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Mobile Apps

Development Report
[Student Quiz App]

Prepared by

NAME : MUHAMMAD AIMAN BIN MOHD RAZY


MATRIC NO : 2022677428
GROUP : KCDCS1104C
Table of Contents
1.0 Project Background ........................................................................................... 2
2.0 Problem Statement ............................................................................................ 2
3.0 Project Objective ................................................................................................ 3
4.0 Project Scope ..................................................................................................... 3
5.0 Features of the App ........................................................................................... 4
6.0 Related Mobile App ........................................................................................... 5
7.0 Application Design ............................................................................................. 6
8.0 App User Flow .................................................................................................... 7
9.0 Project Timeline .................................................................................................. 8

1
1.0 Project Background

In this modern era, students are more attracted to games and online things rather than reading
books and learning through traditional ways. They find that games are more attractive and
enjoyable for them to spend their leisure time on. Thus, this problem make the students tend
to lose interest in learning and studying.

Recognizing this opportunity, I developed a Student Quiz App known as “Quizify”, a mobile
application aimed for the student to used it to improve their general knowledge and
performance in academic. “Quizify” will serve as a comprehensive platform that improvise the
learning ways for students to ensure the students will be provided with trivia question to
challenge themselves and expanding their knowledge.

2.0 Problem Statement

Students are bored of studying and answering questions via examinations and answering test
or quiz by face-to-face in the classroom or hall. They are required to learn in the traditional
ways which via reading books and exploring the encyclopaedias to improve their knowledge.
Many students lack access to interactive and engaging learning tools outside of traditional
classroom settings. Without easy access to supplementary resources, they may struggle to
reinforce their understanding of course materials and develop essential skills.

Moreover, students often encounter difficulties in self-paced learning environments, where


they must independently manage their study schedules and track their progress. Without
guidance or structured learning activities, they may struggle to stay motivated and effectively
retain information.

2
3.0 Project Objectives

1. To analyse the performance of students in quizzes, including their score and the
accuracy of their answers.

2. To design a user-friendly interface quiz application for the students to easily access
and navigate through quizzes.

3. To develop an application development that fulfils all requirements needed for the user
to improve their performance and user experience.

4.0 Project Scopes

This mobile app can only be used by the users and administrators can edit and update the
application from time to time to provide student with the latest trivia questions. This application
focuses specifically on providing users with trivia questions from various topics to improve
their knowledge and academic performance. Users may find the application are related to the
educational as the application are focused on the students as they are attracted to an
interactive quiz application.

Overall, the Student Quiz Application, “Quizify” aims to enhance learning experience by
engaging students or users with course material in a more dynamic way and increased the
engagement since the quiz add an element of gamification to the learning process, making it
enjoyable for the users.

3
5.0 Features of the App

1. Login and signup account


 User can login their account into the application or sign up if they are new users
of the application. The application will store the data of the account that already
created into the database.

2. Main menu page


 Main menu page provide the users with the courses they can select in order to
answer the quiz. This application provides many courses for the users to
choose on their own to improve their knowledge about the courses.

3. Quiz pages.
 Provided users with trivia questions and game-based learning to improve the
learning experience to another levels.

4. About us page
 User may read about us page that provides information about this application
including our mission on providing this application to the users.

5. Logout
 The users can log out from this application after using this application. It can
be used by other users as the users’ information are secured.

4
6.0 Related Mobile App

Quizizz Kahoot!
Features 1) Create Quizzes: Users, typically 1) Kahoot turns learning into a
and educators or teachers, can create custom game by allowing educators to
function quizzes using the Quizizz app. create or choose from a library of
interactive quizzes, surveys, and
2) Quizizz adjusts the difficulty of questions polls
based on students' performance, 2) Kahoot is accessible across
providing personalized learning various devices and platforms,
experiences tailored to individual needs. making it easy for students to
participate in quizzes anytime,
anywhere.

User 1) Users can customize various settings and 1) Kahoot provided gameplay
interface preferences according to their needs. interface displays questions,
answer options, and a
2) The app provide summary that typically countdown timer during a Kahoot
includes overall scores, individual game.
question performance and
correct/incorrect answers 2) The app allows user to search for
specific Kahoots or browse
through categories to find games
that match their interests or
learning objectives.

Interactivity 1) Quizizz offers a real time quizzing that 1) Kahoot employs game
allow students to participate in quizzes in mechanics such as points,
real-time and at their own pace. leaderboards and countdown
timers to make learning feel fun.
2) Quizizz provides instant feedback to
students as they answer questions, 2) Kahoot offers collaborative
allowing them to see correct answers and learning features such as team
explanations in real-time mode, where participants can
work together in teams to answer
questions.

5
7.0 Application Design / Storyboard

6
8.0 App User Flow

7
9.0 Project Timeline

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