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Software Implementation of an Android Based Course Learning Materials ApplicationC.S. Project Software Reference ID: SD-23448-CS |
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This research work titled "Design and Implementation of an Android Based Course Learning Materials Application" is dedicated to God for his enabling grace and to all computer enthusiasts who help to make life a pleasant experience.
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I owe my indebtedness to my Supervisor (Name of your Supervisor), the Head of Department (Name of your HOD), the Lecturers in the department of Computer Science (CS), Book Authors and Profound Scholars of existing/related research work for your moral support that facilitated the successful completion of my (Tertiary Institution level). I am grateful to God Almighty and my parent for their financial support in my career. I really appreciate you all for everything, Thank you very much.
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PRELIMINARY PAGES
INTRODUCTION
LITERATURE REVIEW
SYSTEM ANALYSIS AND DESIGN
SYSTEM DESIGN AND IMPLEMENTATION
SUMMARY, CONCLUSION AND RECOMMENDATION
REFERENCES
APPENDIX A - “SOURCE CODE”
APPENDIX B - “OBJECT PROGRAM”
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Android Based Course Learning Materials Application is a form of digital learning which can be applied for teaching and learning purposes where some educational experts view it as a subset of e-learning but with a subtle difference contents are delivered onto mobile devices rather than the ubiquitous desktop personal computers. The aim of the study is to Design and Implement an Android Based Course Learning Materials Application. In achieving this aim, following specific objectives were laid out to develop an android based learning application which will help students to learn, read and study many course materials via their android devices, provide alternative way of attaining education and facilitate the development and importance of Android technology.
The motivation that led to this study is the numerous problems encountered with the manually learning method. These inadequacies are inability of adequate learning resources or materials to be accessed by students and Inadequate practical in the classroom, hence making programming difficult for learners.
The methodology adopted in this study is the structured system analysis and design methodology (SSADM) which is a technical approach for analyzing and designing an application or system by applying object throughout the software development process. The programming language used is HTML, CSS, JAVASCRIPT, PHP, SQL and JQUERY. The reason why web programming languages was used is because, it is platform independent and it is a web based application. The proposed Android Based course learning materials application system will provide benefits for the students and teachers or individuals involved and will improves standard of learning easily. The expected result is an Android Based Course Learning Materials Application that will improves standard of learning easily and make course learning materials available for use by each course lecturer.
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Android Based Course Learning Materials Application is a form of digital learning which can be applied for teaching and learning purposes where some educational experts view it as a subset of e-learning but with a subtle difference contents are delivered onto mobile devices rather than the ubiquitous desktop personal computers. Learning is one of the very vital human activities that require concentration blended with interactivity, clear and distinct understanding of the facts been stated or discussed, high communication skills and techniques, attractive learning qualities such as colorful pictorial presentations of information among others. For effective learning to take place, it is dependent on many factors. In most cases, these factors arise from the teachers, the students, the teaching and learning media or materials, and the learning environment with its structures.
As a prelude to other parts of this study, this chapter will discuss the background upon which this study was initiated, the statement of problems that led to this study, the Aim and Objectives of the study. Others are Significance of the study, Scope of work, Limitation of the study and Definition of technical terms.
Android learning is developed by using multi platforms, languages, and technologies. Thus, learning can be carried out anywhere, anytime for as long as an institution’s networking system can gain access to the wireless coverage. In this regard, android technology can help realize a mobile learning environment based on the network architecture shown with students gaining fast access to learning contents and materials of their studies by using their mobile phones (Shanmugapriya and Tamilarasia, 2011). There are a number of reasons which make mobile technologies and devices attractive for learning, including: palmtops are relatively inexpensive, compared with full-sized desktop or laptop computers; they offer the possibility of ubiquitous computing; they facilitate access to information and promote the development of information literacy; they offer the possibility of collaborative learning and independent learning (Keegan, 2002).
The progress made in the computer world through the development of sophisticated hardware, software, and other technologies could be employed for the remedy of the situation. Exploring the powerful capabilities of multimedia and implementing it on teaching and learning processes via the production of learning material and products such as e-book, android learning applications, Computer Assisted Learning (CAI), Computer Sided Instruction (CAT), Computer Based Training (CBT), internet based training among others would go a long way towards improving the advancement of the practical and theoretical knowledge of the students. With high quality content value of the e-learning products and the captivating multimedia features embedded in them, a student can easily, assimilate such knowledge (even in the absence of a teacher and the required physical environment) through repetitive accessing of the course learning materials and following each course outline instructions contained therein.
The problem that necessitated this research lies in the problems encountered in manual learning materials. There are numerous problems with the manually learning method. These inadequacies are enumerated below:
The aim of the study is to Design and Implement an Android Based Course Learning Materials Application. In achieving this aim, following specific objectives were laid out as follows:
The following are the relevance of the study;
The study focuses on the Design and Implementation of an Android Based Course Learning Materials Application on Android technology and devices. The project is designed using Android Studio with the aid of Java and XML programming language.
The scope of this study will be strictly on course learning materials for some computer science departmental courses, for website developers precisely. This will be done to enable the students to be fully baked and grinded on this wonderful area of learning.
During the course of this study, many things militated against its completion, some of which are:
This chapter focuses on the review of related literature. A literature review includes the current knowledge as well as theoretical and methodological contributions to a particular topic. It documents the state of the art with respect to the topic you are writing. It surveys the literature in the topic selected. In this research work the literature review includes the …
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Final year research work is all about finding real life problem and proffering solution that will partially or totally eliminate the existing system bottlenecks. The following are the major and elective project proposal writing sections for "Design and implementation of an android based course learning materials application" research work;
Major Sections
Motivation for Embarking on the Project
Brief Background of Study
Statement of Problems
Aim of the Study
Specific Objectives of the Study
Significance of the Study (Who benefits from the project and how?)
Elective Sections
Methodology and Reason for Using It (such as; models, SSADM, or OOADM)
Tools (programming languages and software used)