scholarly journals Design and Development of a Self-Diagnostic Mobile Application for Learning Progress in Non-Face-to-Face Practice Learning

2021 ◽  
Vol 11 (22) ◽  
pp. 10816
Author(s):  
Semin Kim ◽  
Hyung-Jin Mun

Due to COVID-19, non-F2F (non-face-to-face) learning is being conducted in educational sites around the world. Unlike theoretical subjects, which have a variety of applicable non-F2F learning content, in practical subjects, learners may undergo many difficulties due to many learning activities. Therefore, this research tries to design and develop a mobile application that allows learners to perform a self-diagnostic on their learning progress. In this research, we conducted a mobile application usability evaluation for 36 students who participated in non-F2F Arduino practice learning. To this end, we applied the ADDIE (Analysis, Design, Development, Implement, and Evaluation) model to develop a self-diagnostic mobile application for students’ learning progress according to the learning content. The research tool modified and distributed the question item appropriate for this subject’s study for the mobile usability evaluation that was used in the previous study. This research applied the ADDIE model to analyze the characteristics of students and learning contents, including designed learning contents, database, menu structure, developed learning contents, and mobile application. After using this in non-F2F practice learning for 15 weeks, a mobile application usability evaluation was conducted. As a result of the study, due to receiving usability scores between 3.53 and 4.42, it was found that the learning progress self-diagnostic in non-F2F practice learning was essential and that mobile applications were useful in non-F2F practice learning. Additionally, 33 out of 36 students responded that it would be useful for their learning if they actively used it in other subjects as well. We have found that leveraging self-diagnostic mobile applications through the mobile application usability evaluation tool can be useful for non-F2F practice learning. Additionally, it is expected to be useful for non-F2F practice learning if additional research is conducted on other factors as well such as teaching presence, online learning engagement, and learning flow in the future.

Author(s):  
Azham Hussain ◽  
Ahlam Mohamed Omar

The usability of the mobile applications is the most important factor in developing, so the key to develop successful mobile applications is usability, especially for users have specific needs such as visually impaired. However, developers do not focus on visually impaired users. Moreover, there are limited studies and usability evaluation models for mobile applications for visually impaired so developers use just a modified usability evaluation methods which are not enough and useful to evaluate mobile applications for visually impaired, or they use general usability evaluation models. Therefore, using these methods or models is difficult for evaluator and not useful for visually impaired users. This study conducts Systematic Literature Review (SLR) to identify usability dimensions that help mobile applications developers and evaluators to evaluate mobile application for users which have moderate and severe visual impairment. The result shows that, six dimensions that have a significant impact on moderate and severe visually impaired users' satisfaction, who use mobile applications. These dimensions namely efficiency, effectiveness, satisfaction, errors, accessibility and understandability.


2021 ◽  
Vol 56 (5) ◽  
pp. 433-441
Author(s):  
Ahlam Mohamed Elmghirbia ◽  
Azham Hussain ◽  
Nur Hani Zulkifli

This paper aims to discuss the usability evaluation model for mobile applications used by low vision users. Low vision users have difficulties using mobile applications due to limited view, bright sunshine, small text, and other reasons. This type of user uses mobile applications designed for users with normal vision, and they have many difficulties in reading, accessing, and understanding. Therefore, this paper provides a mobile application usability evaluation model for this type of user, and the proposed model includes usability measures that fulfill their usability requirements. This study employed a systematic review of previous research on good practices and requirements for low vision users to use mobile applications. Also, the new model was evaluated by the domain experts through a focus group session. This model aims to support the development of a mobile application that low vision users can use, which has not been supported in previous studies since it guides mobile application developers to develop mobile applications that fulfill low vision users' usability requirements. It also helps to identify usability problems in the current mobile applications for this type of user. This study will benefit low vision people in using mobile applications effectively, easily, and comfortably.


2016 ◽  
Vol 78 (4-3) ◽  
Author(s):  
Shelena Soosay Nathan ◽  
Nor Laily Hashim ◽  
Azham Hussain

Usability is an important attribute that need more concentration in determining the production of a successful mobile application. Currently mobile applications for the deaf has increased tremendously with the increase of the usage of mobile phones. However, usability evaluation model that best suits the evaluation for mobile application for the deaf is rather very general. Usability of the mobile application for the deaf is very limited that makes the evaluation more challenging and difficult. This study reviews the current usability models provide guidelines and usability dimensions used by researchers and discuss the trend for future evaluation of mobile applications for deaf. Result shows that usability for mobile application for the deaf are limited. This study helps mobile developers and evaluators in evaluating mobile application for the deaf.


Author(s):  
Sica Septyenthi ◽  
Aprizal Lukman ◽  
Upik Yelianti

Vocational high school consists of face-to-face learning and dual education system. Learning and dual education system may be either industrial work practices held for 3 or 6 months.During dual education system students can not attend face-to-face learning teaching material that students need to be able to learn independently. Specifically, learning science that students need to learn about the environment and its benefits for students.The purpose of this research is to develop instructional materials in the form of science module which helps students to learn independently and determine the response of vocational students to the science learning modules. Modules developed based entrepreneurship and contextual material with real life needs or students. The material presented is structured to support student entrepreneurship in order to be fit for purpose namely vocational work. This module development research design using the design development of Richey and Klein with Dick and Carey model for the development phase of the module material. Results of test responses of teachers and students concluded that the module gets a very good response, interesting and appropriate to the needs of students. Then the module materials can help students cultivate skills become entrepreneurs.


2021 ◽  
Vol 1 (2) ◽  
pp. 23-29
Author(s):  
Muhammad Makki ◽  
Dyah Indraswati ◽  
Muhammad Erfan ◽  
Aisa Nikmah Rahmatih ◽  
Vivi Rachmatul Hidayati

The Covid-19 pandemic has led to policies that make teachers and students have to adapt the face-to-face learning model to online learning. The teacher of SD N 2 Cakranegara admits that there are limitations to the variety of audio-visual learning media used. The teachers also don't know and have never tried to develop game games with learning content, even though Android-based games are very possible to be developed and accessed portable on smartphones, the majority of which are already owned by teachers and students. The provision of workshops and assistance in making Android-based educational games for SD N 2 Cakranegara teachers aims to improve skills in creating and developing learning media in the form of educational games and maximizing the use of smartphones. The targeted output in this service activity is the existence of educational games that are ready to be used for the online learning process through appsgeyser.com and quickappninja.com.  


Author(s):  
Bo Xing

Massive open online courses (MOOCs), also known as kind of free and accessible online education environment, have been deeply appeals to people and broadly covered in different medium. Nowadays, it seems MOOCs are everywhere. Originally, MOOCs are designed to offer learning content to the participants who do not have an adequate educational infrastructure, or where cost has become a barrier to educational access. However, as the MOOCs become more popular, an important question need to be asked: how do traditional face-to-face learning students benefit from MOOC environments as well? This chapter introduces MOOCs as an assistant platform to rebuild the course structure in order to tie education more closely to work. The major advantage of this hybrid teaching and learning model is that it is flexible as it allows students to work through materials at their own pace and at a time that is most convenient to them. Although the successful integration of such different teaching and learning modalities is a big challenge, the presented case study and the preliminary experimental results demonstrated the effectiveness of the proposed hybrid methodology.


2015 ◽  
Vol 7 (3) ◽  
pp. 42-54 ◽  
Author(s):  
Corey Jackson ◽  
Yun Huang ◽  
Abby S. Kasowitz-Scheer

This study describes new features for a mobile application designed to initiate face-to-face communication. While many mobile applications are designed to facilitate digitally mediated relationships (e.g., Facebook, Twitter) between previously known parties, systems focused on initiating face-to-face communication are less popular. The authors' mobile application takes inspiration from a Human Library event where participants come together to share stories with previously unknown persons. Through survey and interviews the authors describe new features of a mobile application to mediate face-to-face meetups. In the next phase of research the authors plan to implement those features and conduct additional user studies on our mobile application with the goal of increasing adoption.


AL MURABBI ◽  
2020 ◽  
Vol 6 (1) ◽  
pp. 58-70
Author(s):  
Dani Cahyani Rahayu ◽  
Abdulloh Hamid ◽  
Mohammad Salehuddin ◽  
Winarto Eka Wahyudi

This study aims to develop a blended learning-based e modulon the hadith material about intentions at the madrasah ibtidaiyah or elementary education level. This study uses the research and development method (Research and Development) with the ADDIE or Analyze development model, Design, Development, Implementation, and Evaluate. The moduldeveloped is made using the Kvisoft Flipbook Maker application and published in Html format, which can be accessed via the internet network. The developed blended learningcombines face-to-face learning and distance learning as the learning process occurs, especially during the pandemic and the new normal. E modulis used as a companion to teaching materials that can stimulate students to study independently due to the parents' busyness or the teacher's distance, which makes the obligation to study independently echoed together with the independent campaign in learning. The validity and response tests carried out 85% agreed with the use of e moduland the pretest and posttest test of students' learning outcomes also showed the effectiveness of using the blended learning-based e modulwith an average of 87 out of 20 students who became respondents.


2020 ◽  
Vol 1 (3) ◽  
pp. 88-102
Author(s):  
Fajar Fathurahman

This study aims to produce software in the Qibla Direction Determination that is created using a web-based application and can be accessed optimally via an android based-cellular phone. This research uses the Research and Development method by adapting the ADDIE development model which consists of five (5) stages, namely Analysis, Design, Development, Implementation, and Evaluation. This Research was conducted on technical staff at the office in the Ministry of Religion of Kepulauan Seribu Region. The result of this research trial found that the media that had been developed were suitable for use and made the training process and also its applications easier and more affordable. The results of this study indicate that the use of mobile applications in the Qibla Direction Guide Service Training that is applied with the blended learning model can improve participants' understanding of the concept of calculation Qibla Direction Determination that can be applied interactively, collaboratively and also integratively between science and technology.


2016 ◽  
pp. 1572-1584
Author(s):  
Corey Jackson ◽  
Yun Huang ◽  
Abby S. Kasowitz-Scheer

This study describes new features for a mobile application designed to initiate face-to-face communication. While many mobile applications are designed to facilitate digitally mediated relationships (e.g., Facebook, Twitter) between previously known parties, systems focused on initiating face-to-face communication are less popular. The authors' mobile application takes inspiration from a Human Library event where participants come together to share stories with previously unknown persons. Through survey and interviews the authors describe new features of a mobile application to mediate face-to-face meetups. In the next phase of research the authors plan to implement those features and conduct additional user studies on our mobile application with the goal of increasing adoption.


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