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CHAPTER 1
Introduction
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
participation.
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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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
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 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.
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
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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
Mostly, nursery students easily get out of focus on learning through the
use of textbooks.
school.
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General Objective
Specific Objectives
to teach nursery students in learning that they will surely enjoy and boost
texbooks.
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following:
Users : This study will help teachers and parents in teaching their children using
Application Developers : This study will help the developers in learning and
Future Researchers : This study will help future researchers wherein they can
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.
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
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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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Limitations
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.
maximizing the use of today’s gadgets and this devices are not only for
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
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
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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
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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
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
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
In the process phase, the proponent will use the Rapid Development
to provide faster development of the study and gives a better result towards
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
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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,
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
Tablet –another hardware that the proponent will use to run their android
Notepad ++ - it is the IDE that the proponent will use in making the android
application.
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using.
exclusively for Apple hardware. It is the operating system that powers many of
tools that allows the creation of applications for a certain software package,
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
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CHAPTER 2
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.
According to the part of the article of Mrs. Kelly Tenkely: Using technology
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
In the article, using technologies in teaching will help students to learn things
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educational technologies in the past decade led everyone to wonder whether the
reconstructed in some new formation. But whatever changes might occur to the
according to which human beings learn complex new skills and information will
to be in the advent of new research and ideas for learning sciences that can help
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.
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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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
interesting.
Another article by Brandon Juarez – Using the Remind App in the Online
Americans are using cell phone, with almost half using a smartphone (Pew
Research, 2014). Given the ubiquity of mobile devices, it makes sense for
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
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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.
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
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.
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 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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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
games and applications exist for these mobile devices, and as a matter of fact,
2013). The data collected by Apps in Education (2012) confirmed that the subject
Aquino announced during the launch of the country’s K -12 curriculum that the
corporations in the Philippines aims to provide one laptop computer per child.
mobile devices, the internet also plays a very vital role in helping the students in
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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
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
communicate with their students more easily, and allows them to distribute
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
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
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(2012). For public elementary schools, however, only 4 percent are equipped
with e-Classroom packages, the DepEd adds. Students benefit from utilizing
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
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
teachers and students can yield positive results within the learning environment
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all digital can improve the quality of higher education where she cited four
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,
the classroom doesn’t render the role of the instructor obsolete—it’s just the
instantaneous fashion.
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
student knows and doesn’t know and then creates an interactive assignment that
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
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
learning. One of the most important reasons I believe digital is the future is that it
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
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.
down where technology first used in teaching and cited advantages of using it.
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later radio, and then motion pictures. During the 1950s, programmed instruction
emerged as the first true educational technology, that is, the first technology
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
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.
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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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
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
graphics tools (paint programs and desktop publishing) along with instructional
software (including problem-solving programs along with drill and practice and
tutorials).
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.
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
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,
If schools are to foster meaningful learning, then the ways that we use
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
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and the environments that engage learners. Technology can also consist of
cooperative learning.
controlled and when interactions with the technologies are conceptually and
intellectually engaging.
world. These tool kits must support the intellectual functions that are required
by a course of study.
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If technologies are used to foster meaningful learning, then they will not be
learning by constructing:
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community
reflecting:
for reflecting on what they have learned and how they came to know it
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
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Causal
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
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.
relationship (Jonassen & Ionas, 2007). Why does a force applied to a ball cause
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Analogical
analogies to convey and understand new ideas. That is, understanding a new
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
analogy makes sense only if the structural characteristics of the first analogy can
required to structurally map the attributes of one or more idea to others, that is, to
draw an analogy.
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Expressive
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
Experiential
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
through different types of stories, including myths, fairy tales, and histories.
engages stories in a couple ways. First, the experiences that students have while
memorable. Second, students may seek out stories and use technologies to
convey them.
Problem Solving
information, and what form it should take are all complex decision-making
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
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learning will be more effective specially for nursery students wherein they will be
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.
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
more engaging than a book, so technology often promotes more practice and
This frees up time in the classroom so educators can focus on skills like problem
“After school and weekend time can become effective learning time with the right
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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
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
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
teachers and parents grow increasingly important as they become the experts
and guides for new learning resources. Teachers remain the constant in an ever-
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research and studies showed that technology helps improve the teaching and
learning process.
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
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
the same time offers encouragement to the students to learn with enjoyment and
http://www.pinoytechnoguide.com/2012/12/technology-in-education.html :
Integrating technology in your lesson can be a hard task. I started with the
However, one of the problem that we, teachers , face is the guide on how
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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
application has four main scopes which are; naming letters, forming of letters,
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
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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
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
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
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
Studios. This Android Application has three main features. First, the user can
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
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is a tagalog version of the maddie and matt values which uses Filipino language
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.
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
Filipino Alphabet
application permits the user to learn Filipino alphabet with Filipino words. In every
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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
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
bonus, these methods fit well in the flipped learning environment that many
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
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Chapter 3
Materials and Methodologies
respondents, the research evaluation instrument that the proponent will use,
development tools, the proposed system architecture and the proposed main
screen design.
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
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
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Respondents
Application Developers
of the study. They will be the one to check if the quality of the game is good and
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
To find out the evaluation of the respondents, the weighted mean of each
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MANILA BRANCH
Edmon Malaki
Jonathan Javinar
Name(Optional):_________________________
Age:_____________
Instruction: Read carefully the questions and encircle the number, answer it
5 (Strongly Agree)
4 (Agree)
2 (Disagree)
1 (Strongly Disagree)
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Research Questionnaire
Reliability:
Students 5 4 3 2 1
Nursery students 5 4 3 2 1
learning? 5 4 3 2 1
User Friendliness:
of it. 5 4 3 2 1
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Maintainability:
contents. 5 4 3 2 1
Efficiency:
precise information.
Graphics:
all readable. 5 4 3 2 1
not blurred. 5 4 3 2 1
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Signature:
Rating Scale
The rating scale used for the evaluation of the survey is Likert Scale,
scale:
5 for Strongly Agree, 4 for Agree, 3 for Neither Agree nor Disagree, 2 for
The proponent’s research evaluation form uses the mean rating scale
content and technical aspects. If the computed mean falls between 4.0 to 5.0
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
falls between 1.0 to 1.9 the corresponding characteristics will be rated Needs
Improvement.
process that will serve as a guide in the developing the said software.
Demonstrate
Prototype
Analysis And Testing Implementation
Cycles
Quick Design
Build Refine
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the book in the year 1991. In general, RAD approaches to software development
The Rapid Application Development has four main stages, the Analysis and
How this stages will help the proponent to develop the Application?
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
Prototyping Cycles
During this stage, the proponent will develop the application in iterative cycles of
development is completed. The proponent will convert the data model into a
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
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
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
Deployment or Implementation
In this stage of RAD the proponent will implement the application to the users
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
Resources and Paymaster System” and also to identify the strengths and
To find out the evaluation of the respondents, the weighted mean of each
In the developing the software the researchers will use Corona SDK as
their framework and the Notepad ++ for their IDE. The proponent choose Corona
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
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System Architecture
User Action
Application Interface
Tablet/Smartphone User
Interface
Application Frameworks
Design
Lua Programming
Application Phases Language
Alphabet Phase
Animals Phase
Story Telling
Phase
Library
Nursery Rhyme
Phase Composer API
Settings Phase
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In figure 3.1, it demonstrates how a user can access the application which
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
which includes the alphabet phase, animals phase, story telling phase, nursery
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
In the library section which is the composer API, the proponents used it on
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Chapter 4
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: 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
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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
used as substitute for teaching nursery students. By having a mean of 4.53, the
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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
students to use the application for learning. By having a mean of 4.50, the
Verbal
Factor Mean
Interpretation
Reliability 4.63 Excellent
Table 4.4 Reliability Evaluation
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Mean
0
1
mean.
The table below shows the result of the survey with graph on the User
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
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
contains images that nursery student will surely like. By having a mean of 4.60,
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
Verbal
Factor Mean
Interpretation
User Friendliness 4.44 Excellent
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Mean
0
1
The table below shows the result of the survey with graph on the
Maintainability Verbal
5 4 3 2 1 Mean
Question 1 Interpretation
Error free
13 16 1 4.37 Excellent
application
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16
14
12
10
0
5 4 3 2 1
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
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14
12
10
0
5 4 3 2 1
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
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18
16
14
12
10
4
2
0
5 4 3 2 1
open for update for additional content. By having a mean of 4.57, the application
Verbal
Factor Mean
Interpretation
Maintainability 4.42 Excellent
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Mean
0
1
The table below shows the result of the survey with graph on the
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
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
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
most of the things a nursery students must learn. By having a mean of 4.27, the
Verbal
Factor Mean
Interpretation
Efficiency 4.31 Excellent
Table 4.16 Efficiency Evaluation
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Mean
0
1
a 4.31 mean.
The table below shows the result of the survey with graph on the
Graphical
Verbal
Interface 5 4 3 2 1 Mean
Interpretation
Question 1
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18
16
14
12
10
4
2
0
5 4 3 2 1
In Table 4.17, efficiency question 1, which is if the text that are present
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
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
blends with the buttons and other images. By having a mean of 4.03, the
Verbal
Factor Mean
Interpretation
Graphical
3.91 Excellent
Interface
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Mean
0
1
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Chapter 5
of the proposed system “E-learning Tool”. The following scores collected are
Summary
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
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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nursery student.
convenient to use and contains colorful images that a nursery student will
surely like.
the application and it is open for new updates for additional content.
Outstanding the “E-learning Tool” contains quality graphics and the texts
Conclusion
Based on the result gathered, the “E-learning Tool” concludes that using
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Recommendation
numbers, shapes and colors module and the functions of the smartphone will
made:
tool to use in teaching nursery student will give a higher chance that they will
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
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