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QuickPro: An advanced m-learning system

ABSTRACT:

This paper sets out to provide a preliminary guidance on developing mobile


language learning applications, with consideration for using multimedia. A set of
initial findings are presented from a small-scale pilot learner study, along with
other considerations from findings in the literature. These preliminary guidelines
could be further developed in later iterations to provide an overall framework for
developing and evaluating other multimedia elements in mobile language learning
applications and possibly also other mobile learning applications that use
multimedia extensively (e.g. musical learning).

EXISTINGS SYSTEM:

So far, there have been a few notable trials of language learning applications for
mobile phones, dating as far back as 2001 (e.g. Stanford Learning Lab pilots).
Chinnery provides a review of several mobile language learning developments
since then, and while there have been some interesting uses of PDAs and iPods for
language learning (e.g. the focus has generally been on delivering simple features
such as vocabulary learning and quiz drills in text format. However, if the goal is to
further exploit the use of multimedia capability for more complex learning
applications, there needs to be a more focused effort in developing design
guidelines for these applications.

DISADVANTAGES OF EXISTINGS SYSTEM:

One of the first issues that need to be addressed is to systematically and


comprehensively explore the affordance and design issues for mobile devices in
language learning. There is a suggestion that mobile devices are unique in their
ability to offer a personal and portable solution for learning as compared to
ordinary computer-based learning. However, they are also constrained by their
physical properties (generally smaller screen sizes, etc.) and these properties ought
to be taken into account in the design phase of any learning solution. As language
learning can involve many different modalities (e.g. audio, text, static pictures),
and there are a wide variety of different kinds of mobile devices that can be used
for learning (e.g. game-based devices, blackberry, iOS and Android phones).
PROPOSED SYSTEM:

A set of initial findings are presented from a small-scale pilot learner study, along
with other considerations from findings in the literature. These preliminary
guidelines could be further developed in later iterations to provide an overall
framework for developing and evaluating other multimedia elements in mobile
language learning applications and possibly also other mobile learning applications
that use multimedia extensively

ADVANTAGES OF PROPOSED SYSTEM:

Advances in mobile computing have led to the development of a whole range of


applications for providing education in a very diverse range of fields, from in situ
education in school children with augmented reality, to museum guides, to
developing bird watching skills. It has been argued that new mobile technologies
allow for learning programmes to be developed that (by comparison to traditional
learning) are more personalised, learner-centered, situated, collaborative,
ubiquitous and lifelong. An additional advantage often overlooked (particularly for
mobile phones) is that there is a natural affordance for phones to speak into and
listen from (i.e. audio interaction). In this way, applications that involve speaking
and listening may actually be better suited to mobile phones than the PC
environment

MODULES:

1) Participants Module
2) Course Module
3) Test Module
4) Result Module
5) Analysis Module

MODULES DESCRIPTION:

1) Participants Module

In this module, user authentication is done according to the role based access
control. A new user has to register for access the content of our system. Registered
user logins with the registered username and password.
2) Course Module

The new user/student will take up the course material module first. Before that the
user/student should select the course which he/she is going to take up. Example:
Java or dot net or etc. After that the course contents are displayed and user should
read the contents available. Then the user can navigate to the pages.

3) Test Module

After the Course material module, the user/student will be taking up the
examination module. In the examination module, the user/student will be allocated
some question and time for it.

4) Result Module

In the Result module, the user or participants results are displayed and the results
are being analyzed. So that the participants status can be clearly known.

5) Analysis Module
In this module graph based analysis is done for the results generated by the users.
The analysis module shows how the application is useful and the advantages of the
proposed system clearly.

SYSTEM REQUIREMENT

HARDWARE REQUIREMENT

CPU type : Intel Pentium 4


Clock speed : 3.0 GHz
Ram size : 512 MB
Hard disk capacity : 40 GB
Monitor type : 15 Inch color monitor
Keyboard type : internet keyboard

SOFTWARE REQUIREMENT

O p e r a t i n g S y st e m : An d r o i d
Language : AN D R O I D S D K 2 . 3
Back End : SQLite
Documentation : Ms-Office

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