Application of Mobile Technologies for the Formation of Analytical Competence of Future Specialists
The article deals with application of mobile technologies for the formation of analytical competence of future specialists. It discusses the concepts of mobile learning and mobile technologies. Advantages of using mobile technologies within the learning process are presented. The use of mobile learning is one of the most effective and affordable ways of formation of students' analytical competence. Managing, strategic, informational, reflexive components within the structure of analytical competence are revealed in the article. The results of experimental work of formation of analytical competence of future specialists by means of mobile learning technologies are presented. The authors conclude that formation analytical competence of future specialists using mobile devices expands the conventional framework by using the capabilities of mobile platforms and expands the learning environment.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 14 No. 02 (2020); pp. 242-249
International Association of Online Engineering (IAOE), Vienna, Austria
Copyright (c) 2020 Olga Vladimirovna Galustyan, Alexander Pavlovich Smetannikov, Indira Grigoryevna Kolbaya, Galina Sergeevna Palchikova, Denis Vasilyevich Galigorov, Olga Borisovna Mazkina
Mobile Application Development of Managing Elderly Household Accounts Using Speech Recognition
Using spoken language is the easiest and most natural way of communication for human beings. The communication between humans and machines using sounds or language is a huge move forward. This article demonstrates the development of a mobile application for managing household accounts with the integration of a speaking voice and touch-screen function on smartphones; this could also be used as a tool to manage household accounts for elderly Thai people. The content was evaluated by five experts to identify each feature of the developed mobile application. Afterwards, the developed mobile application was distributed to thirty-three elderly people. The findings showed that the elderly people were able to learn and use the mobile application effectively. The learning post-test results scored higher than the pre-test results. The effectiveness evaluation results in terms of the accessibility barriers that can be faced by elderly people while using mobile applications showed that the average mean was 4.13 and the standard deviation was 0.36 and the acceptance of the mobile application based on accessibility barriers that could be detected by elderly people while being used has high consensus. This indicates that the developed mobile application is effective for elderly users at a high level.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 14 No. 02 (2020); pp. 84-100
Multimedia Learning Modules (MLMs) Based on Local Wisdom in Physics Learning To Improve Student Diagram Representations in Realizing the Nature of Science
This research was conducted to determine the feasibility of the instrument diagram representation test and the effectiveness of Multimedia Learning Modules (MLMs) integrated local wisdom in physics learning activities. The study design used a pretest-posttest control group design. The research instrument consisted of tests and non tests. The test instrument was in the form of five items arranged according to the diagram representation indicators, namely drawing diagrams and their components and performing mathematical calculations according to the diagram explanation. Non-test instrument is a questionnaire study of test instruments. The validation of the test instrument was carried out using Aiken's V. Data analysis techniques used the General Linear Model (GLM) with a significance level of 0.05 to test the effectiveness of integrated local wisdom MLMs in improving student diagram representation. The results showed that the overall item items were declared valid with Aiken's V score in the range of 0.88 to 0.92 and the integrated local wisdom MLMs were effectively used in physics learning activities to improve student diagram representation based on Mean Difference (MD) values of -54,449.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 14 No. 06 (2020); pp. 148-158
Copyright (c) 2020 Puji Iman Nursuhud, Rio Sandhika Darma, Warsono Warsono, Supahar Supahar, Danis Alif Oktavia, Ahdika Setiyadi, Mas Aji Kurniawan
Use of Integrated Mobile Application With Realistic Mathematics Education: A Study to Develop Elementary Students’ Creative Thinking Ability
One of the abilities students must possess is Creative Thinking Ability (CTA) in order to succeed in their lives. Learning must facilitate students to develop CTA; one of them is by developing a mobile application based on Realistic Mathematics Education (RME). The purpose of this study is to determine the level of validity/feasibility, practicality, and effectiveness of mobile application based RME. This mobile application development used the ADDIE model development procedure. The subjects in this study were grade 4 elementary school students. The validation data collection techniques through validation sheets, practicality data through CTA tests. The results of the study show that the developed of mobile application integrated with realistic mathematics meets valid/proper requirements based on expert and practitioner assessments that are practical and easy if applied in mathematics learning and that is effective in improving students’ creative thinking ability.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 13 No. 10 (2019); pp. 19-27
Copyright (c) 2019 Hendra Erik Rudyanto, Anik Ghufron, Hartono Hartono
Hiragana Handwriting Recognition Using Deep Neural Network Search
These days there is a huge demand in “storing the information available in paper documents into a computer storage disk”. Digitizing manual filled forms lead to handwriting recognition, a process of translating handwriting into machine editable text. The main objective of this research is to to create an Android application able to recognize and predict the output of handwritten characters by training a neural network model. This research will implement deep neural network in recognizing handwritten text recognition especially to recognize digits, Latin / Alphabet and Hiragana, capture an image or choose the image from gallery to scan the handwritten text from the image, use the live camera to detect the handwritten text real – time without capturing an image and could copy the results of the output from the off-line recognition and share it to other platforms such as notes, Email, and social media.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 14 No. 01 (2020); pp. 161-168
Exploring the Key Factors in the Use of an E-Learning System Among Students at King Faisal University, Saudi Arabia
The primary purpose of this study is to review and analyse the literature related to e-learning, which is linked to previous studies. Specifically, studies that used the TAM model to examine the effect of eleven external factors, such as website content quality, website design quality, website technical quality, website access speed, usability, e-learning system functionality, e-learning system reliability, facilitating conditions, top management support, student awareness and academic staff awareness on the use of an e-learning system in King Faisal University, Saudi Arabia. The findings of this study offer valuable guidelines for practitioners, researchers and educators about the most important factors that enhance the use of e-learning systems in universities.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 14 No. 03 (2020); pp. 19-37
Mobile Apps for Boarding House Recommendation
This research aims to build a boarding house recommender system based on the Fuzzy TOPSIS method. This application can be utilized by the student community to discover a suitable boarding house. This research uses the classic life cycle (waterfall) as a software development model. The waterfall model consists of 5 stages, namely, communication, planning, modeling, construction, and deployment. In this study, we focus on the construction and deployment stage.To test and assess the system, we use a questionnaire filled by the respondents. Two arrangements of surveys created, one for the students and another for mobile application experts. We use ISO 9126 as a base to assess the system in terms of functionality, usability, content, reliability, and performance. As a result, these mobile apps graded 3.54 and categorized as an excellent system. This system is well-honorable and acknowledged by the student community, which gives a superior, simple method for promoting and reliable tool for finding appropriate boarding houses. The users recommend adding some features such as boarding communities, ratings, reviews so users can communicate with each other and increase the effectiveness and functionality of the application.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 14 No. 11 (2020); pp. 32-47
Copyright (c) 2020 Faried Effendy, Kartono Kartono, Dyah Herawati
Augmented Reality Storytelling – Narrative Design and Reconstruction of a Historical Event in situ
How may we best utilize mobile augmented reality for storytelling when reconstructing historical events onlocation? In this article we present a series of narrative design considerations when developing an augmented reality application recreating the assault on Omaha Beach in the early morning on D-Day. To what extent may we select existing genre conventions from, for example, documentary film, and adapt them to a location–based audio–visual medium like AR? How can we best combine sequence and access, the narrative flow of an unfolding historical event with the availability of background information, in order to enrich the experience of the story, but without distorting its coherence? To what extent may we draw from existing and well known media representations of the Omaha Beach landing? How was the battle documented with contemporary means? We present the rich documentation of photos, films, drawings, paintings, maps, action reports, official reports, etc., and discuss how these have been employed to create the published AR situated simulation. We also describe and discuss the testing and evaluation of the application on location with visitors, as well as online tracking of its current use.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 13 No. 12 (2019); pp. 196-209
The Potential of the ePortfolio as a Recruitment Tool: From the Perspective of HR Directors
In this paper, the authors explore the potential of the electronic portfolio (ePortfolio) as a recruitment tool, in particular whether Human Resources directors would be willing to use it during the recruitment and selection process. The ePortfolio presents, documents, reflects on, and fosters students’ skills, credentials, certificates and diverse formal and informal experiences in a structured and well-organized manner. Because the ePortfolio is, by nature, flexible and adaptable, an ePortfolio developed with the help of professors over the course of a students' studies can easily be incorporated into professional networking platforms as a job search tool and showcase the skills required for a successful applicant. It is often said that the difference between what is taught in the academic world and the practical skills that are required by the business sector make it difficult for students to access the labor market. The ePortfolio may help to reconcile both worlds. In order to examine whether Human Resources directors are willing to use an ePortfolio as a recruitment tool, a survey was carried out among fifty-two Human Resources directors. The research findings reveal that an educational ePortfolio can count on significant approval in the business sector. This research study is relevant as it provides valuable information on this topic and it is the only one to date, conducted among HR directors in the context of Spanish-speaking countries.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 14 No. 03 (2020); pp. 95-106
Copyright (c) 2020 Monika Ciesielkiewicz, Claire Bonilla, Carlos Olave López de Ayala
Social Media Usage for Enhancing English Language Skill
One of the obstacles of learning English Language as a Foreign Language is the limitation of practicing media. Social media has many contents and facilities which can be used for practicing English. The aim of this study is to find out students’ intensity of using English-language social media content. The study was conducted by quantitative approach and survey method among the Senior High School students in Jakarta, Indonesia. Data analysis shows that as students’ intensity who used English-language social media content is low. Students’ perception of English skill in reading and writing is good, while students’ perception of listening and speaking is still low. The intensity of using English-language social media content is positively and significantly related to students' perceptions of their ability to speak English including reading, writing, listening and speaking aspects. Hence, social media is needed to be learning media for learning English language as a Foreign Language in Indonesia.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 14 No. 07 (2020); pp. 41-57
Copyright (c) 2020 E. Oos Mukhamad Anwas, Anggraeni Dian Permatasari, Yuni Sugiarti, Jaka Warsihna, Zulfikri Zulfikri, Leli Alhapip, Heni Waluyo Siswanto