Design And Implementation Of An Android Based Course Learning Materials Application

The paper examined the design and implementation of an Android Based Course Learning Materials Application. Faced with the numerous challenges students encounter when sourcing for study materials for various courses they undertake on campus, the researcher achieved the paper objectives which are; to develop an android software that will aid students in learning, reading and studying course materials via their android devices. Concerning methodology, the researcher studied existing systems in tertiary institutions in Nigeria and converted manual systems of operations to a computerized one. The system was built with JAVA JDK and SDK tools using the Android Development Studio.

Introduction
1.1 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 assimilates 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 Aim and Objectives of the Study

Aim of the Study

The primary objective of the topic is to implement an application which can assist computer science students to read and study their courses at their own pace via their android devices.

Objectives of the Study

  1. To develop an android based learning 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 an effective or quick learning tool, because 90 percent of tertiary institution students uses android phones regularly.

1.2 Significance of the Study

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

Improved Performance:

  1. It is interactive to the students thereby improving their learning productivity.
  2. It improves standard of learning easily.

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.

1.4 Statement of Problem

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 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

1.5 Limitations of Study

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 which led the project design being limited to only some course materials for computer science students.

1.6 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.

Courseware:

A software or application especially designed for educational purposes.

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.

Compiler

This is a kind of language translator that translates high level programming language code into its low level programming language codes equivalent and makes it executable only if this entire program code is error free.

CAI

This is an abbreviation of Computer Aided Instruction. It is an application package that is designed to enable the users learns and/or gets acquainted with a specific subject or an aspect of life.

E-Materials:

Didactically planned, accessible and understandable materials furnished with multimedia and interactive elements for independent learning or for teaching.

Online Course:

The organization and presentation of course curriculum required to deliver a complete course fully online.

Online Course Module:

A component or section of a course curriculum that can be presented fully online and independent from the complete course.

Open Textbook:

An online textbook offered by its author(s) with Creative Commons, public domain, or other acceptable use license agreement allowing use of the ebook at no additional cost.

Course Material:

Materials or notes provided for students or learners the process of learning in the class.

Learning Materials:

Are the aids used by the learner/trainee to help him/her learn effectively. Both teaching and learning materials can be big or small.

Study Courses:

Represent a series of study units provided with a list of contents and general objectives, as well as indicated learning paths or learning strategies. Study units prepared and equipped in this way make up an e-textbook.

2.0 INTRODUCTION:

This chapter provides the background and context of the research problems, reviews the existing literature on the Design And Implementation Of An Android Based Course Learning Materials Application, and acknowledges the contributions of scholars who have previously conducted similar research [REV4974] …

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