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Mobile Based Course Manual App MSUCCSIT Chapter 1-3
Mobile Based Course Manual App MSUCCSIT Chapter 1-3
Introduction
The use of mobile devices by higher education students has grown in the last
years (GMI, 2019). Technological advancement is also pushing society with consequent
rapidly changing environments. Higher education institutions (HEIs) are not exempted
from these technological changes and advancement, and it is compulsory that they follow
this technological evolution so that the teaching-learning process is improved and enrich.
HEIs are trying to integrate digital devices such as mobile phones and tablets, and
informal learning situation, assuming that the use of these technologies may result in a
different learning approach and increase students’ motivation and proficiency (Aagaard.
2015(.
In a study by Magda., & Aslanian (2018), student report that they access course
document and communicate with the faculty via their mobile devices, such as
smartphone, over 40% say they perform searches for reports and access institutions E-
learning system via mobile devices (Magda, & Aslanian, 2018). The EDUCAUSE
Horizon Report -2019 higher education edition (Alexander et al., 2019) also mentions M-
learning as the main development in the use of technology in higher education. However,
teachers believe students use their gadgets less than they actually do, and mobile devices
also challenge teaching practices. Students use devices for off-task (Jesse, 2015) or
parallel activities and there may be inaccurate references to their actual use of mobile
devices. Mobile devices users have different usage habits of their devices and their
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contexts, as explained below. The reports that usually support these studies are made with
questions directed to the users themselves asking them questions about the apps they
have on the devices and the reasons for using them. However, Gerpott @ Thomas (2014)
argue that other types of studies of studies are needed to properly support this type of
research.
participants, and cannot be replicated, for example, regarding the use of the internet or
mobile applications by the general public, because these devices, unlike desktop devices,
Mobile devices users have different usage habits of their devices and their
contexts, as explained below. The reports that usually support these studies are made with
questions directed to the users themselves asking them questions about the apps they
have on the devices and the reasons for using them. However, Gerpott @ Thomas (2014)
argue that other types of studies are needed to properly support this type of research.
participants, and cannot be replicated and generalized, for example, regarding the use of
the internet or mobile applications by the general public, because these devices, unlike
desktop devices, can be used anywhere and at any time (Gerpott @ Thomas,2014).
what they have used, because mobile applications can be used for various tasks, in
various contexts, whether professional or personal, and the variety of applications, the
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use made, the periods of use are usually so wide and differentiated, that it can become
difficult for users to refer which services or applications they have used, under which
Project Context
developed that can be used by people in the move. Developers sometimes overlook the
fact that users will want to interact with such devices while on the move. Small screen
size, limited connectivity high power consumption rates and limited input modalities are
just some of the issues that arise for small, portable devices. One of the biggest issues is
the context in which they are used. As these devices are designed to enable users to use
them while, the impact that the use of these devices has on the mobility of the user is a
critical factor to the success of failure of the application current research has
likely that mobile devices may be sensitive to the effects of cognitive overload, due to
their likely deployment in multiple task settings and limitations of size. This aspect of
usability is often overlooked in existing usability models, which are outlined in the next
section, as these models, are design for application which is seldom used in a mobile
context.
People in virtual environments and those in real world can connect with each
other via mobile learning (Traxler & Koole, 2014). Moreover, learning communities can
be created among people on the move. Considering these specialities, mobile learning is
at the forefront as a supportive element of lifelong learning and in-service learning. The
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the classroom (Sharples, Arnedillo-Sánchez, Milrad, & Vavoula, 2009). In this way,
mobile devices affect the socio-cultural and cognitive aspects of learning (Pachler, 2009).
Studies on mobile learning focus on how learners on the move gain new knowledge,
researchers and learners as well. Learners devote time to get used to the characteristics of
the new device. Researchers face challenges carrying out longitudinal studies. People,
who have mobile devices, desire to use these devices in mobile learning settings for their
personal needs, which poses challenges to researchers on having control over variables
(Pachler, 2009).
learning contents out of the course time. Mobile learning management systems might be
used to provide this. Additionally, mobile learning contents are produced based on design
principles for qualified interactions. Researchers suggest that the duration of access time
should be increased (Çelik, 2012). Moreover, determining and reporting duration and
number of the visit session in the mobile learning system are important (Sayın, 2010;
At the same time, various technical regulations are proposed for effective learning
through mobile learning such as rapid and wireless internet network infrastructure, big
screen size and mobile applications in the native language of students, so that students
will not be exposed to extraneous cognitive load (Anderson, Franklin, Yinger, Sun, &
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Geist, 2013; Ozan, 2013; Royle, Stager & Traxler, 2014; Sur, 2011). Being distractive,
challenges in use and technical issues are seen as problems that have to be solved in
mobile learning (Gikas & Grant, 2013). There are implications and recommendations for
implementation in mobile learning research. There are various researches that mobile
learning increased academic achievement (Çelik, 2012; Köse, Koç & Yücesoy, 2013;
Oberer & Erkollar, 2013). Ozan (2013) came with a conclusion that mobile learning is
more permanent for learning. In addition, using social networks and mobile technologies
positively affect students’ performance toward courses. Evans (2008) emphasized that
mobile learning is more effective and instructive than books, and more supportive in
learning.
The main goal of the project is to aid the 3 rd year BSIT students of MSU-Sulu to
learn and familiarize effectively and efficiently their subject in ITE 133 which is
Advance Computer Networks. Also, to provide a handheld manual to those who are
interested to learn about computer networking in accordance with Mikrotik and Cisco
2. Design and develop a well-designed application that can make the students feel
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b. Understand informative opportunities for mobile phones.
b. Serve as a reviewer.
The study only covers the development of an android based course manual
networking. The researchers will focus on designing and developing an application that
The application will only cover the topics related to computer networking which
includes Mikrotik and Cisco. The specific student enrolled in the said subject will be the
one who will benefit the application or the user of the application. The application will
provide an interactive quiz game that allow the user to the following questions related to
the topic.
adding, maintaining and managing topic manually based from the updated modules given
by the instructor or teacher of the said subject. Only the teacher or instructor of the said
subject will be the one to provide the content or instructional materials to be uploaded to
the application.
(LAN) connectivity. This application is both offline and online setting. All the content or
the module references are uploaded or link to the internet. The interactive quiz feature of
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the application is accessible offline. Students can answer the provided questions that are
Chapter 2
Review of Related Systems and Studies
This chapter presents the related systems and studies and the technical
background that may help the researchers in developing the proposed system.
Technical Background
The project entitled Mobile Based Course Manual Application for ITE133 Subject
is an online and also offline application that can view topic modules, embed video clips
tutorials, answer quizzes for students to take. The user has to use a smart mobile phone
which is run by an android operating system. These are generically used to describe a
range of integrated mobile based applications that provide teachers, students, to support
The hardware that will be used in system is any smart mobile devices (like
Android and iPhone). The android technology is an open-source mobile operating system
and it is more efficient and effective compared to the other technologies, such as mobile
Windows, producing fast, user friendly and appealing applications. With this formidable
mobile technology advancement, more and more students can seek informal education.
The researcher used the software B4Android as the front-end of the application.
B4A is an alternative to programming with Java. The language itself is similar to Visual
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Basic and Visual Basic. Net though it is adapted to the native Android environment. B4A
is an object-based and event-driven language. The researchers used google drive for the
storage linkages of the topic references. The application is direct link to specific google
There is a wide range of mobile devices on the market including laptops, PDAs,
and eBook readers. However, we will be looking at the most popular mobile device – the
mobile phone. Mass proliferation of mobile phones and the features and functionality
they offer make the device stand out as an area ripe for exploration. Mobile phones are
multi-function devices which are of interest due to their very nature of offering
‘mobility’, but also for their ability to create and consume digital media. Furthermore, its
convergence with the Internet offers further potential opportunities to support teaching
and learning.
What makes mobile learning exciting is that despite many of the individual features being
around for years, it is the bringing together of the features, functionality and ability to
connect to the Internet that means we have now passed the tipping point regarding learner
adoption: thus, creating and using digital media can be seriously looked at with these
devices.
The mobile user experience is different from the desktop computer experience
and the, face-to-face experience however mobile learning can be used to support both as
well as standing alone. “If we treat the mobile web as its own environment rich with
possibilities, rather than a crippled extension of the desktop experience with restrictive
limitations, we begin to understand how to embrace and even exploit those possibilities”
above, Cameron Moll points out that we are now at a point where we must consider the
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mobile experience in its own right – the learning objectives remain the same – to provide
a rich teaching and learning experience – but that the context of mobile differs from that
Teaching using mobile devices uniquely offers us newfound mobility, and functionality
opportunities that are not possible with desktop computers. These opportunities should at
a minimum intrigue us and will hopefully lead to many new and exciting uses of mobile
Related Studies
school English learning. The MOBILE consists of a mobile learning server and mobile
learning tools, which is able to support in- or outdoor learning activities. Several theme-
based mobile learning activities including body parts learning and creation of species are
conducted. Experimental results obtained from post tests and questionnaire indicate that
the MOBILE can significantly increase students’ interest and effect in learning English as
(MILOs)
According to Fabs, 2014 The widespread use of mobile phones (in Europe often
called “handles”) enables a long-awaited dream: learning at any place, at any time. This
“not being tied to particular locations” is for example especially interesting in the area of
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medicine i.e. for vocational training of medical staff and students. As the amount of
computerized learning material; special design issues must be considered. In this paper
objects” (MILOs) which are used within a mobile learning engine (MLE) that runs on
mobile phones.
The mobile learning project, where a mobile device is used for educational
activities. The article defines the word mobility from the educational point of view. The
mobile technology was used in teacher training, how trainees and supervising teachers
felt the use of mobile technology. The pilot was carried out on Department of Home
Economics and Craft Science in the University of Helsinki. The idea of the pilot was that
the supervising teacher and trainee students discuss and share their ideas about teaching
methods etc. through mobile devices and also use SMS-messaging and digital pictures as
a part of supervising process. The use of digital pictures which were delivered via a
mobile device came up to be surprisingly successful. The goal of these innovative pilot
projects is to create flexible teaching solutions, which will enable the accessing of
information with all kinds of devices, and to support learning in a variety of situations.
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The mobile services and applications value chain has gone through many changes
during the past few years (1990-2012) due to the evolution of mobile devices and their
by a user for the benefit of other users”, and this statement can be verified by that the
attention to this new opportunity, as well as consumer education and awareness of the
truth, the number of people owning a Smartphone or a tablet and other new devices has
skyrocketed over the last few years, every economic aspect is faced with a new
millions of mobile owners and social media, insurance companies and their respective
This project focuses on developing a mobile application that includes the major
functionalities of the UTP E-Learning website which are used by students, into a stand-
alone mobile application (M-Learning). UTP E-Learning is a website created for students
to ease the usage of the website, it is also a platform for the students to upload and
download any education related notes or files. Despite the importance of UTP E-Learning
website to all students, the effectiveness and efficiency of this website are still not up to
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Students are not really utilizing this website to its maximum potential simply
because they are not surfing this site very often when they are mobile or away from a pc.
The role of UTP E-Learning website in helping the students in their studies could
be a failure if it is not fully utilized in the best possible manner. Hence, the main
objective of this project is to develop a platform for the students to use the UTP E-
Learning website through a mobile device (Android). Besides that, this project revolves
around the study of the primary usage of E-learning website to find out the key features
that will be included in the application. The interaction process will be easier as the M-
The added advantages of my project are it allows lecturers and staffs to post
important announcements wherever they are using their smart phones. Moreover, it also
allows students to access the E-learning system at any time using only their smart phone,
profile. The methodology used to develop this project is Rapid Application Development.
In a nutshell, M-Learning is a mobile application that will help students to utilize the E-
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Chapter 3
Methodology, Results and Discussions
In this chapter the method used for the system was presented with relevant phases.
It shows the requirements needed in developing the system, the system design, software
development procedures, the testing processes for the system, and implementation plan
and results. This section also contains the Method used in conducting the research which
System Methodology
The systems development life cycle (SDLC) is a conceptual model used in project
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project, from an initial feasibility study through maintenance of the completed
application.
Shows the Modified Waterfall Model of the Mobile Based Course Manual App
There are various SDLC methodologies have been developed to guide the
processes and the researcher used Modified Waterfall Model for the system development.
This is the appropriate approach for the Software Development Life Cycle (SDLC) since
it involves validation or verification between the phases where any deviations can be
Planning
This phase defines the system to be developed, set the project scope and
developed the project plan including tasks for every members of the group, resources and
During this phase, the researchers proposed this application to be developed which is
feasible to the institution success. It also determined the scope which clearly defines the
accomplished.
Requirements Analysis
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In this phase, the researchers did gather of different institutional requirements to
functions and constraints expected by the end user in which the researcher must be able
to meet to have a successful outcome application. The requirements that are gathered
from the end user must be analyzed for their validity and the possibility of incorporating
them. They then, reviewed, defined and understand the gathered business requirements
The researchers visit the end user which is the subject instructor and studies the
application requirement. They examine the need for possible software automation in the
given software application like the required function, behavior, performance and
Design
In this phase, the application is designed based on the requirements needed in the
application. The researchers utilized several analytical tools that can facilitate an
understanding of how simplest the application operate, how well they meet their overall
goals. The researchers show the initial design concept of the said application below:
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Development
The application programmer creates the application in to life, not just the source
code but with the interface as well based from the initial design of the application and to
be constructed for it can be reviewed and revised anytime as the development of the
Testing
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This phase aimed to find out whether the application functions and the other
features work according to the specification. The researcher will test the application and
Acceptance
The units of the application are integrated together and a program is built. So, we
have complete application at hand which is tested to check if it meets the functional and
Requirements Documentation
This section presents the methodology used to develop the system, the system’s
functionality, the suggested application content by the teachers and the project plan in
developing the said application. It also includes the software and hardware requirements;
and people ware recommendations for the developed Mobile Base Course Manual
Application.
Software Requirements
The following were the list of requirements of the software used during the
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Eclipse
base workspace and an extensible plug-in system for customizing the environment. The
researchers choose this because eclipse is the development of an environment that can be
ADT Plugin
Android Development Tools (ADT) is a plugin for the Eclipse IDE that is
applications. The researchers will use this to developing in eclipse with this ADT because
The Android SDK provides you the API libraries and developer tools necessary to
build, test, and debug apps for Android. The researchers will use this for developing and
Hardware Requirements
the list of hardware requirements used for the implementation of the application.
1.5 GHz dual core processor. It is the main figure versatile execution. For typical tasks
like accessing the Internet, word processing, using standard mobile applications, and
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playing Android games, the amount of RAM listed above for each system has been
performance. The amount of RAM listed for each system above is estimated for normal
usage like accessing the Internet, word processing, standard mobile applications and
processors that share a memory and operating system. It permits any processor to chip
away at any undertaking regardless of where the information for that errand is situated in
memory, gave that each assignment in the framework isn't in execution on at least two
processors simultaneously.
Operating System: Android OS any Version (higher much better). This stage is
expected to run the framework to your cell phone. The higher version is superior.
Development Testing
This section includes the application functionalities to define what functions are
to be included in the developed systems to satisfy the needs of the teachers for their
lessons.
Now that we have system design, code generation begins. Code generation is
done well, code generation can be done easily. We will apply the information gathered in
the first two phases to create the actual working parts of the system. We will then
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implement the program as designed in the earlier stages. In this phase, we will conduct
This portion presents the needed report layouts and screen forms of the developed
mobile application.
Reports Layouts. For this mobile application, the researchers will provide softcopies of
the users or students references like instructional materials, and video tutorials of the said
topics.
Screen Forms. To give readers or viewers an idea of how the mobile application looks,
Implementation Plan
In order to gather feedback and create an application that is both dependable and
effective, the researchers gave the projects proponents the opportunity to test and
Implementation Result
After a series of analysis and computations, the results of the evaluation for initial
The developed mobile application was evaluated by three IT experts during the
initial testing using the Software Quality Model based on the criteria set forth by
McCall’s and the end-users during the final testing using validated self-made testing tool.
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