According to the article of Grace Melanie Lacamiento 2012 entitled Mobile apps could be huge export product for Phl, the tremendous growth of Smartphone usage in the country make the creation of mobile applications a lucrative option that local developers and start-up technopreneurs should look into. Alvin Gendrano, director of Microsoft Philippines Developers and Platform Group, said that now is a ripe opportunity for the creation of mobile applications. Software products such as games, musical content and applications, could be a huge export market for the Philippines.
Even the lack of ﬁnancial resources, he said that Filipino software engineers could start with a small team to take advantage of the demand for digital products in the global market along with other developers in advance countries. If we have more Filipino apps in the market, there is a chance that one will make it big.
We dont have something similar to Angry Birds or Fruit ninja but once we have a Philippine application that is world renowned, then we would make it, he added.
Chief executive oﬃcer Jerry Rapes there are diﬀerent segments in the mobile application that developers could exploit. They must consider developing apps for lifestyle, entertainment, enterprises, healthcare and gaming. He further said that success in the industry depends on the skills, determination and passion to build software products. You have to work more, fail more, and produce more. Dont be scared of failing since failure gives you higher opportunity towards success. Software development doesnt need a lot of investment. It requires whats within your brain and your passion, he said.
This article discussed how Filipino developers can contribute to the fast growing development of mobile application because of the trends on mobile application. It also discussed that the success in developing software product depends on the skills and determination and passion of the developer. With this proposed application this will help the researcher to upgrade his programming language and gain knowledge in developing a mobile application that can contribute to fast growing mobile apps in the Philippines.
From the article of anonymous writer from the internet, 2009 entitled Using Mobile Phones as Teachers in The Philippines Twenty public elementary schools in Ilagan Isabela Philippines are now capable of accessing interactive multimedia educational videos through the use of mobile phones. Text2Teach is a program that makes use of mobile technology so that schools can have access to rich multimedia videos. It aims to improve the quality of teaching in grades 5 and 6 in public elementary schools by providing highly interactive, easy to use multimedia packages designed to help make learning more exciting and meaningful among students. Using a Nokia N95 8GB mobile phone, 387 interactive, educational videos in math, science, and English are pre-loaded into the phones for the teachers to choose from. A teacher simply plugs the phone into a TV and plays the video lesson for the day in the classroom for the students to enjoy and learn from. The 3 to 5-minute educational videos created for the project bring these subjects to life, illustrating key concepts, skills, and competencies that students are expected to master. These video lesson plans also help make teachers’ lives easier and are compliant with the Basic Education Curriculum. In the future, additional educational videos will be developed and these will be accessed by the schools using Globe’s 3G technology.
The article describe the use of mobile phone of elementary schools in Ilagan Isabela Philippines in accessing interactive multimedia educational videos to bring the subject to life, illustrating key concepts, skills, and competencies that students are expected to master and to improve the quality of education, it also help the teaching and the learning more easier. The article relates to the researchers proposed study might also help the students in bringing the subject to life, illustrating key concepts, skills, and competencies for students to master and also help the teaching and the learning easier and faster through the use of mobile application. From the article of Tatin Yang in 2012 entitled Learning in tablet form, the iPad was a game changer in so many ways. The tablet was a portable medium that can access and store information, images, music, videogames and other various needs, with the battery life that could last all day. With other brands producing their own versions of iPads, tablet computing is back in a huge and permanent way.
With the tablet becoming indispensable in many trades, it was only a matter of time before they became ﬁxtures in schools. Lozada said, The tablet is very teacher friendly. Its the same lesson plan and the same teaching methods; its just a medium thats diﬀerent. Tablets are an appliance working for the students as a personal learning device; for teacher its a personal teaching device, he States.3 The article explain the usability of the iPad tablets, it can enhance the learning of the student and be more interested to learn the subject. In relation to the researcher proposed application, tablets and smartphone will be the medium and the application is the learning software this can be used by the student as their personal learning device.
The proponent relates to the three literatures on the idea and concepts on enhancing the learning process of the students through the use of the new technology.
From the article of Tavangarian D. et.al, E-learning includes all forms of electronically supported learning and teaching, including educational technology. The information and communication systems, whether networked learning or not, serve as speciﬁc media to implement the learning process. This often involves both out-of-classroom and in-classroom educational experiences via technology, even as advances continue in regard to devices and curriculum. Abbreviations like CBT (Computer-Based Training), IBT (Internet-Based Training) or WBT (Web-Based Training) have been used as synonyms to e-learning. E-learning is the computer and network-enabled transfer of skills and knowledge. E-learning applications and processes include Web-based learning, computer-based learning, virtual education opportunities and digital collaboration. Content is delivered via the Internet, intranet/extranet, audio or video tape, satellite TV, and CD-ROM. It can be selfpaced or instructor-led and includes media in the form of text, image, animation, streaming video and audio. It is commonly thought that new technologies can make a big diﬀerence in education. In particular, children can interact with new media, and develop their skills, knowledge, perception of the world, under their parents’ monitoring, of course. Many proponents of e-learning believe that everyone must be equipped with basic knowledge of technology, as well as use it as a medium to reach a particular goal.
This article deﬁnes E-learning includes all forms of electronically supported learning and teaching, including educational technology and how new technologies can make a big diﬀerence in education. Children can interact with new media, and develop their skills, knowledge. It can be self-paced or instructor-led and includes media in the form of text, image, animation, streaming video and audio. With the researchers proposed project, he will include those form of media so that students can interact with the application for them to learn and develop their skills. From the article of anonymous writer on the internet, entitled Three Learning Styles, everyone processes and learns new information in diﬀerent ways. There are three main cognitive learning styles: visual, auditory, and kinesthetic. The common characteristics of each learning style listed below can help you understand how you learn and what methods of learning best ﬁts you. Understanding how you learn can help maximize time you spend studying by incorporating diﬀerent techniques to custom ﬁt various subjects, concepts, and learning objectives.
Each preferred learning style has methods that ﬁt the diﬀerent ways an individual may learn best. Visual (1) Uses visual objects such as graphs, charts, pictures, and seeing information, (2) Can read body language well and has a good perception of aesthetics, (3) Able to memorize and recall various information, (4) Tends to remember things that are written down, (5) Learns better in lectures by watching them. Auditory (1) Retains information through hearing and speaking, (2) Often prefers to be told how to do things and then summarizes the main points out loud to help with memorization, (3) Notices diﬀerent aspects of speaking, (4) Often has talents in music and may concentrate better with soft music playing in the background. Kinesthetic (1) Likes to use the hands-on approach to learn new material, (2) Is generally good in math and science, (3) Would rather demonstrate how to do something rather than verbally explain it.
In this article the researcher gain ideas and understanding about the learning process of individual. In relation to the researchers proposed project, he will include the three main cognitive learning styles such as visual, auditory, and kinesthetic through the form of animation and voice over for the students to help them in their learning style that best ﬁts them.
According to the article of Baiyun Chen and Aimee Denoyelles, 2013 entitled ”Exploring Students Mobile Learning Practices in Higher Education mobile technologies are playing an increasingly important role in college students academic lives. Devices like smartphones, tablets, and e-book readers connects to the world instantly, heightening access to information and enabling interactivity with others. Application that run on this devices let user not only consume but also discover the produce content. As such, they continue to transform how college student learn, as well as inﬂuence their learning preferences, both within and outside the classroom. The popularity of mobile technologies among college students in increasing dramatically. Results from the ECAR research study on study suggest that many undergraduate students bring their own digital devices to college, favoring small portable ones such as smartphones and tablets. Although students still rate laptops (85 percent) as the most important devices to their academic success, the importance of mobile devices such as tablets (45 percent), smart phones (37 percent), and e-book readers (31 percent) is noticeably on the rise.
Increasingly, students say they want the ability to access academic resources on their mobile devices. In fact, 67 percent of students smart phone and tablets are reportedly being used for academic purposes, a rate that has nearly doubled in just one year. Convenience, ﬂexibility, engagement, and interactivity are all factors that more attractive to students. With these trends in mind, it is not surprising the New Media Consortiums 2013 Horizon Report predicted that mobile applications and tablet computing will have a time-to-adoption of one year or less in higher education. Many universities now uses mobile technologies and create mobile-optimized versions of their websites or build stand-alone applications that can be downloaded from mobile application stores.6 This article discuss the popularity of mobile technologies among college students, favoring small and portable ones such as smartphones and tablets, and the need to access academic resources on their mobile devices. In relation to the researcher proposed application this can help the college students who are taking P.E 3 in their academic lives, they can use it to access their academic resources using their mobile devices.
All the three foreign literature was related to the proposed application of the researcher. This articles will prove that the researchers proposed application will be helpful and useful for the students in their educational attainment. LOCAL STUDY
In reference to Agustine, Mona Lisa, et.al 2009 entitled E-Learning System in Computer 1, It is designed for the students in Divine Word College of Legazpi particularly students who are taking computer 1 subject. The students can view and access all the lessons through computer. The system also include computer animations and voice over which informational and interactive. It plays important role in class not just because its new but supplementary tool in teaching and learning, especially when the instructor are absent. The system was developed so that the students in the class can still continue their lessons without the presence of their instructor and learn by their own pace. It gives an advantage and diﬀerence between the traditional teaching methods.
This reference of study tackles about the signiﬁcance of the e-learning for the student taking up computer 1 in Divine Word College of Legazpi. This study give the researcher the idea to also develop a software that will give the students a supplementary tool and help them to learn the subject in their own paces and learn the subject even without the instructor.
According to Francis Dino, 2013 entitled Asia Pocket Atlas the proposed system aims to make learning process entertaining for students to encourage them to learn and at the same time teach them to use the technology wisely. This study will help kids learn and explore about Asian continent and have fun as well. This will be a good reference tool not just for the students but also for the teachers. Most mobile applications easily present information will be presented in audio and still-captured images. This study will be a fun and interesting learning experience for the students, teachers, and people who are in the maps.8 This reference of study teach the kids to use the technology wisely and to learn the Asian continent in entertaining and fun way. In relation to the researcher proposed system this will also teach the student to use the technology wisely, they will not just learn the subject P.E 3, but also it will be fun because of the animation and voice over and it will entertain them because of the series of test that the application will provide.
According to Lino Bajar and Chester Sangal, 2011 entitled Cars and Cows Game Development, the main objective of the system is to produce a computer game that can enhance and develop mental alertness. The game focuses in preventing hitting the cows and overcome the obstacle in a given level within the users mental alertness and help to develop their practical skills, and serve as a form of exercise.9 In relation to the researcher proposed application, the series of test will also enhance and develop the mental alertness and practical skills of the student, it will also serve as an exercise for them in retaining what they have learned from the subject.
All the three local studies give the researcher an additional feature that can be added to the proposed application. It helps the researcher ideas and concepts of what will happen to the application. It also help the researcher through the paces of the process of the application.
From the study of Y. Tanaka et.al in 2012 entitled Usefulness of the Multimedia feedback of the Physical Education using E-learning In recent years, the report that the eﬀect of instruction increases by utilizing an image for instruction of a sport is carried out in respect of the university physical education (Takamatsu et al., 2000) and in playing sports (Takahashi and Iwashima, 2008) etc. Thus, although it is admitted in general that the feedback using an image is eﬀective in motor learning, it is diﬃcult to feedback to all students in limited class hours. Furthermore, in order to show the image to the outside of school hours, much time and eﬀort, such as writing out of media, were required. However, in recent years, ”e-learning” in which taking an examination and the attendance of a class using the Internet are possible is spreading. The student is able to look at not only a character but an image by using this. As another merit, if there is internet connection it becomes possible to watch and download the contents of the class anytime and anywhere.
The object class was ”volleyball” for undergraduate physical education students. The main purpose of this class is the acquisition of the toss. This class performs 90 minutes once per week, and is performing 15 times in all. We photographed the image of the class with 4-6 digital video camera and edited the image and showed it on e-learning and allowed a student to download the picture freely. In addition, added a caption to the sample image of the drill and a technical commentary image and showed it. We carried out a questionnaire about the multimedia feedback to a study student at the time of the class end. As a result, many positive replies, the image of a class is useful, It was good that I was able to watch my ﬁgure by image and to watch an image is useful for skill acquisition etc., were obtained. Moreover, many requests of ”liking to see the image of a sample, one’s image, and a skillful student’s image” were also obtained.10
The purpose of this study is to clarify usefulness of performing multimedia feedback which used e-learning in university physical education and it seems that the multimedia feedback using e-learning in physical education helps a technical improvement and a will improvement. In relation to the researcher proposed application, he believes that this study will be eﬀective and useful to the students in their motor learning and skills acquisition.
From the study of Huang, Chun-Hong et.al, 2010 entitled E-learning on Physical education of Utilizing Multimedia Contents In contrast with the traditional instructional method in physical education, the adaptation of computer information technology brings a great number of changes with extensive advantages. According to this reason, the major purpose of this paper tries to utilize the information technology in order to fabricate physical education courses with multimedia contents integrated with an E-learning Platform. In this project, the major courses provided by platform include sports skill and movement, exercise rule, and injury treatment. The teaching materials and contents of the courses are represented using multimedia information technologies which include video, ﬂash animation. Instructions on physical education using multimedia information technologies not only motivate classroom atmosphere but also inspire students’ strong interest in learning and active participation. These advantages may not be supplied by other instructional tools. Via the usage of this physical education E-learning platform, we hope to encourage players to perform eﬃcient self-learning for sports skills, indirect foster mutual help, cooperation, and nice norms of law-abiding via the learning of athletic rules, and to become familiar with accurate recreation knowledge as well as ﬁrst aid expertise.
The study is another discussion about the physical education using e-learning platform. It tackles about the great advantage of physical education when integrated to multimedia information technologies. This study relates to the researcher proposed application that also wants to integrate physical education into information technology because he believes that the advantage of information technology may not be supplied by other instructional tool.
The study of Tan-Hsu Tan and Tsung-Yu Liu, 2004 entitled The mobilebased interactive learning environment (MOBILE) and a case study for assisting elementary school English learning This research develops a mobile-based interactive learning environment (MOBILE) for aiding elementary school English learning. The MOBILE consists of a mobile learning server and mobile learning tools, which is able to support in- or outdoor learning activities. Several theme-based mobile learning activities including body parts learning and creation of species are conducted. Experimental results obtained from posttests and questionnaire indicate that the MOBILE can signiﬁcantly increase students’ interest and eﬀect in learning English as compared to the traditional manner.12
This reference of study is discussion about mobile-based interactive learning tool that support in or outdoor learning activities. In relation to the researcher proposed application students will also have a mobile-based interactive learning tool in physical education that will support them in their in and outdoor activities. All three foreign study will show that the researcher proposed application is useful and has a signiﬁcance in the students learning and this will give them advantage and beneﬁts.