Aslina Saad, Fatin Naiemah Khairulanuar, B. Rahmatullah
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Evolutionary Prototyping, a methodology under the agile approach of Software Development Life Cycle (SDLC) was deployed to meet the educational application requirement by integrating content, pedagogy, and technology aspects to provide better teaching and learning material. The activities within each phase of evolutionary prototyping including the models, tools, techniques, and deliverables were discussed extensively. The analysis and design phase were done using an object-oriented approach with appropriate models (diagrams) to present the functional requirement of the mobile application. Various CASE tools which accelerated the development process in various stages of software development were explained.UMLet software was employed to create a use case diagram, activity diagram, and sequence diagram. The user interface design, which followed The Eight Golden Rules of Interface, was developed utilizing Marvel software. Adobe Photoshop CS6, Adobe Illustrator CS6, Unity 3D, and Microsoft Visual Studio Code (C#) were utilized in the development process. The mobile application provides a variety of question types, such as Drag And Drop, Multiple Choice, Numbering, True And False, Matching, and Puzzle. The evaluation of IsMind indicated its appropriateness as an interactive teaching and learning media for assessment. 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引用次数: 0
摘要
如今,利用移动应用程序进行移动学习因其灵活性和众多优势已被广泛采用。然而,尽管移动应用程序对学生的学习成果和学习动机有着积极的影响,但其在教育领域,尤其是在评估方面的应用还很有限,而且仍是一个新兴话题。移动应用程序的开发过程包括需求征询、建模、设计、开发、测试和评估,其复杂性可能是造成这一问题的一个因素。本研究旨在通过开发一款名为 "IsMind "的以形成性评价为重点的应用程序,提出设计和开发教育移动应用程序的指导原则。进化原型法是软件开发生命周期(SDLC)敏捷方法下的一种方法,通过整合内容、教学法和技术方面来提供更好的教学材料,从而满足教育应用程序的要求。会议广泛讨论了演进式原型设计各阶段的活动,包括模型、工具、技术和交付成果。分析和设计阶段采用面向对象的方法,通过适当的模型(图表)来呈现移动应用程序的功能要求。此外,还解释了各种 CASE 工具,这些工具在软件开发的各个阶段加速了开发过程。UMLet 软件用于创建用例图、活动图和顺序图。用户界面设计遵循 "界面八条黄金法则",使用 Marvel 软件开发。在开发过程中使用了 Adobe Photoshop CS6、Adobe Illustrator CS6、Unity 3D 和 Microsoft Visual Studio Code (C#)。该移动应用程序提供多种问题类型,如拖放、多项选择、数字、真假、匹配和拼图。对 IsMind 的评估表明,它适合作为互动教学评估媒体。建议构建该评估教育移动应用程序的步骤。建议的方法包括各个阶段的细节、每个阶段的各种活动、每个活动的技术、模型和工具以及每个阶段的交付成果,为有意开发类似应用程序的人员提供了有用的指导。
THE DEVELOPMENT OF A MOBILE APPLICATION ISMIND FOR FORMATIVE STUDENTS’ ASSESSMENT
Nowadays, mobile learning utilizing mobile applications has become widely adopted due to its flexibility and the numerous benefits it offers. However, the availability of mobile apps in education especially for assessment is limited and still an emerging topic despite the affirmation of its positive impact on students’ learning outcomes and motivation. The complexity of the mobile application development process, which includes requirement elicitation, modeling, designing, developing, testing, and evaluating, could be a contributing factor to this issue. This study aimed to propose a guideline for designing and developing an educational mobile application through the development of an application named IsMind that focuses on formative assessment. Evolutionary Prototyping, a methodology under the agile approach of Software Development Life Cycle (SDLC) was deployed to meet the educational application requirement by integrating content, pedagogy, and technology aspects to provide better teaching and learning material. The activities within each phase of evolutionary prototyping including the models, tools, techniques, and deliverables were discussed extensively. The analysis and design phase were done using an object-oriented approach with appropriate models (diagrams) to present the functional requirement of the mobile application. Various CASE tools which accelerated the development process in various stages of software development were explained.UMLet software was employed to create a use case diagram, activity diagram, and sequence diagram. The user interface design, which followed The Eight Golden Rules of Interface, was developed utilizing Marvel software. Adobe Photoshop CS6, Adobe Illustrator CS6, Unity 3D, and Microsoft Visual Studio Code (C#) were utilized in the development process. The mobile application provides a variety of question types, such as Drag And Drop, Multiple Choice, Numbering, True And False, Matching, and Puzzle. The evaluation of IsMind indicated its appropriateness as an interactive teaching and learning media for assessment. The proposed steps for constructing this assessment educational mobile app. The proposed methodology consists of the details of phases, various activities within each phase, techniques, models, and tools for each activity as well as deliverables of each phase offer a helpful guideline for anyone interested in developing a similar application.