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LEQUIZ: AN ANDROID QUIZ APPLICATION WITH MULTIPLAYER FEATURE

A Research Proposal Presented to


Faculty of the Institute of Computer Studies
Gov. Alfonso D. Tan College
Tangub City

In Partial Fulfillment of
The Requirement for the Degree of
BACHELOR OF SCIENCE IN COMPUTER SCIENCE

Marvilowe T.Alab
Bernard S. Penas
Jate Christian S. Bayawa

December 2019
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Chapter 1

INTRODUCTION

Project Context

All over the world, educators are under pressure to deliver better outcomes for

their learners to ensure that they are better equipped for the demands of the current world.

One of the most effective ways for us to deliver these outcomes for learners is to ensure

that their educators are well prepared to deliver this. For the educators to be highly

effective, what is more important for us to acknowledge is that “educators need to deliver

content with an understanding of each student’s learning needs” based on student’s

interest, readiness and learning profile. When we think of assessments, pens, pencils and

piles of paper come to our mind, what happens when we bring in technology-based tools

in this process? Assessments are most helpful when it happens in real time. And

technology can provide teachers with instant results, equipping them with real time data

about students that ultimately helps the teachers to respond to their needs and planning

their classrooms better, therefore maximizing their student’s learning outcomes. A wide

array of technology enabled assessment tools are available for teachers to conduct

assessments and can help them in developing individual learning plans based on results

they get. It not only helps teachers and students to identify their current learning needs but

also displays tracked progress of each student over a period of time which plays a big role

in maximizing learning.

Assessment in education employing web tools, also known as e-assessment,

deals with the effective use of technology to support successful instruction. The aim

of this study was to investigate learning outferrimancomes and the students' attitudes
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to online Moodle quizzes in order to improve instructional design. (Cohen et al.

2016) Nowadays, most of the students have smart phones and tablets, which can support

applications (apps) for mobile devices. Therefore, why not to make a profitable use of

them in order to review the concepts covered in class? Quiz game applications based on

students’ response tools are considered as relevant source to build complementary

education material that complement master classes. Generally speaking, these tools allow

building online quiz games, which can be used in the education area to develop

questionnaires for reviewing the concepts already covered during the master class.

(Andes et al. 2015) Given the nature of e-learning, learners don’t have the opportunity to

ask for further clarification if they don’t understand a question. As such, it becomes all

that more important to ensure that your quiz questions are well thought-out, challenging,

but also clear. (Ferriman 2014)

This study also caters the problem of the following: First, the lack of context talks

about methods the disadvantage of lacking real-world context. Students answer

questions one by one without the need to apply long-term critical reasoning skills.

They also lack chances to demonstrate their reasoning skills despite a lack of

knowledge about a question's specific subject matter. Second, the time conclusion talks

about time consumed every quiz question that affects the time length of the course

timeline with not enough time concise methods it affects the quiz length output. Lastly,

engaging the audience is the most important factor when having a quiz. Teachers are too

focused on their handouts instead of giving more time into their students. It reduces the

amount spend on connection in every learning method.


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Thus, these problems had prompted the proponents to create this system where

students are encouraged to learn in a fun way. This user-friendly game gives teachers the

ability to create quizzes and surveys about any subject area. Students then have the

capability to answer questions through a variety of sequence and using colors and shapes

to connect to the answer. Student engagement with this game is high. The students enjoy

playing this game because it is fast paced, visual, and energetic. Because of this, teachers

can see if students truly understand the material that was covered through the use of

LeQuiz quizzes. It is a way to see student understanding of material. In overall scale, the

aims of this application is to be part of a formative evaluation, this usage gives good

opportunity to assess the teaching, so that all students reach the learning objectives.

Purpose and Description

The main objective of “LeQuiz” is to facilitate a user-friendly environment for all

users and to reduce the manual effort. In GADTC, quizzes are conducted manually but in

further resolution of technology, the researchers suggest that we will generate the

transition between traditional quiz and the field of information technology. This

application will consist of two main views; one, the “Host” View which is the main

screen where all players will look throughout the game. It could be viewed by the host 2,

the “Player View which is what each individual player sees on their private devices.

The essence of creating a multiplayer game is having some shared state shared

between all players. Like card games, many of the game’s mechanics are determined by

what is publicly known and what is privately known to a specific player, but it does not

change the fact that most of the host’s responsibility is facilitating the flow information

from players in the game state.


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Objectives of the Study

The study aims to provide the following:

 To create a new aspect for learning school material

 To develop an application for both students and teacher that is user friendly

 To create a chronological quiz in order to maximize the course schedule

 To introduce an adoptive way of interactive learning output

 To raise motivation towards learning by implementing mobile technology

Scope and Limitation

 The game is not applicable for iOS devices

 The connectivity of the players and the speed will depend on the connection

 Pre question – Before we show a question, we will have a countdown to let

players know they should focus and get ready

 To generate reports such as quiz hosted, quiz played and quiz results

Significance of the Study

The results of the study will be of great benefit to the following:

Governor Alfonso D. Tan College. This study will improve the school in the

development of student assessment’s output. This study will foster new ways of

enhancing knowledge, skills and attitude, thus preparing globally-competitive Alfonsos

in the future. This study will also help in the advancement of student’s assessment and

formative evaluation approach.


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Students. This study will evaluate the academic performance, the student attitude and

approach, the learning materials provided will render the student’s formative learning. It

will also improve one’s recognition memory because the answer is already in front of you

(even if the answer is none of the above).

Teachers. The results of the study will help the teachers to evaluate the quality of MCQ

(Multiple Choice Question) given every quiz. Results would also develop the teaching-

learning and evaluating strategies in enhancing knowledge, skills and attitude to the

students in the time frame given. With the help of the good MCQ (Multiple Choice

Question) questions it would also test how organized the question given by the teacher.
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Chapter 2

REVIEW OF RELATED LITERATURE AND RELATED STUDIES

This chapter presents the different researchers and related studies necessary in

providing information through understanding the concept and function of this study.

Related Literature

The purpose of the related literature is to give the researchers an idea about the

related topics on their desired topic and to help them understand it.

Portable applications or versatile applications will be applications created for little

handheld gadgets, for example, cellular telephones, cell phones, PDAs and so on.

Portable applications can come preloaded on the handheld gadget and in addition can be

downloaded by clients from application stores or the Internet. (Fachriansyah 2019)

Online quiz plays a vital role in participation because it provides responsive

communication between the user and the quiz maker. In addition, he also stated that it

helps the user to be more involved in every aspect in country's improvement.

(Viswanathan 2016) Mobile software application developed for use on devices powered

by Google’s Android platform. A software development kit that enables developers to

create applications for the Android platform which means that, the SDK is a tool to help

the developer to run the application in the android platform. He also stated that the

applications are written using the Java programming language. In using the developer’s

application, one of the very important tools in developing an android application is the

SDK (Software Development Kit), because this tool generates the updates of the Android
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and if the application would be used. In every team, it is very important that the

programmers are familiar in using SDK. (Beal 2015)

The purpose of this study is not only to entertain the users, but also to harness

their thinking skills. 100 maze to heaven in an application game tests the user’s thinking

skills and definitely entertains them. (Balcos 2015)

Computer games’ influence is growing continuingly as research shows that the

age of children playing games continue to be younger and internet usage among children

becomes more popular. Moreover, the internet access has become widespread since

1990s, which impacted people’s working, socializing and behaviors. (Dindar et al. 2014)

Related Studies

Students Guide: Offline Android Quiz Application

The concept of quizzes is currently very popular among educated circles as well

as in entertainment shows. Though the quiz can be conducted manually it also needs

elaborate preparations, quizzes contribute to the growth of knowledge of an individual

and they are a popular source of entertainment. The users use various applications in their

day to day life to reduce the burden of work in some way or the other. One of the uses of

mobile devices is “mobile learning”, which can be defined as “all kinds of learning that

do not take place in certain predetermined fixed places. (Adarrsh Paul et. al., 2017)
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Mobile Quiz through Wi-Fi on Android Platform

Mobile computing is popular when wireless network has been deployed

everywhere. Smartphones have been the important tools in our society for the abundant

functions including communication, entertainment and online office etc. as the pivotal

device of mobile computing. Smartphone software development has also become more

important than before. Android is one of the emerging leading operating system for

smartphones as an open source system platform. Many smartphones have adopted this

platform and more smartphones will do so in the future. At the same time, the

innovations are also described in detail and these innovations play a key role in the

teaching. (B. Lakshmi et al., 2015)

Android based Online Quiz Application

The prime objective of “Online Quiz Application” is to take quiz for any

individuals through the internet. Multiple choice questions (MCQ) will arrive for any

interviewee with certain time limit for each quiz/ All questions, answers and timer must

be configure by an administrator and these administrative tasks including user creation

can be done from “Online Quiz Application”. Besides, report will generate with score

where administrator can check for interviewee’s result. (Sk. Imran Hossain Shoyeb 2015)
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Clueless Lycean

There are many kinds of games that the students enjoy playing from mobile

phone, and it really became one of the main entertainments for the students. There is a

kind of game called a “Visual Novel”. It is an application that has a story and at the same

time the user plays the game in an Android platform. (Delas Alas 2015)

Mobile Learning and Web Application for LPU-C International High School

Mobile Learning and Web Application for LPU-C International High School is an

online-based system that help communication between student and their teacher

concerning academic purposes. Mobile learning environments open a wide range of new

and exciting learning opportunities, and envision students who are continually on the

move, learn across space and time, and move from topic to topic and in and out of

interaction with technology. As stated in the study, the target users are the students, to

make them effortless when communicating with their professors by using their mobile

phones. Similar to the study, the beneficiary of this application are the students with the

help of the mobile phones running on Android platform. (Norcio 2014)


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Synthesis

The LeQuiz application aims to provide a new teaching tool in order to make a

new form of formative assessment to the teachers. The system will cater the need of new

interactive way of learning whereas Viswanathan stated that portable applications shows

versatility with its usage and researchers came up with the idea on how to make a new

portable way to create a new source of teaching tool. In the article of Rizki Fachriansyah

he stated that online quiz provides a responsive communication between the quiz maker

and the participants because it helps them to be more involved because with under

conditions participants will be intended to have a foster learning which will improve the

formative assessment performance. In behalf of system development Beal stated that

Android platform provides developers aid with their system development participation

and in SDK familiarity matters the most because in your entire development you will be

dealing with it. Furthermore, we the researchers able to create a study that is

fundamentally connected to both entertainment and learning purposes.


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Chapter 3

DESIGN AND METHODOLOGY

This chapter presents the design and methodology of the proposed study, Le Quiz:

An android app quiz with a multiplayer feature. It discusses the software specification of

the system, and it also shows the flow of the system that corresponds to the process.

The research study was conducted based on the methodology. This methodology

plays an important role in implementing this research study accordingly. The details of

the methodology are explained in detail in this chapter.

Methodology

A descriptive method of research will be used in gathering the needed information

for this study. This method enables the researchers to interpret the theoretical meaning of

the findings and hypothesis development for further studies. Specifically, the researchers

will utilize a questionnaire type descriptive researcher method which enables the

researchers to gather information from the respondents without the respondents having

any difficulties answering the questions required for the researchers to have information

regarding the functions and methods of LeQuiz application.

The researchers applied the convenience sampling which is a non-probability

sampling technique where subjects are selected because of their convenient time since the

only criteria are whether the participants agree to participate.

The methods used by the researchers are the following: Data Flow Diagram, and

SDLC model specifically the iterative SDLC model. The Data flow diagram maps out

the flow of information for any process or system. It uses defined symbols like
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rectangles, circles, and arrows to show data inputs, outputs, storage points and the routes

between each destination. The Data flow diagram provides information about the outputs

and the inputs of each entity and the process. Furthermore, the SDLC iterative model it is

a repetition incarnate. Instead of starting with fully known requirements, project teams

implement a set of software requirements, then test, evaluate and pinpoint further

requirements. A new version of the software is produced with each phase or iteration.

Rinse and repeat until the complete system are ready. Advantages of the Iterative model

over other common SDLC methodologies is that it produces a working version of the

project early in the process, and makes it less expensive to implement changes.

The research study will be conducted by the researchers in Governor Alfonso D.

Tan College at Tangub City, Misamis Occidental. The researchers chose the academe

simply because they believe that this college has the qualification of the population that

suits what the researchers need for the study. And also, for the safety and accessibility

purposes of the researchers.


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Technical Background

The data was collected during the research and the researchers found out that

android base online quiz was the best possible environment for a new interactive way of

learning. Android was common to all respondents and the android has proved its

significance during its early years until now.

To be more hands-on with the Android platform the researchers used a laptop

with system requirements of Intel Core i3 (2.4 GHz), 4GB DD4 RAM, NVDIA GeForce

940mx with 2GB Dedicated VRAM, 1000GB HDD. The said system requirement was

needed in order for the researchers to be more familiar with the platform. In terms of

emulation, the team used an Android 7.0 with 4GB RAM, 64GB ROM, Qualcomm

Snapdragon 660.

The application will be installed in Android 5.0 or high version Android

operating system because the said version was stable among its successor. And during the

research, the researchers found out during sampling that there is still a variety of users

that uses android 5.0. Also, Android 5.0 were also was the least minimum required in

today's Android development era.

The application will be developed using Android Studio an official integrated

development environment for Google's Android operating system based on IntelliJ IDEA.

Android Studio offers a feature that enhances productivity when building Android apps

such as fast and feature-rich emulator and a unified environment where you can develop

for all Android devices. Firebase will be used as the database because it provides a real-

time database and backend as a service. The service provides application developers an
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API that follows application data to be synchronized across clients and stored on

Firebase's cloud.

Diagrams and Algorithms


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