Smart Multimedia Learning System for Automata Theory

ABSTRACT

is a vital ingredient for a economy where “ is power”. M- initiatives can lessen the divide in education and promote a knowledge-based economy.

The high saturation of mobile technology has made it imperative to have mobile applications that provide solutions in many aspects of the economy, including education. Smartphones/tablets have gradually become widely adopted mobile learning devices.

In Science and Engineering, Automata Theory is a core subject that is abstract and mathematical in nature, which makes it difficult to teach and learn by educators and students respectively.

This research is focused on the development of a Smart Multimedia Learning System (SMLS) that provides a multi-sensory learning experience for Automata Theory.

The system provides a Finite State Automata (FSA) simulator, a real-time assessment and feedback mechanism for performance tracking. Moreover, SMLS has an integrated text-chat to support active and collaborative learning.

TABLE OF CONTENTS

CERTIFICATION ………… ii
ABSTRACT …………… v
ACKNOWLEDGEMENTS ………… vi
DEDICATION ……….. vii
LIST OF FIGURES…………. x
ABBREVIATIONS …………. xii

CHAPTER ONE INTRODUCTION

1.1 Background of the Study……. 1
1.2 Problem Definition …..… 2
1.3 Aim and Objectives … 2
1.4 Technology and Tools………..3
1.5 Significance of the Thesis .….3

CHAPTER TWO LITERATURE REVIEW 

2.1 Introduction ……. 4
2.2 Concept of Multimedia Technology …..4
2.3 Concept of E-Learning ……….……. 5
2.3.1 Benefits of E-Learning …… 6
2.3.2 Drawbacks of E-Learning …… 6
2.3.3 Best Practices for Facilitating E-Learning ………….. 7
2.4 Learning Community ………. 7
2.5 Learning Management Systems ….. ………. 7
2.5.1 Motivational Activities ………… 8
2.6 Optimization of Vast Online Resources ..………. 8
2.7 Concept of M-Learning ………….……… .8
2.7.1 Impact of Mobile Technology on Education …….. 9
2.7.2 Efficient Learning ……… 9
2.7.3 Active and Collaborative Learning………. 9
2.7.4 Real-time Assessment ………… 10
2.7.5 Learning through Social Networks ………. 10
2.8 Personalised Learning ………….10
2.9 Bridging the Digital Divide in Learning ……….….10
2.10 Critical Success Factors in M-Learning ………….11
2.11 Challenges of M-Learning ………..……… 12

CHAPTER THREE RESEARCH METHODOLOGY

3.1 Introduction ……….…… 13
3.2 Iterative Model SDLC ….… 13
3.3 Requirements Identification …..… 14
3.4 Software Design ……….…… 15
3.5 Software Implementation ……. ……… 15
3.6 Software Testing ………..…… 16
3.6.1 Correctness Testing …… 16
3.6.2 Reliability Testing …………… 16
3.7 Software Integration ……..……….16
3.8 Software Release ..… 17

CHAPTER FOUR SYSTEM DESIGN, DEVELOPMENT AND TESTING

4.1 System Specifications ……………… ……….18
4.2 System Design ….. 18
4.3 System Implementation and Testing …… 19
4.3.1 Home Screen …………….. 20
4.3.2 Navigation Links ………… 21
4.3.3 Customisable Application UI ……. 21
4.3.4 Multimedia Interactive Learning Feature …….. 22
4.3.5 Real-Time Assessment Feature …………….. 25
4.3.6 Chat Activity Feature …… 28
4.3.7 Automata Simulator ……… 30
4.3.8 Typical Scenario …34

CHAPTER FIVE EVALUATION, RECOMMENDATION AND CONCLUSION

5.1 System Evaluation …..….35
5.2 Ease of Use……………….36
5.3 Multimedia Content Interactivity …..……36
5.4 Real-time Assessment Activity …….….37
5.5 Collaborative Learning Evaluation ….….37
5.6 Automata Simulator Users Experience …….38
5.7 Motivation ………….38
5.8 Recommendations …40
5.9 Conclusion …….….40
REFERENCES ….. 41

INTRODUCTION

Advancement in Technology has played a vital role in improving and evolving every facet of human living. The learning environment is not an exception, considering the improvement in the quality of educational content delivery,

Knowledge representations; overcoming time and distance constraints (Hamada, 2013); cost-effectiveness of e-learning; ease of learning; convenience of learning at individual pace; stimulating individual interests and intellectual curiosities (Hamada, 2013); and enhancing cognitive skills.

1.1 Background of the Study

Mobile learning and e-learning are current research topics in learning and education, and are vital ingredients for a sustainable economy.

Education encompasses teaching, learning and training both formally and informally to empower people; in order to develop knowledge and skills for solving problems in the society.

As the statement goes “Knowledge is power”; this is seen in the global economy shifting towards a knowledge-based economy, which depends more on intellectual capital than on natural resources for socio-economic development and global competitiveness (Powell & Snellman, 2004).

Advanced technological skills and tools are products and services of a knowledge-based economy; hence, the need to develop educational aids or tools, that promote effective learning, cannot be over-emphasized.

REFERENCES

Adeboye, D. (2016). 5 Effective Uses Of Mobile Technology In The Classroom – eLearning Industry. Retrieved from https://elearningindustry.com/5-uses-mobile- technology-in- the-classroom
Aziz, A. D., Cackler, Jo., & Yung, R. (2004). Basics of Automata Theory. Retrieved from https://cs.stanford.edu/people/eroberts/courses/soco/projects/2004- 05/automata-theory/basics.html
Brotman, S. N. (2016). The Real Digital Divide. The Economist. Retrieved from https://www.brookings.edu/blog/techtank/2016/01/28/the-real-digital-divide-in- educational-technology/
Cochrane, T. (2012). Secrets of mlearning failures: Confronting reality. Research in Learning Technology, 20(SUPPL), 123–134. https://doi.org/10.3402/rlt.v20i0.19186
Epignosis LLC. (2014). e-learning Concepts, Trends, Applications. Book, 5. Retrieved from http://www.talentlms.com/elearning/elearning-101-jan2014- v1.1.pdf
Gutierrez, K. (2015). Understanding The Difference Between eLearning and mLearning. Retrieved from http://info.shiftelearning.com/blog/difference- between-elearning-and-mlearning

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