Sie sind auf Seite 1von 6

Mobile Learning Management System: A Tool for Basic

Education
William Jefferson Albao; Christine Anne Edoo; Patrick John Fumera; Elaiza Malayto;
Elbert Martin

Adviser: Dennis B. Gonzales

Abstract: Handheld devices are a trend these days because most people want their tasks
done in an instant or at the moment and nowadays, we are surrounded by billions of mobile
applications. E-learning can be considered as an emerging process that helps individuals
to gain knowledge prepared by professionals and experts anytime. The study aims to
compare the traditional method and the proposed system in terms of assessment in
performance and competency of the Senior High School students of the University of the
East Caloocan taking STEM as their track. The researchers formulated the hypothesis that
there is no significant difference between the traditional method and the proposed system
in terms of competency and performance at 0.05(5%) level of significance. They used t-
Test to compare the performance and competency of the students using the proposed system
and the traditional method. After testing the system with the respondents, the researchers
found out that the t-Test result of competency on the traditional method is 14.23 while the
proposed systems result is 16.07. The t-Test result of the performance in the traditional
method is 75.33 while on the proposed system is 86.83. The researchers therefore
concluded that there is no significant difference between the traditional method and the
proposed system in terms of the competency but theres a significant difference in terms of
the performance.

Introduction Learning material because it is not clear


and understandable and it influences the
Mobile Application is a worldwide trend ease of students to use the tool. Students
in computing and software development. are willing to use e-Learning if they
Studying includes lots of terminologies improved the clarity of the system.
and concepts to memorize for the student Virtual environments present an essential
to excel on the topic. The objective of the learning for practice of the future,
system is to develop a Learning exploiting technology in design teaching,
Management System (LMS) that will researching the nature of design
help the students and teachers to improve communication and processes, and
the students' performance and to serve as searching for ways to improve the
an additional tool for the students that educational experience of student as
have exams and quizzes, for them to be indicated to Santos & Tuan (2013).
prepared. Argate, Ancheta, & Gonzales (2012)
studied that this software is not a
Related Studies replacement to conventional way of
teaching but rather serves as an option or
The study of Cambaya, Liwanag & tool to aid comprehension of lessons
Molina (2013) observed the effects, related to General Physics. The software
impact, benefits and the problems with is used to help the students and even the
Electronic Learning or e-Learning. The teachers in learning General Physics
parameters examined are Clarity, while extending the use of technology.
Accuracy, Appropriateness, Interactivity, They have recommended to further
and Organization. The study concluded research, enhance and add some features
that the students have difficulty in the e- that will help the software to be
successfully useful for the users. This
feature includes the addition of 3D
animation and voice recognition.
According to Guo, W. et al. (2012), the
benefits of mobile learning are its
convenient, easy to use, and interesting.
The study also enumerated the limitations Figure 1. Process flow of the Proposed
of mobile learning such as the high cost, System
inadaptability to other syllabi, lack of Figure 1 is represented using an I-P-O
promotion, lack of self-willingness to (Input-Process-Output) diagram. The
study, and issues with intellectual proposed system is the input. The input is
property. Students are open to the idea of processed using the software tools and
Mobile Learning but they are not ready to methods used to develop the proposed
adopt it. They look at a mobile device and system. The output is the students
its ease-of-use but not for learning competency and their performance.
purposes. In the study of Parsons, D. &
Petrova, K. (2013), the increasing
sophistication of mobile phones means
that many students now have access to
smart phones with touch screens, location
awareness, video, internet access, large
amounts of memory and powerful
processors. This makes it possible for us
to design mobile learning experiences,
using students own devices, which were
simply not realistic in the past. Many
previous mobile learning projects that
included the creation of area aware
increased reality games relied on the
provision of costly and unusual devices
by the learning supplier, making such
exercises limited in their scalability and
reusability. Presently, we can send
complex mobile learning devices tools to
everyday devices. This study describes
the current phase of a long-term project to
create a reusable, configurable mobile
learning game.

Research Methodology

The framework illustrates the input,


process, and output of the designed
system.

Figure 2. System Flowchart for Student


Figure 4 shows a function in the student
module which is quiz. The student
answers the quiz after a lesson or a
chapter. In the example an after-lesson
quiz is shown. With the given time limit,
the student must answer all the questions
correctly. The quiz repeats until the
student answered the questions correctly
or the students get the lowest score of 50.

Figure 3. System Flowchart for Teacher


Figure 5. Teacher Module Example
Figures 2 and 3 illustrate the processes in
the system. The login and register which Figure 5 is the student assessment of the
is required to access the system. Students teachers module. The records of the
module is more on reading lessons and student in a teachers class is shown here.
taking quizzes. The students assessment The reading and quiz times, and their
is recorded by the system for teachers score are reflected. The descriptive
analysis. The teachers module is focused statistics for each grading criteria is also
in creating, updating, and deleting the included.
content of the classes he/she created;
contents such as subjects, lessons, Evaluation Result
chapters, and quizzes. The teacher also
can view the student assessment The succeeding tables show the results of
composed of students time to read and data gathering and system evaluation.
quiz, and their scores.

Table 1. t-Test for Competency

In Table 1, the t-value of 0.028 in one-


tailed test is compared with the t Critical
one-tail value of 1.70. In the mean
competency, or the totality of reading
time and quizzing time, of 14.23 of the
Traditional has been prolonged into 16.07
Figure 4. Student Module Example in the proposed system.
Table 2. t-Test for Performance

Table 2 denotes the increase in Table 4. Evaluation of Teacher Module


performance of the students from
Traditional System to Proposed System. Table 4 shows the response of the
The t Critical one-tailed value of 1.70 has instructor to the functionality, reliability,
been increased into computed 9.31 one- usability, efficiency and portability of the
tailed t-value. proposed system. Based on the Likerts
scale, the overall mean for the
functionality is 3.86 that go under the
interpretation Agree, that means that he
agree that the proposed system is
functional. For the reliability of the
proposed system, the overall mean is 3.75
that go under Agree as well and that
means that he agree that the proposed
system is reliable. He strongly agrees that
the proposed system is usable because the
overall mean for the usability is 4.00. The
proposed system is efficient because the
overall mean for the efficiency is 3.33
which fall under the Agree verbal
Table 3. Evaluation of Student Module interpretation. Lastly, he strongly agrees
that the proposed system is portable for
Table 3 shows the response of the the computed overall mean is 4.00.
students in the proposed systems student
module. Likerts scale is used to verbalize
Conclusion and Recommendations
the data computed. The overall mean 3.25
goes under Agree, that means they
Conclusion
approve to the proposed systems
functionality. The overall mean 3.16 goes According to the Competency t-Test
under Agree, that means they agree that result, the traditional result is 14.23 while
the proposed system is reliable. The the proposed systems result is 16.07 so
overall mean 3.48 goes under Agree, therefore, there is no significant
that means that the proposed system is difference between Traditional
usable as per the respondents evaluation. Classroom and the Proposed System in
The overall mean 3.10 goes under terms of Competency. As per the
Agree, that means they agree that the Performance t-Test result, the traditional
proposed system is efficient. The overall result is 75.33 while the proposed
mean 3.67 goes under Agree, that systems result is 86.83 so therefore,
means that they agree that the proposed there is a significant difference between
system is portable. Traditional Classroom and Proposed
System in terms of Performance. The
overall mean of 3.33 is the evaluation of
the students module. Therefore, the
student module is good but needs more
improvement for the mentioned criteria.

Recommendations

Develop a version of the Student module


for other lower Android versions and
iOS. Use a relational database for more
organized data. Improve the systems
efficiency over slow internet connection.
Choose a database with automated
backup. The system must send a
notification when a student gets
approved.

References

Argate, A., Ancheta, V., & Gonzales, A.


(2012). Pisika: CAI for general physics
for high school. Undergraduate Thesis.
University of the East, Caloocan.

Cambaya, J., Liwanag, M., & Molina, M.


(2013). Effects of e-learning to college
students. Undergraduate Thesis.
University of the East, Caloocan.

Guo, W., Hu, Y., & Zhu, Q. (2012).


Mobile learning in higher education:
students acceptance of mobile learning
in three top Chinese universities.
Undergraduate Thesis. Jnkping
University. Jnkping, Sweden.
Retrieved from
http://www.divaportal.org/smash/
get/diva2:536882/fulltext01.pdf

Parsons, D. & Petrova, K. (2013).


Developing a mobile learning game on
the android. Undergraduate Thesis.
Auckland University of Technology,
New Zealand. Retrieved from
http://livinglearning.co/ml/unit_one/mod
ule1.2/1.2/8.Developing%20a%20Mobil
e%20Learning%20Game%20on%20the
%20Android%20Platform.pdf

Santos, B., & Tuan, L. (2013). The


perdigana: A mobile game.
Undergraduate Thesis. University of the
East, Caloocan.

Das könnte Ihnen auch gefallen