Mobile Learning App Capstone Project

Mobile Learning App Capstone Project

Chapter 1

Background of the Study   

According to Priya Viswanathan (2013) Mobile application is a computer program designed to run on smartphones, tablet computers and other mobile devices.Apps are usually available through application distribution platforms, such as the Apple App Store, Google Play, Windows Phone Store, and BlackBerry App World. Some apps are free, while others must be bought. Usually, they are downloaded from the platform to a target device, such as an iPhone or Android phone, but sometimes they can be downloaded to laptops or desktop computers.

In 2013, the Apple App Store generated $10 billion in downloads. And both the Google Play Store and Apple App Store attracted over 50 billion downloads. For 2014, the momentum is likely to continue, but in a variety of directions. From spatial sensitivity for tracking exercise habits to having the power of IBM Watson on-the-go, 2014 will host exciting progress in the mobile development space. Executives from Icreon Tech, along with members of their software development teams, have collaborated to prioritize the most important mobile development trends for 2014. For businesses, brands and independent developers, this advice from Icreon Tech leadership will help guide successful mobile strategies for the upcoming year.

M-learning technologies include handheld computers, notebooks, mobile phones and tablets. M-learning focuses on the mobility of the learner, interacting with portable technologies. Using mobile tools for creating learning aids and materials becomes an important part of informal learning. This highly active process has proven to increase exam scores by replacing books and notes with small devices, filled with tailored learning contents. This mobile Application is an excellent opportunity to broaden the scope of the learning experience, as it allows learners to carry on learning while they on the move. However their needs and expectations are not the same as when they are in a classic M-learning setting. One of the key challenges of mobile learning is how to articulate mobile learning and e-learning seamlessly, so that the learning experience remains coherent and fluid.

1.1 Introduction

Advances  in  mobile  technology  have  enabled  a  wide  range  of  application  to  be  developed that  can  be  used  by  people  in  the  move.  Developers  sometimes  overlook  the fact   that users  will  want  to  interact  with  such  devices  while  on  the  move.  Small  screen size,  limited  connectivity  high  power  consumption  rates  and  limited  input  modalities  are just  some  of  the  issues  that  arise  for  small,  portable  devices.  One  of  the  biggest  issues  is  the  context  in  which  they  are  used.  As  these  devices  are  designed  to  enable  users  to use  them  while,  the  impact  that  the  use  of  these  devices  has  on  the  mobility  of  the  user is  a  critical  factor  to  the  success  of  failure  of  the  application current  research  has  demonstrated  that  cognitive  overload  can  be  an  important  aspect  of usability.  It  seems  likely  that  mobile  devices  may  be  sensitive  to  the  effects  of  cognitive overload,  due  to  their  likely  deployment  in  multiple  task  settings  and  limitations  of  size. This  aspect  of  usability  is  often  overlooked  in  existing  usability  models,  which  are outlined  in  the  next  section,  as  these  models,  are  design  for  application  which  is  seldom used  in  a  mobile  context.

E-Learning  is  an  excellent  opportunity  to  broaden  the  scope  of  the  learning experience,  as  it  allows  learners  to  carry  on  learning  while  they’re  on  the  move.  However  their  needs    and  expectations  are  not  the  same  as  when  they  are  in  a  classic e-learning setting.  One  of  the  key  challenges  of  mobile  learning  is how  to  articulate  mobile  learning  and  e-learning  seamlessly,  so  that  the  learning  experience  remains  coherent  and  fluid.

The purpose of the said application is to promote the learning about the proper using of computer and understanding on how it works and, for those who wanted to learn about computer programming and networking. This application is related to computer learning specifically in programming and networking.

1 1.2 Objective of the Study

General objectives:

            To design and the creation of a mobile application for computer programming and networking.

Specific objectives:

  • Determine and utilize appropriate mobile phone learning activities.
  • Understand informative opportunities for mobile phones.
  • Design learning activities for mobile phones.
  • Learn computer programming and networking lesson in off-line sitting.
  • To design and develop a well-designed application that can make the students feel like comfortable in using it.

1.3 Assumption of the Study

This study is conducted based on the following assumptions:

  1. That the doctors and staff will use the proposed system;
  2. Researchers assume data collection instruments are valid and reliable based upon their previous use.
  3. That the proposed system will be a great help to the students and teachers as well

1.4 Conceptual Framework of the Study

Conceptual IPO model for the proposed system

1.5 Significance of the Study


  1. Students. Are the direct beneficiaries to Develops knowledge in Computer programming and networking especially in Hardware and software Discussions and they can study anywhere as long as they have this application.
  2. Will adopt an application to help all the students to improve their knowledge about computer concepts and the instructors to improve their teaching about computer programming and networking using the application.
  3. Future Researcher. They can improve the application by updating new lessons about the computer programming and networking.
  4. Instructor. Computer instructors can use the application to improve the teaching of the subject computer programming and networking. And they can use this mobile learning to get some questions for their fellow students while having a discussions regards to the topics. Because the instructor’s main role is to deliver and prepare the information, guide the students and support to be a future IT professionals someday. 

1.6 Scopes and Delimitation of the Study


  • The app will run even without internet connection.
  • The focus of the study will be on programming lessons and networking.
  • The app will only run in android devices.
  • The app uses a responsive design which will automatically adopt it design based on the screen resolution of the users phone.


  • The app is not online, which means that you can use the app in an offline mode. 

1.7 Definition of Terms

Android OS

Android is a mobile operating system (OS) based on the Linux kernel and currently developed by Google. With a user interface based on direct manipulation, Android is designed primarily for touchscreen mobile devices such as smartphones and tablet computers, with specialized user interfaces for televisions (Android TV), cars (Android Auto), and wrist watches (Android Wear). The OS uses touch inputs that loosely correspond to real-world actions, like swiping, tapping, pinching, and reverse pinching to manipulate on-screen objects, and a virtual keyboard. Despite being primarily designed for touchscreen input, it has also been used in game consoles, digital cameras, regular PCs, and other electronics. As of 2015, Android has the largest installed base of all operating systems.

Mobile Learning

Mobile learning is defined as “learning across multiple contexts, through social and content interactions, using personal electronic devices.” A form of distance education, m-learners use mobile device educational technology at their time convenience.

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