Full Project – Android-based course learning materials application for computer science student

Full Project – Android-based course learning materials application for computer science student

Click here to Get this Complete Project Chapter 1-5

CHAPTER ONE

    INTRODUCTION

  • BACKGROUND OF THE STUDY

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. Nevertheless, all not learning process is considered to be effective. Effective could be assumed to had been achieved if about hundred percent (100%), of the population lectured assimilate the knowledge and/or ideas across; this is quite different when the population size is very high and there is existences of certain un-conducive learning conditions such as noise, poor ventilation, and extreme temperatures.

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.

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.

1.1 OBJECTIVES OF THE STUDY

The main idea of the topic is to implement an application with the help of which users can read and study at their own pace through their mobile devices, anywhere and at anytime.

Others include:

  1. To develop an android based tutorial application which will help students to learn, read and study many course materials via their android devices
  2. To provide alternative way of attaining education
  3. To facilitate the development and importance of Android technology
  4. To enhance learning in a very fast, easy, and convenience way
  5. To reveal the use of android device as a learning tool, because 90 percent of higher institution students uses android phones.

1.2 SIGNIFICANCE OF THE STUDY   

Android Based course learning materials will provide benefits for the students and individuals involved.

Improved performance: it is interactive to the students thereby improving their productivity.

It improves standard of learning web language.

Increased access: it enables people from any part of the world to be educated.

Convenience and flexibility to learners: learning process is structured in units; this makes the learner study at his/her own convenience without getting too bored with lectures.

 

1.3 SCOPE OF THE PROJECT

This project is an Android Based course learning materials application running 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.

Also the study will be strictly on HTML as a web language, for website developers precisely. This will be done to enable the students to be fully baked and grinded on this wonderful area of learning.

 

1.4 PURPOSE OF THE STUDY

The purpose or aim of the study is to provide an android application on android enabled devices where the students who use the application gather facts on any information they want on some course materials and hence help them learn very fast and easily.

Another point is also to enable student become versatile with greater knowledge through course learning materials. Since we are in the computer age, information and communication technology has cropped in every nook and cranny of this world.

As a matter of fact, the project is going to be uploaded on Google Play Store to allow students download it and thus enhance their intellectual capabilities and study beyond the traditional classroom lecture.

 

1.5 STATEMENT OF PROBLEM

Due to the problems students find and experiences, it has never been easy for students to acquire basic and necessary education in any institution one wishes irrespective of the fact that the resources are there.

Also due to the problems students find and experiences in learning manually through their textbooks or notes, this application will make learning easy for students at their own pace.

There are numerous problems with the manually learning method.  These in-adequacies are enumerated below:

  • Inability of adequate learning resources or materials to be accessed by students
  • Inadequate practical in the classroom, hence making programming difficult for learners

 

1.6 LIMITATIONS OF STUDY

Apart from the usual risk and limitation present in every project due to time, scope, quality and financing, a major limitation arises from the gathering of information or data from the concerned individuals with fair and un-bias judgment of the proposed e-learning products.

Considering the multi-tasking nature of the project, much time and financial resources are required. Owing to this fact, specifications of the proposed Android learning material were adjusted to suit the available financial budget allocated to it and which is obtainable.

And the project design is limited to only some course materials for computer science students.

 

1.7 DEFINITION OF TERMS

Android SDK: The Android SDK (software development kit) is a set of development tools used to develop applications for Android platform.

Android: Android is a software for mobile phones, tablets and a growing range of devices covering everything from wearable computing to in-car entertainment.

Android is also a mobile operating system developed by Google. It is used by several smartphones and tablets.

Android Studio: Provides the fastest tools for building applications on every type of android device.

Java: Java is a programming language that produces software for multiple platforms.

Course: is a unit of teaching that typically lasts for one academic semester.

Extended Mark Language(XML):Means that the language is a shell, or skeleton that can be extended by anyone who wants create additional ways to use XML.

Android Manifest: Describes the fundamental characteristics of the application and defines each of its components.

Programming language – this is a set of operation of grammatical rules (syntax or protocol) use for written and developing instructional codes given to the computer for task performance.

 

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Full Project – Android-based course learning materials application for computer science student

Click here to Get The Complete Research Project Chapter 1-5

RESEARCH PROJECT CONTENTS
CHAPTER ONE - INTRODUCTION
1.1 Background of the study
1.2 Statement of problem
1.3 Objective of the study
1.4 Research Hypotheses
1.5 Significance of the study
1.6 Scope and limitation of the study
1.7 Definition of terms
1.8 Organization of the study
CHAPETR TWO – LITERATURE REVIEW
2.1. Introduction
2.2. Conceptual Framework
2.3. Theoretical Framework
2.4 Empirical Review
CHAPETR THREE - RESEARCH METHODOLOGY
3.1 Research Design
3.2 Study Area
3.3 Population of the Study
3.4 Sample Size and Sampling Technique
3.5 Instrument for Data Collection
3.6 Validity of the Instrument
3.7 Reliability of the Instrument
3.8 Method of Data Collection
3.9 Method of Data Analysis
3.9 Method of Data Analysis
3.10 Ethical Considerations
CHAPTER FOUR - DATA PRESENTATION AND ANALYSIS
4.1. Introduction
4.2 Demographic Profiles of Respondents
4.2 Research Questions
4.3. Testing of Research Hypothesis
4.4 Discussion of Findings
CHAPTER FIVE – SUMMARY, CONCLUSION & RECOMMENDATIONS
5.1 Introduction
5.2 Summary
5.3 Conclusion
5.4 Recommendation
REFERENCES
APPENDIX


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