scholarly journals Empowering educators with Google's Android App Inventor: An online workshop in mobile app design

2011 ◽  
Vol 43 (1) ◽  
pp. E1-E5 ◽  
Author(s):  
Yu-Chang Hsu ◽  
Kerry Rice ◽  
Lisa Dawley
Author(s):  
Yu-Chang Hsu ◽  
Yu-Hui Ching

<p>This research explored how educators with limited programming experiences learned to design mobile apps through peer support and instructor guidance. Educators were positive about the sense of community in this online course. They also considered App Inventor a great web-based visual programming tool for developing useful and fully functioning mobile apps. They had great sense of empowerment through developing unique apps by using App Inventor. They felt their own design work and creative problem solving were inspired by the customized mobile apps shared by peers. The learning activities, including sharing customized apps, providing peer feedback, composing design proposals, and keeping design journals (blogging), complemented each other to support a positive sense of community and form a strong virtual community of learning mobile app design. This study helped reveal the educational value of mobile app design activities and the web-based visual programming tool, and the possibility of teaching/learning mobile app design online. The findings can also encourage educators to explore and experiment on the potential of incorporating these design learning activities in their respective settings, and to develop mobile apps for their diverse needs in teaching and learning.</p>


Author(s):  
Lanlan Xu ◽  
Qiang Zhou

With the rapid development of computer and network technology, the application of mobile app has been involved in all walks of life, especially the traditional art teaching mode. Therefore, it is of great significance to design an app with art learning and education as the main content based on the concept of young people's cognitive psychology and art training. This paper first analyzes the current situation and development trend of art education app at home and abroad, then analyzes and studies the design and application needs of education app at home, clarifies the needs of students and teachers, analyzes the visual and psychological characteristics of teenagers and their impact on interface and interaction design, and finally designs an art education app that meets the domestic needs. The results show that the app can enhance the interest of young people in art learning.


2018 ◽  
Author(s):  
Amy Danh Nguyen ◽  
Lauren J Frensham ◽  
Michael XC Wong ◽  
Sylvain MM Meslin ◽  
Paige Martin ◽  
...  

BACKGROUND Gout is a form of chronic arthritis caused by elevated serum uric acid (SUA) and culminates in painful gout attacks. Effective uric acid-lowering therapies exist, however adherence is low. This is partly due to the lack of support for patients to self-manage their disease. Mobile health applications (apps) have been used in self-management of chronic conditions. However, not all are developed with patients, limiting their effectiveness. OBJECTIVE This study aimed to design an effective gout self-management app by collecting feedback from gout patients. METHODS Two mixed-methods studies were conducted. In Study 1, researchers developed a short educational video and written materials about gout management, designed to be embedded into an app. Six interviews and one focus group were held with gout patients to gather feedback on these materials. Usability testing in Study 2 involved additional gout patients using a pilot version of Healthy.me Gout, a gout self-management app, for two weeks. Following the trial, patients participated in an interview about their experiences using the app. RESULTS Patients viewed the gout educational material positively, appreciating the combined use of video, text and images. Patients were receptive to using a mobile app to self-manage their gout. Feedback about Healthy.me Gout was generally positive, with patients reporting that the tracking and diary features were most useful. Patients also provided suggestions for improving the app and educational materials. CONCLUSIONS These studies involved patients in the development of a gout self-management app. Patients provided insight to improve the app’s presentation and usability, and general lessons on useful features for chronic disease apps. Gout patients enjoyed tracking their SUA concentrations and gout attack triggers. These capabilities can be translated to self-management apps for chronic diseases that require monitoring of pathological values, medication adherence and/or symptoms. Future health app design should integrate patient input and be developed iteratively to address concerns identified by patients.


2017 ◽  
Vol 5 (5) ◽  
pp. e78 ◽  
Author(s):  
Muslimah Ithnin ◽  
Mohd Dzulkhairi Mohd Rani ◽  
Zuraidah Abd Latif ◽  
Paveethra Kani ◽  
Asmalita Syaiful ◽  
...  

Author(s):  
D. Wilfred Shiju

Android smart car is designed with safety in mind. A simple and sensitiveline, included steering wheels and new voice events, this is designed to reduceinterruption so you can stay focused on the highway.This car which can be controlling using an Android APP for smart phones.A car is regularly an electronic mechanic machine that is guide by computer and electronic controlling programming. The innovation of the Smart Car technology to developing based on remote connection using android application can control the car movements. This system use Bluetooth device controller to control the mobile App. This Bluetooth device interface with UART communication. The UART receive the command via the Bluetooth device.   This design is may helps to our rural citifies. This system is developing to help to self driving vehicles.


10.2196/25358 ◽  
2021 ◽  
Vol 23 (4) ◽  
pp. e25358
Author(s):  
Melanie Elise Renfrew ◽  
Darren Peter Morton ◽  
Maria Northcote ◽  
Jason Kyle Morton ◽  
Jason Scott Hinze ◽  
...  

Background Digital mental health promotion interventions (MHPIs) present a scalable opportunity to attenuate the risk of mental health distress among nonclinical cohorts. However, adherence is frequently suboptimal, and little is known about participants’ perspectives concerning facilitators and barriers to adherence in community-based settings. Objective This study aimed to examine participants’ perceptions of facilitators and barriers to adherence in a web- and mobile app–based MHPI for a nonclinical cohort. Methods This qualitative study used inductive, reflexive thematic analysis to explore free-text responses in a postintervention evaluation of a 10-week digital MHPI. The intervention was administered using a web and mobile app from September to December 2018. Participants (N=320) were Australian and New Zealand members of a faith-based organization who self-selected into the study, owned a mobile phone with messaging capability, had an email address and internet access, were fluent in English, provided informed consent, and gave permission for their data to be used for research. The postintervention questionnaire elicited participants’ perceptions of facilitators and barriers to adherence during the intervention period. Results Key factors that facilitated adherence were engaging content, time availability and management, ease of accessibility, easy or enjoyable practical challenges, high perceived value, and personal motivation to complete the intervention. The primary perceived barrier to adherence was the participants’ lack of time. Other barriers included completing and recording practical activities, length of video content, technical difficulties, and a combination of personal factors. Conclusions Time scarcity was the foremost issue for the nonclinical cohort engaged in this digital MHPI. Program developers should streamline digital interventions to minimize the time investment for participants. This may include condensed content, optimization of intuitive web and app design, simplified recording of activities, and greater participant autonomy in choosing optional features. Nonetheless, participants identified a multiplicity of other interindividual factors that facilitated or inhibited adherence.


2018 ◽  
Author(s):  
Yiyu Zhang ◽  
Xia Li ◽  
Shuoming Luo ◽  
Chaoyuan Liu ◽  
Fang Liu ◽  
...  

BACKGROUND With the popularity of smart phones, mobile apps have great potential for the management of diabetes, but the effectiveness of current diabetes apps for T1DM is poor. No study has explored the reasons from the user’s perspective. OBJECTIVE To explore the perspectives and needs of T1DM patients and diabetes experts concerning diabetes app and to design a new T1DM management mobile app. METHODS A mixed methods design combining quantitative surveys and qualitative interviews was used to explore user needs and perspectives. Experts were surveyed at two diabetes conferences using paper questionnaires. T1DM patients were surveyed using Sojump on a network. We conducted semi-structured in-depth interviews with adult T1DM patients or parents of child patients who had ever used diabetes apps. The interviews were audio-recorded, transcribed and coded for theme identification. RESULTS The expert response rate was 63.5% (127/200). They thought that the reasons for app invalidity were that patients did not stick to using the app (76.4%, 97/127), little guidance was received from health care professionals (HCPs) (73.2%, 93/127), diabetes education knowledge was unsystematic (52.8% 67/127) and the app functions were incomplete (44.1%, 56/127). A total of 245 T1DM patient questionnaires were collected, of which 21.2% (52/245) of the respondents had used diabetes apps. The reasons for their reluctance to use an app were limited time (39%, 20/52), complicated operations (25%, 13/52), uselessness (25%, 13/52) and cost (25%, 13/52). Both the experts and patients thought that the most important functions of the app were patient-doctor communication and diabetes diary. Two themes that were useful for app design were identified from the interviews: (1) problems with patients’ diabetes self-management and (2) problems with current apps. Additionally, needs and suggestions for a diabetes app were obtained. CONCLUSIONS Patient-doctor communication is the most important function of a diabetes app. Apps should be integrated with HCPs rather than stand alone. We advocate that doctors follow up with their patients using diabetes app. Our user-centered method explored comprehensively and deeply why the effectiveness of current diabetes apps for T1DM was poor and what T1DM patients needed for a diabetes app, and provided meaningful guidance for app design.


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