scholarly journals The Development of an Educational Outdoor Adventure Mobile App

2020 ◽  
Vol 10 (12) ◽  
pp. 382
Author(s):  
Vyron Ignatios Michalakis ◽  
Michail Vaitis ◽  
Aikaterini Klonari

This article focuses on the development of an educational outdoor adventure mobile app while presenting findings that were derived from various case studies that we conducted using it. The mobile application, called RouteQuizer, is complemented by a web application and a database, forming a system that enables teachers to create educational treasure hunt activities for their students and monitor their performance. The aim of the research was to create a system that would exploit all possible Outdoor Adventure Education (OAE) and treasure hunt benefits while excluding possible smartphone use negative consequences. The development of the system took place in Greece and began in December 2017, by conducting a nation-wide research examining Greek secondary teachers’ Information and Communication Technology (ICT) literacy and perceptions on smartphone use and outdoor activities. By June 2018, 700 questionnaires were collected. In order to test the system, in March 2018, we conducted a pilot case study in Lesvos island Greece and between July 2018 and February 2020, we conducted four additional case studies and a teacher training program, all of which took place in Lesvos island Greece. During the development process of the mobile application, we focused on the participatory aspect of the process, paying special attention to the teacher and student evaluation during the design and prototyping phases. Considering that the system is educational we research whether the mobile application provided effective learning outcomes and whether it benefited students’ social and physical skills. The results that we collected suggest that the mobile application is an effective learning tool while mobile learning and treasure hunt benefits have been repeatedly confirmed during the case studies. Greek teachers and students also proved to be capable smartphone and computer users, and reported being willing to participate in similar activities in the future.

2021 ◽  
Vol 9 (1) ◽  
pp. 11-28
Author(s):  
Hui Hui Wang

The most popular video website YouTube has about 2 billion users worldwide who speak and understand different languages. Subtitles are essential for the users to get the message from the video. However, not all video owners provide subtitles for their videos. It causes the potential audiences to have difficulties in understanding the video content. Thus, this study proposed a speech recorder and translator to solve this problem. The general concept of this study was to combine Automatic Speech Recognition (ASR) and translation technologies to recognize the video content and translate it into other languages. This paper compared and discussed three different ASR technologies. They are Google Cloud Speech-to-Text, Limecraft Transcriber, and VoxSigma. Finally, the proposed system used Google Cloud Speech-to-Text because it supports more languages than Limecraft Transcriber and VoxSigma. Besides, it was more flexible to use with Google Cloud Translation. This paper also consisted of a questionnaire about the crucial features of the speech recorder and translator. There was a total of 19 university students participated in the questionnaire. Most of the respondents stated that high translation accuracy is vital for the proposed system. This paper also discussed a related work of speech recorder and translator. It was a study that compared speech recognition between ordinary voice and speech impaired voice. It used a mobile application to record acoustic voice input. Compared to the existing mobile App, this project proposed a web application. It was a different and new study, especially in terms of development and user experience. Finally, this project developed the proposed system successfully. The results showed that Google Cloud Speech-to-Text and Translation were reliable to use in video translation. However, it could not recognize the speech when the background music was too loud. Besides, it had a problem of direct translation, which was challenging. Thus, future research may need a custom trained model. In conclusion, the proposed system in this project was to contribute a new idea of a web application to solve the language barrier on the video watching platform.


2013 ◽  
Vol 4 (2) ◽  
pp. 69-73
Author(s):  
Seng Hansun

Mobile operating system market shares always grow from year to year. The issue to make a mobile application in an easy, fast, and reliable way had arisen. Therefore, many UI framework to create mobile web application have been introduced, one of them is jQuery Mobile. jQuery Mobile with its’ ‘write less, do more’ slogan become popular among web mobile developers. In this paper, the author tries to build a stand-alone mobile application using jQuery Mobile as a prototype of Universitas Multimedia Nusantara mobile application. It can be concluded that jQuery Mobile can be used to make a simple application in a fast and rapid changing environment. Kata kunci—jQuery Mobile, web mobile app, HTML, CSS, JavaScript


2021 ◽  
Vol 80 (Suppl 1) ◽  
pp. 1021.1-1021
Author(s):  
L. Beyaztaş ◽  
E. Tonga

Background:Mobile health applications are frequently used to increase exercise adherence in patients with musculoskeletal problems. However, the usability of these health mobile applications mostly has not been proven. In our previous study, the usability of the mobile app, which includes postural correction and neck spinal stabilization exercises, has been proven. (M.U-NeckExercise application)Objectives:The aim of this study is to evaluate the effectiveness of the mobile application-based home exercise program for patients with chronic neck pain.Methods:60 people with chronic neck pain were participated in the our study. They were randomized into two groups. The first group (n:30) received home exercises via the novel mobile app, and the second group (n:30) received the same home exercises via the brochure. The exercise program consisted of neck and thoracic postural correction and neck spinal stabilization exercises. Participants has been requested to do the exercises 3 days in a week for 6 weeks. Participants’ pain levels were assessed by using the Visual Analogue Scale (VAS), their neck-related functional limitations were evaluated by Neck Pain and Disability Index (BADI). Exercise adherence was meausered with a ratio of total participated sessions compared with the target defined by patient activation monitor and exercise adherance questionnaire. Targeted participation were %60 of total sessions.Results:In both groups, the improvement in VAS and BADI scores was statistically significant (p<0.05). It was found that the pain parameters of VAS score decreased statistically more in the mobile application-based exercise group (p<0.05). While there was no statistically significant difference between the groups in the BADI score, the effect size results was higher in the mobile app group (effect size= 0.411). Our exercise commitment target in the mobile app group was an average of 10.5 sessions. The target session number has been reached 11.25 sessions.Conclusion:It has been observed that the mobile application-based exercise program is effective in reducing pain and increasing exercise adherence in people with chronic neck pain. The findings support M.U-NeckExercise-App could be recommended to health professionals for exercise prescription in patients with cronic neck pain.References:[1]Tonga E, Can M, Polat MG (2019). ”SAT0730-HPR development and design of smartphone application for postural alignment of cervical and thoracic spine for young adults.” Annals of the Rheumatic Diseases, 78,2.[2]Voth, E. C., Oelke, N. D., & Jung, M. E. (2016). A theory-based exercise app to enhance exercise adherence: a pilot study. JMIR mHealth and uHealth, 4(2), e62.VariableGroupX±SSzpPost-Exercise VAS Value (0-10 cm)Mobile app2,90±2,04-3,272**0,001Brochure4,63±1,69Post-Exercise BADI ValueMobile app38,86±12,380,0310,861Brochure32,23±12,35Disclosure of Interests:None declared


Author(s):  
Parasuram Krishnamoorthy ◽  
Andriy Vengrenyuk ◽  
Brian Wasielewski ◽  
Nitin Barman ◽  
Jeffrey Bander ◽  
...  

Abstract Technological advancements have transformed healthcare. System delays in transferring patients with ST- segment elevation myocardial infarction (STEMI) to a primary percutaneous coronary intervention (PCI) center are associated with worse clinical outcomes. Our aim was to design and develop a secure mobile application, STEMIcathAID, streamlining communication and coordination between the STEMI care teams to reduce ischemia time and improve patient outcomes. The app was designed for transfer of patients with STEMI to a cardiac catheterization laboratory (CCL) from an emergency department (ED) of either a PCI capable or a non-PCI capable hospital. When a suspected STEMI arrives to a non-PCI hospital ED, the ED physician uploads the EKG and relevant patient information. An instant notification is simultaneously sent to the on-call CCL attending and transfer center. The attending reviews the information, makes a video call and decides to either accept or reject the transfer. If accepted, on-call CCL team members receive an immediate push notification and begin communicating with the ED team via a HIPPA compliant chat. The app provides live GPS tracking of the ambulance and frequent clinical status updates of the patient. In addition, it allows for screening of STEMI patients in cardiogenic shock. Prior to discharge important data elements have to be entered to close the case. In conclusion, we developed a novel mobile app to optimize care for STEMI patients and facilitate electronic extraction of relevant performance metrics to improve allocation of resources and reduction of costs.


2021 ◽  
pp. neurintsurg-2021-017365
Author(s):  
Mais Al-Kawaz ◽  
Christopher Primiani ◽  
Victor Urrutia ◽  
Ferdinand Hui

BackgroundCurrent efforts to reduce door to groin puncture time (DGPT) aim to optimize clinical outcomes in stroke patients with large vessel occlusions (LVOs). The RapidAI mobile application (Rapid Mobile App) provides quick access to perfusion and vessel imaging in patients with LVOs. We hypothesize that utilization of RapidAI mobile application can significantly reduce treatment times in stroke care by accelerating the process of mobilizing stroke clinicians and interventionalists.MethodsWe analyzed patients presenting with LVOs between June 2019 and October 2020. Thirty-one patients were treated between June 2019 and March 2020 (pre-app group). Thirty-three patients presented between March 2020 and October 2020 (post-app group). Mann–Whitney U test and Kruskal–Wallis tests were used to examine variables that are not normally distributed. In a secondary analysis we analyzed interhospital time metrics between primary stroke centers and our comprehensive stroke center.ResultsBaseline demographic and vascular risk factors were similar in both groups. Use of Rapid Mobile App resulted in 33 min reduction in DGPT (P=0.02), 35 min reduction in door to first pass time (P=0.02), and 37 min reduction in door to recanalization time (P=0.02) in univariate analyses when compared with patients treated pre-app. In a multiple linear regression model, utilization of Rapid Mobile App significantly predicted shorter DGPT (P=0.002). In an adjusted model, National Institutes of Health Stroke Scale (NIHSS) 24 hours after procedure and at discharge were significantly lower in the post-app group (P=0.03). Time of transfer between primary and comprehensive stroke center was comparable in both groups (P=0.26).ConclusionIn patients with LVOs, the implementation of the RapidAI mobile application was independently associated with reductions in intrahospital treatment times.


Circulation ◽  
2018 ◽  
Vol 138 (Suppl_2) ◽  
Author(s):  
Andrew Murray ◽  
Shaun McGovern ◽  
Marion Leary ◽  
Benjamin Abella ◽  
Audrey L Blewer

Introduction: Hands-only CPR training via a video self-instruction (VSI) kit (DVD & manikin) or a mobile application (app, video-only) allows trainees to share the training materials with others (“secondary training”). This secondary training can amplify the number of individuals trained in CPR, thus increasing the chances of bystander intervention in an out-of-hospital cardiac arrest. Health apps are an emerging tool through which public health information and education can be disseminated. No study has examined whether laypersons trained in CPR via an app share the training as frequently as those trained via VSI. Hypothesis: We hypothesized that laypersons trained via mobile app will share the training material more than those trained with VSI. Methods: This work represents a sub-investigation of an in-hospital CPR training study for families of cardiac patients. Subjects were trained with either a VSI kit or a mobile app and completed an interview 6-month post-training that measured whether training materials were shared and with how many others they were shared. Multivariate logistic regression was performed controlling for age, race and level of education to determine the likelihood that an individual shared the training. Results: Of 697 participants who completed the interview between 6/2016-5/2018, 281 stated they shared the training with at least 1 person (VSI n=213/356, App n=68/341). Subjects who received VSI training were more likely to share than those trained with the app (OR: 7.16, 95% CI: 4.91-10.43, p<0.01). Subjects trained with VSI had an average multiplier rate of 2.27 ±4.13 versus 0.56 ±1.66 (p<0.01) for those trained with the app. Subject-level analysis revealed that increased age is associated with decreased likelihood that an individual shared the training in both training arms (App OR: 0.98, 95% CI: 0.96-0.99, VSI OR: 0.98, 95% CI: 0.97-0.99). Conclusion: Subjects in the app arm were less likely to share CPR training. While it has been widely assumed that app-based solutions may afford unique dissemination opportunities, these results suggest the most effective solution to increasing hands-only CPR training may lie in kit-based options currently available. Further work is needed to determine why app-based training is shared less.


Author(s):  
Mazlan Mohd Sappri Et.al

Social media application (SMA) shows several important functions that causing theincrement of usage among mobile application or mobile app users, especially among18 to 28 years-old users. This causing several developers to create their own SMA thathave been targeted to mobile app users. However, only several SMA managed tobecome popular and successful in term of usage, leaving other unpopular SMA in thelower rank of the Google PlayStore. SMA created by developer in Malaysia face thesame situation as mentioned before where those SMA were supposed to attractMalaysian mobile users more. To assess this situation, this study aims to identify thesuccess factors of SMA usage and develop a set of metric based on the success factorsusing research model that have been developed in the past. Information SystemSuccess Model (ISSM) were studied and chosen as the reference model for this studybecause the model is suitable and have been used by other researchers in studiesregarding social media and SMA. ISSM contains several success factors like systemquality, service quality and information quality that affect the user satisfaction and useof a system, where this model were modified in this study with the addition ofnetworking quality and perceive privacy factors. This study were conducted on 380Universiti Utara Malaysia (UUM) students and after analysing the data collected, allproposed success factors except of service quality were found to have a positive impacttowards user satisfaction and usage. The success factors were included in the metricdesign and the metric were presented in an evaluation form for SMA developer inMalaysia to evaluate and applied the metric in their SMA.


2016 ◽  
Vol 2 (2) ◽  
pp. 90
Author(s):  
Lin Siew Fong

<p>Peer-tutoring sessions of two groups of advanced diploma in financial accounting students with mixed proficiency were analysed thoroughly in this study. Numerous studies in peer tutoring have produced favourable results to both tutors and tutees due to the scaffolding process which promotes effective learning. However, there is a lack of studies conducted using case study as a group task in peer tutoring. Therefore, in this study, the analysis of this type of task in the course of peer tutoring is given much prominence. Video recordings of the peer-tutoring sessions were made and informants were interviewed and wrote journals in order to obtain data to be analysed. The researcher’s observation notes were useful in increasing understanding of the group process. The findings revealed that there were similarities and differences pertaining to the teaching and learning experiences encountered by both tutors and tutees when analysing the two case studies. Therefore, appropriate case studies which match students’ abilities are recommended to be used in peer tutoring. Furthermore, regular guidance provided by instructors for tutors is crucial in developing their confidence in playing their role.<strong> </strong></p>


2021 ◽  
Vol 7 (1) ◽  
pp. 61-70
Author(s):  
Henderi Henderi ◽  
Praditya Aliftiar ◽  
Alwan Hibatullah

Information technology has developed rapidly from time to time. One of the technologies commonly owned by many people today is smartphones with the Android and IOS platforms. By knowing this factor, mobile developers compete with each other to design applications with attractive user interfaces so that users are interested in using them. At this stage in mobile application development, starting from designing a user interface prototype. This stage aims to visualize user needs, improve user experience and simplify the coding process by programmers. In this study, researchers applied the prototype method. This research produces a prototype design for the e-learning application user interface which consists of a high fidelity prototype.


2021 ◽  
Author(s):  
◽  
Jessica Aitken

<p>The practice of contemporary heritage interpretation has seen increased investment in digital technologies and more recently in mobile applications. However, few empirical studies assess how effective mobile apps are to the visitor experience of heritage sites. What kind of visitor experience do mobile apps provide? How do mobile apps deliver on the aims of interpretation for heritage sites? What types of apps work best? What are the challenges for developers and heritage professionals?  A qualitative research approach is used to examine two case studies; High Street Stories: the life and times of Christchurch’s High Street Precinct and IPENZ Engineering Tours: Wellington Heritage Walking Tour. These case studies ask what kind of experience mobile apps offer as an interpretation tool at these heritage sites. To investigate the topic, email interviews were carried out with heritage professionals and digital developers; together with qualitative interviews with visitors recruited to visit the case study sites using the mobile applications.   This study explores two current examples of mobile app technology in the heritage sector in a New Zealand context. The results of this study aim to augment current literature on the topic of digital interpretation. This study seeks to offer heritage managers and interpreters some key factors to consider when making decisions regarding the methods used to present and interpret heritage sites to visitors and in developing new interpretation and digital strategies that include mobile applications. Although each scenario presents its particular set of considerations and all heritage sites are different, it is hoped these recommendations can be applied and offer working models and strategies.</p>


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