scholarly journals Block-Based Development of a Mobile Application in Basic Electrical Concept for Diploma in Electrical Engineering Student

Author(s):  
Marriatyi Morsin ◽  
◽  
Halizah Ali ◽  

Electrical Technology is one of the main courses for Diploma in Electrical Engineering students in Politeknik Malaysia. The subject has been delivered conventionally; however, due to the Covid-19 pandemic, relatively it has changed the landscape in delivery method. Regarding this problem, an innovation by using an online learning application such as mobile applications is a must. There are many mobile applications provided in the Google Playstore; however, the function is either limited to one function for each mobile application or too complicated for diploma students. This paper presents the block-based programming language used in App Inventor to make the creation of mobile apps for basic electrical concepts for electrical engineering students in Politeknik namely My ReSist. This app is used to convert the resistance color codes to resistance values and calculate the total resistance in the circuit as well as to do Star-Delta transformations. Results showed that this mobile application is useful for students to solve basic electrical concept including total resistance in series and parallel circuit. It is proved that this app is user-friendly and attractive.

2021 ◽  
Author(s):  
Stephanie Maria Jansen-Kosterink ◽  
Marian Hurmuz ◽  
Marjolein den Ouden ◽  
Lex van Velsen

UNSTRUCTURED Background: eHealth applications have been recognized as a valuable tool to reduce COVID-19’s effective reproduction number. In this paper, we report on an online survey among Dutch citizens with the goal to identify antecedents of acceptance of a mobile application for COVID-19 symptom recognition and monitoring, and a mobile application for contact tracing. Methods: Next to the demographics, the online survey contained questions focussing on perceived health, fear of COVID-19 and intention to use. We used snowball sampling via posts on social media and personal connections. To identify antecedents of acceptance of the two mobile applications we conducted multiple linear regression analyses. Results: In total, 238 Dutch adults completed the survey. Almost 60% of the responders were female and the average age was 45.6 years (SD±17.4). For the symptom app, the final model included the predictors age, attitude towards technology and fear of COVID-19. The model had an R2 of 0.141. The final model for the tracing app included the same predictors and had an R2 of 0.156. The main reason to use both mobile applications was to control the spread of the COVID-19 virus. Concerns about privacy was mentioned as the main reason not to use the mobile applications. Conclusion: Age, attitude towards technology and fear of COVID-19 are important predictors of the acceptance of COVID-19 mobile applications for symptom recognition and monitoring and for contact tracing. These predictors should be taken into account during the development and implementation of these mobile applications to secure acceptance. Discussion: Age, attitude towards technology and fear of COVID-19 are important predictors of the acceptance of COVID-19 mobile applications for symptom recognition and monitoring and for contact tracing. These predictors should be taken into account during the development and implementation of these mobile applications to secure acceptance. Age, attitude towards technology and fear of COVID-19 are important predictors of the acceptance of COVID-19 mobile applications for symptom recognition and monitoring and for contact tracing. These predictors should be taken into account during the development and implementation of these mobile applications to secure acceptance.


2019 ◽  
Vol 892 ◽  
pp. 79-87
Author(s):  
Carolyne Alphonsus Tommy ◽  
Jacey Lynn Minoi ◽  
Chin Saw Sian

This paper presents the fun and engagement elements, and the assessment methods of these two elements for children. Fun to children is something they do that is amusing or enjoyable. Engagement refers to how a child shares a positive connection to peers or activities. Both of these elements could be an important factor to support and strengthen learning among children. We employed the Again-again table and the Adaptive Behaviour Scale [24] from Bayley-III to measure and to assess fun and engagement, particularly in educational mobile apps for children with speech delay. A local prototype of speech therapy mobile application was used in the experiment, and the results have shown that both fun and engagement are correlated.


Retos ◽  
2019 ◽  
pp. 52-57 ◽  
Author(s):  
Inmaculada Aznar Díaz ◽  
María Pilar Cáceres Reche ◽  
Juan Manuel Trujillo Torres ◽  
José María Romero Rodríguez

El uso de aplicaciones (apps) móviles en la práctica deportiva se ha convertido en algo habitual. Cada vez es más común ver a personas practicando deporte mientras utiliza su dispositivo móvil para medir su rendimiento o simplemente por el hecho de estar usando una app lúdica que requiere el desplazamiento. Por tanto, debido a la relevancia de la temática, en este estudio se propuso como objetivo analizar el efecto de las aplicaciones móviles en la actividad física a partir de la revisión de las investigaciones indexadas en las bases de datos Scopus y PubMed (2013-2018). La metodología utilizada ha sido una revisión sistemática con meta-análisis, poniendo el foco de interés concretamente en cinco variables de análisis en base a estudios previos: muestra, aplicación móvil, diseño metodológico, instrumentos de recogida de datos y principales hallazgos. La muestra se compuso por investigaciones de carácter empírico con mínimo de un grupo experimental y otro control (n = 18). Entre los resultados, se constata la variabilidad de apps utilizadas en la actividad física, así como el efecto estadísticamente significativo a favor del grupo experimental. Finalmente, los dispositivos móviles son un potente recurso para la mejora y aumento de la práctica deportiva, al mismo tiempo que se establecen nuevos componentes motivacionales para realizar deporte y sus implicaciones en la enseñanza de la educación física.Abstract. The use of mobile applications (apps) in sports has become common practice. It is increasingly common to see people practicing sports while using their mobile device to measure their performance or simply because they are using a playful app that requires movement. Therefore, due to the relevance of the subject, this study aimed to analyse the effect of mobile applications on physical activity from the review of the research indexed in the Scopus and PubMed databases (2013-2018). The methodology used was a systematic review with meta-analysis, placing the focus of interest specifically on five analysis variables based on previous studies: sample, mobile application, methodological design, data collection instruments, and main findings. The sample was composed of empirical research papers with at least one experimental group and another control (n = 18). Among the results, the variability of apps used in physical activity is verified, as well as the statistically significant effect in favour of the experimental group. Finally, mobile devices are a powerful resource for the improvement and increase of sports practice, while establishing new motivational components for sports and their implications in the teaching of physical education.


2019 ◽  
Vol 37 (1) ◽  
pp. 49-66 ◽  
Author(s):  
Ali Mansouri ◽  
Nooshin Soleymani Asl

PurposeThis study aims to investigate the essential components needed to develop a practical mobile application for providing library services to its users.Design/methodology/approachThe study was conducted in a descriptive-survey format. The statistical population constituted the libraries worldwide using mobile applications to provide library services to the users of academic and public libraries. The data were collected through the content-analysis method, World Wide Web and checklists.FindingsIt was found that services such as search, ask a librarian, database, renew, circulation and library hours were frequently used at academic libraries, while the services of search, search through barcode scanners and database were mostly common at public libraries. According to the users of academic and public libraries, circulation and renew, search, ask a librarian and library hours were considered as the most essential services to be included in library mobile applications.Practical implicationsMost libraries usually use mobile apps subjectively. Thus, it is important to identify the most important components of their usage and present them in a suitable pattern. The findings of this study identified the most important components in the design and development of mobile apps and proposed the right model for their integration into libraries.Originality/valueThe practical mobile application proposed here for library services is applicable to all types of libraries and provides an appropriate pattern for mobile application designers.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Edmund Wut ◽  
Peggy Ng ◽  
Ka Shing Wilson Leung ◽  
Daisy Lee

Purpose This study aims to investigate whether gamified elements affect the use behaviour of young people (between age 12 and 25 years) on consumption-related mobile applications. Design/methodology/approach A survey was conducted on 151 young people between the ages of 12 and 25 years. Findings The results showed that use behaviour on consumption mobile applications was affected by gamification. Behavioural intention to use was affected by the performance expectancy (PE) and effort expectancy (EE) of mobile application designs. Mobile applications characteristics do not affect behavioural intention to use mobile applications but through the mediator mobile application designs. Research limitations/implications This study also proposes mechanisms that explain how mobile apps characteristics affect EE and PE through app designs. Use behaviour is affected by Gamification elements. Affective need and social need link up uses and gratification (U&G) theory and unified theory of acceptance and use of technology (UTAUT)in gamification context. This study confirms the affective need affecting behavioural intention (Thongsri et al., 2018). In this regard, the mechanism between the relationship of affective need and behavioural intention was showed. Affective need through both PE and EE influencing behavioural intention. Practical implications Corporations should consider adding gamified elements into consumption-related mobile apps to increasing usage behaviour. Lucky draws, quizzes and games could be built in for mobile apps. Mobile app designs and characteristics could improve user experience by allowing consumers to perform their search and buying processes easily. Mobile app designs will not directly influence “behavioral intention to use” but use behaviour. Social implications Practitioners need to look at the problem from technological and customer perspectives. From technological viewpoint, both mobile apps characteristics and design are important in affecting user behaviour. From customer’s perspective, it would be helpful to add gaming elements to the mobile apps and induce emotion. One may also use visual image to create an immersive experience on the development of storyline. Prospective customers might focus on what is going on in the story and pay less attention on its own logic. Thus, simply lucky draw might not have a true effect since player have its own belief working. A suitable story element could have positive effect on mobile apps use behaviour. Originality/value This study is one of the first to examine the association between gamification and use behaviour on consumption-related mobile applications. A new framework was proposed by integrating UTAUT model and U&G theory.


2017 ◽  
Vol 2017 ◽  
pp. 1-9 ◽  
Author(s):  
Konglin Zhu ◽  
Zexuan Liu ◽  
Lin Zhang ◽  
Xinyu Gu

Explosive mobile applications (Apps) are proliferating with the popularity of mobile devices (e.g., smartphones, tablets). These Apps are developed to satisfy different function needs of users. Majority of existing App Stores have difficulty in recommending proper Apps for users. Therefore, it is of significance to recommend mobile Apps for users according to personal preference and various constraints of mobile devices (e.g., battery power). In this paper, we propose a mobile App recommendation framework by incorporating different requirements from users. We exploit modern portfolio theory (MPT) to combine the popularity of mobile Apps, personal preference, and mobile device constraints for mobile App recommendation. Based on this framework, we discuss the recommendation approaches by constraints of phone power and limited mobile data plan. Extensive evaluations show that the proposed mobile App recommendation framework can well adapt to power and network data plan constraints. It satisfies the user App preference and mobile device constraints.


Author(s):  
Marina Sala-González ◽  
Virtudes Pérez-Jover ◽  
Mercedes Guilabert ◽  
José Joaquín Mira

(1) Background: The physical and psychological consequences suffered by informal caregivers have been extensively studied. MHealth solutions appear to be an opportunity to help overcome the caregiver burden. The objective of this study was to evaluate available mobile applications for informal caregivers of people who are ill and to determine whether these mobile applications were developed considering the needs of caregiver users. (2) Methods: A systematic review was carried out using the MEDLINE, ProQuest, and Scopus databases. The information about mobile applications for informal caregivers was analyzed. This review examined studies published between January 2011 and July 2020 in English. The data extracted from each paper included the development of the mobile application, if that application was assessed considering the caregivers’ needs, functions of the mobile application, measures for evaluating caregivers’ needs, measures for evaluating the effectiveness of the mobile application, and the main results obtained. (3) Results: Eleven studies fulfilled the inclusion criteria. The most common functions of the apps were summaries with information about the person they care for, educational information, resources and services for caregivers, solutions to common problems during care, and questionnaires to assess caregivers’ well-being. Most of these studies assessed caregivers’ needs before designing mobile applications to adapt them to the needs of their users. (4) Conclusions: Mobile applications for caregivers appear to provide solutions for them. Moreover, the effectiveness of these apps will depend largely on whether their characteristics match users’ needs. Current studies have shown the poor quality of evidence.


Author(s):  
Keith Lawson

Memory institutions want mobile apps to be able to connect items in their collections or specific historical events to specific geographic locations. They also want mobile apps to be able to mediate tours extending across a series of related locations, and to create an experience of community for users. Using a range of research from tourism studies, game studies, and mobile interface theory, this paper assesses these goals and concludes that mobile applications are extremely well suited to connect user, place, and historical event or object. Les institutions mémorielles ont besoin d’applications mobiles capables de connecter entre eux des articles de leurs collections ou des événements historiques particuliers à des zones géographiques spécifiques. Ils ont aussi besoin d’applications mobiles capables de servir de médiateurs de visites s’étendant à une série d'emplacements connexes, et de générer l’expérience d’une communauté pour les utilisateurs. En utilisant un éventail de recherches puisées parmi des études sur le tourisme, des études sur le jeu, et la théorie de l'interface mobile, cet article évalue ces objectifs et conclut que les applications mobiles sont extrêmement bien adaptées pour connecter l'utilisateur, le lieu et l’événement ou un objet historique.


Author(s):  
Valentyna Fastovets

Problem. The subject of the study is an interactive mobile application in Java. To perform this work, the following tasks were set: analysis of programming environments and languages of development;  analysis of methods for developing the logic and interface of the mobile application; development of an interactive mobile application in Java. Goal. The aim of the work is to develop a mobile application for learning a foreign language for the Android operating system, whose interface and logic will be modern, user-friendly and accessible to users. Methodology. The general concept of a mobile application for learning a foreign language is as follows: learning a foreign language offline, versatile learning (words, grammar), the presence of a motivational unit, simple design. The object of research is the process of building an interactive mobile application in Java for the Android operating system. In the course of the work, a study of programming languages and environments for the development of mobile applications was conducted. Programming languages such as: Java, C ++, C # were considered. Programming environments such as Android Studio, NetBeans and Eclipse were also analyzed. As a result, the Java programming language and Android Studio programming environment were chosen for the development of the mobile application. Two types of markup were selected: LinearLayout; ConstraintLayout. Results. The mobile application for learning a foreign language for the Android operating system was developed in Android Studio in two programming languages: Java (logic) and XML (interface). The aim to provide the application with modern interface and logic, to make it user-friendly and accessible to users was completed. Originality. Contribution has been made to the field of using smartphones for learning foreign languages. The sphere of using smartphones has been expanded with the use of all modern trends to the creation of mobile applications for learning foreign languages. Practicalvalue. Considering that the number of potential users will only increase in the nearest future, the developed mobile application for learning a foreign language is an ideal platform for educating those who want to develop and learn foreign languages for themselves, as well as for work, communication and travel.


This paper proposes a usability measurement forevaluating mobile applications. The measurement incorporates usability viewpoint of both, usability specialist and non-usability expert. The resulting usability measurements were validated through a survey of 113 industrial practitioners in Malaysia. Cronbach alpha of .952 reveals that the survey response is consistent and reliable. Hypothesis testing using a Chi-square goodness of fit indicates that the usability measurements were significantly feasible for real practice with p<.000.Mobile usability studies previously conceptualised usability from HCI perspective (e.g. usability attribute and heuristics), constraints and limitations of mobile devices. On the contrary, this paper characterise usability by integrating design features of mobile application through usability features, and quality attributes through usability criteria, in conceptualising apps usability dimension.


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