IMPLEMENTING MOBILE COMPUTING EXERCISES BASED ON ANDROID IN CREATING
IDEAS TO FACILITATE INDEPENDENCE LEARNING OF READING COMPREHENSION
Lusy Tunik Muharlisiani+Anang Kukuh A+Siti Azizah+Dina Chamidah
[email protected][email protected] Computer technology has been experiencing a quite rapid development in which it, in turn,
has also caused a change in human life style. One of technologies bringing an impact on such life
style is in the use of computer technology embedded in mobile communication devices. Nowadays, a
new trend in e-learning is known as Mobile Learning, the use of portable media such as smartphone.
The main research is argues the need to implement online learning environments to better support
the representation and sharing of factual, procedural, to build and develop m-learning that can be
used as a flexible learning media and conceptual knowledge in order for students to develop their
implement capabilities and produces learning logical reasonable will be prepared based on the
needs of development. The implement-based research methodology explicates how implement not
only allowed more effective student representation and sharing of the different levels of knowledge
required for abstraction to occur, but also enabled better teacher assessment and, hence,
remediation also provides detailed guidance on creating interactive content (from the application of
learning strategies and media to courseware development). The result obtained from this research is
that 95% of user from university students enjoy in using the application of mobile learning and it is
only 5% does not enjoy. At last, it can be concluded that the use of the mobile learning application
can make the learning process more flexible.
Key words: Mobile Computing Based on Android, Independent learning and Reading
Comprehension
INTRODUCTION
This research uses the Development and Research method a research to build and
develop m-learning that can be used as a flexible learning media. Mobile Computing
exercises based on android is a general term used to describe a new class of network based
computing that takes place over the Internet, basically a step on form utility. By using the
internet and central remote services mobile computing maintains the data, applications
which offers much more efficient computing by centralizing storage, memory and
processing bandwidth. It can also concentrate on all computational resources and manage
automatically through the software without intervenes. Android has been an instant hit and
enticing for bountiful users. A multiform applications have been developed but very slender
cater the need of the students
The implementation of ICT in educational institution today has been a must since it
can be one of indicators for achievement of an educational institution. Many teachers or
lecturers use the advance of technology, in this case internet, as online learning also known
as e-learning. E-learning (electronic learning) is one of the aspects of the ICT
implementation in educational institution. In addition to learning content e-learning can
monitor the performance of the college students. A new trend in e-learning nowadays is
known as Mobile Learning the use of portable media such as Smartphone either using the
Android system, IOS or Windows Phone. The use of Mobile Learning to support the
teachinglearning process is considered important to add the flexibility in the activity of
teaching and learning. Thus, the learning process can be done anywhere and anytime
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Lusy TM, Anang Kukuh and Siti Azizah
Based on reason above, the researcher provides an overview of online
collaborative learning, evaluation methods and learning platforms used to host online
courses. This addresses training managers, facilitators and instructional designers who want
to know how to conduct, evaluate an online course, how learning platforms can support
course delivery, communication among students can increase students' ability in reading
comprehension, wants to introduce a powerful tool (mobile computing based on android)
and can be used to create a good atmosphere in a class. To achieve a good students’ reading
comprehension, teachers must implement an effective learning process, namely how to
choose the media teaching characteristics according to the needs of students who have
different intellectual or talent will help students improve optimum learning outcomes for
students. So the teacher can use social media “mobile computing based on android” in
teaching learning process as variation because variation will give the students the change of
have pleasure in learning language. If teachers do not provide students with the opportunity
to represent creative design processes and concepts at the level of structure being addressed
then students cannot practise or develop their creative design capabilities and the teacher
cannot adequately assess student understanding. Design is a cognitive activity that adds
much economic, social and cultural value. Creativity is a desired core competency of
individuals and organizations alike. It follows, then, that design and creativity are, or ought
to be, among the main goals of learning and teaching. However, we do not fully understand
the connections between design and creativity on the one hand, and between learning
design, creativity, teaching design and creativity on the other.
Computer technology has rapidly been improving. One of technologies that have
brought an impact on this life style is the use of computer technology embedded in mobile
communication device. The use of this technology, in fact, can help human in obtaining the
update information in many aspects, one of which is in educational aspect. On the other side,
the rapid development of science and technology in the form of information and
communication technology (ICT) has brought an impact on any fields including in
educational and learning field in which the information of learning can be rapidly delivered
to all learners through internet. The features of internet technology include being always be
accessible anywhere and anytime and capable of involving many users either individually or
in a group. In addition, this technology offers all its simplicities. For these features, internet
has been becoming a very suitable media for the development of the next education
Problems Examined: during 3 (three) years is presented in Table 1.1
Identification of the Idea
Objectives and results:
a. Designing Computer-Based Exercises with Mobile Computing based on Android
b. Applying Design Computer-Based Exercises with Mobile Computing based on Android
Product and Technology
a. The Using of Design Materials CALL Mobile Computing with supporting available
b. The logic of teaching learning design development CALL Mobile Computing based on Android
Formulation of the Problems
a. How to get packing and storage technology in the design of learning generated
b. How to utilize design learning into various products
c. How to do learning design potential as alternative products
The Product of Research
a. The Design Optimization: Teaching Learning CALL mobile computing based on Android and
competence-Logic Reasoning
b. The Potential Skimming of Design Learning Materials CALL mobile computing based on
Android as alternative products
c. IMPLEMENTATION: Installation and Distribution Managing Learner’s Activities,
d. DEVELOPMENT: Second Step: Learning Objectives, Sequencing, Instructional Strategy,
Delivery Strategy, Evaluation Strategy
e.
METHODS
The research method in this research used Development and Research Method, a
research to build and develop mobile learning that can be used as a flexible learning media.
The steps of the research that can be done are as follows:
START
Literature Study:
1. Mobile Learning
2. Android Operating System
3. Web Base Technology
Software Planning
a. Problem Identification
b. Collecting Data
c. Need Analysis Hardware and Software
System Design
a. Interface Design
b. Basis Data Design
c. Making Source Code
SYSTEM TESTING
NO RESULT ??
YES
IMPLEMENTATION SYSTEM DESIGN
END
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Lusy TM, Anang Kukuh and Siti Azizah
This method emphasizes on an order in the process of software development.
Figure 3.1 Waterfall Method
The needs of users on this application consist of system administrator, lecturers, and college
students. The Software built will be used by three types of user. Table 3.1 shows the detail
of the type. Table 3.1 The Needs of User
User Rights of Access Responsibilities
Administrator 1. Adding the lecturer users Managing the system comprehensively
2. Managing system display
Lecturers 1. Adding the materials for lecture Managing the process of online learning
2. Making questions for evaluation
3. Managing the scores for students
Students 1. Downloading the materials for lecture Following the process of lecturing and
2. Doing evaluation doing the learning evaluation
The design of interface is aimed to provide the description about the application
that will be built. Thus, it can be easy to implement the application. Additionally, it can ease
the making of user friendly application. This application can be implemented to be an intact
and accessible program. Figure 3.2 shows the design of application interface:
HEADER HEADER
MATA KULIAH
User Name
Footer
EVALUASI
FOOTER
Log In Password
Figure Design of Application Interface
The application test is used to find out the functionality of the system whether it
works properly with the design or not. Meanwhile, the implementation testing of the system
is conducted using questionnaires that are distributed to 18 college students.
DISCUSSION
This part is related to the testing and evaluation of software and implementation of
software application. This software is tested based on functionality and performance in the
environment of testing at Study Program of Computer System in UWKS.
Testing of Administrator System The first testing is to test the page of administrator on
the system of application. The display of dashboard from the page of administrator
Dashboard Administrator
The next phase is to test the menu of the instructor (lecturers). This is aimed to find out the
functionality of the menu that has been developed. Figure 4.2 shows the result of the testing.
Menu of Instructor (Lecturer)
Mobile - learning Testing
The phase of m-learning application testing includes:
1. User installs the application of m-learning on the mobile communication devices.
2. User does login based on the level given
3. User runs application
The testing on the m-learning application performance uses the Black Box testing.
This testing is used to test the functionality of each component in the m-learning system.
Table Shows the Functionality of the testing.
Test Component Expected Results Test Result
Login Page 1. User and password are correct, so it is allowed to go the next page SUITABLE
2. User and password are incorrect so the message for the incorrectness will appear
Menu Page Showing the menu that can be accessed by the users SUITABLE
Lecture Page Showing the list of lecture, lecturer and GBPP
Download
Material User is able to download the lecture material SUITABLE
Evaluation Page Showing a number of questions in accordance with the evaluated subjects SUITABLE
Score Page Showing a number of scores obtained from the evaluation results SUITABLE
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Lusy TM, Anang Kukuh and Siti Azizah
The result of the application test covering the login page, menu page, material download
page and lecture page can be seen in Figure Display of M-learning application
The application of mobile learning can be accessed at http://www.e.learning..uwks.ac.id
using the android mobile communication device. To test this application, 18 college students
have been involved as the users. The parameters of this test include:
1. Acceleration in accessing the page
2. Acceleration for the login to the system
3. Acceleration for downloading the file of lecture material in PDF form
4. Delivering quiz/evaluation of the lecture
5. Layout of module and material on layout
6. Clear writing size (caption, texts, and typography)
7. Simplicity in the use of navigation
8. The display of interface website design layout for the learning media
9. The displayed features are in accordance with the need of lecture of the parameters of the
test given, it is found from the result that 95% of the user feels comfortable and satisfied in
using the application of mobile learning. 5% of the user, on the other hand, feels
uncomfortable in accessing the application of mobile learning. It is due to the problem in
telecommunication network used in accessing the mobile learning
CONCLUSION
Of the parameters of the test given, it is found from the result that 95% of the user
feels comfortable and satisfied in using the application of mobile learning. 5% of the user,
on the other hand, feels uncomfortable in accessing the application of mobile learning. It is
due to the problem in telecommunication network used in accessing the mobile
learningSome conclusions below can be drawn from this research:
1. The application that is made is in accordance with the need of the user
2. Based on the result of the test is found that the software can find out the functions that are
incorrect or missing, interface errors, performance error, initialization, and termination
error. Functionally, the test has given the result as expected
4. By using the application of mobile learning, the learning process can be more flexible
since it can be done anytime, anywhere and in any conditions.
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