An Outlook at the Educational Mobile Apps to the Physics Subjects Available In the Android Operating System

2019 ◽  
Vol 21 (3) ◽  
pp. 91-111
Author(s):  
João Paulo De Oliveira ◽  
Rafael Felipe Pszybylski ◽  
Marcelo Souza Motta ◽  
Marco Aurélio Kalinke

The presence of smartphones in the classrooms have been the theme of big debates among those involved in educational spaces. It is undeniable that its inclusion in teaching and learning processes approaches the school to the world where the student is in and an important step to elaborate strategies which involves the smartphones use is to know the educational apps functionalities. In this context, this article is proposed to do a systematic mapping of free educational apps to the physics teaching, available at the Android operating system presented in most smartphones and available at Google Play Store. It was adopted as methodology a systematic mapping organized in four steps. At the first moment the research was made with the use of the word “Physics” and 250 apps were found, the second step was intended to select the apps with physics content in Portuguese, which brought the number of 42 apps. Following, the third step was intended to map the specific apps for the physics subjects, excluding those that present in their content several subjects or only exercises collection, finding, so, 25 apps. Lastly, in fourth step, it was made a description of the apps selected from step 3 with more than 10.000 downloads. What was noticed in the description is that practically none presents the contextualization of physical phenomena or simulations, they only highlight nature theoretical or mathematical descriptions.

Author(s):  
Luis Miguel Acosta-Guzman ◽  
Gualberto Aguilar-Torres ◽  
Gina Gallegos-Garcia

Google’s Android is the most used Operating System in mobile devices but as its popularity has increased hackers have taken advantage of the momentum to plague Google Play (Android’s Application Store) with multipurpose Malware that is capable of stealing private information and give the hacker remote control of smartphone’s features in the worst cases. This work presents an innovative methodology that helps in the process of malware detection for Android Operating System, which addresses aforementioned problem from a different perspective that even popular Anti-Malware software has left aside. It is based on the analysis of a common characteristic to all different kinds of malware: the need of network communications, so the victim device can interact with the attacker. It is important to highlight that in order to improve the security level in Android, our methodology should be considered in the process of malware detection. As main characteristic, it does not need to install additional kernel modules or to root the Android device. And finally as additional characteristic, it is as simple as can be considered for non-experienced users.


1970 ◽  
Vol 4 (2) ◽  
pp. 113-122 ◽  
Author(s):  
Carl Angell ◽  
Per Morten Kind ◽  
Ellen Karoline Henriksen

This paper reports on the implementation of an upper secondary physics curriculum with an empirical-mathematical modelling approach. In project PHYS 21, we used the notion of multiple representations of physical phenomena as a framework for developing modelling activities for students. Interviews with project teachers indicate that implementation of empirical-mathematical modelling varied widely among classes. The new curriculum ideas were adapted to teachers’ ways of doing andreflecting on teaching and learning rather than radically changing these. Modelling was taken up as a method for reaching the traditional content goals of physics teaching, whereas goals related to process skills and the nature of science were given a lower priority by the teachers. Our results indicate that more attention needs to be focused on teachers’ and students’ meta-understanding of physics and physics learning.


2019 ◽  
Vol 2 (2) ◽  
pp. 59-66
Author(s):  
Ida Bagus Ary Indra Iswara ◽  
Putu Praba Santika ◽  
I Nyoman Saputra Wahyu Wijaya

The Balinese language which is used in daily life on the island of Bali has experienced a shift in usage so it needs to be preserved. In an effort to preserve the Balinese language and script, the Provincial Government issued Bali Governor Regulation Number 20 of 2013 and Regulation number 1 of 2018. I Made Suatjana submitted a proposal that the Balinese script be included in Unicode to make it easier to display Balinese script on digital media. Cokorda Rai Adi Pramartha developed keyboards or keyboards and an application called T@miang to facilitate typing Balinese characters on computer devices. Computer equipment is slowly becoming obsolete, replaced by mobile devices used by 53.03% of users in Indonesia, so it is necessary to build a Balinese script keyboard that can be used on mobile devices. PaTik Bali is built for mobile devices with Android operating system. PaTik Bali layout is adapted to T@miang keyboard layout. PaTik Bali version 1.0 only uses the Balinese script on each keyboard key. In version 2.0 each button on PaTik Bali has been added Latin letters because of the large number of entries on the Google Play page. Based on data recorded on the Google Play Console, there are 41,820 devices that have installed the Balinese Keyboard (PaTik Bali) application, 99.19% are from Indonesia. In general, the PaTik Bali application can be accepted in the community, this can be seen from the average rating given by users on Google Play which is 4.27 on a scale of 5. However, some users complain about the incorrect form of letters. The PaTik Bali application uses fonts that have been embedded in the Android operating system so that it can be used as a keyboard in other applications. This font still has enough problems. To fix this problem, it is necessary to develop the Balinese font then ask Google as an Android developer to enter the new font into the Android operating system. 


Author(s):  
Luis Miguel Acosta-Guzman ◽  
Gualberto Aguilar-Torres ◽  
Gina Gallegos-Garcia

Google’s Android is the most used Operating System in mobile devices but as its popularity has increased hackers have taken advantage of the momentum to plague Google Play (Android’s Application Store) with multipurpose Malware that is capable of stealing private information and give the hacker remote control of smartphone’s features in the worst cases. This work presents an innovative methodology that helps in the process of malware detection for Android Operating System, which addresses aforementioned problem from a different perspective that even popular Anti-Malware software has left aside. It is based on the analysis of a common characteristic to all different kinds of malware: the need of network communications, so the victim device can interact with the attacker. It is important to highlight that in order to improve the security level in Android, our methodology should be considered in the process of malware detection. As main characteristic, it does not need to install additional kernel modules or to root the Android device. And finally as additional characteristic, it is as simple as can be considered for non-experienced users.


SAINTEKBU ◽  
2018 ◽  
Vol 10 (2) ◽  
pp. 42-51
Author(s):  
Burhan Arifin ◽  
Zulfikar ◽  
Agus Sifaunajah

Mobile device technology is growing rapidly, especially with the emergence of smartphones with Android operating system. Users, in this case, can download a variety of basic applications available easily in the google play store. But most are available in the form of less educational games. Even often the negative impact on users, especially for children who still can not distinguish positive and negative. Thus the researchers create a puzzle game application that can provide entertainment and education to users, especially children. The puzzle game application introduces this selected computer device built using Construct 2 game engine converted with Phonegap into Apk files. Application of this application by installing puzzle game application on a smartphone with operating system specification android version 4.4.2 KitKat. Keywords: Educational Game, Computer Device, Construct 2


2015 ◽  
Vol 12 (2) ◽  
pp. 1792 ◽  
Author(s):  
Ahmet Arslan ◽  
Mehmet Elibol

<p>The aim of this study is to examine the educational augmented reality applications developed for mobile devices. In accordance with this aim, mobile educational augmented reality applications restricted by Android operating system were searched under the keywords “Augmented Reality and Education” in the Google Play Store and the first 100 results enumerated according to the downloading number were taken under review and evaluated from different perspectives. This evaluation addresses the following points: (1) whether the evaluated applications have the characteristics of augmented reality, (2) market category of the applications where they are published, (3) the table formed as a result of classification of the researchers, (4) distribution of the subjects in the applications, (5) the area on which augmented reality application runs, (6) last update date of augmented reality applications and (7) downloading number of augmented reality applications. After evaluation of these points 18 applications which take much attention and are considered as important for the education have been evaluated in detail. As the result of study, it was concluded that augmented reality applications run mainly on paper and when the pointer on the paper is swiped as augmented reality they are video – playing applications.</p><p> </p><p><strong>Özet</strong></p><p>Bu çalışmanın amacı mobil cihazlar için geliştirilmiş eğitsel artırılmış gerçeklik uygulamalarını incelemektir. Bu amaç doğrultusunda Android işletim sistemi ile sınırlandırılan mobil eğitsel arttırılmış gerçeklik uygulamaları Google Play Markette indirilme sayısına göre listelenen ilk 100 sonuç değerlendirmeye alınarak çeşitli açılardan incelenmiştir. Yapılan bu incelemeler şu noktaları kapsamaktadır: (1) incelemeye alınan uygulamaların artırılmış gerçeklik özelliği taşıyıp taşımadığı, (2) uygulamaların yayınlandıkları market kategorisi, (3) araştırmacıların kategorilendirme sonucu oluşan tablo, (4) uygulamalarda işlenen konuların dağılımı, (5) artırılmış gerçeklik uygulamasının çalıştığı alan, (6) artırılmış gerçeklik uygulamalarının son güncellenme tarihleri ve (7)artırılmış gerçeklik uygulamalarının indirilme sayıları. Bu noktalarda yapılan incelemelerin ardından dikkat çeken ve eğitim için önemli olduğu düşünülen 18 adet uygulama detaylıca incelenerek tanıtımları yapılmıştır. Araştırma sonucunda, artırılmış gerçeklik uygulamalarının ağırlıklı olarak kağıt (kitap, dergi, çıktı) üzerinde çalıştığı ve artırılmış gerçeklik olarak kağıt üzerindeki işaretleyici okutulduğunda video oynatan uygulamalar şeklinde olduğu tespit edilmiştir.</p>


Author(s):  
Norazean Sulaiman ◽  
Nurul Nadiah Dewi Faizul Ganapathy ◽  
Wan Faizatul Azirah Ismayatim

Listening skills should be given more attention as listening takes precedence over anything else when it comes to acquiring a language (Putriani, Sukirlan & Supriyadi, 2013). Even with the booming of various technology to facilitate teaching and learning of listening skills in class, the assessment conducted to identify students’ level of understanding of certain topic is still not up-to-date and not parallel with the advancement of technology. The current studies show that the use of mobile apps for listening purpose is proven to be effective in reducing students’ anxiety (Rahimi & Soleymani, 2015), sustaining students’ motivation (Read & Kukulska-Hulme, 2015), and improving students’ linguistic competencies (Ramos & Valderruten, 2017). This study is aimed to test the effectiveness of mobile application in assessing students’ listening skills. Diploma students from various faculties in UiTM Shah Alam were randomly chosen to answer listening comprehension questions via the prototype developed, named Pocket E-Li. The results demonstrate that the majority of the students provided positive response towards the implementation of mobile application for listening assessment. Almost all respondents agreed that listening assessment should be conducted via mobile application in the future. It can be concluded that listening assessment via mobile application is beneficial to students since it meets the students’ demands and needs which is equivalent with the use of current technology.


2020 ◽  
Author(s):  
Nurul Asilah Ahmad ◽  
Shahrul Azman Mohd Noah ◽  
Arimi Fitri Mat Ludin ◽  
Suzana Shahar ◽  
Noorlaili Mohd Tohit

BACKGROUND Currently, the use of smartphones to deliver health-related content has experienced a rapid growth, with more than 165,000 mobile health (mHealth) applications currently available in the digital marketplace such as iOS store and Google Play. Among these, there are several mobile applications (mobile apps) that offer tools for disease prevention and management among older generations. These mobile apps could potentially promote health behaviors which will reduce or delay the onset of disease. However, no review to date that has focused on the app marketplace specific for older adults and little is known regarding its evidence-based quality towards the health of older adults. OBJECTIVE The aim of this review was to characterize and critically appraise the content and functionality of mobile apps that focuses on health management and/or healthy lifestyle among older adults. METHODS An electronic search was conducted between May 2019 to December 2019 of the official app store for two major smartphone operating systems: iPhone operating system (iTunes App Store) and Android (Google Play Store). Stores were searched separately using predetermined search terms. Two authors screened apps based on information provided in the app description. Metadata from all included apps were abstracted into a standard assessment criteria form. Evidenced based strategies and health care expert involvement of included apps was assessed. Evidenced based strategies included: self-monitoring, goal setting, physical activity support, healthy eating support, weight and/or health assessment, personalized feedback, motivational strategies, cognitive training and social support. Two authors verified the data with reference to the apps and downloaded app themselves. RESULTS A total of 16 apps met the inclusion criteria. Six out of 16 (37.5%) apps were designed exclusively for the iOS platform while ten out of 16 (62.5%) were designed for Android platform exclusively. Physical activity component was the most common feature offered in all the apps (9/16, 56.3%) and followed by cognitive training (8/16, 50.0%). Diet/nutrition (0/16, 0%) feature, however, was not offered on all reviewed mobile apps. Of reviewed apps, 56.3% (9/16) provide education, 37.5% (6/16) provide self-monitoring features, 18.8% (3/16) provide goal setting features, 18.5% (3/16) provide personalized feedback, 6.3% (1/16) provide social support and none of the reviewed apps offers heart rate monitoring and reminder features to the users. CONCLUSIONS All reviewed mobile apps for older adults in managing health did not focused on diet/nutrition component, lack of functional components and lack of health care professional involvement in their development process. There is also a need to carry out scientific testing prior to the development of the app to ensure cost effective and its health benefits to older adults. Collaborative efforts between developers, researchers, health professionals and patients are needed in developing evidence-based, high quality mobile apps in managing health prior they are made available in the app store.


2020 ◽  
Author(s):  
Mina Zibaei ◽  
Reza Khajouei

BACKGROUND In Iran, around 0.05 of population suffer from epilepsy. Poorer health outcomes stem from limited health literacy. The use of mHealth, especially for educating patients in terms of self-care can be very effective. But the important thing is the content that is presented by apps, especially when unreliable or biased information can negatively affect the patient-doctor relationship, causing anxiety or stress. Also, usability of mHealth apps and their impact on behavior change are the other important issues that should be considered. OBJECTIVE The purpose of this study was to assess the quality of Persian language epilepsy-related mobile applications in terms of functionality and quality with a focus on content. METHODS The Persian equivalent of the keywords 'epilepsy' and 'seizure' were searched in the Google Play, Cafe Bazaar and IranApps app stores and the Persian language applications about epilepsy were extracted. These apps were evaluated by two trained reviewers independently using the uMARS scale and DISCERN instrument. Also apps’ prices and the number of installations were assessed. RESULTS A total of 659 applications were retrieved, 78 of which were epilepsy-related. After exclusion of non-Persian language and duplicate apps, there remained 11 relevant apps. The overall mean uMARS score was 2.8 out of 5 while six out of 11 apps (54%) scored higher than 3. The mean figures for the section-specific scores were as follows: engagement 2.2, functionality 4.0, aesthetics 3.3, and information 2.3. The overall DISCERN scores ranged from 26 to 40 out of 80, while the mean score was 34.5. The mean score of reliability was 18.5. CONCLUSIONS This study showed that the overall information quality of the epilepsy apps is poor. The most important missing characteristics of these apps include lack of functionalities for self-care, missing entry date, lack of details about additional sources and inexistence of the risks/benefits of each treatment. The findings suggest that more efforts should be made to develop evidence-based epilepsy-related apps to cover broader domains of self-care and behavioral change techniques.


2018 ◽  
Vol 4 (1) ◽  
pp. 54-65
Author(s):  
Efmi Maiyana

Android is an Open Source operating system that gives developers the freedom to develop applications, with the advantages of android operating system, will help many android-based smartphone users to be able to enjoy various applications, one application is the Android-Based Preview Application, the main purpose of this Application is assisting Muslims in reciting the necessary prayers in daily life effectively and efficiently. The type of data used is a secondary data type in which data is obtained from reference books and literature related to this case. There are several stages in making this application, namely analysis, design, work processes, and evaluation of the program model that has been produced. This android-based prayer collection app, can be used on android-based smartphones in the least 4.1 version in this application testing can run smoothly


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