scholarly journals Blended Learning Through an Interactive Mobile Application for Teaching Autistic Kindergarten Students

Author(s):  
Mohammed Yousif

The mobile applications industry has had significant growth in the last few years. Mobile phones are everywhere since we use them in every part of our daily lives for entertainment, communication and other various uses. Unfortunately, there was also a substantial increase the number of autism cases in kids around the world, which has prompted for a dire need of a therapy method that is cheap, reliable and accessible for everyone who needs it. Researchers have tried several methods, like robotics and virtual reality, to help in the therapy of autistic children. While their results were promising, these technologies are still out of reach of most users due to their high cost. Mobile phones, however, are much more accessible since everyone has one, and they have a wide array of useful gadgets that can be used in making the therapy sessions more engaging and fun such as cameras, accelerometers, speakers, microphones and others. This project aims to design and implement an interactive learning environment based on a mobile application for teaching kids with special needs. 

2017 ◽  
Vol 1 (2) ◽  
pp. 50-60
Author(s):  
Untung Rahardja ◽  
Nikita Jova Tejosuwito ◽  
Fernanda Setyobudi Armansyah

Kecanggihan  teknologi  device  yang  semakin  merambah  di  dunia  pengetahuan  dan  teknologi membuat pengembangan sistem pemanfaatan baru seperti aplikasi Pen+ berbasis mobile yang dimanfaatkan oleh dosen dalam menginput hasil nilai ujian mahasiswa. Seluruh orang di dunia pasti  memiliki  handphone.  Teknologi  yang  digunakan  pada  handphone  kini  telah  menjadi smartphone yang lebih banyak fitur-fitur aplikasi yang canggih menggunakan jaringan internet. Oleh  karena  itu  dengan  mengembangkan  suatu  aplikasi  Pen+  berbasis  mobile  yang  dapat  di akses  secara  online  untuk  dosen  bisa  melakukan  penginputan  nilai  lebih  cepat  dan  efektif. Aplikasi  Pen+  berbasis  mobile  yang  digunakan  juga  mempermudah  pelayanan  dengan  lebih dahulu   login   dengan   email   secara   pribadi   dan   lebih   nyaman   dibutuhkan   kapan   saja. Pengembangan  aplikasi  Pen+  juga  melalui  perencanaan,  desain,  dan  pengujian.  Maka  hasil dari  penelitian  ini  yaitu  dimana  aplikasi  Pen+  berbasis  mobile  dapat di download  dengan mudah dan kapan saja untuk memudahkan penilaian secara online. Kata Kunci : Aplikasi, Pen+, Mobile, Dosen The sophistication of device technology is increasingly pervasive in the world of knowledge and technology makes the development of new systems such as the utilization of Pen + based mobile application  that  is  used by lecturer in entering the results of student test scores. All the people in  the  world  would  have  a  mobile.  The  technology  used  in  mobile  phones  have  now  become more  smartphone  features  advanced  application  uses  the  internet.  Therefore, by developing a Pen + based mobile application that can be accessed online to the lecturer can make inputting values more quickly and effectively. Pen + based mobile application that is used also facilitate service  with  advance  login  with  your  email  private  and  more  comfortable  whenever  needed. Pen + application development also through planning, design, and testing. So the results of this analysis,  which  Pen  +  based  mobile  application  can  be  downloaded  easily and at any time to facilitate the online assessment. Keywords : Applications, Pen +, Mobile, Lecturer  


Author(s):  
M. Meenambigai

Mobile learning comprises any kind of learning which is done on mobile and handheld gadgets either in or out of class, or learning which takes place “on the go” as part of class time, or outside. Although mobile learning is often taken to be synonymous with the use of mobile phones, it is increasingly associated with other devices such as tablet computers, portable games machines, e-books, and other devices which allow people to continue more traditional approaches to learning as they move through their daily lives. As such, it fits comfortably into definitions of blended learning. Educators and trainers are empowered since they can use the mobile technology to communicate with learners from anywhere and at any time. At the same time, educators and trainers can access learning resources from anytime and anywhere to plan and deliver their lessons.


In the trend of mobile applications, the world is surfing through many applications for various personal and professional purposes. In every domain including the cutting-edge technology such as Machine learning, IoT (Internet of Things), representing the data to the user in a proper and understanding manner is very important. This is where mobile applications come to use. Mobile applications can be used to resolve many communication issues especially when communication is between low level to high level and vice versa. This application is made to serve as one of the best ways of communication between faculty and students especially when the faculty is not available in the cabin and the student is willing to meet the faculty at the same time. The mobile application uses Dart Language with Flutter UI Software Development


Author(s):  
Zoraini Wati Abas ◽  
Tina Lim ◽  
Ruzita Ramli

Malaysia has a population of about 28 million people but there are, incredibly, more than 30 million mobile phone subscriptions. Sixth in the world in terms of SMS (Short Message Service) volume, Malaysians appear to be addictive SMS texters. With over 98 percent of its students having mobile phones and 82 percent of the students ready for learning through mobile phones, Open University Malaysia initiated a project that first experimented with podcasts and SMS texts later. This chapter describes how the institution conceptualized, planned, and created a mobile learning environment using SMS to enhance its current blended learning model in general, and in particular, one of its courses with over 1,000 students enrolled. The chapter also describes the categories used for formulating the SMS content, use of Twitter and Facebook to support the SMS sent and discusses the feedback received on the initiative as well as the issues and challenges.


Author(s):  
Michelle LaBrunda ◽  
Andrew LaBrunda

Virtual reality is a collection of technologies that enable people to use their senses to experience sensory input provided from a source other than the immediate environment. These events may occur in real time, can be a simulation, or can be completely fictional. Virtual reality (VR) has progressed beyond its military beginnings and is progressively making its way into people’s daily lives. The most prevalent implementation of VR can be found in many forms of modern entertainment such as computer games or IMAX (image maximum) theaters. VR has received little publicity but has enormous potential in the realm of medicine. The utility of VR is starting to be appreciated by the medical community. It is slowly being adopted and implemented in the surgical, medical, and psychiatric specialties. Medical uses of VR are primarily directed toward the simulation of visual, audio, and tactile input. With the aid of VR doctors will be able to perform specialized surgery on a patient from the other side of the world. Students are able to simulate and experience surgical procedures without compromising a patient’s health. Finally, VR can heighten a doctor´s senses and allows input that would be absent without the aid of VR, such as relative bone positions and tissue temperature.


2020 ◽  
Vol 2 (1) ◽  
pp. 81-89
Author(s):  
THOMAS BABY KAPPALUMAKKEL

The present paper investigated the factors of motivation and the role of teachers in motivating English language learners in the ESP classes of Dhofar University as well as the significance of motivation in teaching and learning through mobile application technology. Mobile phones are handy devices that are readily available with all the students in universities and colleges nowadays. Furthermore, the innovative use of mobile applications and internet technology is very common among the undergraduate students. This paper is a detailed description of some of the teaching strategies employed through mobile phones to motivate the students who have very low level of motivation. Since lack of motivation among students is a common challenge faced by most of the ELT teachers in their classrooms, practical solutions centred on mobile applications is the focus of this study. Furthermore, supplementing classroom practices with mobile application technology can promote learner autonomy and peer learning opportunities within the classroom resulting in a visible rise in the motivational graph of the whole class. This paper is also a practical account of how mobile applications can be integrated into classroom teaching without affecting the traditional syllabus of a conventional university curriculum.


2016 ◽  
Vol 8 (4) ◽  
pp. 33-40
Author(s):  
Vaishnavi Venugopalan ◽  
Chaitanya Vyas

To find the best train ticket booking mobile application on the bases of application features. Four widely used mobile phone applications (Ixigo, MakeMyTrip, ClearTrip, and IRCTC) for railway ticket booking are selected and application features related to ease of download and use, rating, number of installs, etc. are compared. A practical attempt is made to book a train ticket using all these applications one by one and comparing features such as coach locator, platform locator, route map, fare break-up, showing seat availability, save and pre-fill passenger details, sort search list by train name/number, sort search list by journey duration, sort search list by class, train running status, etc. 1 point is allotted to the applications if a particular feature is available in the applications and 0 is allotted if the feature is not available. Sum of all the points is calculated separately for each application and then ranks are given from 1 to 4 considering the final score. Ixigo mobile application scores the highest among other three train ticketing mobile applications – MakeMyTrip, ClearTrip, and IRCTC. Features such as downloading applications via a miss call or SMS; downloading application from websites of Ixigo, MakeMyTrip, ClearTrip, and IRCTC; and sorting train search list by class on applications are not found in any of these four applications. Furthermore, features are grouped into groups such as – the features only available in top ranking Ixigo and the features not available in top ranking Ixigo but available in any or all other three applications. This research will be of a good value for mobile railway ticket booking application providers as competition is becoming acute and the booking pattern is shifting from using desktop or laptop to mobile phones and tablets.


Author(s):  
Filian Enggar Krisnada ◽  
Radius Tanone

Abstract — Pincher is an online platform that is useful for assisting in finding and registering for training classes aimed at facilitating users who want to find their identity and channel their talents and inspirations creatively. This pincher application provides information and distributes training classes by selling class tickets. In its development as an online platform, Pincher still uses the website as a means of distributing training classes owned by Pincher, so this tool is less effective and efficient for users because the Pincher website is too complicated to access using a mobile phone or smartphone. Therefore, to help users access the Pincher application using their mobile phones, Pincher applications are made in a simple form that is applied to mobile applications. In addition, Pincher also does not have a feature that can make it easier for customers to determine the class to be chosen. Therefore this mobile application will be equipped with a system that can make it easier for users to choose attractive classes for customers, namely with a recommendation system.   Keywords— Ticket Selling Application, Flutter, Mobile Application, Recommendation System.


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.


De Musica ◽  
2021 ◽  
Author(s):  
Madeleine Le Bouteiller

Mobile phones and the Internet combined have led to the creation of applications that allow their users to perform music using only their Smartphones. With the Smule applications that we analyze in this paper, people can sing karaoke together with other singers from all over the world, or play a tune with their fingertips tapping on a phone’s screen. Besides providing new entertainment activities, the Smule applications and their multiple options regarding audio and video editing can bring about new musical practices and musical artifacts. Smule users can sing duets remotely, without actually singing on the same time – a virtual collective performance. Singing karaoke becomes a solitary practice where togetherness is contrived but not achieved. Video recordings can be edited and shared on a built-in social network, thus being endorsed with a new function: to create bonds within a social network. Analyzing the discourses of Smule creators and developers, we also show that the applications do not achieve what they are promised to do, namely providing social and authentic practices. 


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