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Development of Space Figure 3D : a mobile application about space figures with augmented reality / Paulo P. Añoza, Candido T. Borgonia III, and Nolie B. Majerano, Jr.

By: Añoza, Paulo P., authorContributor(s): Borgonia, Candido III T., author | Majerano, Nolie Jr B., author | Andoy, Rafael Arlen IV M., adviser | Muyot, Allen Jhon C., technical criticMaterial type: TextTextPublisher: Rosario, Cavite : Cavite State University-CCAT Campus, 2016Description: xv, 111 leaves : illustrations ; 28 cmSubject(s): Mobile applications | Application | Learning application | Mobile learning apps | Augmented realityLOC classification: UM QA 76.59 | An66 2016Summary: Mobile applications are computer programs that are designed to run on mobile devices such as smart phones and tablet computers. These applications are considered as one of the most important apps today. The probability of these apps helps people to do tasks after and hassle free. Mobile applications are widely used in business, but these days, these applications are also used in educational purposes, helping educators improve their quality of teaching through the use of learning apps. A space figure or three-dimensional figure has depth in addition to width and height. Some common simple space figures include cubes, spheres, cylinders, prisms, cones, and pyramids. Space figures are introduced and being taught in geometry class. Nowadays, students are exposed in using mobile devices such as android phones and tablets. In the emergence of mobile learning applications, the developers came up with this study and developed the Space Figure 3D, which is mobile application about space figures with augmented reality. This application helps students to find space figures more interesting with the use of augmented reality than dealing a tedious subject matter. This study was conducted from January 25 to March 2016 at Cavite State University - Rosario. It aimed to design the user interface for the input, process and output of the application, test and evaluate the application and install the application to any smartphone with android operating system. This application was developed using agile technology, an iterative development, where requirements and solutions evolve via collaboration between self-organizing cross-functional teams. The criteria used for the evacuation was consists of the following criteria: ease of using the software, accuracy of contents and gender sensitivity, software support on curriculum needs and objectives, software as learning tool, intended user-learner, cost efficiency and technical support. A total number of forty-three (43) respondents evaluated the application which was composed ten (10) IT experts, thirteen (13) DCS faculty members, ten (10) Math Instructors and ten (10) students from Cavite State University - Rosario. The results of evaluation of the application garnered a total point of 94.11 with an outstanding descriptive interpretation.
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A Design Project (BSCS) -- Cavite State University-CCAT Campus, 2016.

Includes bibliographical references and appendices.

Mobile applications are computer programs that are designed to run on mobile devices such as smart phones and tablet computers. These applications are considered as one of the most important apps today. The probability of these apps helps people to do tasks after and hassle free. Mobile applications are widely used in business, but these days, these applications are also used in educational purposes, helping educators improve their quality of teaching through the use of learning apps.
A space figure or three-dimensional figure has depth in addition to width and height. Some common simple space figures include cubes, spheres, cylinders, prisms, cones, and pyramids. Space figures are introduced and being taught in geometry class.
Nowadays, students are exposed in using mobile devices such as android phones and tablets. In the emergence of mobile learning applications, the developers came up with this study and developed the Space Figure 3D, which is mobile application about space figures with augmented reality. This application helps students to find space figures more interesting with the use of augmented reality than dealing a tedious subject matter.
This study was conducted from January 25 to March 2016 at Cavite State University - Rosario. It aimed to design the user interface for the input, process and output of the application, test and evaluate the application and install the application to any smartphone with android operating system.
This application was developed using agile technology, an iterative development, where requirements and solutions evolve via collaboration between self-organizing cross-functional teams. The criteria used for the evacuation was consists of the following criteria: ease of using the software, accuracy of contents and gender sensitivity, software support on curriculum needs and objectives, software as learning tool, intended user-learner, cost efficiency and technical support.
A total number of forty-three (43) respondents evaluated the application which was composed ten (10) IT experts, thirteen (13) DCS faculty members, ten (10) Math Instructors and ten (10) students from Cavite State University - Rosario. The results of evaluation of the application garnered a total point of 94.11 with an outstanding descriptive interpretation.

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