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AMA COMPUTER COLLEGE – MANILA

STA. MESA, MANILA


COLLEGE OF COMPUTER STUDIES

CHAPTER 1

THE PROBLEM AND ITS BACKGROUND

This chapter includes the introduction, theoretical framework, statement of

the problem, scope and limitation, conceptual framework, significance of the

study and the definition of terms used.

Introduction

Technologies now a days are really emerging fast especially on gadgets

wherein almost every year known brands are releasing new smartphones,

tablets, and laptops. Most of this gadgets were used for entertainment such as

downloading and playing online games, watching videos, listening to music and

meet new friends using different social networking sites through the use of

internet.

Systems that are made for smartphones are mainly games and

applications that can educate and help users to be familiar to something and for

entertainment. The proponent will propose an application the “E-learning Tool :

An interactive Android Application for nursery students active involvement and

participation.

Most Android application these days provides entertainment, guidelines

and for educating users. The proponent study is focused on developing an

android application that will provide an innovative way of learning the alphabet,

the different kinds of animals, different nursery rhymes and fables of children. In

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AMA COMPUTER COLLEGE – MANILA
STA. MESA, MANILA
COLLEGE OF COMPUTER STUDIES

making this project, the children will enjoy learning more and at the same time it

is more entertaining which will make them more focus on listening to thier

teacher or parents.

The said study allow teachers and parents to use gadgets in teaching

children using smartphone or tablets rather than using it for entertainment. It

helps the children to learn informations such as alphabets, animal names and

how they sound, different fables in story telling and different nursery rhymes that

is basically being taught in a daycare center through the use of smartphones and

tablets.

The proponent will incorporate sounds, colorful images and information in

the said application. This is for the benefit of the children, for them to be

entertained and get educated at the same time. This will remind smartphone and

tablet users that this gadgets are not only for entertainment it can also be used in

learning which is a much better way of teaching especially for the children of this

generation.

Background of the Study

Learning is not so easy for a child at his or her early age. It would be

difficult for parents and teachers to teach them because their focus is not on

studying but on playing. Since technologies are present now a days, teachers

and parents can use those gadgets to teach thier children. With the use of

smartphones and tablets, children will enjoy learning more.

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STA. MESA, MANILA
COLLEGE OF COMPUTER STUDIES

In the early days it received a bad press, as many people thought bringing

computers into the classroom would remove that human element that some

learners need, but as time has progressed technology has developed. Now we

embrace smartphones and tablets in the classroom and office, as well as using a

wealth of interactive designs that makes distance learning not only engaging for

the users, but valuable as a lesson delivery medium.

E-learning tools are an inclusive term that describes an advance

educational technology tool that electronically or technologically supports

learning and teaching.

Statement of the Problem

 Mostly, nursery students easily get out of focus on learning through the

use of textbooks.

 Nursery students need to bring heavy textbooks everytime they go to

school.

 Using modern technologies such as smartphones and tablets as an

alternative way of teaching are still not introduce to nursery students.

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AMA COMPUTER COLLEGE – MANILA
STA. MESA, MANILA
COLLEGE OF COMPUTER STUDIES

Objectives of the study

General Objective

To provide an additional tool for nursery students to use in learning

through the use of modern technology.

Specific Objectives

The said study wants to achieve the following:

1. To provide an additional tool through the use of smartphones and tablets

to teach nursery students in learning that they will surely enjoy and boost

their interest in studying.

2. To develop an android application with story telling, alphabet and animals

familiarization, nursery rhyme and sound features to lessen the use of

texbooks.

3. To maximize the use of modern technology mainly gadgets such as

smartphones and tablets by developing an application intended for

nursery students learning.

4. To introduce a new way of teaching nursery students using smartphones

and tablets that runs in an android operating system.

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STA. MESA, MANILA
COLLEGE OF COMPUTER STUDIES

Significance of the study

The Study of E-learning Tool: An Interactive Android Application for

Nursery Students Active Involvement & Participation, intended to benefit the

following:

Users : This study will help teachers and parents in teaching their children using

today’s gadgets in the field of learning.

Application Developers : This study will help the developers in learning and

expanding their knowledge in software development.

Future Researchers : This study will help future researchers wherein they can

use this study as their basis for making a better application.

Scope and Limitation of the study

The study entitled “E-learning Tool : An Android Application focusing on

some basic information nursery students must learn” which use Corona SDK

platform using Lua Programming Language. The study intended to help teachers

of nursery students and at the same time the parents of the nursery students

wherein they may use this project to teach young minds using gadgets.

The content of the application are the alphabet, animals, storytelling,

nursery rhymes and about module. In alphabet module, the user can choose

Filipino or English as the language to be used wherein if you click each letters

there is a corresponding images that begins in that letter and when you press

those images it produces sounds that correspond to the image. Same as

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STA. MESA, MANILA
COLLEGE OF COMPUTER STUDIES

alphabet module, the animal’s module lets you choose Filipino or English

language, after choosing the language, it will display twelve different animals.

Upon clicking each animals, it will state the name of the animal being clicked and

display the bigger image of the animal and below the image of the animal is it’s

name. There is a mic button on the lower side of the image that once you click, it

will produce the sound of that animal. In the story telling module, same with the

two modules, the user can choose Filipino or English language. After choosing,

the user may now choose 8 stories in each languages. In every part of the

storytelling module there are different images that are related or corresponds to

the text. The user can read some part of the story and there is a voice over for

every text present in each part of the story. In nursery rhyme module the user

can also choose on five Filipino or five English nursery rhymes. After choosing

the language, the user may now choose the nursery rhyme that he or she wants

to play. While the nursery rhyme is playing, there is a background picture that

corresponds to the title of the song or about the song and the lyrics of the song

will also be shown. Lastly the module which contains the developer of the said

application and the credits wherein it shows the references of the application.

This Application can be run on Android Operating System. The user can

use this application using Smartphones and tablets that runs on Android

operating system. This application contains most of the informations that nursery

students must learn at their young age except counting numbers and shapes.

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STA. MESA, MANILA
COLLEGE OF COMPUTER STUDIES

Limitations

The limitations of the study is that it only runs on android operating

system, numbers and shapes modules is not present in the application and

functions of the smartphone use such as the back button is not working or not

link yet.

Importance of the Study

This application promotes innovation in the field of learning that is to

maximizing the use of today’s gadgets and this devices are not only for

entertainment. The application tends to help the beneficiaries and the

researchers themselves. In making this application, beneficiaries will benefit

more because the teacher of the children will now have an alternative way of

teaching that his or her little students will surely like. Researchers will also benefit

in this application because they may learn something new in the field of software

development and also to manage their time responsibly in making this

application.

The project is all about promoting new way of learning through the use of

gadgets and when this project is implemented, children will more like to learn in

more advance and entertaining way.

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STA. MESA, MANILA
COLLEGE OF COMPUTER STUDIES

Conceptual Framework
Input Process Output
Information
Related Literature E-learning
 Uses of technology In Rapid Application Tool
teaching Development An Interactive
 Uses of modern 1. Analyzing and Android
Technology in Learning Quick Design Application
for Nursery
Related Studies Students
 Kids ABC
 Animal Sound
Active
 50 Top Nursery Rhyme Involvement
 Learning Colors for kids 2. Prototyping Cycles and
 Kids Learn Shapes Participation
 Maddie and Matt
Values App
 Maddie and Matt
Filipino
 Maddie and Matt’s
Happy Earth 3. Testing
 TiBook: Tagalog Story
Teller
 Filipino Alphabet
Hardware Requirements
 Android Phone or
Tablet
 Smartphone 4. Implementation
 Laptop
Software Requirements
 Corona SDK
 Notepad ++

Feedback

Figure 1.1 Conceptual Framework of the Study

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AMA COMPUTER COLLEGE – MANILA
STA. MESA, MANILA
COLLEGE OF COMPUTER STUDIES

The conceptual framework shown in figure 1 includes the input, process

and output development of the study. The diagram will serve as the guide in

making the project. The main purpose of the study is to develop an android

application that will serve as an additional form of teaching nursery students in

their studies in a more interactive way.

The input phase is composed of the related studies that will support the

proponent study. Base from the listed related studies the proponent came up with

the idea to develop a multipurpose android application for nursery students. In

the hardware and software requirements, which is composed of an Android

phone or a tablet that runs on android IOS, a smartphone and laptop for

hardware and the Corona SDK and Notepad ++ for software which the proponent

will use to make the said project.

In the process phase, the proponent will use the Rapid Development

Process(RAD) in making the project. It is a development lifecycle that is designed

to provide faster development of the study and gives a better result towards

software development and higher-quality results that is achieved with the

traditional lifecycle. RAD composes of Analyzing and Quick Design for building

the concept of the study and gives a quick design management, Prototyping

Cycles which composes of three stages which are the demonstrate, improve and

develop, this stages are essential in building the interface of the study. Next is

the Testing for checking the game functionality. Last is the Implementation that

will be implemented mainly for the nursery students.

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AMA COMPUTER COLLEGE – MANILA
STA. MESA, MANILA
COLLEGE OF COMPUTER STUDIES

In the output phase, it is the result of the study which will be evaluated or

be judged by the users if this project will be effective. And it is where the

developers will see to it if the application contains all the scopes that is being

mentioned.

Definition of terms:

Android –the operating system that the proponent will run their application,

either in a smartphone or tablet.

Application–the proponent is making a program designed to perform a specific

function directly for the user or, in some cases, for another application program.

Corona SDK –the framework the proponent will use in developing the android

application.

E- learning Tool – the name of the study the proponent will make, An Interactive

Android Application for Nursery Students Active Involvement & Participation.

Smartphones - is one of the hardware that has an android operating system

that the proponent will use to run the application.

Tablet –another hardware that the proponent will use to run their android

application that runs in a android operating system.

Notepad ++ - it is the IDE that the proponent will use in making the android

application.

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STA. MESA, MANILA
COLLEGE OF COMPUTER STUDIES

E-learning - is the use of electronic media, educational technology and

information and communication technologies (ICT) in education.

Lua Programming Language –the programming language that Corona SDK is

using.

Rapid Application Development(RAD) - it is the research design that the

proponent will use in developing the application, which is focused more in

developing the software than of data gathering.

IOS - is a mobile operating system developed by Apple Inc. and distributed

exclusively for Apple hardware. It is the operating system that powers many of

the company's iDevices.

Software Development Kit(SDK) - is typically a set of software development

tools that allows the creation of applications for a certain software package,

software framework, hardware platform, computer system, video game console,

operating system, or similar development platform.

Prototyping -Creating a demo of a new system. Prototyping is essential for

clarifying information requirements. The design of a system (functional specs)

must be finalized before the system is built. While analytically-oriented people

may have a clear picture of requirements, others may not.

Platform - a plan or design that the proponent will use in developing the

software.

Adobe Photoshop CS6 – the multimedia software the proponent will use in

editing images that will be present in the application.

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STA. MESA, MANILA
COLLEGE OF COMPUTER STUDIES

CHAPTER 2

RELATED LITERATURE AND STUDIES

This chapter presents the writing of different researches and ideas

presented by developers during their research days, containing appropriate to

the developers study. The said chapter involves some of the information that the

developers found in some books and articles which the proponent use as an

origin for identifying problems that may be encountered by the study. It also

includes quotation of the author to acknowledge the author and give respect.

Uses of technology in Teaching

According to the part of the article of Mrs. Kelly Tenkely: Using technology

to differentiate instruction(2014): One of the major benefits of using technology in

the classroom is the ability to differentiate instruction to meet the needs of every

student in every lesson. Just as every student grows and develops at different

rates, they learn in different ways and at different speeds. Technology makes it

possible to pace lessons appropriately for each student’s learning level and can

be used to promote learning in the multiple intelligences.

In the article, using technologies in teaching will help students to learn things

easily and creatively even if they have different learning levels.

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COLLEGE OF COMPUTER STUDIES

In the article of James M. Lang – Learning on the edge: Creative Learning

to promote deep learning(2014) In his first paragraph, the explosion of

educational technologies in the past decade led everyone to wonder whether the

landscape of higher education teaching and learning will be razed and

reconstructed in some new formation. But whatever changes might occur to the

learning environments we construct for our students, the fundamental principles

according to which human beings learn complex new skills and information will

not likely undergo a massive transformation anytime soon. Fortunately, we seem

to be in the advent of new research and ideas for learning sciences that can help

ensure whatever type of approach we take to the classroom—from traditional

lecture to flipped classes—can help maximize student learning in our courses. In

this part of the article emerging technologies can really change the way of

learning of students but in a better way and for them to learn and obtain

information.

According to the article of Tyler J. Griffin, Learning that last: Helping

Students Remember and Use What You Teach(2014) in his first to paragraph,

Granted, not all classes cover interesting material all the time. While we can’t

always change what needs to be taught, we can change how we deliver it. If we

make the right adjustments to our course design and teaching methodologies, we

will hear less complains in our classes. So, what can we do to achieve higher

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COLLEGE OF COMPUTER STUDIES

levels of student satisfaction and long-term learning that lasts far beyond the end

of our class?

Begin by realizing that you don’t usually need a complete course re-design

to teach more students at higher levels of engagement and retention. You can

start making simple yet strategic plans to teach your students. Through the use

of gadgets as a tool in teaching, students will be more entertaining and

interesting.

Another article by Brandon Juarez – Using the Remind App in the Online

Classroom(2014) in his first two paragraphs : As of January 2014, 9 out of 10

Americans are using cell phone, with almost half using a smartphone (Pew

Research, 2014). Given the ubiquity of mobile devices, it makes sense for

instructors to leverage this technology to improve communication with students.

Remind (formerly Remind 101) is a free one-directional text message

application that instructors can use to communicate with their students in real

time. Although it has been used in traditional college classes and the K-12

community for some time, it seems that it has fewer online faculty adopting the

technology in their courses. However, like face-to-face students, online learners

could benefit from receiving regular updates, reminders, and announcements.

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In this article, it really shows that using applications are useful for students

wherein they were able to use it in learning and have reminders on what they

need to do in school.

In the part of the article of Samantha Cleaver : Technology in the

Classroom: Helpful or Harmful?(2014) where she mentioned:

Technology and Teaching

“Incorporating technology into the classroom requires a double innovation,” says

Shelley Pasnik, director of the Center for Education and Technology, Educators

who receive new technology must first learn how to use the equipment and then

decide whether or not it supports the class objectives and curriculum.

In this article, it says that it’s in the educators decision if today’s

technologies can be helpful in learning and educators have the option to use only

certain technology if and only if it will improve the quality of teaching students.

According to the Article of (John Macasaet,2013): Uplifting Education in

the Philippines Through Technology, From the very bulky computers of the

1960s to the very compact gadgets of the presenttime, technology had been

continuously developing in the past decades, and had played great roles in many

people’s daily tasks.Starting with the conception of the personal computer,

people’s work became faster, and communication with other people became

much easier. Furthermore, in the recent years, the use of computers and related

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technology in education has been proven beneficial to teachers and students,

and effective both cost-wise and education-wise. The use of technology in

education has significantly aided students in performing their school-related

tasks.

Clegg and Bailey (2008) assert that with the utilization of mobile devices

such as laptops and tablet computers, the learning process for the students

become more fun and conducive due to the user-interactivity and appealing

visuals present in these learning tools. Additionally, a vast collection of learning

games and applications exist for these mobile devices, and as a matter of fact,

there are about 96,000 educational applications available (App StoreMetrics,

2013). The data collected by Apps in Education (2012) confirmed that the subject

areas covered by these applications includes Mathematics, Sciences, Grammar

and Spelling and Artsand Humanities. In the Philippines, President Benigno

Aquino announced during the launch of the country’s K -12 curriculum that the

government want to use tablet computers in public schools in lieu of traditional

textbooks (Enterprise Innovation, 2012). Furthermore, their exist various

programs by the government, non-government organizations and private

corporations in the Philippines aims to provide one laptop computer per child.

With the presence of laptops in the classrooms, students become more

engaged and involved in school-related activities(Oquias, 2011). In addition to

mobile devices, the internet also plays a very vital role in helping the students in

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COLLEGE OF COMPUTER STUDIES

their education. According to a study conducted by Project Tomorrow (2011),

having access to the internet, students would be able to research information and

access online textbooks, which in turn can help the students perform better

inside the classroom. Furthermore, through the use of the internet, stuents would

be able to communicate and collaborate with classmates for school work.

Kajrekar (2008) asserts that “the most significant aspect of the web for

education at all levels is that it dissolves the artificial wall between the classroom

and the real world. Students and teachers can establish interactive

communication with anybody or any source, making learning more relevant to

their lives’ interests and concerns.”

Additionally, with the use of the internet, teachers are able to

communicate with their students more easily, and allows them to distribute

learning materials such as assignments, exercises, and tests to their pupils, as

suggested by Clegg and Bailey (2008). Likewise, through the use of the internet,

instructors would have access to a vast amount of resources such as pictures for

illustrations, various texts for class readings and so forth. Consequently, the

Department of Education had employed a project in which all public schools in

the country will be connected to the internet (Calleja, 2011). DepEd Secretary

ArminLuistro maintains that “it’s not enough that we merely continue building

classrooms and toilets… The real revolution in education which has long-term

effects can only be done through information technology.”

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As of 2012, 95 percent of public high schools have computer labs, butonly

57 percent have access to the internet, says the Department of Education

(2012). For public elementary schools, however, only 4 percent are equipped

with e-Classroom packages, the DepEd adds. Students benefit from utilizing

computers in their education by making school work easier; likewise, the

instructors benefit from the usage of technology in teaching. Gone are the days

when instructors need to write out the topics on the chalkboard, prepare a Manila

paper to display a text or show flash cards for Math drills. Now, presenting topics

to students is as easy as a click on the keyboard, as the text or illustration

immediately unfolds on screen in a slideshow presentation (Labro, 2008). This

not only makes preparing visual aids for class more efficient and less time-

consuming, but it also helps keep the flow of discussion inside the classroom

more interesting and more engaging to the students. The modern classroom now

requires the use of computers, the internet and mobile devices practically in

every school activity. With this idea in mind, the Department of Education has

planned to modernize the Philippine classrooms in line with its K to 12 program.

Today, education at all levels are gearing towards a computer-centric learning

environment. Through the implementation of technology inside the classroom,

teachers and students can yield positive results within the learning environment

and true-to-life situations.

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COLLEGE OF COMPUTER STUDIES

Uses of Modern Technology In Learning

According to the Article of Lynda Haas(March ,2014) : Four reasons going

all digital can improve the quality of higher education where she cited four

advantages of using digital tools in teaching:

1. Digital tools can enhance the face-to-face classroom experience. Since I

teach composition, the time we spend in a classroom is always structured as a

writing workshop. I tell students to imagine they are on a team and when they

come to class, it’s like our team practice. For example, while working on a

specific writing assignment, I’ll ask for volunteers who want to get some feedback

on a draft; I’ll then post the volunteer’s writing sample on the screen for all to see,

and we’ll go through a guided peer review session. Incorporating technology in

the classroom doesn’t render the role of the instructor obsolete—it’s just the

opposite: technology can extend the teacher’s role as a facilitator to keep

students engaged. Going digital allows greater opportunity for students to

collaborate, and for instructors to provide feedback in an effective and

instantaneous fashion.

2. New technologies such as adaptive learning can help English language

learners get up to speed. Students come to my classes with an array of

preparation when it comes to English language abilities. Approximately 74

percent of our students at UCI speak a second language, even though most of

them were born in the U.S. With varying experiences with writing instruction in

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high school, many come to college with high GPAs, but a limited ability to write

complex and sophisticated English sentences. The wide variety of language

preparation of our students is the reason I first adopted McGraw-Hill Education’s

LearnSmart Achieve—an adaptive and interactive tool that diagnoses what a

student knows and doesn’t know and then creates an interactive assignment that

is individualized to that student. Because the information covered is tailored to

students’ abilities, they gain confidence about what they know and more fully

understand what material needs more time and attention. This personalization

has been highly successful for both the students and for me, as I can now see

where my students are in their learning as a class and individually.

3. Using a digital platform insures that students are interacting with

assigned material. Going digital has given me confidence that all of my students

will be actively engaged in my class for two reasons. First, I know that students

have actually purchased the textbook. As the price of print books increased, I

noticed that more and more students did not purchase a required textbook—

they’d try to share with a roommate, or they’d purchase a used copy from

someplace and it would be the wrong version. But with a digital platform,

students have to purchase access because much of their graded work will be

turned in there.

The other reason that going digital gives me confidence is that the digital content

itself is interactive and multimodal; instead of assigning pages from a book and

hoping that students will read them (or having to quiz them to insure that they

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did), they now interact with the material I assign, which means they may be

reading a page or watching a video or listening to aural comments—in each

case, they will interact by clicking on response buttons or inserting information

into text boxes.

4. Going digital means a wealth of data about what students are

learning. One of the most important reasons I believe digital is the future is that it

simplifies the process of identifying and assessing learning outcomes. Today, I

think there is a much greater push for assessment than we’ve ever had in higher

education, and not only for accreditation. Several programs are conducting

assessment projects for their own curricular goals.

Using online platforms makes available a wealth of data, which in turn

enables instructors to be more effective. For example, I am able to analyze

student performance using a number of different data cuts, which helps me tailor

my instruction to better meet the needs of the students in a particular class. One

section may need more help in one area than another section—having the

detailed reports gives me knowledge about my students I’ve never had before.

According to the article How Does Technology Facilitate Learning By D.

Jonassen|J. Howland|R.M. Marra|D. Crismond(July 20, 2010) where they tracked

down where technology first used in teaching and cited advantages of using it.

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Learning From Technology

Some of the first educational technologies were illustrations in 17th-

century books and slate chalkboards in 18th-century classrooms. Educational

technologies in the 20th century include lantern-slide and opaque projectors,

later radio, and then motion pictures. During the 1950s, programmed instruction

emerged as the first true educational technology, that is, the first technology

developed specifically to meet educational needs. With every other technology,

including computers, educators recognized its importance and debated how to

apply each nascent commercial technology for educational purposes.

Unfortunately, educators have almost always tried to use technologies to teach

students in the same ways that teachers had always taught. So information was

recorded in the technology (e.g., the content presented by films and television

programs), and the technology presented that information to the students. The

students’ role was to learn the information presented by the technology, just as

they learned information presented by the teacher. The role of the technology

was to deliver lessons to students, just as trucks deliver groceries to

supermarkets (Clark, 1983). If you deliver groceries, people will eat. If you deliver

instruction, students will learn. Not necessarily! We will tell you why later.

The introduction of modern computer technologies in classrooms has

followed the same pattern of use. Before the advent of microcomputers in the

1980s, mainframe computers were used to deliver drill and practice and simple

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tutorials for teaching students lessons. When microcomputers began populating

classrooms, the natural inclination was to use them in the same way. A 1983

national survey of computer uses showed that drill and practice was the most

common use of microcomputers (Becker, 1985).

Later in the 1980s, educators began to perceive the importance of

computers as productivity tools. The growing popularity of word processing,

databases, spreadsheets, graphics programs, and desktop publishing was

enabling businesses to become more productive. So students in classroom

began word processing and using graphics packages and desktop publishing

programs to write with. This tool conception pervaded computer use according to

a 1993 study by Hadley and Sheingold that showed that well-informed teachers

were extensively using text processing tools (word processors), analytic and

information tools (especially databases and some spreadsheet use), and

graphics tools (paint programs and desktop publishing) along with instructional

software (including problem-solving programs along with drill and practice and

tutorials).

The development of inexpensive multimedia computers and the eruption

of the Internet in the mid-1990s quickly changed the nature of educational

computing. Communications tools (e.g., e-mail and computer conferences) and

multimedia, little used according to Hadley and Sheingold, have dominated the

role of technologies in the classroom ever since. But what are the students

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producing? Too often, they are using the technology to reproduce what the

teacher or textbook told them or what they copy from the Internet.

Our conception of educational computing and technology use, described

next, does not conceive of technologies as teachers or repositories of

information. Rather, we believe that, in order to learn, students should teach the

computer or use the technology to represent what they know rather than

memorizing what teachers and textbooks tell them. Technologies provide rich

and flexible media for representing what students know and what they are

learning. A great deal of research on computers and other technologies has

shown that they are no more effective at teaching students than teachers, but if

we begin to think about technologies as learning tools that students learn with,

not from, then the nature of student learning will change.

Learning With Technology

If schools are to foster meaningful learning, then the ways that we use

technologies in schools must change from technology-as-teacher to technology-

as-partner in the learning process. Before, we argued that students do not learn

from technology but that technologies can support productive thinking and

meaning making by students. That will happen when students learn with the

technology. But how do students learn with technologies? How can technologies

become intellectual partners with students? We assume the following:

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 Technology is more than hardware. Technology consists also of the designs

and the environments that engage learners. Technology can also consist of

any reliable technique or method for engaging learning, such as cognitive

learning strategies and critical thinking skills.

 Learning technologies can be any environment or definable set of activities

that engage learners in active, constructive, intentional, authentic, and

cooperative learning.

 Technologies are not conveyors or communicators of meaning. Nor should

they prescribe and control all of the learner interactions.

 Technologies support meaningful learning when they fulfill a learning need—

when interactions with technologies are learner initiated and learner

controlled and when interactions with the technologies are conceptually and

intellectually engaging.

 Technologies should function as intellectual tool kits that enable learners to

build more meaningful personal interpretations and representations of the

world. These tool kits must support the intellectual functions that are required

by a course of study.

 Learners and technologies should be intellectual partners, where the

cognitive responsibility for performance is distributed by the part of the

partnership that performs it better.

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How Technologies Foster Learning

If technologies are used to foster meaningful learning, then they will not be

used as delivery vehicles. Rather, technologies should be used as engagers and

facilitators of thinking. Based on our conception of meaningful learning, we

suggest the following roles for technologies in supporting meaningful learning:

 Technology as tools to support knowledge construction:

 for representing learners’ ideas, understandings, and beliefs

 for producing organized, multimedia knowledge bases by learners

 Technology as information vehicle for exploring knowledge to support

learning by constructing:

 for accessing needed information

 for comparing perspectives, beliefs, and worldviews

 Technology as authentic context to support learning by doing:

 for representing and simulating meaningful real-world problems,

situations, and contexts

 for representing beliefs, perspectives, arguments, and stories of others

 for defining a safe, controllable problem space for student thinking

 Technology as social medium to support learning by conversing:

 for collaborating with others

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 for discussing, arguing, and building consensus among members of a

community

 for supporting discourse among knowledge-building communities

 Technology as intellectual partner (Jonassen, 2000) to support learning by

reflecting:

 for helping learners to articulate and represent what they know

 for reflecting on what they have learned and how they came to know it

 for supporting learners’ internal negotiations and meaning making

 for constructing personal representations of meaning

 for supporting mindful thinking

How Technologies Foster Thinking

Why do these uses of technology foster meaningful learning? It is because

they require that students think and reason. In this book, we argue that students

do not learn from teachers or from technologies. Rather, students learn from

thinking—thinking about what they are doing or what they did, thinking about

what they believe, thinking about what others have done and believe, thinking

about the thinking processes they use—just thinking and reasoning. Thinking

mediates learning. Learning results from thinking. What kinds of thinking are

fostered when learning with technologies?

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Causal

Causal reasoning is one of the most basic and important cognitive

processes that underpin all higher-order activities, such as problem solving.

Hume called causality the “cement of the universe” (Hume, 1739/2000).

Reasoning from a description of a condition or set of conditions or states of an

event to the possible effect(s) that may result from those states is called

prediction. A baseball pitcher predicts where the ball will go by the forces that he

or she applies when pitching the ball. When an outcome or state exists for which

the causal agent is unknown, then an inference is required. That is, reasoning

backward from effect to cause requires the process of inference. A primary

function of inferences is diagnosis. For example, based on symptoms, historical

factors, and test results of patients who are thought to be abnormal, a physician

attempts to infer the cause(s) of that illness state. Thinking causally is also

required for making explanations. Explaining how things work requires learner to

identify all the causal connections among the things being explained.

Causal thinking is really more complex than learners understand. In order

to be able to understand and apply causal relationships, learners must be able to

quantify attributes of causal relationships (direction, strength, probability, and

duration) as well as be able to explain the underlying mechanisms describing the

relationship (Jonassen & Ionas, 2007). Why does a force applied to a ball cause

it to move in certain direction?

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Analogical

If you distill cognitive psychology into a single principle, it would be to use

analogies to convey and understand new ideas. That is, understanding a new

idea is best accomplished by comparing and contrasting it to an idea that is

already understood. In an analogy, the properties or attributes of one idea (the

analogue) are mapped or transferred to another (the source or target). Single

analogies are also known as synonyms or metaphors. One word conveys

attributes to the other, often using the word “like” or “as” as a connector.

Following Hurricane Katrina in 2005, New Orleans was said to be inundated with

a “toxic gumbo.” Gumbo is a complex New Orleans–style soup that contains a

variety of ingredients. The waters that surrounded New Orleans contained a

complex variety of toxic substances—thus metaphor as analogy.

People most commonly think of syllogism as analogies. A syllogism is a

four-part analogy. For example, love is to hate as peace is to ———. The

analogy makes sense only if the structural characteristics of the first analogy can

be applied to the second.

In using technologies to represent their understanding, students

consistently are required to engage in the comparison–contrast reasoning

required to structurally map the attributes of one or more idea to others, that is, to

draw an analogy.

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Expressive

Using technologies as tools to learn with entails learners representing

what they know, that is, teaching the computer. To do so, learners must express

what they know. Using different tools requires learners to express what they

know in different ways. Technologies can be used to help learners express

themselves in writing. Learners can express themselves using a variety of tools,

such as databases, spreadsheets, and expert systems, each tool requiring

different forms of expression. Technologies can support verbal expression, while

chapter 9 focuses on visual expressions. Contrast these varieties of expressions

to those required by state-mandated tests, where students’ only form of

expressions is the selection of answer a, b, c, or d.

Experiential

Experiences result in the most meaningful and resistant memories. We

can recall with clarity experiences that we have had many years before. The

primary medium for expressing experiences is the story. Stories are the oldest

and most natural form of sense making. Stories are the “means [by] which

human beings give meaning to their experience of temporality and personal

actions” (Polkinghorne, 1988, p. 11). Cultures have maintained their existence

through different types of stories, including myths, fairy tales, and histories.

Humans appear to have an innate ability and predisposition to organize and

represent their experiences in the form of stories. Learning with technologies


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engages stories in a couple ways. First, the experiences that students have while

using technologies to represent their understanding are meaningful and

memorable. Second, students may seek out stories and use technologies to

convey them.

Problem Solving

Using technologies to express and convey learner knowledge all entail

different kinds of problems solving. Learning with technologies requires that

students make myriad decisions while constructing their representations.

Deciding what information to include and exclude, how to structure the

information, and what form it should take are all complex decision-making

processes. Students also engage in a lot of design problem solving while

constructing their interpretations. They also must solve rule-using problems in

how to use software. When learners are solving problems, they are thinking

deeply and are engaged in meaningful learning. What they learn while doing so

will be so much better understood and remembered than continuously preparing

to answer multiple-choice test questions.

Modern technologies these days really help people in many aspects, in

transportation, communication, and many other way. Innovation really takes

place when this modern technologies were developed.

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The researchers have identified that using modern technologies in

learning will be more effective specially for nursery students wherein they will be

amaze and be entertain while learning.

“Incorporating technology into the classroom requires a double

innovation,” says Shelley Pasnik, director of the Center for Education and

Technology, Educators who receive new technology must first learn how to use

the equipment and then decide whether or not it supports the class objectives

and curriculum.

Despite the challenges, incorporating technology into education still has

proven benefits, especially when it comes to personalized learning. From math

games that adjust the level of difficulty as players progress to electronic books

that talk and respond to the tap of a finger, products that personalize the learning

experience for students often benefit their understanding. An interactive game is

more engaging than a book, so technology often promotes more practice and

review in areas requiring memorization, such as spelling, math and geography.

This frees up time in the classroom so educators can focus on skills like problem

solving, character development and critical thinking.

Technology also makes it easier to spend more overall time on learning.

“After school and weekend time can become effective learning time with the right

technology,” says David Vinca, founder and executive director of eSpark

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Learning, an education company that focuses on bringing iPads and iPods into

the classroom. Much like how smart phones extend the workday by allowing

professionals to send emails anytime, educational technology extends the school

day for kids who will happily play multiplication games or review grammar on

computer programs.

Educators also find it easier to track and assess student progress with the

help of technology. At the end of each lesson cycle in eSpark’s app, students

record a video summarizing what they’ve learned, and email it to their teacher. If

a student consistently misspells words of a certain pattern, the teacher will know

immediately and reintroduce that specific skill. This kind of data-driven

information is invaluable for teachers who want to revise and review.

The success of any tool depends on how it’s used. As how a gadget or

program furthers higher thinking, basic skills, or the child’s ability to evaluate,

analyze, and synthesize ideas. This way, you’ll ensure that it’s being used for

more than its novelty.

Technology may be changing the experience of education, but the role of

teachers and parents grow increasingly important as they become the experts

and guides for new learning resources. Teachers remain the constant in an ever-

changing classroom environment, which will continue to shift with the

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technological tides. Vinca agrees. “However technology is used in class, it has

the opportunity to be a game changer.”

According to the article in PINOYGURO: Using Technology to improve

learning(2012) in their first paragraph:

With the advent of technology, it is now used as a tool in teaching. Several

research and studies showed that technology helps improve the teaching and

learning process.

In this short part of the article, incorporating or using technology as a tool

in teaching gives improvement in the field of learning.

Another part of article from PINOYGURO: Developing Instructional Media

in the first paragraph and the summary states that:

Multimedia is interesting! Compelling! People like using it! Students learn

from it! It works! Anyone can develop a package; just point and click! Media is a

Latin word and is used to describe ways to convey messages and information.

Summary

The field of computer-aided instruction and multimedia is new. Using it

effectively requires deliberate thought and attention to detail. In its new life, we

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are just beginning to learn what effective use is for this technology. We think it

has the potential of addressing many educational issues. By using it to its best

potential, we hope to find solutions to some of today’s instructional challenges.

In the article Developing Instructional Media it states that using multimedia in

teaching will be more interesting and more entertaining. It is educational and at

the same time offers encouragement to the students to learn with enjoyment and

get more focus in studying.

In the article in this website:

http://www.pinoytechnoguide.com/2012/12/technology-in-education.html :

Technology in Education(2012) in the first three paragraph states that:

Integrating technology in your lesson can be a hard task. I started with the

basic use of Powerpoint in my lectures and I failed many times.

The huge improvement in technology today requires us to think creatively

of ways to integrate technology in our classroom and our lessons. Banning

cellphones, iPads and PDAs in schools is no longer the solution.

However, one of the problem that we, teachers , face is the guide on how

to integrate these new and sprouting technology in our lesson.

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In this article, using technology as an alternative way of teaching students

is really being creative but students must be guided by their teachers

appropriately. Teachers need to provide the right applications for their students

while they were still in school so that they can maximize the use of today’s

modern technologies. It is not only for entertainment but also for learning.

Foriegn RelatedStudies

Kids ABC Letters Special

This Android gaming Application is focusing on letters, from A to Z. This

application has four main scopes which are; naming letters, forming of letters,

recognizing letters and identifying letters in context.

First is the naming letters application. It displays a character in upper and lower

case then, it will tell the name of the letter. Second, the forming of letters wherein

the user will form a letter in small pieces. Third, is recognizing letters wherein the

user has a fishing tool that he or she can use to get the letter from the bottom

part of the game and it has to be similar to the letter displayed. Lastly, it is the

identifying letters in context wherein the user will tap on the letter and then the

application will pronounce the given letter.

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Animal Sound and Picture

This is an application for animal watchers and animal lovers. It has one

main scope which displays different kinds of animals. This includes the Baboon,

Bear, Bison, Buffalo, Camel, Cat, Cheetah, Chimpanzee, Cougar, Cow, Coyote,

Deer, Dog, Donkey, elephant, fox, Goat Bleat, Gorilla, Grizzly, Hippo, Horse,

Jaguar, Kitten, Lamb, Leopard, Lion, Monkey, Mouse, Panda, Panther, Pig, Polar

Bear, Puppy, Rabbit, Rat, Sheep, Tiger, White Cat, Wolf and Zebra. It will also let

you hear how they sound like.

50 Top Nursery Rhymes

50 Top Nursery Rhymes is a nursery rhyme centered Android Application

that lets the user to display and hear 50 mostly known nursery rhymes. It

displays the lyrics of the song and how to sing the song. If the user wants to

change or hear other nursery rhymes in the application, he or she can just swipe

it to the other songs.

Learning Colors For Kids

An Android Application developed by Stork Studio Limited is a simple and

learning game for the youngest children. It introduce amazing colors of the world

with the educational process of being funny and excessively interesting. The

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game will easily teach children to recognize nine various colors which are: red,

pink, gray, brown, purple, blue, green, yellow and orange. Each color comes

along with three bright funny pictures matching the shade.

Kids Learn Shapes

An android application developed by Intellijoy, is a hands on and a real life

way for kids to learn shapes. In this application the children will learn to

recognize shapes in their real-life context. The shapes currently included are

circle, rectangle, triangle, square, rhombus and oval.

Local Related Studies

Maddie and Matt Values App

The Maddie and Matt Values App is developed by AppLabs Digital

Studios. This Android Application has three main features. First, the user can

choose in 26 scenarios. These scenarios are alphabetically arranged and each of

it contains a question. The question being ask is about what good behavior might

get to that specific scenario. Second is the coloring time. The user can color the

characters in the application Maddie and Matt. Lastly, the main feature of the

game is the Picture Time wherein the user can take pictures of their selves and

share it to their friends in social networking sites.

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Maddie and Matt Filipino

This is an android application developed by AppLabs Digital Studios. This

is a tagalog version of the maddie and matt values which uses Filipino language

to execute same features of the English version.

Maddie and Matt’s Happy Earth

This is another Android Application developed by AppLabs Digital Studios.

This is called Maddie and Matt’s Happy Earth. It showcases various scenario that

can help children to learn the importance of taking good care of the environment.

TiBook: Tagalog Story Teller

Tagalog Story Tellet is an android application developed by Dayanara

Nacion. It gives fun and knowledge to the parents and children at the same time.

It also supports Filipino culture. This application allow the users to learn Filipino

literature while they are entertained by the interactive images in the story. Tibook

is an application made up of Alamat, Pabula, and Kwentong bayana books.

Filipino Alphabet

This is an android application developed by Sky Panda Studio. This

application permits the user to learn Filipino alphabet with Filipino words. In every

letter being displayed their is a corresponding word begins in that letter.

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The related studies are Kids ABC Letters Special, Animal Sound and

Picture, Maddie and Matt Values App, Maddie and Matt's Happy Earth, the 50

Top Nursery Rhymes, Learning Colors For Kids, Kids learn shapes, Maddie and

Matt Filipino, TiBook: Tagalog Story Teller, and the Filipino Alphabet. All of the

said Android applications are focusing on some content which are; letter for Kids

ABC Letters Special, the sounds of different animals and their picture in Animal

Sound and Picture, nursery rhymes for the 50 Top Nursery Rhymes, learning

different colors in learning colors for kids, learning different shapes in kids learn

shapes, different filipino stories in TiBook and learning filipino alphabet in Filipino

alphabet.

Through this related studies, the proponent of the research came up with

the idea to combine some of the said android application above and put the

content of some of the related studies in one android application. Every content

or features of the application can be displayed in English or Filipino language.

The content of the android application that the proponent will make is composed

of Filipino and English alphabet. The animals have their English and Filipino

names in the story telling. There will be English and Filipino short stories that

have moral lessons. Also, nursery rhymes will be having it’s version in English

and Filipino. Most of the related studies mentioned are not present in what the

proponent will make but updating the application wherein adding other content

will be necessary.

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Synthesis of Review

In summary, we all know that lecturing is not the most effective manner of

teaching, any more than cramming is an effective form of learning. This method

can help nursery students to improve their learning strategies. As an added

bonus, these methods fit well in the flipped learning environment that many

instructors are using now a days.

Having an alternative way to teach students specially for nursery students is

really needed because at their young age, it is where they still in the stage of

having fun through playing. They really need a type of learning wherein they will

be entertain and get focus. The said developers proposed an Android Application

covers almost all of the basic things that a nursery student needs to learn. This

application will serve as an alternative tool which can help the teachers to

present his or her lessons in different way with the use of modern technologies.

He or she can use cellphone or tablet to provide enjoyment while teaching. Also,

the parents of the nursery students can use this application to teach their children

at home. It may allow them to see what their children learn in school.

Using this application will also remind users that there are more useful

ways in using modern gadgets rather than for entertainment. It can be use in

learning purposes specially for teaching childrens. The children can be more

attached and attracted to the lesson because of these gadgets. This modern

technologies can be counted as effective tool in teaching.

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Chapter 3
Materials and Methodologies

This chapter contains the proposed research design, research locale,

respondents, the research evaluation instrument that the proponent will use,

development tools, the proposed system architecture and the proposed main

screen design.

Proposed Research Design

The proponents of the study used the descriptive research in gathering

data since the research is already based on previous researches that are related

in their study. Among the six methods of descriptive research the proponent used

the document analysis to came up with the idea of developing their system.

While the previous study use gathering data on their contents and features.

Through those ideas the proponent came up with the idea to combine the content

of some previously made systems in one research or system.

Research Locale

The study will be conducted in Barangay San Roque Daycare Center, this

place is selected for the main intend users of the study and they are the nursery

students, teachers and parents. The proponents plan is to introduce an additional

way of teaching the students through the use of gadgets specifically

smartphones and tablets.

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Respondents

The repondents of the study are the application developers, nursery

student teachers and parents of the nursery students.

Application Developers

The researchers choose application developers as one of the respondents

of the study. They will be the one to check if the quality of the game is good and

they will provide an evaluation of the application

Nursery Students, Teachers and Parents

The researchers choose the teachers and parents of the nursery students

as respondents of the study, since they will be the one to use the application for

their children. They will also evaluate if the application is useful and helpful to the

study of 25 nursery students.

To find out the evaluation of the respondents, the weighted mean of each

item was taken from interpretation. These interpretations were arbitrarily

assigned for the purpose of interpreting the findings.

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Research Evaluation Instrument

AMA COMPUTER COLLEGE

MANILA BRANCH

Name of the Proponents: Jose Harold Bordallo

Edmon Malaki

Jonathan Javinar

Title of the Thesis: E-learning Tool

Name(Optional):_________________________

Age:_____________

Gender: Male Female

Instruction: Read carefully the questions and encircle the number, answer it

based on this following rating scale:

5 (Strongly Agree)

4 (Agree)

3 (Neither Agree nor Disagree)

2 (Disagree)

1 (Strongly Disagree)

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Research Questionnaire

Reliability:

1. The application provides useful information for nursery

Students 5 4 3 2 1

2. The application can be used as a substitute for teaching

Nursery students 5 4 3 2 1

3. Will you allow nursery students to use this application for

learning? 5 4 3 2 1

User Friendliness:

1. The application is convenient to use by nursery students.5 4 3 2

2. The application contains images that nursery students

will surely like 5 4 3 2 1

3. The application is easy to use on navigating each part

of it. 5 4 3 2 1

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Maintainability:

1. Upon navigating the application, is it error free? 5 4 3 2 1

2. The functions of the software is working well such

as buttons and sounds? 5 4 3 2 1

3. The application is open for updates for some additional

contents. 5 4 3 2 1

Efficiency:

1. The application provides enough useful information 5 4 3 2 1

to help nursery students in learning.

2. The application contains an efficient and 5 4 3 2 1

precise information.

3. The application contains most of the things 5 4 3 2 1

a nursery student must learn.

Graphics:

1. The texts present in the application are

all readable. 5 4 3 2 1

2. The images used in the application are all clear and

not blurred. 5 4 3 2 1

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3. The background images used in the application

matches with the buttons and images. 5 4 3 2 1

Signature:

Rating Scale

The rating scale used for the evaluation of the survey is Likert Scale,

invented by Rensis Likerta psychologist, it is a psychometric rating scale

commonly used in research that utilizes questionnaires.

The respondents are asked to rate the questions using a 5 – point

scale:

5 for Strongly Agree, 4 for Agree, 3 for Neither Agree nor Disagree, 2 for

Disagree, 1 for Strongly Disagree.

The proponent’s research evaluation form uses the mean rating scale

in evaluating and interpreting the range of acceptance of the developed

human resources and accounting integrated software based on its usability,

content and technical aspects. If the computed mean falls between 4.0 to 5.0

the corresponding characteristics will be rated Excellent; next if the computed

mean falls between 3.0 to 3.9 the corresponding characteristics will be rated

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Outstanding; then if the computed mean falls between 2.0 to 2.9 the

corresponding characteristics will be rated Fair; lastly if the computed mean

falls between 1.0 to 1.9 the corresponding characteristics will be rated Needs

Improvement.

Rating Scale Interpretation

4.0 to 5.0 Excellent

3.0 to 3.9 Outstanding

2.0 to 2.9 Fair

1.0 to 1.9 Needs Improvement


Table 3.1 Mean Rating Scale

Proposed Research Procedure

In developing the android application, the proponent of the study choose a

process that will serve as a guide in the developing the said software.

Demonstrate

Prototype
Analysis And Testing Implementation
Cycles
Quick Design
Build Refine

Figure 3.1 Rapid Application Development Methodology

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In the figure 3 which is the Rapid Application Development(RAD) shows a

developmental cycle created by James Martin and it is formalized by publishing

the book in the year 1991. In general, RAD approaches to software development

put less emphasis on planning tasks and more emphasis on development. It is a

methodology that is much suited in software development.

The Rapid Application Development has four main stages, the Analysis and

Quick Design, Prototype Cycles, Testing and the Deployment or Implementation.

How this stages will help the proponent to develop the Application?

Analysis and Quick Design

In this stage, it is where the proponent will gather the software requirements and

perform rapid design creation. This will include the IDE and framework which the

proponent will use in developing the application.

Prototyping Cycles

During this stage, the proponent will develop the application in iterative cycles of

development, testing, requirements refining and development again until the

development is completed. The proponent will convert the data model into a

functional application. In this stage, it is vital to deliver each iteration on time,

while additional functionality may be scheduled for development after the initial

release.

Once the prototype has been developed, the proponent will test the initial

prototype using test scripts from the Quick Design stage. Review will be

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conducted on the initial prototype that includes testing the application. The next

iteration requirements determination will be conducted after the review.

Refining requirements happens repeatedly during this stage. Identifying the core

and secondary requirements shall be performed for all iterations. The proponent

will update the requirements, datamodels, test scripts and project plan as during

the Design Stage.

Testing

In this stage, it is where the proponent will test the application and see to it if all

the said content of the application is present and also check if there are errors or

functions that are not working in the system. After seeing some errors debugging

the application will be conducted in the application.

Deployment or Implementation

In this stage of RAD the proponent will implement the application to the users

especially to the beneficiaries of the application to see to it if all the objectives of

the study is being accomplished.

Statistical Tool to be Used

The researchers used Microsoft Excel 2007 to employ a qualitative

evaluation by the respondents. The researcher uses descriptive statistics since

descriptive statistics purpose is to summarize a sample or items of the survey to

interpret the evaluation of the respondents to the proposed software. The mean

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and the standard deviation for each item were computed to determine the

acceptability of the proposed software entitled “Global Venture Human

Resources and Paymaster System” and also to identify the strengths and

weaknesses in certain area of concern such as Accuracy, Reliability, Efficiency,

Security and User Friendliness.

To find out the evaluation of the respondents, the weighted mean of each

item was taken from interpretation. These interpretations were arbitrarily

assigned for the purpose of interpreting the findings.

Proposed Development Tools and Techniques to be used

In the developing the software the researchers will use Corona SDK as

their framework and the Notepad ++ for their IDE. The proponent choose Corona

SDK as their framework because it is one of the leading mobile development

framework for building high quality applications and games for IOS, Android,

Kindle fire and Nook in record time. And using the Notepad ++ as their IDE for it

supports several programming languages including the lua programming

language which is used in Corona SDK.

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Proposed System Architecture

System Architecture

User Action

Application Interface
Tablet/Smartphone User

Interface
Application Frameworks
Design

Button Function Design Corona SDK

Lua Programming
Application Phases Language

Alphabet Phase
Animals Phase

Story Telling
Phase
Library

Nursery Rhyme
Phase Composer API

Settings Phase

Figure 3.2 System Architecture

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In figure 3.1, it demonstrates how a user can access the application which

is pointing in a smartphone or a tablet, while the hardware, the user needs to

access it. After running the application in the smartphone or tablet, the user will

now be directed to the application interface of the game. In the game, the user

can perform different actions and then the first screen of the application will

appear. The phases or content of the application is located at the button function

design. In the application phase, it contains the different feature of application

which includes the alphabet phase, animals phase, story telling phase, nursery

rhyme phase and the settings phase.

In the application frameworks, it shows the framework and programming

language that will be use in developing the application. Corona SDK is the

framework that the researchers will use in developing the software which uses

the lua programming language. Since it produces high quality android

application, the proponents decided to use it as their framework.

In the library section which is the composer API, the proponents used it on

screen transitions or in changing scenes.

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Proposed Main Screen Design

Figure 3.3 Main Screen Design

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Chapter 4

Results and Discussion

In this chapter, the proponents of the system distributed a survey

questionnaire for 30 respondents to evaluate the proposed system, E-learning

Tool on its five different factors. Below are the result of the evaluation.

The table below shows the result of the survey with graph on the

Reliability of the proposed system:

Reliability: Verbal
5 4 3 2 1 Mean
Question 1 Interpretation
Provide
useful 13 17 4.43 Excellent
information
Table 4.1 Reliability Question 1

18

16

14

12
10

0
5 4 3 2 1

Figure 4.1 Reliability Question 1

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In table 4.1, it shows the evaluation of the respondents on reliability

question number 1, which is if the application provide useful information for

nursery students. By having a mean of 4.43, the system is Excellent in this

criteria.

Reliability: Verbal
5 4 3 2 1 Mean
Question 2 Interpretation
Used as
substitute
14 16 1 4.53 Excellent
for
Teaching
Table 4.2 Reliability Question 2

16

15.5

15

14.5

14

13.5

13
5 4 3 2 1

Figure 4.2 Reliability Question 2


In table 4.2, the reliability question 2, which is if the application can be

used as substitute for teaching nursery students. By having a mean of 4.53, the

application is Excellent in this criteria.

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Reliability: Verbal
5 4 3 2 1 Mean
Question 3 Interpretation
Allow
nursery
students to 15 15 4.50 Excellent
use the
application
Table 4.3 Reliability Question 3

16

14

12

10

0
5 4 3 2 1

Figure 4.3 Reliability Question 3


In table 4.3, the reliability question 3, which is if you will allow nursery

students to use the application for learning. By having a mean of 4.50, the

application is Excellent in this criteria.

Verbal
Factor Mean
Interpretation
Reliability 4.63 Excellent
Table 4.4 Reliability Evaluation

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Mean

0
1

Figure 4.4 Reliability Evaluation


In table 4.4, it shows the overall evaluation factor in terms of the reliability

of the application. The application is interpreted as Excellent for having a 4.63

mean.

The table below shows the result of the survey with graph on the User

Friendliness of the proposed system:

User
Verbal
Friendliness: 5 4 3 2 1 Mean
Interpretation
Question 1
Is the
application 13 17 4.40 Excellent
convenient
Table 4.5 User Friendliness Question 1

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18

16

14

12
10

4
2
0
5 4 3 2 1

Figure 4.5 User Friendliness Question 1


In table 4.5, the user friendliness question 1, which is if the application

convenient to use by nursery students. By having a mean of 4.40, the application

is Excellent in this criteria.

User
Verbal
Friendliness: 5 4 3 2 1 Mean
Interpretation
Question 2
Contains
images that
nursery 18 12 4.60 Excellent
students will
like
Table 4.6 User Friendliness Question 2

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18

16

14

12
10

4
2
0
5 4 3 2 1

Figure 4.6 User Friendliness Question 2

In table 4.6, the user friendliness question 2, which is if the application

contains images that nursery student will surely like. By having a mean of 4.60,

the application is Excellent in this criteria.

User
Verbal
Friendliness: 5 4 3 2 1 Mean
Interpretation
Question 3
Is the
application 11 18 1 4.33 Excellent
convenient
Table 4.7 User Friendliness Question 3

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18

16

14

12
10

4
2
0
5 4 3 2 1

Figure 4.7 User Friendliness Question 3

In table 4.7, the user friendliness question 3, which is if the application is

easy to navigate in each part. By having a mean of 4.33, the application is

Excellent in this criteria.

Verbal
Factor Mean
Interpretation
User Friendliness 4.44 Excellent

Table 4.8 User Friendliness Evaluation

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Mean

0
1

Figure 4.8 User Friendliness Evaluation


In table 4.8, it shows the overall evaluation factor in terms of the user

friendliness of the application. The application is interpreted as Excellent for

having a 4.44 mean.

The table below shows the result of the survey with graph on the

Maintainability of the proposed system:

Maintainability Verbal
5 4 3 2 1 Mean
Question 1 Interpretation

Error free
13 16 1 4.37 Excellent
application

Table 4.9 Maintainability Question 1

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16

14

12

10

0
5 4 3 2 1

Figure 4.9 Maintainability Question 1


In Table 4.9, maintainability question 1, which is if the application is error

free upon using it. By having a mean of 4.37, the application is Excellent in this

criteria.

Maintainability Verbal
5 4 3 2 1 Mean
Question 2 Interpretation
Functions of
the application 13 14 3 4.33 Excellent
working well

Table 4.10 Maintainability Question 2

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14

12

10

0
5 4 3 2 1

Figure 4.10 Maintainability Question 2


In Table 4.10, maintainability question 2, which is if the application’s

functions are working well. By having a mean of 4.33, the application is Excellent

in this criteria.

Maintainability Verbal
5 4 3 2 1 Mean
Question 3 Interpretation

Open for
17 13 4.57 Excellent
updates

Table 4.11 Maintainability Question 3

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18

16

14

12
10

4
2
0
5 4 3 2 1

Figure 4.11 Maintainability Question 3


In Table 4.11, maintainability question 3, which is if the application is

open for update for additional content. By having a mean of 4.57, the application

is Excellent in this criteria.

Verbal
Factor Mean
Interpretation
Maintainability 4.42 Excellent

Table 4.12 Maintainability Evaluation

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Mean

0
1

Figure 4.12 Maintainability Evaluation


In table 4.12, it shows the overall evaluation factor in terms of the

maintainability of the application. The application is interpreted as Excellent for

having a 4.42 mean.

The table below shows the result of the survey with graph on the

Efficiency of the proposed system:

Efficiency Verbal
5 4 3 2 1 Mean
Question 1 Interpretation
Provide
Enough Useful 11 17 2 4.30 Excellent
Information
Table 4.13 Efficiency Question 1

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18

16

14

12
10

4
2
0
5 4 3 2 1

Figure 4.13 Efficiency Question 1

In Table 4.13, efficiency question 1, which is if the application provide

enough useful information. By having a mean of 4.30, the application is Excellent

in this criteria.

Efficiency Verbal
5 4 3 2 1 Mean
Question 2 Interpretation
Efficient and
precise 12 17 1 4.37 Excellent
Information
Table 4.14 Efficiency Question 2

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18

16

14

12
10

4
2
0
5 4 3 2 1

Figure 4.14 Efficiency Question 2

In Table 4.14, efficiency question 2, which is if the application contains an

efficient and precise information. By having a mean of 4.37, the application is

Excellent in this criteria.

Efficiency Verbal
5 4 3 2 1 Mean
Question 3 Interpretation
Contain most
of the 9 20 1 4.27 Excellent
information
Figure 4.15 Efficiency Question 3

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20
18
16
14
12
10
8
6
4
2
0
5 4 3 2 1

Figure 4.15 Efficiency Question 3


In Table 4.15, efficiency question 3, which is if the application contains

most of the things a nursery students must learn. By having a mean of 4.27, the

application is Excellent in this criteria.

Verbal
Factor Mean
Interpretation
Efficiency 4.31 Excellent
Table 4.16 Efficiency Evaluation

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Mean

0
1

Figure 4.16 Efficiency Evaluation

In table 4.16, it shows the overall evaluation factor in terms of the

efficiency of the application. The application is interpreted as Excellent for having

a 4.31 mean.

The table below shows the result of the survey with graph on the

Graphical Interface of the proposed system:

Graphical
Verbal
Interface 5 4 3 2 1 Mean
Interpretation
Question 1

Readable texts 4 17 9 3.83 Outstanding

Table 4.17 Graphical Interface Question 1

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18

16

14

12
10

4
2
0
5 4 3 2 1

Figure 4.17 Graphical Interface Question 1

In Table 4.17, efficiency question 1, which is if the text that are present

in the application are readable. By having a mean of 3.83, the application is

Outstanding in this criteria.

Graphical
Verbal
Interface 5 4 3 2 1 Mean
Interpretation
Question 2
Images do not
3 20 7 3.87 Outstanding
pixelate
Table 4.18 Graphical Interface Question 2

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20
18
16
14
12
10
8
6
4
2
0
5 4 3 2 1

Figure 4.18 Graphical Interface Question 2


In Table 4.18, efficiency question 2, which is if the images present in the

application do not pixelate. By having a mean of 3.87, the application is

Outstanding in this criteria.

Graphical
Verbal
Interface 5 4 3 2 1 Mean
Interpretation
Question 3
Background
7 17 6 4.03 Excellent
Images
Table 4.19 Graphical Interface Question 3

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18

16

14

12
10

4
2
0
5 4 3 2 1

Figure 4.19 Graphical Interface Question 3

In Table 4.19, efficiency question 3, which is if the background images

blends with the buttons and other images. By having a mean of 4.03, the

application is Excellent in this criteria.

Verbal
Factor Mean
Interpretation
Graphical
3.91 Excellent
Interface

Table 4.20 Graphical Interface Evaluation

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Mean

0
1

Figure 4.20 Graphical Interface Evaluation

In table 4.20, it shows the overall evaluation factor in terms of the

Graphical Interface of the application. The application is interpreted as

Outstanding for having a 3.91 mean.

Factor Mean Verbal Interpretation


Reliability 4.49 Excellent
User Friendliness 4.44 Excellent
Maintainability 4.42 Excellent
Efficiency 4.31 Excellent
Graphical
3.91 Outstanding
Interface
Table 4.21 Overall Category Evaluation

In Table 4.21, the overall category evaluation of the system by 30

respondents with the following factor: Reliability, User Friendliness,

Maintainability, Efficiency and Graphical Interface. The system is interpreted as

Excellent for having a mean of 4.31.

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Chapter 5

SUMMARY OF FINDINGS, CONCLUSION AND RECOMMENDATION

In this chapter, it contains the summary, conclusion and recommendation

of the proposed system “E-learning Tool”. The following scores collected are

from the survey conducted by the proponents of the mobile application.

Summary

The usage of mobile smartphones and tablets today is emerging fast,

because through these gadgets we are able to communicate with each other,

using it for socialization, for entertainment and also can be used for learning. But

mostly, these gadgets were not used for learning purposes since the usage of

smartphones and tablets are not maximized.

Using smartphones and tablets for learning especially for nursery students

will totally give them a benefit. They may appreciate and experience a more

advance way of learning by using the “E-learning Tool”. This tool can also be

used as an alternative way of teaching the nursery students wherein they may

learn and be entertained at the same time. Using this application was proven

effective based on the results of the survey conducted by the proponent of the

software.

The results of the survey from 30 respondents of the 5 different factors are

the following:

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1. Reliability – with an overall score of 4.49 that translates as Excellent the

“E-learning Tool” is a reliable application to use in providing information for

nursery student.

2. User Friendliness – with an overall score of 4.44 that translates as

Excellent the “E-learning Tool” is a user friendly application for it is

convenient to use and contains colorful images that a nursery student will

surely like.

3. Maintainability – with an overall score of 4.42 that translates as Excellent

the “E-learning Tool” is a maintainable application for it has no errors in

the application and it is open for new updates for additional content.

4. Efficiency – with an overall score of 4.31 that translates as Excellent the

“E-learning Tool” is efficient in terms of the content of the application and

provides precise information and contains most of the basic information a

nursery student must learn.

5. Graphical Interface – with an overall score of 3.91 that translates as

Outstanding the “E-learning Tool” contains quality graphics and the texts

present in the application are all readable.

Conclusion

Based on the result gathered, the “E-learning Tool” concludes that using

this application as an alternative tool in teaching nursery students is reliable in

terms of providing information. They will experience using new gadgets as a

tool that provides colorful images and also for entertainment.

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Recommendation

The “E-learning Tool” is a mobile application that runs only on android

operating system that can be used as alternative way of teaching nursery

students. The content of the application will be updated which includes

numbers, shapes and colors module and the functions of the smartphone will

be linked in the application.

Based on the findings and conclusions the following recommendations are

made:

For the nursery student’s teacher having “E-learning Tool” as an alternative

tool to use in teaching nursery student will give a higher chance that they will

listen on the class discussion.

For the Parents of the nursery students having “E-learning Tool” can

surely help them teach their children for most of the basic things they must

learn.

For Nursery Students having “E-learning Tool” will let them learn in their

own since they can navigate the application on their own.

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