heavy printed textbooks when attending
classes. This increases the flexibility of students’ schedules, as they can
participate in other activities before or after classes, without the burden of
carrying books.
o Information availability: A mobile device can store information sources, such
as textbooks, lecture materials, students’ notes, and videos, which allows
students to collect and access the information anywhere and anytime.
o Psychological comfort: The use of mobile devices can reduce students’
cognitive load and enhance their speed in locating information.
Interaction learning
o Learner-content interaction: Uncertainty about the reliability of internet
sources is one of the major issues when students search for learning content
online, downloading the ones they think are reliable. The teacher will solve this
issue by providing links to relevant reliable YouTube sources to students. He/she
will also point out the nursing videos on the clinical procedures for health
assessment need to be regularly updated to include the most recent procedures.
Social technology
o Device networking: A network problem may limit the effectiveness of in-class
activities using the mobile application, and mentioned an experience of failure
in using a mobile polling system in class due to such a problem.
REFERENCES
During the realization of this project, some external sources were used for this documentation.
These are some books that were used as shown in the table below:
APPENDIX
Image 11: UI Prototype of the splashscreen Image 12: UI Prototype of the login screen
Image 13: UI Prototype of the phone number Image 14: UI Prototype of the account type
verification screen selection screen
Image 15: UI Prototype of the profile creation Image 16: UI Prototype of the home screen
screen
Image 17: UI Prototype of the classroom screen Image 18: UI Prototype of the tutorial screen
Image 19: UI Prototype of the tutorial step screen Image 20: UI Prototype of the quiz creation screen
Image 21: UI Prototype of the QA creation screen Image 22: UI Prototype of the quiz screen
1. What is your nursing field of study? Using few words, tell us what it is about.
2. What are the main courses that you have to attend as a nursing student in IUC? For each of
them, how are is teaching being done?
3. What are the challenges you are facing due to the way you are taught?
4. In your opinion, in how a mobile application can serve as a teaching tool for you as a nursing
student? What are some features you would like to be included?
5. What can you suggest to improve the teaching process of your field?
An in-depth interview (with 7 questions) was conducted with the Head of Department of
Nursing students across a four-year Bachelor of Nursing program in IUC.
Figure 13: Interview questions conducted with the Head of Department of IUC