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CHAPTER I

INTRODUCTION

BACKGROUND OF THE STUDY
Student evaluation plays an important role in the teaching-learning
process. It involves the process of determining what the students have learned
from a particular course or subject. There are different methods of evaluating
students such as participation, reflective journals, group assessments, progress
tests, exams and the likes.

Nowadays, educational institutions have recognized the use of technology
as a medium of providing quality education. Computer, internet and mobile
technologies are just some which are utilized for this purpose.

Mobile technology involves the use of mobile devices which includes
Personal Digital Assistant (PDA), smartphones, e-readers, personal computer,
laptop, tablet and the likes. Integrating this with the internet provides a means of
creating and disseminating instructional materials easily and timely.

Today, different systems are being created that uses the computer and
internet to help educational institutions achieve the goal of producing globally
competitive students. Some of these are learning management systems and
course management systems which allow the uploading and downloading of
course materials as well as taking students evaluation online. However, many of
these systems can only be accessed using a personal computer or laptop only.
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In most cases, some educational institutions still uses the traditional way
of evaluating students which is the paper and pen test. With this method, the
percentage of cheating among students is high. As well as leaving teachers with
a vast amount of test papers to be checked and recorded. Thus, teachers are
required to spend more time checking and recording the test results; limited time
for lesson preparation; and unable to do other duties and responsibilities.

This study intends to develop a students evaluation software that runs on
various mobile devices and operating systems.

OBJECTIVES OF THE STUDY
General Objective:
To develop a cross-platform students evaluation system.
Specific Objectives:
1. To design a student evaluation system that has the following features:
a. accessible by different mobile operating systems
b. allows the instructor / teacher to create quizzes and exams
c. provides feedback immediately
d. monitor the students learning progress
e. accessible through intranet
2. To create the system as designed;
3. To test and improve the system as designed;
4. To evaluate the system as designed;
5. To write the users manual.
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SCOPE AND LIMITATIONS OF THE STUDY
This study involves the development of IntoTheNext: A Cross-Platform
Student Evaluation System that runs on multiple mobile operating systems. The
system will allow teachers to create quizzes or test and students to answer it. It
aims to help teachers lessen the burden of checking vast amount of test papers.
Therefore, it will give teachers an ample time in lesson preparation and
performing other duties and responsibilities. In addition, it will help students to
monitor their learning progress through the feedback given immediately by the
software. This system will be used during exams or quizzes only. The software
will be developed using PHP scripting language, HTML5, CSS3 and MySQL for
its database.

This project can only be used by students in a classroom basis only. The
application is accessible via Wi-Fi or Intranet. In other words, students will not be
able to take quizzes or assessments if the mobile device has no means of
connecting to the network. Only students who are present in the classroom will
be allowed to take the quiz or test. And the software does not allow uploading
and downloading of course materials such as assignments, modules, lectures
and reports.

SIGNIFICANCE OF THE STUDY
This study will benefit the following:

Students. This study will provide students with an interactive way of
answering exams or quizzes. It will enable students to monitor their learning
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progress through the feedback of the present and previous scores provided by
the system, thus students will have a room for self-reflection.

Teachers. Using this system, the time consumed by teachers in checking
students test papers will be lessen thereby, giving teachers more time in
attending to their other duties and responsibilities as educators. The centralized
database provided by the system will provide teachers with an intact record of
student evaluations as well.

Schools. Through this system, schools will be able to cope up with the
rapid advancement in technology. And will help them achieve the goal of
providing quality education to students.

Researcher. Through the development of the study, the researcher will be
able to apply her knowledge and skills.

Future Researchers. This study may serve as a basis for future
researchers in conducting their own study or research.

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CHAPTER II

CONCEPTUAL FRAMEWORK

This chapter presents the review of related literature and studies
underlying the framework of the study. It includes the conceptual model of the
study and the operational definition of terms.

REVIEW OF RELATED LITERATURE AND STUDIES
Introduction
Evaluation is defined as an act of evaluating or appraising
(Dictionary.com). Aside from this, Wikipedia.com stated that the process of
evaluation is governed by a set of standards. It can assist an organization,
program or project to assess any aim, concept or proposal, or any alternative, to
help in decision-making. Its primary purpose is to gain insight on prior or existing
initiatives, enable reflection and assist in the identification of future change.

Therefore, evaluation is very important in different fields like management
and education. For example, in management evaluation can be used as an
ongoing management and learning tool to improve an organizations
effectiveness. According to Martinez (2005), evaluation can be used to determine
whether an organization or a program is effectively carrying out planned
activities, and the extent to which it is achieving its stated objectives and
anticipated results.

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However in education, evaluation is used in two common purposes.
Wikipedia stated that educational institutions usually require evaluation of data to
demonstrate its effectiveness to stakeholders and funders, and to provide a
measure of performance for marketing purposes. They also conduct an
educational evaluation; an activity that involves educators who intend to
continuously review and enhance the learning they are trying to facilitate.

There are three types of evaluation involved in education which includes
Personnel Evaluation, Program Evaluation and Student Evaluation.

Student Evaluation
Student evaluation differs from student assessment. Woolfolk (2005)
differentiated these terms. Woolfolk stated that assessments are procedures
used to obtain information about student performance; whereas evaluation
involves decision making about student performance and about appropriate
teaching strategies.

In addition, Nelson & Price (2007) pointed out that sometimes the term
assessment is used to describe the process of trying to determine what students
already know about a topic before instruction, while the term evaluation refers to
the process of monitoring progress during and after instruction.

On the other hand Echevarria, et al. (2004), described that the process of
assessment and evaluation can be viewed as progressive: first assessment, then
evaluation. And further stated that assessment involves the gathering and
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synthesizing of information concerning students learning while evaluation is
making judgements about students learning.

In simpler terms, assessment involves the process of identifying what the
students know before a topic and monitoring the learning progress while
evaluation focuses on grades that may reflect classroom components such as
course contents and mastery level.

Program Planning Handbook (2003) stated that the objective of student
evaluation is to assess performance and knowledge learned by student in the
educational program. And its results influence students for the rest of their lives
(Race, et al., 2005).

However, evaluations must be well-designed. The University of Reading
website pointed out that well-designed assessment can encourage active
learning especially when its delivery is innovative and engaging.

For example, peer and self-assessment can foster a number of skills such
as reflection, critical thinking, self-awareness and giving students insight about
the assessment process. It is also advisable that educators discusses the ways
in which the students are assessed, in this manner the aims and goals of the
assessment is ensured (University of Reading).

Now and then students can be evaluated using various testing and
measurement methods. My Environmental Education Evaluation Resource
Assistant (MEERA) identified the categories of evaluation: formative and
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summative and under these categories underlies different types of evaluations or
strategies.

Formative evaluation. Formative evaluation is designed to evaluate a
students progress during the learning process thereby enabling feedback (Bull,
1993). Queens University website added that it is a part of the learning process
used to improve learning, enhances intrinsic student motivation and improve
teaching.

Strategies for this type of evaluation were enumerated by Dodge (2014)
which includes: a) summaries and reflections, b) lists, charts and graphic
organizers, c) visual representations of information, and d) collaborative
activities.

Summaries and reflections. This type of evaluation allows students to stop
and reflect, make sense of what they have read or heard, develop personal
meaning from their own learning experiences, and / or increase their
metacognitive skills. However, Bull (1993) specified that in this process the ability
to monitor ones own performance and recognize the need to improve in one
area or another is essential.

Lists, charts and graphic organizers. Education Place website described
these as tools that can help students to classify ideas and communicate more
effectively. These tools are used in structure writing projects, help answer
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problem solving, decision making, studying, planning research and
brainstorming.

Visual representations of information. This term is used purposefully to
include a wide range of visual-making devices and symbols (Bustle, 2003).
Dodge (2014) added that this includes the use both words and pictures to make
connections and increase memory, facilitating retrieval of information.
Furthermore, it helps educators address classroom diversity, preference in
learning style and different ways of knowing.

Collaborative activities. Barkley, et al. (2004) noted that engaging
students in active learning is a predominant theme in todays classroom. To
promote this, teachers across all disciplines and in all kinds of colleges are
incorporating collaborative learning into their teaching. Collaborative activities
can occur peer-to-peer or in a large group which allow students to discuss
concepts, or find solutions to problems (Cornell University, 2012).

Summative evaluation. Bull (1993) shared that summative evaluation is
designed to determine what a student has achieved after a unit or course and
gives a final mark or grade. In addition, Eberly Center for Teaching Excellence
noted that summative evaluations are often high stakes, which means that these
evaluations have a high point value.

The types of summative evaluation were enumerated by Northern Illinois
University, Faculty Development and Instructional Design Center which includes:
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a) examinations (major, high-stakes exams), b) final examination, c) term papers,
d) projects, e) portfolios, f) performances, g) student evaluation of the course and
h) instructor self-evaluation.

Examinations. Oxford dictionary defined examination as a formal test of a
persons knowledge or proficiency in a subject or skill. It is identified as a
compulsory assessment tasks performed under formal and time-constrained
conditions.

Bull (1993) pointed out the reasons for using examinations as follows: a)
exams are more effective than coursework in preventing conspiracy and
plagiarism; b) well-known, tried and tested; c) relatively cheaper and efficient; d)
required by professional bodies (in some disciplines); e) may assess what
coursework may not assess; and f) motivate students to learn.

Final Examinations. These are examinations given at the end of a course
or studying a program (Wikipedia.com). Most high schools, colleges and
universities give final exams at the end of a particular academic term, typically
quarter or semester, or at the end of a complete degree course.

Term Papers. Merriam-Webster Dictionary defined term paper as a long
essay that requires research which is written by a student as a part of a course or
class. Frederick (2010) added that writing a term paper prepares students for
upcoming examinations since topics are related to the course.

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Projects. Wikipedia defined project as a collaborative enterprise, involving
research or design that is carefully planned to achieve a particular aim and is
finished at a given period of time (Cambridge Dictionaries Online).

Portfolios. Santos & Pinto (2007) described portfolio as a presentation of a
collection of student work which can be used to appraise a student performance
over time. It is like a scrapbook or a compilation of significant work of a student in
a particular subject.

Portfolios are more concrete evidence of a student performance which is
far susceptible to being faked and manufactured. These are created for one of
the following purposes: to show growth, to showcase current abilities, and to
evaluate cumulative achievement (Santos & Pinto, 2007).

Performances. Performance evaluation is a method of teaching and
learning that involves both process and product. It involves students in
constructing various types of products for diverse audience and developing a
process that leads to a specific product. It evaluates what a student can do with
what they know, rather than how much they know (Glencoe, 2010).

In addition, Santos & Pinto (2007) stated that the use of performance
checklist may also be utilized for this type of evaluation. This checklist consists of
a lish of behaviours that make up a certain type of performance. It is used
whether or not an individual behaves in a certain way when they are asked to
complete a particular task.
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Student evaluation of the course. The University of Washington (2005)
published that course evaluations give students a voice in their own learning
experience and give faculty members information about their teaching over time.

Moreover, Gavin (2005) pointed out that the processes undertaken in
course evaluation provides faculty with an opportunity to discuss course content.
And based from the results, they can determine how they can improve student
learning in the course.

Instructor self-evaluation. Based from the handbook The Reflective
Teacher (2005), self-evaluation, whole-school or personal level, should effect
improvements in the experiences of the pupils, the quality of teaching and
learning as well as the standards the pupils attain. It should also support the
professional and personal growth of the educator and help teacher to become
confident.

To sum up, any of these evaluation methods can be used to evaluate what
the students have learned, to what extend the goals and objectives of the lesson
are met and improve the teaching strategies of teachers. Furthermore, some
technologies may also be integrated in formulating these evaluations. Some of
these are computer-based and web-based test systems.

Technologies Used for Assessment
Among the widely used and well-developed tools in education is the
computer-assisted assessment or quizzes. Due to the rapid advancement of the
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Internet technology, the use of these evaluation systems is becoming more
popular in higher education (Romero, et al., 2008).

Eventually, two main types of computer-assisted test systems were
established. Romero, et al. (2008) identified them as computer-based testing and
web-based testing. However, because of the rapid growth of wireless handheld
and mobile devices, Mobile Test has arrived.

Computer-based Testing (CBT). In CBT, using a personal computer
(PC), students are able to take exams; teachers can prepare their tests as well
as for the transmission of traditional paper and pen tests (PPTs).

Advantages of computer-based tests (CBTs) over paper-and-pen tests
(PPTs) are its logistical advantages, unified platform for media, diverse item
types, tracing of test-taker actions and being able to provide immediate feedback.
Lambert (2005) also pointed out that computer-assisted assessments can be
used in problem-based, branched-path and adaptive assessments.

In the study entitled Using Mobile and Web-Based Computerized Tests to
Evaluate University Students, Romero, et al. (2008) enumerated some
examples of commercial as well as free tools in creating adaptive and classic
computerized test systems. These includes: MicroCat, FastTest, QuestionMark,
HotPotatoes, Webassessor, TRIADS, SIETTE, Test++ and QuizPack /
QuizGuide.

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Web-based Testing (WBT). This system works on a single PC or in a
local area network (LAN) which is delivered via the Internet. It is written using
HTML language and other possible scripts.

Mobile Test. The use of this type of test has started with the proliferation
of mobile devices and wireless technology. Mobile phones and Personal Digital
Assistants (PDAs) have become popular among students in universities and they
complement e-learning or mobile-learning by creating a new of assessment
(Romero, et al., 2008).

Furthermore the study of Romero, et al. (2008) identified various mobile
test systems which are were developed by different universities. These include
the following: Moodle, Interactive test, CAT-MD, Daifukucho, Mobile EMT-B quiz,
Go Test Gos, Mobile quiz and Classroom Performance System (CPS).

Aside from the computerized and mobile test systems, the study also
enumerated quiz systems that can be used on both PCs and mobile devices
which include a) Quizzler, b) M-Quiz, c) CosyQTI, and d) C-POLMILE.

Similarly, studies were also conducted investigating the use and
effectiveness of mobile learning applications. One of these is the study
conducted by Khomokhoana (2011).

The study investigated how mobile learning applications can be used to
encourage active participation in large classes particularly Computer Science
classes. Using Mobile Learning Applications to Encourage Active Classroom
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Participation: Technical and Pedagogical Considerations was conducted in a
university located in South Africa whos experiencing a flourishing growth in
student enrolment.

Due to the increase in population, it was observed that there was less
active student participation in large classes. Therefore, there is a high probability
that such students are less likely to be successful in their studies.

Khomokhoana (2011) organized some technological tools that can be
used to manage the implementation of active classroom participation into
categories. These are response systems, web-based student response systems
and mobile phones respectively.

Advantages and disadvantages of each of the tools were evaluated and
the study was concluded that mobile-based technology tools might be the most
preferable option to encourage active participation in context of large
undergraduate Compute Science classes at the University of the Free State.

In addition to the computer-based tests, web-based tests and mobile tests
mentioned, Lambert (2005) identified ways in which online technologies can be
used in assessment and the advantages of online technologies support in
assessment.

According to Lambert (2005), the use of online technology in assessment
includes as e-submission, e-Portfolios, presentations, peer assessment, self-
assessment, and electronic voting systems.
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E-submission allows the submission of assessments such as reports and
essays electronically, whereas e-Portfolios is a collection of documents that can
be stored and delivered to viewers in a variety of means as well as allows viewer
to put comments online.

On the other hand, presentations allows student presentations to be made
using a variety of software applications, media and office tools that can be
shared and reviewed by single or multiple users. Peer assessment enables
group of peers to assess projects that were shared electronically, while self-
assessment allows students to assess their own progress. Last is the electronic
voting system which may be used in lecture halls to enable immediate feedback
onto the screen.

Aside from the different use of online technology in assessment, Lambert
(2005) also itemized some advantages of using online technologies to support
assessment. These includes: a) online assessments which are available anytime,
thereby allowing flexibility, b) independent of place, c) feedback is available all of
the time, d) assessments can be integrated with other online resources such as
video/audio, and e) students can be in control of their own assessed materials
such as portfolios and reflective records.

To sum up, online evaluation systems are accessible 24/7 anywhere and
facilitating these types of evaluation can be integrated with other resources or
technologies such as mobile devices.

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Mobile Devices
Mobile devices offer a lot of possibilities doing the things that previously
require a computer or other technical devices (Hjrtstrm, 2012). Some of the
modern mobile devices have sensors that allow people to use just a single
device to perform tasks which previously requires multiple devices such as
camera, video recorder, microphone or a compass.

Saran, et al. (2008) describe mobile devices as devices that offer a great
potential in learning environment because of its widespread use, mobility,
reachability, localization and personalization.

Today, various mobile devices exist. Sommer (2011) in her Masters
Thesis gave examples of mobile devices, some with special purposes and some
with a more generic purpose.

These includes Pure Global Positioning System (recording) devices, GPS-
based navigation devices, Data recorders (heartbeat, blood pressure, running
routes), Digital compasses, Digital cameras for photographs and videos,
Calculators, Portable music players, Mobile phones (calls and texts messages
over cellular networks), Smartphones, and Tablet computers.

These various mobile devices use different mobile operating systems or
sometimes called platforms. Drede (2014) identified the different mobile phone
operating systems that are currently used. Some of them are associated with
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specific brands while others are open-source. These mobile platforms include
Symbian, BlackBerry OS, iOS, Windows Mobile, and Android.

Symbian.An operating system primarily found on Nokia phones by Sharp,
Fujitsu, Sony and other companies. It is widely used because it is an open
source operating system. However, it is not the most advanced or full-featured of
mobile operating systems. Due to this, Nokia is among those of the many
manufacturers who have switched over to other operating systems (Drede,
2014).

BlackBerry OS. Blackberry OS is one of the most well-known operating
system for mobile phones and only found on BlackBerry devices. Drede (2014)
noted that this OS is made especially for business focusing on functionality
(messaging, email and other communication features) over personality or
appearance (media players and other entertainment-based applications).

It is a product of Research In Motion (RIM). Its first smartphone was
released in 2002. According to Allen, et al. (2010), the BlackBerry has the
second largest market share of the smartphones in the US. In addition, Pettey,
et al. (2011) stated that RIM was the third most sold mobile operating system in
the world in 2010.

That is why Allen, et al. (2010) suggested that this Operating System (OS)
should be taken into account when developing application for enterprise markets
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specially in the United States (U.S.) because it is specialized into the enterprise
market.

According to Paananen (2011), BlackBerry applications can be developed
using either the BlackBerry Web Development or Java Application Development.
Web Development is use for developing widgets for BlackBerry, these are small
web applications built with HTML, CSS and JavaScript. On the other hand, Java
Application Development requires installing the Sun JDK, the Eclipse IDE for
Java Developer along with the OS plug-in and JDEs.

Apple iOS. Drede (2014) stated that Apple iOS is found on iPhone, iPad
and iPod touch. Operating security and compatibility has been a point of
argument for some in regards to iOS. The operating system is entirely closed-
source, software supported and not supported by the platform is chosen by its
manufacturer.

This operating system is based on Mac OS X. Firtman (2010) identified
ways for iPhone Application development, first, using mobile web technologies
and second, using native Cocoa Touch framework built on Objective-C.

Furthermore, the release of iPhone in 2007 started a new era in the
smartphone market (Fling, 2009). And at the end of the fourth fiscal quarter of
2010, Apple had sold over 70 million iPhones (Kumparak, 2010).

iPhone was described having a rich mobile Internet browsing experience
and has a broad range of installable applications, in particular entertainment
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applications, clearly meeting the needs of the consumers (Laugensen & Yuan,
2010).

Windows Mobile. Windows Mobile, also known as Windows Phone, is
the mobile phone version of Microsofts operating system (Drede, 2014). Hence,
it is easily compatible with many Windows programs such as MS Office, making
it a popular choice for businesspeople.

The operating system was originally designed for MS line of Pocket PCs
and was introduced at the millennium before being adapted for phone use.
According to Udell (2009), the operating systems last version was released in
2009. With the release of Windows Phone 7, its market share has grown to 5.6
percent compared to its 4.2 percent share in 2010.

Similarly, eWeek.com announced that Microsoft has sold 1.5 million
Windows Phone 7 handsets in six weeks. And in the first quarter of 2011, some
new features are expected to the Windows Phone 7 platform, including
multitasking support, copy-and-paste and increased hardware support for
augmented reality applications such as business card scanning.

Furthermore the book written by Lee & Chuvyrov (2010), described the
platforms development. The book stated that Windows Phone 7 development
was adapted from Microsofts existing framework. Its applications were
programmed using C# with .NET framework. It also used two major frameworks
on top the .NET framework core: Silverlight and XBOX New Architecture (XNA).
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Silverlight uses the Extensible Application Markup Language (XAML) which is
used for business applications while XNAs for 3D graphics and games.

Android. Based from What Are the Different Types of Mobile Phone
Operating Systems? by Drede (2014), Android is based on the Linux operating
system and was developed originally by an independent organization and later
bought by Google; despite of this the OS remains free and open source.

Drede (2014) claimed that android is commended by many because of its
flexibility as a platform. Using the platform anyone can develop apps for the OS
and companies can release a phone using it.

Furthermore, Hashimi, et al. (2010) stated that Google started the
development of the Android platform in 2005. In 2007, Google, Motorola,
Samsung, Sony Ericsson and Intel formed the Open Handset Alliance and its first
key outcome was the Android Platform. On the same year, the Android Software
Development Kit (SDK) was released, followed by the released of the first
Android phone the following year.

Now there are hundreds of Android mobile devices, phones and tablets,
from several vendors (Allen, et al., 2010). It is installed on many different mobile
devices and its users can download applications and other content through
Google Play service (Bishop, 2012).

Based from the study entitled Smartphone Cross-Platform Frameworks
A Case Study, Android operating system supports features such as 2D and 3D
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graphics, common media formats, animated transitions and multi-touch input. It
uses a WebKit based web browser and includes Google Chromes JavaScript
runtime. The Native Android applications are written in Java, it offers its own
virtual machine called Dalvik Virtual Machine (VM) where all the Java classes are
recompiled and run on a DalvikVM.

The different mobile operating systems or platforms mentioned only prove
the increasing use and demand on mobile technology. Articles and studies have
proven the increase usage of mobile phones regardless of how these devices are
used and the age of people using it.

Mobile Phone Usage
In 2008, 40% of the world's population had a mobile phone. Today, it is
61%, an increase of over 20% of the global population in just five years. Mobile
phone use is here to stay, with the traditional office or home phone lines slowly
fading away in favor for individual mobile phones for each employee or family
member (Cyprus, 2013).

Mobile Phone Users make up 60% if the Global Population written by
Cyprus in 2013 added that smartphone users are now one-third of the total
phone users in the world and make up about 20% of the human population. And
with the fact that Apple sold over $9 million in their new iPhone 5S and 5C,
smartphone users will continue to place the overall mobile phone saturation
market.

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Lisa Nielsens The Innovative Educator (2010) shared that more than half
of the worlds population owns a cell phone and children under the age of 12
contributes to the fastest growing segments of mobile technology users in the
U.S.

Furthermore, the study of Chukwumah (2013) entitled Developing a
Cross-Platform Mobile Application: My Shopping List stated that there has been
a massive increase of iOS and android mobile operating system platforms. This
event contributed to the rise of mobile applications development.

In addition, the statistics from International Data Corporation (IDC) Press
release (2013) published that Android and iOS account for 87.6% of the smart
phones worldwide shipment in 2012. While BlackBerry, Symbian, Windows
Phone and other platforms accounted for the rest 12.4% of smart phones
shipped worldwide.

Lastly, the following statistics were stated in Maranda Gibsons Cell
Phone Statistics: Updated 2012:

From Pew Internet
87% of American adults own a cell phone, and 45% of those are smart
phones.
Only 12% of adults are 65 and over have a smartphone.
82% take pictures on their cell phones, up from 76% in 2010.
29% check their bank account online, up from 18% in 2011.
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9% of adults have texted a charitable organization to make a donation.
CTIA Research Stats
45% of businesses state wireless is essential to operations.
2.27 trillion text messages were sent.
1.1 trillion MB of data was used.
28, 461 cell phone towers were added across the US

These statistics revealed that most of the Americans use cell phones and
most of it is smartphones. There is also an increase in the use of these devices
for taking pictures, checking bank accounts online and texting.

Furthermore, the CTIA Research Stats showed the amount of data
transferred by these mobile devices in the year 2012. It also revealed the number
of cell phone towers across U.S. and the percentage of businesses who says
that wireless communication is essential to their operations. This tells that mobile
technology is used in many aspects such as communication, medicine, business
and education.

Communication. Nielsen (2011) mentioned a survey released by
Cingular Wireless which indicates that 63% of parents who use text messaging
believe that it improved their communication with their children. Moreover,
parents stated that cell phones are not just use for emergencies anymore, but
also use them to keep track of their children and manage busy schedules.


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Medicine. The U.S. Food and Drug Association (2013) announced that
the widespread adoption and use of mobile technologies is opening new and
innovative ways to improve health and health care delivery. The use of mobile
applications can help people to manage their own health and wellness, promote
healthy living and gain access to useful information whenever they need it
despite of location.

The U.S. DFA estimated that by 2015 and 2018, 50 percent of more than
3.4 billion smartphone and tablet users will be downloading mobile applications.
These include health care professionals, consumer and patients. To guide the
development of mobile medical applications, the association issued the Mobile
Medical Applications Guidance for Industry and Food and Drug Administration
Staff on September 25, 2013.

In addition to these guidelines, Reed (2013) suggested, to create a
successful mobile medical applications, applications must be safe and easy-to-
use products that pass the FDA approval process. It must begin by strictly
applying the principles of human factors engineering. It is also necessary to
involve the end-users in the design process to be able to provide the best
possible product experience for patients.

On the same year, ScienceDaily.com described todays cell phones and
PDAs. The site stated that these devices contain a graphics chip like in a PC
which can turn cell phones into a virtual medical library integrating 3D computer
graphics and medical scans. The site further stated that:
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Gregory Quinn, a computer scientist, is developing a program
that allows doctors to view patients medical history on mobile devices.
This mobile application is believed not only to help doctors but to simplify
things for patients as well. "Right now your medical records are scattered
here and there. You don't really have easy access to them (Dr. Wright,
2013). With Quinns application, medical notes and patient tests can be
downloaded onto a cell phone in an instant.

Business. The multiplication of smart phones directed towards
consumers has led to a rapid growth of mobile application development.
Chuckwumah (2013) added that it created a new business for developers in two
ways.

First, developers can publish their apps to consumers through application
stores. They earn income by selling apps or offering them as free and generate
income from advertisements. And second is developing apps for organizations to
offer services to their clients. For example, a bank may have a mobile banking
app through which their clients can engage in bank transactions.

Furthermore, since Internet users make up 36% of the global population,
many marketers are focusing their attention on websites and content specifically
created for mobile users. Hence, it is becoming crucial for websites to be
optimized or have a mobile version that mobile internet users can access
(Cyprus, 2013).

Education. Richtel & Stone (2009) stated that the only difference now
between smartphones and laptops, they say, is that cellphones are smaller,
cheaper, and more coveted by students. Hence the use of cell phone
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technologies as educational tools will continue to grow due to continues
improvement, availability and computer connectivity (Nielsen, 2011)

In addition, Karim (2012) stated that cell phone is one of the technologies
that people use in order to communicate with each other because they are
cheap, extreme interests of students in utilizing them result to facilitate learning.

Using mobile phones for communication is a collaboration tool that
facilitates appropriate and proper social relations with learners, wherein students
can exchange information at any time an in any case. Mobile devices are most
commonly applied in education through mobile learning (m-learning) or sometime
called e-learning (Karim, 2012).

Mobile Learning. Mobile learning is both a new concept and one that has
some familiar connotations. It is mainly concerned with learner mobility, in the
sense that learners should be able to engage in educational activities without the
constraints of having to do so in a tightly delimited physical location (Eryilmaz,
2013).

According to Pocatilu (2010), mobile learning applications are developed
using various technologies and platforms. Each of them has specific
characteristics in terms of user interface and content and influences the
development process.

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A mobile learning system consists at least of the following components:
Mobile learning device, Mobile learning software and Mobile learning content
(Pocatilu, 2010).

On the other hand, in the study Student Acceptance of Mobile Learning,
Donaldson (2011) explained that the success of the implementation of mobile
learning depends on the acceptance of students and educators. Therefore, it is
important to understand the factors affecting the students intentions to use
mobile learning.

The study was based on the acceptance literature and the Unified Theory
of Acceptance and Use of Technology (UTAUT). As a result, performance
expectancy, social influence, perceived of learning, voluntariness of use was all
significant determinant of behavioral intention to use mobile learning.

Meanwhile, the results of the study A Mobile-Based Instruction
Application: The Effect of Mobile- Based Concept Instruction on Academic
Achievement, Retention and Attitudes of Students conducted at Gazi University
in Turkey, revealed that out of all the students who owned a cell phone, many
students adopted the idea of mobile learning. And the majority of the students
were of the opinion that Wi-Fi networks made the access to learning materials
easier and paved the way for self-study.

In addition, Avenolu (2005) in the thesis entitled Using Mobile
Communication Tools in Web Based Instruction investigated the perceptions of
29

students about using mobile communication tools in web-based instruction. A
mobile learning portal was developed that can be used by different mobile
devices. The portal includes a mobile discussion forum and a course information
system.

The results of the study revealed that most of the students enjoyed using
mobile technologies in education and they want to use mobile technologies in
other courses. However, students did not increase the level of learning and
motivation using the system. Furthermore, mobile technologies did not increase
the communication between students and between students and teachers
despite their highly developed communication capabilities.

Nielsen (2011) stated that there were evidences which states that phones
excite students and make them collaborative and focus on their studies even
outside school hours. While Richtel & Stone (2009) claimed, they took average
level kids and made them into honors-level kids.

Moreover, the 2011 Speak Up survey from Project Tomorrow published
that district administrators and principals own more smartphones and tablets than
the general U.S. adult population. In addition, PEW Internet & American Life
Project claimed that 46 percent of U.S. adults own smartphones, more than 70
percent of school administrators own these devices.

Rismark, et al. (2007) conducted a study which aimed is to gather the
opinions of students with cell phones regarding mobile learning as a part of the
30

biology course. Videos were provided to students that are accessible through
their cell phones and watched before the course.

The observations and interviews revealed that students who were able to
watch videos has a higher achievement level compared to those who did not
watched any videos. Students agreed that they were content with the use of cell
phones as they liked.

In addition, based from the studies mentioned in the 2011 International
Conference on Network and Electronics Engineering IPCSIT Journal, Ren
(2011) affirmed that there has been positive awareness towards mobile learning.
M-Learning is now among the blended instructional methods and is found to be
adopted by a majority of students.

Ren (2011) also discussed that the attitudes of students showed a
significant increase in mobile learning and mobile learning-based instruction has
no negative effect on academic achievement and permanence.

Similarly, the study conducted by Donnell (2013) aimed to explore the use
of students personal mobile devices in the classroom for learning. The context
was a district with an initiative called Bring Your Own Technology (BYOT),
whereby students regularly utilized their personal technology as part of the
curriculum.

The result of Students Personal Mobile Devices In The Classroom: A
Case Study Of A BYOT District revealed that students personal technologies
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are pedagogically integrated into a BYOT classroom in a variety of ways that
promote collaboration, project-based learning and presentations; teachers
perceived the use of students personal mobile devices in the classroom as
contributing to higher student engagement, and both students and teachers
found learning relevant to future pursuits fostered motivation.

In addition, the use of personal mobile devices in the classroom, which is
preferred by students, promotes differentiation of instruction; the major
challenges in a BYOT classroom are distraction and network issues, and a
balance of using students personal technologies and traditional classroom
methods is advantageous to address the needs of different learning styles.

Aside from these studies, Warcheur (2011) enumerated a number of
advantages of using mobile devices in education compared to laptops and
netbooks. First, mobile devices are more light weight and superior for digital
reading or accessing of content because of its orientation flexibility. Second,
learning activities are done with less delay with their instant-on and fast switching
capabilities among applications.

Next, users experiences high degree of interactivity due to their touch
screen interface. The devices mobility allow students to carry them inside or
outside a room without having to close and reopen the screen and store them the
in carry case, it can also be used for mobile data collection or note taking.

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In addition there is a rapidly growing amount of free or low-cost apps for
mobile devices since development cost for mobile devices is inexpensive, and
many of these applications are suitable for education. And finally, mobile devices
long battery life makes them more suitable for a school day.

Some of the commercially available mobile applications are TeacherMate
and Drona Mobile Learning Management System.

TeacherMate is an example of an application used in m-learning. As the
name implies, it is designed to support the teacher. The application was
developed by Innovations for Learning, a Chicago-based non-profit organization.
It is an affordable, replicable and scalable system for individualizing instruction.

To achieve the goals set for the development of TeacherMate, Innovations
for Learning focused on the following principles: focus on supporting the teacher
in the classroom; support the existing curriculum [from paper-based to
TeacherMate]; and no burden to the teacher because adding burden will lead to
failure [teachers burdens should be reduced by technology]; and the device
needs to be affordable.

Next is Drona Mobile Learning Management System. It allows users to
write contents ranging from texts to images, audio and video. Different types of
courses can also be created such as learning slides, multiple choice questions,
multiple response questions, true/false type assessment, surveys, and feedback.
33

With this system, users are not confined in classrooms and computers, thus
providing high accessibility and convenience.

In addition, Lezama (2010) stated that Apple had also created some
mobile applications that can be used for learning. The first app is a self-
educational application for those who want to learn French. The application gives
the user an option to choose between Flash Cards, Basic Phrases, or its
integrated Dictionary.

The second application is a History Map application that displays a
collection of historical maps of the world. And the last, iStudiez Pro, this
application was chosen as the Best Educational App in 2009. The iStudiez Pro is
a daily planer that users to organize school subjects and assignments.

Just like any other software or program which uses different programming
languages or tools in its development, the examples of applications mentioned
earlier uses a mobile application development tool for its development.

Mobile Application Development

In the study of Borg (2012) which aimed to find solutions in identifying the
best approach in mobile application development, resulted that there is no single
approach being the best solution; but instead revealed that there is no single
approach suitable for all types of applications. In this study, the most popular
approaches for mobile application were enumerated. These consist of the
following: Native Language Development, Web, and Hybrid.
34

Native Language Development. Native development for a platform uses
the usually vendor-provided Software Development Kit (SDK) that is designed for
a given platform and usually platform-dependent. Native application is an unclear
term that is defined in different ways in literature and by framework vendors.

Paananen (2011) defined native applications as applications run by the
primary execution environment of a platform; it can be executed by the devices
processor or a virtual machine for example. An example is Googles Android
SDK.

This SDK includes the Android-specific Java-based API and tools to
compile Java to platform-specific bytecode since Android offers a virtual machine
that differs from a regular Java virtual machine. An application running on that
Virtual Machine (VM) is considered a native application. Native mobile
programming frameworks have their advantages such as better debugging,
documentation, supported hardware features and Application Programming
Interfaces (APIs).

Furthermore, Accenture (2012) published the three categories of mobile
development namely native applications, web applications and hybrid solutions.
However, due to the success of Apple iPhone mobile devices and iOS, native
applications have garnered extensive attention.

According to Accenture (2012), developers can create specific
applications that have distinct advantages which may include the following: a)
35

tighter integration with the devices operating system, which helps to boost
performance; b) the use of the devices built-in features, including camera,
geolocation, address book, push notifications and more; c) the use of
applications offline; d) the tendency to be more secure than previous operating
system versions; e) the use of an online application marketplace which has
generally, though not always, tested and confirmed their compatibility; f) the
marketplace which provides a tested venue for both discovery and payment.

Web Apps. Web applications are described as cross-platform because
they are accessible from any of various web browsers within different operating
systems. These applications employ client-server system architecture and vary
widely in complexity and functionality. Basic web applications process its data
from a server and pass the result to the clients web browser.

Browsers, in most cases are pre-installed on the devices; however some
allows the users to install alternative ones (Microsoft, 2012). Web-browsers are
pre-installed on all modern smartphones, tablets, e-book readers and some
console and music players. For developers whose highest priority is to reach a
large number of users, then the universality of the web and the various ways
users may access your app are of great value.

There are also additional advantages of using web-solutions as well. First,
learning the languages for web-solutions namely HTML, CSS and JavaScript is
relatively quick and inexpensive. Second, having an experience with web
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presence allows developers to save time by reusing existing web assets and
deployment processes (Microsoft, 2012).

Accenture (2012) added that compared to Native Application
Development, web applications offer other potential advantages, particularly for
developers because a) they can be run in the phones browser, b) they can run
cross a variety of devices with cross-platform compatibility, c) their base code
can be used to support all devices, including those running the iOS and
Android operating systems, and d) they are generally simpler, less expensive
to develop, and easier to update.

Web applications are written using HTML, CSS and JavaScript which are
sent from a web server via the Internet and rendered in the web browser on the
device.

Hybrid. Hybrid mobile application is a combination between native and
web application, essentially it uses an embedded browser component allowing a
native downloadable application to run all or part of its user interface. Accenture
(2012) stated that developers can create a cross-platform application that use
web technologies like HTML, JavaScript and CSS, while still being able to access
the phones features. Such applications may be downloaded from the web or
packaged within the native app.

Furthermore, using hybrid apps allows companies to gain the benefits of
native apps while ensuring the permanence incorporated with web technologies,
37

because applications can be updated easily. This approach helps developers
whose target is multiple operating systems (Accenture, 2012).

According to Pupputti (2012), there are several tools which may be used
to develop hybrid applications and one of these is PhoneGap. With tools like
PhoneGap, developers can build native applications using familiar web
technologies with access to native features and device APIs. These hybrid
applications have only one code base that is deployed for several smartphone
platforms, and the applications can be submitted to application stores.

Cross Platform. These are frameworks that support multiple platforms
using the same or similar effort involved to create an application on more than
one platform at once, as compared to creating it for a single platform with the
native SDK. This requires that a framework must provide a means to reuse parts
of the architecture and source code that are platform-independent (Sommer,
2012).

Furthermore the study of Sommer (2012) entitled Comparison and
Evaluation of Cross-Platform Frameworks for The Development of Mobile
Business Applications stated that using cross-platform frameworks can reduce
cost and effort compared to the native SDKs. It often requires just a single
programming language or a combination of well-known technologies.

Hence, developers do not need to know several languages which are
often required when developing an application for each mobile platform
38

separately. This might result in fewer developers being necessary in developing
applications.

Furthermore, the study discussed that cross-platform frameworks allow
significant parts of the written code to be used for all platforms supported by it.
Thus, less time and effort is invested in the actual programming, less code has to
be written and maintained which may reduce the complexity of the program and
improve the process of finding bugs and correcting them. Debugging is done only
once instead of fixing it on each platform. It often supports four or more popular
mobile platforms.

Moreover, the study concluded that the cross platform framework has
become an answer for the demand of shorter mobile application process,
increase in development costs and decrease in the number of supported mobile
platforms and a transfer of focus only on a specific device.

Since mobile application are programmed once and published in multiple
platforms, it would cut down the development costs and time. While developers
are not required to master multiple native mobile programming languages such
as Java, Objective C and C++ if mobile applications will be written using web-
technologies such as HTML, CSS, JavaScript and AJAX-technologies.

Paananen (2011) claimed that although cross-platform frameworks were
at an early stage of evolution, still it seems to have a great number of possibilities
especially in the area of mobile computing and programming.
39

Escribano (2012) identified two levels of cross-platform applications. First
are the full cross-platform applications such as Java where changes are not
needed in the code to be able to run it on platforms like MacOS, Windows or
Linux.

Second are middle applications which require small modifications inside
the code to be running on different platforms but have almost the same
codifications. An example is a web application written in HyperText Markup
Language (HTML), Cascading Style Sheets (CSS) and JavaScript.

The study also identified HTML, CSS, and JavaScript as tools in creating
cross-platform applications. While some cross platform tools are based on Ruby
and Rails.

However, it is important to remember that the native application has
complete access to all device-specific functions compared to cross platform apps
which can only access limited number of device-specific functions (Escribano,
2010).

Provided with a list of the various mobile development tools, developer
can choose what type application they can develop. However due to the issues
incorporated with the differences of mobile devices such as its operating system,
cross-platform development application has become an answer. In developing a
software, there are certain points to be considered to ensure the performance of
the software or system.
40

Design Considerations
Several factors were identified in the development of the study
IntoTheNext: A Cross-Platform Student Evaluation System. These includes:
Functionality, Reliability, Security, Portability and User-Interface.

Functionality. This measures if the intended use and features of the
system are met such as ease of operation, provision for comfort and
convenience and user-friendliness.

The study entitled Using Mobile and Web-Based Computerized Tests to
Evaluate University Students by Romero, et al. (2008) used three types of test
systems which include: Computerized Test Systems, Web-Based Test Systems
and Mobile Test Systems. The main objective of the study was to evaluate the
students satisfaction of using computers versus mobile devices in taking tests.

The study used Extensible Mark-up Language (XML) for storing data and
Java for the development of the system. The system was implemented using
three different platforms: PC (university computers), mobile phones (students
own cell phones), and a PDA (provided by the researchers).

The results of the study revealed that a) mobile devices can be very useful
for testing when the number of students is greater than the number of PC
available and b) mobile devices would allow student to execute test during spare
time. However, the study also identified the different weaknesses of using mobile
41

phones and PDAs. This includes: expensiveness, tiny buttons on some mobile
phones, and power and screen saver systems.

In addition, a Master Thesis in Computer Science by Harmon (2009)
developed a web-based quiz delivery system for Biofilms: The Hypertextbook.
The quiz delivery system used Asynchronous JavaScript and XML (AJAX) which
is a combination of technologies that can make web applications more
responsive to user requests. The prototype quiz delivery system provided
immediate feedback for each question. The feedback included both the correct
answer and an explanation of why each distractor was correct or incorrect.

After evaluating the prototype a revised version was made based on
stakeholder input which includes the following improvements: allowing an
arbitrary number of distractors for each question, enhancing the user interface,
adding screen shots to the instruction page, permitting images as well as text to
appear in questions, improving cross-browser functionality, and enabling entry to
the quiz delivery system with a specific quiz loaded.

The revised version used the Google Web Toolkit (GWT) as a
development tool. GWT enables programmers to write web applications using
the Java programming language.

Furthermore the study Web-based Student Performance Evaluation
System for Engineering Education by Ren (2011), implemented a web-based
42

information system for engineering education. The study was implemented in the
Electrical and Electronic Laboratory Center of Tsinghua University.

Using the system, a comprehensive student performance evaluation was
provided, process of doing experiments was recorded and investigated into more
detail and students were more engaged in the laboratory activities. The system
operated using a Wireless Local Area Network (WLAN), evaluation rules and
Apples iPod Touch device.

The Apples iPod Touch device was used to connect to the database
through wireless LAN. Thus, faculties can view student information or input
evaluation data instantly. On the other hand, the back-end database server used
is based on MS SQL Server 2000 and used JavaScript Page to connect to the
application web page.

Reliability. Whatis.com defined reliability as the ability of a computer-
related hardware or software component to consistently perform according to its
specifications.

i-Ready: LSPU Community Based Weather Information Bulletin System
conducted by Valois, et al. (2014) has acquired an average weighted mean of
3.58 on the reliability criteria which falls in the scale of Excellent.

This means that the study provided an accurate weather data within the
10km radius from the University. Therefore, the community within the radius can
now be provided with an easier way of accessing weather situations.
43

The study was developed using C# and Java and also aimed widen the
usability of the existing LSPU weather station system. Furthermore, the
developed system was a multi-platform system which was displayed using web-
based, android and Short Message Service (SMS).

Another study is the Computer Aided System for Students Knowledge
Assessment which proved to be a real solution in end-of course assessment,
providing a more accurate and more efficient evaluation in terms of objectivity as
well as in term of time.

The system used Hypertext Preprocessor (PHP) and MySQL as
development tools. The multiple choice question used in the system was stored
in a MySQL database while the interface of the system connects to the database
using PHP. Some advantages of the system are: it allowed the grading of
students more objectively compared to essay type exams; easy to update and
modify; provide an interactive environment for students knowledge end-of-
course evaluation; and random generation of the questions for each test avoid
the collaboration between student.

Security. This means that the software is able to withstand hostile acts
and influences.

According to the study conducted by Titus, et al. entitled Web-based
Testing in Physics Education: Methods and Opportunities, if the World Wide
Web (WWW) is used for evaluation, security issues inevitably arise. And for
44

quizzes and exams, security is a vital issue for it acquires a large percentage on
students grade. To be able to answer the issue, the study provided some
sufficient ways of ensuring security.

First is the use of randomization. Numbers within questions or the order of
choices in multiple choice questions can be randomized. Furthermore, requiring
proctors to oversee the exam may also be applied. Another method of security is
to restrict access to questions based on the user's IP address, in which case,
students must take quizzes or exams from a certain computer lab, building, or
campus.

Similarly, the study conducted by Romero, et al. (2008) also identified
ways on ensuring security. Since students can try to cheat by uninstalling and
installing the application, the mobile test developed in the study connects to a
server every time an exam starts. In this method, the system can check if the
student has started or terminated the same exam before. Lastly, the mobile
application continues to start from the point where the test was interrupted, in
case when the student turned off the device in order to start the exam again.

Portability. According to Wikipedia, portability is the usability of the same
software in different environments.

The Lucast Applications was an example of a portable application. It was
developed by Richardson in 2012. Its objective was to create a cross platform,
45

information based and socially interactive application that mimics the
performance and experiences usually found in native applications.

The results of the study revealed that, overall the Lucast App is fully
functional and succeeds in some aspects of the overall goals of the study. But in
some it fails. The application supported 3 different platforms IOS, Android and
Blackberry OS tablet. It provided information successfully through Facebook. The
performance in terms of start-up time, parsing information and rendering
interfaces that look like native interfaces is quite successful; however, there still
exists a notable gap between the Lucast app user experience and a similar
native app user experience.

In addition, the user could quite easily tell that it was not a native coded
application. Some examples were the lack of transition support across android
and blackberry devices, the noticeable delay in gesture and touch events, the
lack of element animation support across all devices and the feel of the
application.

In developing the application, Chrome v17 was used a benchmark
browser, Facebook SDK, JQuery, JQuery Mobile, CSS3, HTML5, PhoneGap and
Amazon Web Services.

On the other hand, the study conducted by Chukwumah (2013),
developed a prototype application that also aimed to support cross-platform
46

devices. The prototype was tested based on the requirements and overall user
interface design.

The results of the test showed that the project performed well and the
requirements and design specification were met. However, due to the limited
resources, the testing phase was carried out only on Android and Windows
Phone mobile operating systems. The prototype was developed using the
following languages: HTML5, CSS and JavaScript. It also implemented libraries
and framework including JQuery, Twitter Bootstrap, Mustache.js and PhoneGap.

During the development of the prototype, some issues were encountered.
Example, some features of a device can only be accessed through the device's
native language. Hence, this limits what feature can be implemented on a cross-
platform app except a developer understands the native interface language of the
targeted mobile device platform.

In addition, the application avoided implementing a database because
PhoneGap does not support the feature on Windows Phone because it has a
database feature that can be implemented using its own native language C#.

Hjrtstrm (2012) also conducted a study entitled Utilizing web standards
for cross platform mobile development. The study introduced the area of cross
platform mobile application development. A mobile data collection prototype was
designed, implemented and deployed on Android, iOS and Windows Mango by
47

using standards and web standards such as HTML5, CSS3, XForms and
JavaScript.

Cross-Platform Mobile and Tablet Application, a study conducted by
Pradhan (2011) used jQuery Mobile framework, HTML5, JavaScript and WCF
services. The study aimed to develop a cross-platform application for Process
Vision Oy.

The developed software was tested with real devices and emulators using
native and additional browsers on various operating systems. The results
showed that the application was fully functional and can be used successfully on
different mobile operating systems including: iOS 4.0 and 5.0, BlackBerry 7.0,
both using its native web browser; and Android 2.2 and 2.3 using Dolphin web
browser.

Also, Utilizing Web Standards for Cross Platform Mobile Development
supports multi-platforms. It was taken as part of an experimental development
within the Learning Ecology through Science with Global Outcomes project.

During the process, a mobile data collection prototype was designed and
implemented on Android, iOS, and Windows Mango. HTML5, CSS3, XForms and
JavaScript were used in developing the prototype.

To answer the questions formulated for the study, the prototype was
tested with users, the results acquired indicated an ease of use of the prototype
in relation to cross platform development. Also, it showed potential benefits such
48

as less code and time. Nonetheless, cross platform development provides a way
to overcome the current fragmentation between mobile devices.

User-interface. According to Escribano (2012), the user-interface is the
access point where the user will control the behaviour of the application. It
includes all the graphical elements and the information that will be displayed to
the user.

Furthermore, Microsoft (2012) described that rich user interface is one that
works well with the back-end business logic while permitting users to effortlessly
complete their tasks. Renardi (2012) added to make sure that the design serves
a purpose and appropriate for the form factor.

An example of a study that measures user-interface was the study of
Facciol (2011). The study was verified according to functionality, usability and
design fidelity. The study developed an offline HTML5 mobile web application
using the AppML framework. The application mimicked a small percentage of an
existing invoicing application called Faktum Invoicing.

The testing process was conducted on the Android smartphone, HTC
Desire, device that ran Android v2.3.3. The results of the study revealed that the
mobile Web application passed most of the requirements. However, the most
important requirement failed due to several reasons.

One reason is that HTC Desire did not support full screen Web
application. In this case, the application had to run only in a browser view. The
49

address bar at the top was always visible aside from the Android bar. There were
also problems encountered with the input fields generated by the AppML
framework, and how they were rendered by the default android browser.

Another issue was when the devices orientation changed the application
design did not scale correctly. This bug made the whole application nearly
unusable and the user need to refresh the whole application in order to be able to
use the application.

On the contrary, the results derived on using the application on an Apple
iPad with iOS v4.3.3 using the default WebKit Browser were different compared
on to the HTC Desire. It revealed that the application had usability, orientation,
and the native looking issues. However it has issues to draw up the report chart,
which was displayed correctly on the HTC Desire.

In addition, the study of Escribano (2012) developed a mobile application
to introduce the concept of cross-platform mobile development. The application
was developed using Appcelerator Titanium and JavaScript and was installed on
Android and iOS mobile operating systems. The application is a geo positioning
based application whose main goal is to allow users to create their own digital
travel guides.

The study revealed that Titanium allowed users to implement two ways to
navigate between windows: tabs and windows. It offers graphical user-interface
50

including pickers, buttons, switches, scrolls, table views, text labels, inputs,
sliders, progress bars, image views, views and search bars.

Unfortunately, Appcelerator Titanium does not offer a tool for creating user
interfaces. However, the developers are encouraged to use a Model View
Controller (MVC) model to separate the user interface from the application logic.

Developing a Cross-Platform Mobile Application: My Shopping List
(2013) examined the development of a mobile application that runs on multiple
mobile operating systems with the use of the same source code. The application
was written using HTML5 and PhoneGap.

As a result, an application that meets usability requirements that most
users expect was created. The application includes features like direct access
buttons and defensive design to enhance user experience. To complete the
study, the developers used an iterative development model which includes
analysis, design, implementation, testing and evaluation. Testing was made on
Androids and Windows Phone real and virtual devices.

The study of Dela Cerna & Reyes (2013) noted that the use of PHP,
ActionScript and CSS contributed to the success of creating a user-friendly
interface of their study. The study Course Management System of Laguna State
Polytechnic University Siniloan (Host Campus) aimed to develop a classroom
supplement which includes the creation and submission of quizzes, assignments,
modules, workshops, lessons and the likes.
51

Furthermore, the programming languages used offered several options of
accessing data from the database. The database used for the development of
the study was MySQL.

Similarly, Olufisoye (2012) used PHP and MySQL as development tools in
developing An Essay-Based Examination Assessment Model Using Double
Blind Marking Technique. Based from the study, PHP and MySQL offers a
graphical user interface (GUI) feature which makes communication with other
user possible by displaying pictures and other standard objects.

In addition, PHP and MySQL are object-oriented, application and
components written in PHP runs on the web and a managed runtime
environment. However, the user interface of the system was designed using
HTML, JavaScript and other appropriate programming languages. Using PHP,
the interface connects to the database.

Programming Languages
Based from the design considerations, there are various programming
languages that may be used for developing mobile applications such as
JavaScript, Ajax, JQuery Mobile, HTML5, CSS3, PhoneGap, Appcelerator
Titanium and XML. In addition, for the back-end of the system MS SQL Server
2000 and MySQL may be used.

JavaScript. W3Schools defined JavaScript as the worlds most popular
programming language for HTML, web, servers, PCs, laptops, tablets, phones
52

and the likes. It is a lightweight programming language which can be inserted into
HTML pages. Web pages created using the language may be executed using all
modern web browsers.

In addition, Malik (2014) describe it as one of the best programming
languages to learn. Furthermore, his work stated that the language is ideal for
developing complex web applications. However, it puts lots of load on the server
because all tasks are being performed by it. In this case, developers delegate
some task on the client-side.

LiveScript was its first name, but Netscape changed it to JavaScript.
According to tutorialspoint, JavaScript was first introduced in Netscape 2.0 in
1995 using its first name, LiveScript. In addition, merits of using JavaScript are:
less server interaction, immediate feedback to end-users; increased interactivity
and richer interfaces.

However it lacks the following features: client-side JavaScript does not
allow the reading and writing of files for security reason; it cant be used for
networking applications because of unavailable support; and it does not have any
multithreading or multiprocess capabilities.

AJAX.A JAX stands for Asynchronous JavaScript and XML. It is a new
way to use existing standards and the art of exchanging data with a server, and
updating parts of a web page without reloading the whole page (W3Schools.com)

53

Furthermore, Schutta & Asleson (2005) stated that Ajax offers highly
interactive desktop-like Web applications which can be deployed in any modern
web browser without the need of any special plug-ins. It was built using
JavaScript, HTML and CSS.

JQuery Mobile. Based from the study of Pradhan (2011), jQuery Mobile is
a lightweight codebase built on jQuery and jQuery UI. This framework is used to
create mobile web applications for a broad range of devices including desktops,
tablets, and mobile devices.

Using this, a developer can design and develop a web application that
appears and behaves consistently across all supported devices. It uses a
powerful library, standard set of layouts, powerful theming system, user interface
widgets and a rich API.

In addition, it is a cross-browser JavaScript library designed to simplify the
client-side scripting of HTML. Without this or a similar JavaScript framework,
developer would have to detect the users browsers and their versions, keep
track of the existing and new unfixed bugs in the JavaScript implementations,
and make browser specific functions to work around the bugs (Liomulahti, 2012).

HTML5. As mentioned in the study of Hjrtstrm (2012), HTML5 is an
emerging standard for HTML and a result of the cooperation between the World
Wide Web Consortium and the Web Hypertext Application Technology Working
Group (W3Schools, 2012). Through time, browsers will incorporate an increasing
54

support for HTML5, yet browsers used today has no full support, still, HTML5
provide users with new tools for development such as improved error handling,
more markups, APIs and a lot of new elements (Pilgrim 2010 and W3Schools
2012).

Furthermore, Pilgrim (2010) noted that HTML5 also provide users with
several new input types such as number, URL, email, date and a few others for
user input validation (W3Schools, 2012).

In addition, Hoy (2011) define HTML5 as a new way of creating online
applications using new features such as drag and drop, local storage, client-side
SQL databases and offline caching. Offline caching gives users the ability to
access a page even if not connected to the internet (Stark 2010). HTML5 also
provides developers with the new touch API which will allow an application to
utilize touch events (Lubbers et al., 2010).

Also, HTML5 is a new technology that tries to answer the cross platform
incompatibility, supports offline web-applications and allows the use of some
native mobile features. Though it is still under development, the support given by
mobile devices is good.

As a result, HTML5 can be a major tool for cross-platform development
(Petvsjonkin, 2012). Silveira (2013) stated and agreed that one goal of HTML5 is
to enable developers to create powerful, non-trivial applications that run
55

completely over the Internet. In addition is to be completely backwards
compatible.

However, Facciol (2011) claimed that there were no research about the
feasibility and success to build an offline HTML5 Web application, nor if it
consumed less time to develop one Web application instead of multiple native
applications. As a result, an offline HTML5 mobile Web application was
developed to be used in the study.

The outcomes showed how the majority of the HTML5 features were
supported, after it was tested on several mobile devices. It also showed that
sometimes it was not the applications code which made application unusable or
inconsistent, but the incorrect implementation of the standard by the web
browser.

CSS3. A new standard that provides new functionalities that can be used
by developers in styling applications is the CSS3 the latest standard of
Cascading Style Sheets (CSS). They also divided the functionalities of CSS3 into
different modules and some of the most important ones are selectors, box model,
backgrounds and borders, text effects, 2D/3D transformations, animations,
multiple column layout and user interface.

Gustafson (2013) identified CSS3 as an integral part of writing HTML5
applications though it is not part of its specification. CSS3 is developed along
56

with HTML5 and provides various new styles to make web pages look and
function better.

Features found on Photoshop can be added such as gradients, shadows
and round corners. It has never been easier to make web pages and
applications look good without having to download extra images and code to
support them (Gustafson, 2013). CSS3 also used some APIS necessary for
interfaces to adapt to different screen sizes, developers can choose to hide or
show certain elements based on the devices screen size (Richardson, 2012).

PHP. Based from Wikipedia.com, PHP is a server-side scripting language
which is designed for web development but also use for general purpose
programming. It was originally created by Lerdorf (1995). The PHP originally
stood for Personal Home Page, it now stands for PHP: Hypertext Preprocessor.

PHP codes are interpreted by a web server with a PHP processor module,
which generates the resulting web page. Its commands can be embedded
directly into an HTML source document and also evolved to include a command-
line interfaceability and can be used in standalone graphical applications.
Furthermore, PHP is free software released under the PHP License and can be
deployed on most web servers and also a standalone shell on almost every
operating system and platform.

In addition, TuxRadar by Linux Format Magazine, PHP uses a blend of
interpretation and compilation, thereby providing the best mix of performance and
57

flexibility to programmers. It compiles the script down to a series of instructions
called opcodes whenever it is accessed.

These instructions are then executed one by one until it terminates. PHP
re-compiles the script each time it is requested, compared to the conventional
compiled languages such as C++. Furthermore, PHP provides very quick
feedback during the development. It refuses to compile the page when there is
an error.

Moreover tutorialspoint website enumerated the different uses and
characteristics of PHP. Based from the site, PHP performs system functions like
create, open, read, write and close system files; handle forms such as gathering
data from files, save data to a file, send data thru email and return data to the
user; add, delete, modify elements on databases thru PHP; access cookies
variable and set cookies; restrict users to access some pages of a website and
encrypt data. On the other hand, PHP has five important characteristics and
these are simplicity, efficiency, security, flexibility and familiarity.

Also, W3Schools enumerated some reasons of using PHP as follows:
PHP runs on various platforms (Windows, Linux, Unix, Mac OS X, etc.); it is
compatible with almost all servers used today (Apache, IIS, etc.); supports a wide
range of databases; it is free, downloadable from its official site; it is easy to learn
and runs efficiently on the server side; connecting and manipulating of
databases; and, when combined with MySQL is cross-platform.

58

Phonegap. PhoneGap supports the development of mobile applications
for Android, Windows Phone 7, iOS, HO WebOS, Bada and Symbian, but there
are differences in API support between these platforms. It is an open source
implementation of open standards. Thus, developers and companies can use the
platform for mobile applications that are free, commercial, open source or any
combination of these (PhoneGap, 2012).

In addition, Christ (2011) and Stark (2010) identified PhoneGap as an
application platform based in HTML5 and further identified some limitations of
using PhoneGap an example is the access to hardware components such as
camera. However, frameworks are available in order to counterfeit these
limitations.

Moreover, it allows a developer to create native applications using HTML,
CSS and JavaScript and call this native APIs such as capture API (camera, video
and audio) using plain JavaScript (PhoneGap, 2012 and Allen et al, 2010).
PhoneGap also provides PhoneGap Build which developers can use to upload
files and receive functioning applications for the supported platform.

This cross-platform development tool (CPDT) is an implementation of the
recently Apache Cordova open source project. It is also one of the most popular
mobile web based approaches to cross-platform development. It uses HTML,
CSS and JavaScript to write applications that are encapsulated in a browser
object to look like applications using native code.

59

Using this framework, applications can make use of the local storage and
fully available even when there is no network connectivity. The web view
component enables the user interface to be shown. PhoneGap is focused on
reducing differences between platforms by offering a uniform JavaScript API for
native functionality such as camera, events, contact, files, notifications and
others (Njunjic, 2012).

However, PhoneGap was lacking complete, practical documentation,
Wargo (2012) claims that PhoneGap Essentials is the first concise, complete
tutorial for succeeding PhoneGap in real world development.

Appcelerator Titanium. Dhillon (2012) stated that Appcelerator Titanium
is somehow similar to PhoneGap and the mobile web. It runs on an open source
core and allows applications to run natively on devices without embedding a
browser object unlike PhoneGap. Instead, it uses a runtime object and
compilation method to optimize and compile code.

Appcelerator Titanium only fully supports iOS and Android, however a
beta release was also made for BlackBerry OS. Due to this, it can only provide
the minimum required for being called cross-platform and large portion of the
market are left out when developing applications using this tool.

Paananen (2011) stated that like many other tools, it makes use of the
JavaScript as a development language. However, Titanium puts the JavaScript
code together with a JavaScript interpreter in order to create a full application
60

package. It supports web views for displaying HTML, nut its main focus is on
providing native user interface components that are created directly in the source
code.

XML. XML stands for Extensible Mark-up Language. It is a mark-up of the
HTML programming language and designed to carry data and not to display data
(W3Schools). XML tags are not pre-defined unlike HTML tags.

Furthermore, W3C describe XML as simple, very flexible text format. It
was originally designed to meet the challenges of large-scale electronic
publishing and also plays an increasing important role in the exchange of a wide
variety of data on the Web and elsewhere.

MS SQL Server 2000. Wikipedia defined MS SQL Server as a relational
database management system developed my Microsoft. Its primary function is to
store and retrieve data as requested by other software applications.

In addition, Harper (2002) noted that SQL Server 2000 supports its own
dialect of SQL (Structured Query Language), which is known as Transact-SQL
(TQL). This dialect can be used to create, modify, query and delete databases,
tables, triggers, constraints, etc.

Express Technology enumerated some advantages of SQL Server from
Access. These include reliability, data integrity, performance, reduced network
traffic and scalability. On the contrary, it increases deployment cost and requires
more complex support environment.
61

MySQL. TutorialsPoint describe MySQL as the most popular Open
Source Relational SQL database management system. It is one of the RDBMS
used for developing web-based software.

MySQL.com claimed that many of the worlds most largest fast-growing
organization such as Facebook, Google, Adobe, Alcatel and some others rely on
MySQL to save time and money as well as powering their high-volume web sites,
business-critical systems and package software.

DuBois (2013) stated that MySQL is known for its speed and ease of use
and runs on anything from the modest hardware all the way up to enterprise
servers.

In addition to these features are the following which was noted by Kofler.
These includes: MySQL is a client/server system, SQL Compatibility, supports
SubSELECTs, trigegrs, Unicode, full-text search, replication, platform
independence and speed.

After the development of product, may it be a hardware or software, it is
very important to test and evaluate the product. The developers may use various
evaluation models in the process of evaluation.

Aside from these, MySQL is cost effective, cross platform and secured. It
can be installed in all major platforms like Linux, Windows, Solaris and the likes.
Apart from these, it can be integrated with C, C++, Perl, Java, and Python. It is
62

also very secure because all passwords that are stored are in encrypted form,
hence restricting unauthorized access to the database (HowtoMySQL).

Evaluation Schemes
There are different evaluation models or schemes that may be used for
evaluating the performance, accuracy and features of the system. These
includes: a) Web Awards, b) Turing Awards and c) TUP Evaluation for
Instructional Materials.

Web Awards. According to Wikipedia, web awards set the standard of
excellence in 96 industry categories. It evaluates websites and defines
benchmarks based on the seven essential criteria of
successful website development. Its goal is to provide a forum to recognize the
people and organizations responsible for developing some of the most effective
websites on the Internet today.

Entrants benefit from a website assessment by a professional judging
panel and the marketing opportunities presented to the award-winning websites.
The Web Awards use seven criteria to evaluate award-winning websites: Design,
Content, Copywriting, Use of Technology, Innovation, Interactivity and Ease of
use.

Turing Award. The Turing Award is an annual prize given by the
Association for Computing Machinery (ACM) to an individual selected for
contributions made to the computing community in terms of technical nature. The
63

contributions made must be lasting and of a major importance to the computing
field.

The Turing Award was recognized as the highest distinction in Computer
Science and Nobel Prize of computing. This award was named after Alan Turing,
the Father of theoretical computer science and artificial intelligence. The award
was accompanied by a prize of $250, 000 with financial support provided by Intel
and Google (Wikipedia.com).

A.M. Turing Award Website declared that nominees of the award should
include the following: curriculum vitae, listing publications, patents, honors, and
other awards; a letter from the principal nominator, which describes the work of
the nominee, and draws particular attention to the contribution which is seen as
meriting the award; supporting letters from at least three endorsers.

TUP Evaluation Instrument for Instructional Material. The TUP
Evaluation Instrument for Instructional Materials (Software) has six (6) indicators
namely Functionality, Content, Reliability, Availability, Maintainability and
Saleability. Each of the categories must be scored from 1 to 5, 5 being the
highest.

This study will use the TUP Evaluation for Instructional Materials in
evaluating the software.
64

CONCEPTUAL MODEL OF THE STUDY
On the basis of the foregoing concepts, theories, and findings of related
literature, studies presented, and insights taken from them, a conceptual model is
developed as shown below:
Inputs Process Output
















The inputs is consists of the knowledge and software requirements of the
study. The knowledge requirements involve understanding on what is a student
evaluation, its importance and types; mobile devices characteristics, platforms
Figure 1.0 The conceptual model of the study.
Knowledge
Requirements

Students Evaluation
Mobile Devices
Forms of Mobile
Application
Development
Design Considerations
Evaluation Schemes

Software Requirements

PHP
HTML5
CSS3
SQL



Design

Development

Testing and
Improvements

IntoTheNext:
A Cross-
Platform
Student
Evaluation
Software
Evaluation
TUP Evaluation
Instrument for
Instructional Materials
65

and how these devices are used; forms of mobile application development, to be
able to identify the nature of mobile application development to use in developing
the system; things to consider in mobile application development such as the
user-interface, etc.; and the evaluation scheme that will be used for evaluating
the system.

On the other hand, the software requirement consists of the development
tool, programming language or scripting language to be used by the system as
well as the database. To develop the system, PHP scripting language, HTML5,
CSS3 and SQL will be used.

Process involves the different steps to undertake in designing, developing,
testing and improving the system. The output of these inputs when processed is
IntoTheNext: A Cross-Platform Student Evaluation System. Lastly, to evaluate
the performance of the system, the TUP Evaluation Instrument for Instructional
Materials will be used.

66

OPERATIONAL DEFINTION OF TERMS
Cross-platform refers to a software that can run on multiple mobile devices
and operating systems such as Windows, Android, BlackBerry, iOS, etc.

Student evaluation is the form of summative evaluation which involves the
process of determining what the student has learned from a topic or course.

Medium is the term used similarly tomeans or way.

Computer-based testing refers to the process of creating and taking
exams or tests with the use of a personal computer.

Web-based testing is the form of assessment that works or accessible on
a local area network.

Local Area Network refers to the small-scale computer network like those
of a computer laboratory, home networks, offices and some other likes.

Mobile test is the test or exam taken using a mobile device such as
cellphone, smartphone, PDA, tablets and the likes.

Mobile computing refers to the process of using a mobile device such as
computer, laptop, cellphones, etc. in data transferring and processing.

Mobile platform is the term used for a mobile operating system; examples
are Android, iOS, Windows Phone, BlackBerry, etc.
67

Mobile Learning refers to the form of learning with the use of mobile
devices or technology.

Browser is the application program installed in a computer or mobile
devices to be able to connect to the World Wide Web.

Tablet refers to a portable mobile device.

Web is the short term for internet or World Wide Web.

Web apps or web-based application refers to an application or software
that is accessible through a mobile phones internet browser and accessible
through the internet or intranet.

Cross-platform development tools or frameworks refer to the programming
languages or applications that can create programs or software that can run on
multiple operating systems.

Wide Area Network (WAN) refers to a large-scale computer network.

Native coded application is the software or program created using the
native software development kit of an operating system.




68

CHAPTER III
METHODOLOGY

This chapter presents the project design, project development, operation
and testing procedure as well as the evaluation procedure.

PROJECT DESIGN
IntoTheNext: A Cross-Platform Students Evaluation Software is
designed to run on multiple mobile devices such as cellphones, smartphones,
tablets, laptops and other likes. As well as on different mobile operating systems
such as Android, iOS, Symbian, BlackBerry OS, and the likes. The system is
accessible through the use of the devices web browser.

Furthermore, this study is designed for room application only through the
use of Intranet or Wi-Fi. Also, PHP scripting language, HTML5 and CSS3 will be
used in developing the front-endof the software while SQL will be used as means
of storing the data.






Figure 2.0 The Context Diagram of the study.

IntoTheNext: A
Cross-Platform
Students Evaluation
Software

Faculty /
Teacher

Student
Assessment
Results
Test or
Quizzes
Assessment
Results
Assessment
Answer
69

PROJECT DEVELOPMENT
This study adopts the waterfall model in developing the system. This
model is consists of different phases which progress is flowing steadily
downwards. The phases of the waterfall model includes: Requirements, design,
Implementation, Verification and Maintenance.









Figure 3.0 The Waterfall Model.

Requirements phase. It involves the process of identifying the system
requirements through interviews and researches. The interview was conducted to
some mobile users, computer instructors and software developer. On the other
hand, researches were done through the use of internet and books regarding
mobile devices and mobile application development.

Design phase. This phase follows once the requirements of the system
have been identified. This phase results in the software architecture. Through
Product requirements document
Software architecture
Software
Requirements
Design
Implementation
Verification
Maintenance
70

the different concepts and ideas from the previous phase, the study was
designed to run on different mobile devices and operating systems with the use
of PHP scripting language, HTML5, CSS3 and SQL. The software is accessible
through the use of the mobile devices web browser.

Furthermore, the software is design to create quizzes where items are
randomly display, time limits for taking up exams and quizzes and only students
who are present inside the classroom is allow to take exams or quizzes.

Implementation or coding phase. This phase results in the actual
software. The study will be implemented using PHP scripting language, HTML5
and CSS3, tools that supports multiple operating systems. Thereby, achieving
the objective of the study; being cross-platform. In addition, the back-end of the
system will be supported by SQL.

Verification phase. This involves the process of integrating all the
software modules or components, installing the software, testing and debugging.
The system will be tested using different mobile devices such as cellphone,
smartphone, tablet and the likes running on different platforms like Android, iOS,
BlackBerry OS and others.

Maintenance phase. It is the last phase of the model where modifications
will be made to the system to correct faults or to improve its performance and
features.

71

OPERATION AND TESTING PROCEDURE
Operation Procedure
1. Acquire the needed mobile devices running on different operating systems
such as Android, iOS, BlackBerry, Windows Phone, etc.
2. Install or set-up a network using an access point or intranet.
3. Install the software on a server computer.
4. Access the software using a mobile phones web browser using the
different mobile devices with various platforms.

Testing Procedure
1. Conduct a unit testing by creating a sample account, three students and
one teacher through registration process.
2. Check if the accounts created were saved on the database of the system.
3. Create a sample quiz using the teacher account.
4. Answer the quiz using the students account.
5. Verify if the items on the quiz are displayed randomly using each of the
students account.
6. Submit the quiz by clicking the submit button.
7. Verify if the system provides scores or feedback automatically once the
quiz was submitted.
8. Check if the scores were saved on the systems database and if the user
can see the scores using the teacher account.
9. Conduct a system testing by testing all the components of the system at
the same time.
72

10. Check the logical flow of the system.
11. Use at least five (5) mobile devices running on different mobile platforms.
12. Check and verify if the system performs all the intended functions and
features by repeating the processes done on the unit testing.
13. Improve the system based on observation.

EVALUATION PROCEDURE
IntoTheNext: A Cross-Platform Student Evaluation System will be
evaluated using three phases of evaluation. These include the preliminary
evaluation, project demonstration and final evaluation.

Preliminary Evaluation. During the preliminary evaluation, the system
will be tested using pilot testing.

Under pilot testing, the system will be evaluated based on its set features
or functions. It will be installed on a personal computer or laptop that will serve as
the server. And will be access using an Android and iOS mobile device by
connecting to the systems URL using the mobile devices web browser.

After these, the preliminary evaluators will create accounts for both
student and teacher. On the teachers account, a quiz or test will be created and
then answered using the students account. This testing procedure will make
sure that the system performs its objective creating and answering quizzes. As
well as automatically checking the student evaluation and displaying the score.
73

Once done with these processes, the system will now be presented to a
set of end-users for the project demonstration.

Project Demonstration. Under this evaluation phase, 30 end-users will
be invited. The end-users will be consists of 20Computer Science or Information
Technology students and 10 computer instructors. The end-users must also have
a mobile device which has one the following operating systems: Android,
Windows Phone, iOS, Symbian and BlackBerry RIM.

The the main objective of the study will be discussed and the process of
installing the system on a server computer will be demonstrated as well as how
to set-up a network connection to be able to use the system. Then, the process
of accessing the system will also be demonstrated using a mobile device, the
process of creating a quiz and taking the quiz.

Next, ask some volunteers to access the system using their mobile
devices. Ask students to create a students account and the teachers with a
teacher account. Ask the teachers to create a simple short quiz and the students
to answer that were created.

Final Evaluation. In this phase, the end-users from the project
demonstration phase will be invited as the evaluators of the system. The
respondents will be given the TUP Evaluated Instrument for Instructional
Materials as the instrument for evaluating the system, see Appendix C. Ask the
74

respondents to answer the instrument based on their observation and experience
during the project demonstration.

The evaluation form will be rated from 1 to 5, 5 being the highest and 1
being the lowest. After the instruments have been gathered, it will be tabulated
and computed using a 5-point Likert Scale. Then the results will be analyzed to
determine the performance of the system based on the given criteria on the
evaluation instrument.

75

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84

APPENDIX A

Gantt Chart



85

APPENDIX B

Total Budgetary Requirements

PARTICULARS AMOUNT
1. Personal Services (PS)
1.1 Technical Consultant
1.2 Contractual Labor
1.2.1 Laboratory Testing
1.2.2 Others, pls. specify:
a.
b.
c.
Total Personal Services PhP

2. Maintenance and Other Operating Expenses (MOOE)
2.1 Travel Expenses 1, 500
2.2 Materials and Supplies 1, 500
2.3 Sundries / Laboratory Fee
2.4 Other Services, pls. specify
a. Food 1, 500
b.
c.
Total Maintenance & Other Operating Expenses PhP 4, 500

TOTAL BUDGET PhP 4, 500


86

APPENDIX C

Sample Software Evaluation Instrument

Name (Optional): __________________________ Gender: __________
College / Department: _______________________ Student Teacher

Instruction: Please evaluate the software material by using the given scale and placing
a checkmark ()under the corresponding numerical rating:

Numerical Rating and Equivalent

5 Excellent 4 Very Good 3 Good 2 Fair 1 - Poor
Summary: Sum
a. Functionality ----------------- ____
b. Content ----------------------- ____
c. Reliability -------------------- ____
d. Availability ------------------- ____
e. Maintainability -------------- ____
f. Saleability -------------------- ____
Total Score --------- ____
Action taken: _________
INDICATORS 5 4 3 2 1
A. Functionality
1. Ease of operation
2. Provision for comfort and convenience
3. User-friendliness
B. Content
1. Accuracy of content
2. Updatedness of content
3. Presentation of content
C. Reliability
1. Conformance to desired result
2. Absence of failures
3. Accuracy in performance
D. Availability
1. Performs according to specifications
2. Provision for security requirements
3. Completeness of the system
E. Maintainability
1. Ease of maintenance
2. Provision for diagnostic tools and procedures
3. Provision for enhancements and modifications
F. Saleability
1. Presence of market demand
2. Competitiveness of price
3. Attractiveness of design
87

RESEARCHERS PROFILE

Personal Information
Name: Serrano, Jeszanelle Principe
Sex: Female
Date of Birth: March 30, 1988
Place of Birth: Sta. Cruz, Laguna
Civil Status: Single
Citizenship: Filipino
Present Address: 12 N. Valderrama St., Brgy. Wawa Siniloan, Laguna
Present Job Position: Part-time Instructor
Present Employer: Laguna State Polytechnic University Siniloan Campus
Office Address: L. de Leon St. Siniloan, Laguna


Educational Background

Elementary Level
School / University: Siniloan Elementary School
Location: L. de Leon St. Siniloan, Laguna
Date Graduated: 2000 Remarks: 2
nd
Honorable Mention

Secondary Level
School / University: Colegio Sta. Isabel of Laguna
Location: I. Mendiola St. Siniloan, Laguna
Date Graduated: 2004 Remarks: 2
nd
Honorable Mention

College Level
Course: Bachelor of Science in Information Technology
School / University: AMA Computer College East Rizal Campus
Location: AMA Bldg., Brgy. Mayamot, Marcos High-way, Antipolo City
Date Graduated: 2008

Certificate in Teaching Proficiency (30 units)
Laguna State Polytechnic University Siniloan Campus
L. de Leon St. Siniloan, Laguna
Date Graduated: 2011

Masters Level
Course: Master of Information Technology
School / University: Technological University of the Philippines
Location: Metro Manila
Date Graduated: on-going


88

Work Experiences

Position: Part-time Instructor
Employer: Laguna State Polytechnic University Siniloan Campus
Office Address: L. de Leon St. Siniloaon, Laguna
Inclusive Dates: 2008 Present

Position: Secretary
Employer: TrueCare Medical Corporation
Office Address: Marikina City
Inclusive Dates: January May 2008


Seminars and Training Programs Attended

Service Management Program Training BEST Track
Information Technology Business Process Association of the Philippines
Laguna State Polytechnic University Siniloan Campus
Siniloan, Laguna
January 8 10, 2014

Service Management Program Teachers Camp
Information Technology Business Process Association of the Philippines
Asia Pacific Colleges
Makati City
May 2 16, 2013

Philippine Youth Congress in Information Technology 2010
SMX Convention SM Mall of Asia
September 2013

Seminar-Workshop on Instructional Materials Preparation
Laguna State Polytechnic University Siniloan Campus
Siniloan, Laguna
December 15, 2012

Philippine Youth Congress in Information Technology 2010
University of the Philippines Diliman Quezon City
September 2012

Philippine Youth Congress in Information Technology 2010
University of the Philippines Diliman Quezon City
September 2011




89

Philippine Youth Congress in Information Technology 2010
University of the Philippines Diliman Quezon City
September 2010

Philippine Youth Congress in Information Technology 2009
University of the Philippines Diliman Quezon City
September 10, 2009

Philippine Youth Congress in Information Technology 2008
University of the Philippines Diliman Quezon City
September 12, 2008

National Womens Month Celebration, Theme: Babae, YamanKa Ng Bayan
LSPU Sta. Cruz Campus Sta. Cruz, Laguna
March 19, 2009

LingapKalikasan: Improvement of Upland Laguna Sierra Madre Areas through
Agro- Forestry and Eco-Tourism
LSPU Siniloan Campus Siniloan, Laguna
January 10, 2009

Table Setting, Flower Arrangement and Bartending
Tamayos Catering Services, Restaurant and Flower Shop
Villa ImmaculadaIntramuros, Manila
September 8, 2006

Vista Longhorn
AMA Computer College East Rizal Campus - Antipolo City
November 29, 2005

Visual Studio Express Edition
AMA Computer College East Rizal Campus - Antipolo City
November 29, 2005

PHP Seminar
AMA Computer College East Rizal Campus - Antipolo City
March 25, 2005


Honors and Awards

Deans Lister 2nd Trimester SY 2006 - 2007
Deans Lister 2nd Trimester SY 2004 - 2005
Deans Lister 1st Trimester SY 2004 - 2005
Second Honorable Mention SY 2003 - 2004
Phil. Presidents Leadership Award SY 2003 - 2004

90

Gerry Roxas Leadership Award SY 2003 - 2004
Perfect Attendance Award SY 2001 - 2002
Second Honorable Mention SY 1999 - 2000
Honor Student from Kinder to High School


Other Skills ad Competencies

Microsoft Office (Word, Excel, PowerPoint, Access, Visio)
PC Troubleshooting
LAN Installation
Programming Skills (MS Visual Basic.Net, HTML, C Language, Java)
Photo Editing (Photoshop)

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