scholarly journals Mobile app design for teaching and learning: Educators’ experiences in an online graduate course

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>

2018 ◽  
Vol 4 (1) ◽  
Author(s):  
Dwi Swasono Rachmad ◽  
Gabriel Firsta Adnyana

ABSTRACT One of strategic that has been carried out by several universities in Indonesia to achieve quality academic and governance services is through the use of Information and Communication Technology (ICT) in the form of the use of academic information systems that contribute to improving the reputation of universities, as well as increasing user satisfaction. Lecture activities such as teaching and learning activities (KBM), the implementation of the semester exam, lecturer meeting is a daily operational activities. Teaching and learning activities are things that have become routine, but still often happens that students forget the academic activities that become obligations either because of a schedule change or other reasons. Regular schedule changes are usually distributed by the Administration to students or lecturers manually through a notice board The use of media boards raises difficulties for students, especially for students who have off-campus activities so the use of bulletin boards to convey information about lectures and academic activities among students became less effective. Therefore, an application is needed to help the delivery of information in realtime to remind students to carry out academic activities on schedule. Target to be achieved is to provide an e-reminder application of academic activities. This application consists of 3 users, the admin to enter the information mading, user (lecturer) to determine the schedule of guidance and user (student) to display the schedule of lectures, and the payment of the lecture along with notification of the schedule reminder so it can help and provide convenience for the administration in preparing and reminding activities to be carried out so that students can see about academic information and tuition payment information in real time both to students who are inside and outside the campus. Keywords : e-reminder, academic activities, mobile app<br />ABSTRAK<br />Beberapa perguruan tinggi di Indonesia untuk mencapai pelayanan akademik dan tata kelola yang berkualitas adalah melalui pemanfaatan Teknologi Informasi dan Komunikasi (TIK) berupa penggunaan sistem informasi akademik yang berperan untuk meningkatkan reputasi perguruan tinggi, serta meningkatkan kepuasan pengguna Kegiatan belajar mengajar merupakan hal yang sudah menjadi rutinitas, namun masih seringkali terjadi mahasiswa yang lupa dengan aktifitas akademik yang menjadi kewajibannya karena adanya perubahan jadwal, ataupun hal lainnya. Perubahan jadwal regular biasanya didistribusikan oleh pihak Tata Usaha ke mahasiswa atau dosen secara manual melalui papan pengumuman. Penggunaan media papan pengumuman menimbulkan kesulitan bagi mahasiswa, terutama bagi mahasiswa yang mempunyai aktifitas di luar kampus sehingga penggunaan papan pengumuman untuk menyampaikan seputar informasi perkuliahan dan kegiatan akademik di kalangan mahasiswa menjadi kurang efektif. Aplikasi ini terdiri dari 3 pengguna, yaitu admin untuk memasukan informasi mading, user (dosen) untuk menentukan jadwal bimbingan dan user (mahasiswa) untuk menampilkan jadwal kuliah, dan pembayaran kuliah beserta notifikasi pengingat jadwal tersebut sehingga dapat membantu dan memberikan kemudahan bagi pihak tata usaha dalam menyusun serta mengingatkan kegiatan yang akan dilakukan sehingga mahasiswa dapat melihat seputar informasi akademik dan informasi pembayaran uang kuliah secara real time baik kepada mahasiswa yang berada didalam maupun diluar kampus.<br />Kata kunci : e-reminder, aktifitas akademik, aplikasi mobile


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Anteneh Ayanso ◽  
Mingshan Han ◽  
Morteza Zihayat

Purpose This paper aims to propose an automated mobile app labeling framework based on a novel app classification scheme that is aligned with users’ primary motivations for using smartphones. The study addresses the gaps in incorporating the needs of users and other context information in app classification as well as recommendation systems. Design/methodology/approach Based on a corpus of mobile app descriptions collected from Google Play store, this study applies extensive text analytics and topic modeling procedures to profile mobile apps within the categories of the classification scheme. Sufficient number of representative and labeled app descriptions are then used to train a classifier using machine learning algorithms, such as rule-based, decision tree and artificial neural network. Findings Experimental results of the classifiers show high accuracy in automatically labeling new apps based on their descriptions. The accuracy of the classification results suggests a feasible direction in facilitating app searching and retrieval in different Web-based usage environments. Research limitations/implications As a common challenge in textual data projects, the problem of data size and data quality issues exists throughout the multiple phases of experiments. Future research will extend the data collection scope in many aspects to address the issues that constrained the current experiments. Practical implications These empirical experiments demonstrate the feasibility of textual data analysis in profiling apps and user context information. This study also benefits app developers by improving app descriptions through a better understanding of user needs and context information. Finally, the classification framework can also guide practitioners in customizing products and services beyond mobile apps where context information and user needs play an important role. Social implications Given the widespread usage and applications of smartphones today, the proposed app classification framework will have broader implications to different Web-based application environments. Originality/value While there have been other classification approaches in the literature, to the best of the authors’ knowledge, this framework is the first study on building an automated app labeling framework based on primary motivations of smartphone usage.


2021 ◽  
Vol 10 (1) ◽  
pp. 29
Author(s):  
Gregorius Ericco Jansen ◽  
I Komang Ari Mogi

Currently, technological developments, especially in the field of information technology and computers, are developing very rapidly. In current conditions, the world is shocked by the presence of a deadly virus called the Covid-19 virus. Because of the virus, all human activities are disrupted and even stopped, one of which is teaching and learning activities in schools. With the development of technology like now, we can take advantage of this technology to help students in the learning process at school. Web design is an alternative way to keep the learning process going. With this distance learning process students can still learn and receive the material given.  


2021 ◽  
Vol 6 (23) ◽  
pp. 128-135
Author(s):  
Fadzilah Awang-Kanak

This article aims to communicate several teaching and learning activities that were redesigned for biology practical courses for Universiti Malaysia Sabah’s Foundation Science students during the restriction control movement (RMO) due to the Covid-19 outbreak. When RMO has been started the closure of the university campus resulted in postponed of biology practical face-to-face sessions in the laboratory. The teaching and learning activities have been guided by the Foundation Science Biology Laboratory Manual, however, during the pandemic, the delivery approach was modified using online platforms, including video-based blog or vlog, pre-recorded video, using real-time video conferencing i.e. Google Meet, Webex, scheduled online discussions via mobile apps i.e Whatsapp, Telegram, and greater utilization of Universiti Malaysia Sabah online learning platform, SmartV3UMS. The purpose of these redesigned methodologies that are presented in this paper was mainly focusing on delivering the established practical courses’ contents to achieve the intended learning outcomes. A total of 353 students registered for these practical courses. They were divided into 16 groups, with 22 or 23 students per group. All these interventions have facilitated students to sustain their access to Foundation in Science study despite the physical engagement limitation and have opened a pathway to a new normal of science education.


2020 ◽  
Author(s):  
Tehmina Gladman ◽  
Grace Tylee ◽  
Steve Gallagher ◽  
Jonathan Mair ◽  
Rebecca Grainger

BACKGROUND Mobile apps are widely used in health professions, which increases the need for simple methods to determine the quality of apps. In particular, teachers need the ability to curate high-quality mobile apps for student learning. OBJECTIVE This study aims to systematically search for and evaluate the quality of clinical skills mobile apps as learning tools. The quality of apps meeting the specified criteria was evaluated using two measures—the widely used Mobile App Rating Scale (MARS), which measures general app quality, and the Mobile App Rubric for Learning (MARuL), a recently developed instrument that measures the value of apps for student learning—to assess whether MARuL is more effective than MARS in identifying high-quality apps for learning. METHODS Two mobile app stores were systematically searched using clinical skills terms commonly found in medical education and apps meeting the criteria identified using an approach based on PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines. A total of 9 apps were identified during the screening process. The apps were rated independently by 2 reviewers using MARS and MARuL. RESULTS The intraclass correlation coefficients (ICCs) for the 2 raters using MARS and MARuL were the same (MARS ICC [two-way]=0.68; <i>P</i>&lt;.001 and MARuL ICC [two-way]=0.68; <i>P</i>&lt;.001). Of the 9 apps, Geeky Medics-OSCE revision (MARS Android=3.74; MARS iOS=3.68; MARuL Android=75; and MARuL iOS=73) and OSCE PASS: Medical Revision (MARS Android=3.79; MARS iOS=3.71; MARuL Android=69; and MARuL iOS=73) scored highly on both measures of app quality and for both Android and iOS. Both measures also showed agreement for the lowest rated app, Patient Education Institute (MARS Android=2.21; MARS iOS=2.11; MARuL Android=18; and MARuL iOS=21.5), which had the lowest scores in all categories except information (MARS) and professional (MARuL) in both operating systems. MARS and MARuL were both able to differentiate between the highest and lowest quality apps; however, MARuL was better able to differentiate apps based on teaching and learning quality. CONCLUSIONS This systematic search and rating of clinical skills apps for learning found that the quality of apps was highly variable. However, 2 apps—Geeky Medics-OSCE revision and OSCE PASS: Medical Revision—rated highly for both versions and with both quality measures. MARS and MARuL showed similar abilities to differentiate the quality of the 9 apps. However, MARuL’s incorporation of teaching and learning elements as part of a multidimensional measure of quality may make it more appropriate for use with apps focused on teaching and learning, whereas MARS’s more general rating of quality may be more appropriate for health apps targeting a general health audience. Ratings of the 9 apps by both measures also highlighted the variable quality of clinical skills mobile apps for learning. CLINICALTRIAL


2021 ◽  
Vol 8 (2) ◽  
pp. 156
Author(s):  
Herlambang Brawijaya ◽  
Samudi Samudi ◽  
Slamet Widodo

Abstrak: Teknologi modern semakin pesat perkembangannya, sebagai masyarakat kita dapat merasakan hal positif dari perkembangan teknologi modern, salah satunya adalah internet. Memanfaatkan internet dengan hal positif dapat mempermudah kegiatan masyarakat, seperti dalam bidang pendidikan salah satunya adalah kegiatan belajar mengajar. Dengan adanya kegiatan belajar mengajar dapat menambah wawasan dan ilmu pengetahuan bagi masyarakat, akan tetapi terkadang pelajar bahkan pengajar yang melaksanakan kegiatan belajar mengajar tersebut terlalu terkekang oleh waktu dan peraturan yang berlaku pada tempat belajarnya. Hasil permasalahan yang penulis dapatkan pada kegiatan belajar mengajar konvensional adalah diharuskannya meluangkan waktu untuk pergi ke tempat belajar dan juga ditentukan durasi belajar mengajarnya bahkan diadakan peraturan yang terkadang membuat peserta sampai pengajar tidak nyaman dengan peraturan tersebut. Oleh karena itu penulis tertarik untuk menyelesaikan permasalahan tersebut dengan membuat sistem informasi pembelajaran (e-learning) dengan metode learner-led learning berbasis web yang dapat diakses dimanapun dan kapanpun tanpa mengeluarkan biaya dan tidak terkekang oleh waktu. Penelitian ini diharapkan dapat membantu dalam proses belajar mengajar dengan nyaman. Website ini juga menyediakan fasilitas seperti materi yang bersifat video dan artikel yang bertujuan bagi pelajar yang lebih nyaman belajar dengan video interaktif dan juga tersedia fasilitas sertifikat sebagai bukti bahwa pelajar telah berhasil dalam menyelesaikan soal dari materi yang dipelajarinya.   Kata kunci: pelajar, pembelajaran daring, pengajar, sistem pembelajaran, website   Abstract: Modern technology is growing rapidly, as a society we can feel positive things from the development of modern technology, one of which is the internet. Using the internet with positive things can facilitate community activities, such as in the field of education, one of which is teaching and learning activities. With teaching and learning activities, it can add insight and knowledge to the community, but sometimes students and even teachers who carry out teaching and learning activities are too constrained by time and the regulations that apply to the place of study. The results of the problems that the authors get in conventional teaching and learning activities are that they are required to take the time to go to the place of study and also determine the duration of teaching and learning and even make regulations that sometimes make participants until the teacher is not comfortable with these rules. Therefore, the authors are interested in solving these problems by creating a learning information system (e-learning) with a web-based learner-led learning method that can be accessed anywhere and anytime without incurring costs and not being constrained by time. This research is expected to help in the teaching and learning process comfortably. This website also provides facilities such as video materials and articles aimed at making students more comfortable learning with interactive videos and certificate facilities are also available as evidence that students have succeeded in solving problems from the material they have studied.   Keywords: e-learning, learning system, student; teacher, website


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.


Author(s):  
Ivo Damyanov ◽  
Nikolay Tsankov

<span>The use of mobile devices is increasing in daily learning activities, providing single-person use combined with interactive learning materials, simulations, voice recognition and educational games. Mobile app stores bring to learners a large amount of mobile applications, but their value and effectiveness to support these learning activities is far from being adequately studied.</span><br /><span>In this paper, we present our recent study related to the opportunities for smart devices to be used in school education, outlining the main obstacles and challenges. The subject of the research is students' interest in the use of multimedia mobile devices for educational purposes. The aim of the study is to establish the main determinants for the complete and purposeful application of smart devices in school education.</span>


Author(s):  
Julie Prescott ◽  
Pippa Iliff ◽  
Daniel J. T. Edmondson ◽  
Duncan Cross

This chapter considers how technology can enhance teaching and learning through technology within the higher education setting. The chapter considers findings and draws conclusions from a recent project conducted by the authors involved in this technologically innovative project. In particular this chapter aims to consider how mobile apps can be beneficial for learning and education purposes, consider the pedagogic value of technology use within higher education (HE), look at how students can be co-creators in their own learning, and provide an overview of the mobile app and the research findings that it was developed from. The chapter will also take into consideration the challenges associated with developing and implementing a technological intervention in HE.


Author(s):  
Zulfiqar Ali ◽  
Aiman M Ayyal Awwad ◽  
Wolfgang Slany

<p class="0abstract">The rapid advancement of mobile computing technology and the rising usage of mobile apps made our daily life more productive. The mobile app should operate all the time bug-free in order to improve user satisfaction and offers great business value to the end user. At the same time, smartphones are full of special features that make testing of apps more challenging. Actually, the quality is a must for successful applications and it cannot be achieved without testing and verification. In this paper, we present the Behavior Driven Development (BDD) methodology and Cucumber framework to automate regression testing of Android apps. Particularly, the proposed methods use the visual programming language for smartphones (Catrobat) as a reference. The Catrobat program scripts communicate via a broadcast mechanism. The objective is to test the broadcast mechanism from different angles and track regression errors as well as specify and diagnose bugs with the help of executable specifications. The results show that the methods are able to effectively reveal deficiencies in the broadcast mechanism, and ensure that the app matches all expectations and needs of end users.</p>


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