Development of a Mobile Application to Support the Learning Process of Geometry

Author(s):  
Mario Aquino Cruz ◽  
Maria Lima Bendezu ◽  
Esther Calatayud Madariaga ◽  
Karla Farfan Davalos ◽  
Leonardo Davila Huacoto ◽  
...  
2021 ◽  
Vol 6 (2) ◽  
pp. 44-53
Author(s):  
Abdul Halim ◽  
Wei-Shan Chang

Abstract: This paper reports reflections of one of the courses I took in this semester namely Methodologies of Educational Research. To construct this paper, I used qualitative biographical-reflective method which is aligned with interpretive paradigm of narrative inquiry research methodology to describe my own experience in the learning process. The data I used were the postings from Zuvio mobile application designed for advising learning process with online platform and personal experience from reflective process of the course. I analyzed the data with three-stage qualitative data analysis: data reduction, data display, and conclusion. The findings report that the classroom undergone with classroom action research has successfully overcome the difficulty faced by professors and students at international PhD programs. The students were found to perceive positive attitudes towards the carefully selected instructions design of action research with Flipped-Jigsaw approach. The implications were also proposed. Abstrak: Artikel ini melaporkan refleksi dari salah satu mata kuliah yang saya ambil pada semester ini yaitu Metodologi Penelitian Pendidikan. Untuk menyusun makalah ini, saya menggunakan metode kualitatif biografis-reflektif yang selaras dengan paradigma interpretatif metodologi penelitian inkuiri naratif untuk menggambarkan pengalaman saya sendiri dalam proses pembelajaran. Data yang saya gunakan adalah postingan dari aplikasi mobile Zuvio yang dirancang untuk proses pembelajaran dengan platform online dan pengalaman pribadi dari proses reflektif kursus. Saya menganalisis data dengan tiga tahap analisis data kualitatif: reduksi data, penyajian data, dan penarikan kesimpulan. Temuan penelitian ini menunjukan bahwa kelas yang dilakukan dengan penelitian tindakan kelas telah berhasil mengatasi kesulitan yang dihadapi oleh profesor dan mahasiswa di program PhD internasional. Para siswa merasakan sikap positif terhadap desain instruksi penelitian tindakan yang dipilih dengan cermat dengan pendekatan Flipped-Jigsaw. Implikasinya juga diusulkan pada artikel ini.  


2019 ◽  
Vol 2 (4) ◽  
pp. 499-514
Author(s):  
Desika Rinanda ◽  
Suparno Suparno ◽  
Sri Samiati Tarjana

The dramatic advancement technologies, particularly mobile applications, have influenced the education sector. The integration of mobile applications in education to change the teaching-learning process has taken place and led to innovative learning, including English language learning. Hence, this study aimed to find out the students’ perceptions and the factors influencing students’ perceptions toward the use of mobile application in learning English particularly speaking. To reach the objectives, this study used case study as the research method. The data were collected mainly through interview and observation. The participants were five vocational school students in Surakarta, Central Java, Indonesia. They were purposively selected because they had been familiar with mobile application and they had been taught speaking English using mobile application by their teacher, so that they could give adequate information.  The research findings showed positive perception from the students toward the use of Learn English Conversation application in learning speaking. They declared that the use of Learn English Conversation application could facilitate them in practicing speaking, bring fun and enjoyable learning during the learning process. Moreover, their positive perceptions were influenced by several factors such as the flexibility and the new learning experience given by the mobile application, the ease to run the mobile application and unrequired a lot of internet quota when the students run the mobile application.


2016 ◽  
Vol 78 (5) ◽  
Author(s):  
Retno Novi Dayawati ◽  
Mahmud Dwi Sulistiyo ◽  
Meiditia Mustika Rani ◽  
Rahmi Maulidina Nistia ◽  
Desi Noor Linda ◽  
...  

The deaf have a very fundamental problem, which is the ability to communicate and interact, so that it makes their very complicated. In the process of learning in basic education, the problem root faced by children with hearing impairment is the limitation in identifying and producing words. The learning process is limited to only rely on time at the school was an obstacle for them. Therefore, A-TooLips built as learning applications on mobile devices for the deaf children focusing on the ability to produce words. A-TooLips gives more time and places for hearing impaired children to learn, so that it helps their problem in communicating and interacting with others. It is explained in this paper that the A-TooLips has been successfully implemented and tested by some children with hearing impairment, and reached positive results.


2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Sayed S. Younes ◽  
Abdulmohsin H. Alharbi ◽  
Mahmoud M. Aboeldahab

This study developed an artificial intelligence- (AI-) enabled mobile application for smart services and measured the impact of its use on the quality of automatic services among Umm Al-Qura University students. The research instruments used measured the quality of automatic services. The results of the research indicated that the application has a number of advantages, including encouraging students to actively participate in the learning process and contribute to effective communication between faculty members and students, in addition to providing multiple methods of communication between students. The results also indicated that there were no statistically significant differences at the level of 0.05; this indicates that the faculty type variable did not affect the level of satisfaction of Umm Al-Qura University students with the application, and that gender did not affect the level of satisfaction with the mobile application.


2017 ◽  
Vol 8 (3) ◽  
Author(s):  
Indra Griha Tofik Isa ◽  
Asriyanik Asriyanik

Abstract. Android based Muhammadiyah Movement History education game is one of learning media purposed to learn Muhammadiyah history in Muhammadiyah-Based elementary schools much easier and more interesting. This research is carried out since we know that, in reality, learning process about Muhammadiyah history subject usually uses a conventional methodthat is very monotonous. To upgrade students’ interest in learning the history of Muhammadiyah, education game is created to solve the problem. Because of its interface and interactive characteristics, students would be more motivated to learn the history of Muhammadiyah. The steps of this research started by collecting the data, analyzing system, designing system, implementing system, and testing and finalizing the system. System design makes use of UML model and animation design uses Adobe Flash software, while Testing uses blackbox testing and user questionnaire. The final result of this research is in the form of a tool for learning proces about history of Muhammadiyah. It can also be a good method for young people to learn more about Muhammadiyah.Keywords: Education Game, Puzzle, Mobile Application, Android  Abstrak. Game Edukasi Sejarah Gerakan Kemuhammadiyahan dengan Metode Picture and Picture Berbasis Android. Game Edukasi Sejarah Gerakan Muhammadiyah Berbasis Android merupakan salah satu media pembelajaran yang ditujukan untuk mempermudah memahami tentang sejarah Muhammadiyah pada Sekolah Dasar berbasis Muhammadiyah. Penelitian ini dibuat karena melihat kondisi yang terjadi di lapangan bahwa proses pembelajaran sejarah gerakan Muhammadiyah sebagian besar dilakukan dengan cara konvensional, sehingga terkesan monoton. Untuk meningkatkan minat pembelajaran sejarah Muhammadiyah, maka dari itu dibuat sebuah game edukasi, karena model tampilan dari game yang interaktif dan menarik diharapakan akan lebih meningkatkan motivasi siswa dalam belajar dan memahami tentang sejarah Muhammadiyah. Tahapan penelitian ini, yaitu dimulai dari pengumpulan data, analisis, perancangan, implementasi, pengujian dan finalisasi sistem. Perancangan sistem dengan pemodelan UML dan perancangan animasi menggunakan Adobe Flash, serta pengujian menggunakan metode blackbox testing dan umpan balik pengguna. Hasil akhir dari penelitian ini secara khusus sebagai alat untuk proses pembelajaran sejarah Muhammadiyah, juga diharapkan dapat menjadi cara kaderisasi yang menarik bagi warga Muhammadiyah sejak dini.Kata kunci: Game Edukasi, Puzzle, Aplikasi Mobile, Android


Reflexiones ◽  
2016 ◽  
Vol 6 ◽  
pp. 89-104
Author(s):  
Marco Vinicio Gutiérrez Casas ◽  
Diego A. Monsalve Sánchez

This article shows how ninth grade students from Eduardo Umaña Mendoza school in Bogotá, find dynamic and interesting paths in the teaching-learning process when comparing the results of a pre and post survey that inquiries about physical capacities and sports. The intervention is an implementation of a mobile application that proposes interactive and current paths in the educational process. The results are compared with quantitative statistical methods and it is concluded that the application affects efficiently the acquisition of knowledge in physical capacities and sports of ninth grade students, compared to a control group, and that the implementation of a mobile application has more significance than the traditional model.


2016 ◽  
Vol 2016 ◽  
pp. 1-12 ◽  
Author(s):  
Kryscia Ramírez-Benavides ◽  
Gustavo López ◽  
Luis A. Guerrero

Children born in the Information Age are digital natives; this characteristic should be exploited to improve the learning process through the use of technology. This paper addresses the design, construction, and evaluation process of TITIBOTS, a programming assistance tool for mobile devices that allows children in the early childhood to create programs and execute them using robots. We present the results of using TITIBOTS in different scenarios with children between 4 and 6 years old. The insight obtained in the development and evaluation of the tool could be useful when creating applications for children in the early childhood. The results were promising; children liked the application and were willing to continue using it to program robots to solve specific tasks, developing the skills of the 21st century.


Author(s):  
Harry Budi Santoso ◽  
Muhammad Luqman Hakim ◽  
Rahma Khairunisa Nursalamah ◽  
Panca O. Hadi Putra

This study aims to develop a mobile application prototype for self-monitoring. Exercising self-regulated learning is considered as one of the ways that can help students achieve their learning goals. One of the key components of self-regulated learning is self-monitoring, in which students could monitor their learning process. To make students get used to monitoring skill, a web-based application called self-monitoring tool was developed. User research was carried out by evaluating the existing web-based application via an interview. Findings from the interview were analyzed and used as requirements to develop the mobile application. By taking into account usability components and design principles, an interactive prototype of a mobile self-monitoring tool was designed for both student and instructor roles.


Author(s):  
Sigit Sugiyanto

ABSTRAKTeknologi smartphone berbasis android dapat dikembangkan menjadi berbagai macam aplikasi sesuai kebutuhan penggunanya seperti aplikasi media pembelajaran pada sekolah dasar (SD). Metode pembelajaran siswa pada SD Universitas Muhammadiyah Purwokerto masih menggunakan metode ceramah merupakan metode pembelajaran masih tekstual dan tidak interaktif  dengan media buku pelajaran sebagai buku panduan dalam proses pembelajaraan Ilmu Pengetahuan Alam (IPA) pada kelas 2. Pembelajaran dalam kelas masih mengalami hambatan pada proses komunikasi antara siswa dan guru ketika menyampaikan materi ajar, Maka perlu mengembangkan metode pembelajaran Ilmu Pengetahuan Alam (IPA) menggunakan suatu media yang lebih interaktif dan animatif yang dapat menarik minat belajar siswa. Dengan adanya aplikasi m-learning yang lebih interaktif dan animatif dapat membantu siswa dalam belajar tidak harus menggunakan buku tetapi juga dapat belajar melalui smartphone untuk memeroleh materi belajar dapat dimana saja dan kapan saja.Kata Kunci : Mobile, Aplikasi, Multimedia, Pembelajaran.  ABSTRACTTechnology smartphone based of android can be developed into various applications as needed by users such as learning media applications used in elementary school. Student learning method at elementary school of Muhammadiyah Purwokerto uses conventional lecture method which remains textual and less interactive by using textbook as a guidebook in learning process of natural science subject in the second grade. Barriers to communication process between students and teachers emerge in learning process when teacher is delivering teaching materials. Therefore, it is necessary to develop proper methods for Natural Science learning by  using more interactive and animated media that can attract students’ learning interests. With the m-learning application that is more interactive and animatic, it is expected to help students in learning so that they do not have to use a paper book for learning but they also can learn by using smartphones to obtain learning materials anywhere and anytime.Keywords: Mobile ,Application, Multimedia, Learning.


2022 ◽  
Author(s):  
Haida Umiera Hashim ◽  
Melor Md Yunus ◽  
Helmi Norman

American Psychiatric Association defined autism spectrum disorder as a neurological disorder due to which a diagnosed child may face difficulty in social communication or have a repeated or restricted set of behaviors. Learners with autism are primarily visual strategy learners, and they tend to learn better through pictures and images. Due to their cognitive disabilities, most learners with autism struggle to acquire new vocabulary. There have been many inventions invented by researchers all over the world to help autistic children with their education; however, not much emphasis put on the interventions that can assist autistic children with their English vocabulary learning process. Hence, this study intends to investigate the stakeholders’ acceptance and thoughts on the use of augmented reality mobile applications for children with autism. This study is a qualitative research study where interviews are used as an instrument to gather stakeholders’ views on the usefulness of the designed and developed augmented reality technology mobile application. This study involved seven respondents who come from different backgrounds and in different field areas. The results have gathered that the designed and developed mobile application has the prospect of helping children with autism with their English language learning process. With further improvements, the designed and developed mobile application is believed to be able to help autistic children to learn English vocabulary in a more exciting yet meaningful manner and at the same time help to spark their interest in their English vocabulary language learning process.


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