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Quiz Wiz: INTERACTIVE ANDROID QUIZ APPLICATION

A Special Problem
Presented to the faculty of the School of Engineering and Information
Technology Education
LAGUNA COLLEGE OF BUSINESS AND ARTS
City of Calamba

In partial fulfillment of the Requirements for the degree


BACHELOR OF SCIENCE IN COMPUTER SCIENCE

By:
Dungan, Mar Christian Paolo R.
Gonzales, Mark Jason I.

Mayores, Mark Jude I.

MARCH 2019
Chapter 1

THE PROBLEM AND ITS BACKGROUND

Introduction

Paper pollution refers to the environmental pollution caused

by the production, use, and recycling of paper. Paper pollution causes

severe adverse effects to the quality of air, water and land. Discarded

paper is a major component of many landfill sites. Paper recycling is

also a source of pollution due to the sludge produced during deinking.

In today’s world, Smart phones have changed our lives and have

become an indispensable part of our lives because of its specialty to

simplify our routine work and thereby saving our time. A Smartphone with

an Android OS offers excellent functionality to the users offering a distinct

experience. Android is a Linux based operating system and it was

bought by Google in 2007. There are tons of application available and

one of the prime reason for this vast number is android being an open

source. On the otherhand, android based device like mobile, tab are

very user friendly and can use in many different ways, like for example,

an educational Quiz Application.

A Quiz, however, is generally a frequent and short assessment that

can gauge a student’s retention and comprehension of a small amount

of information. It can function throughout a course as an informative


feedback device allowing both the instructor and the students to see

where they are excelling or need to confide more focus. Quizzes are

usually scored on point and many quizzes are designed to determine a

winner from a group of participants – usually the participant with the

highest score.

Quizzes are traditionally done with a pen and paper, which is

why the proponents came up with the idea to use the advancement of

modern technology and create an Interactive Android Quiz Application

called “Quiz Wiz” that helps decrease the environmental issues known

as “Paper Pollution” and ease the boredom of the students in school.

One of the major goal of this project is to facilitate students in

learning, gaining and improving their knowledge skills and to eliminate

the usage of paper. At the meantime, the application provides an

interactive user interface so that the users will not get bored or frustrated

due to dullness of the application. The proponents designed the

application to facilitate the users to be able to take short quizzes using

portable devices such as smart phones and tablets with Android

operating system, and also they will not have to use any paper material

anymore.
Conceptual Framework

Figure 1. QUIZ WIZ: INTERACTIVE ANDROID QUIZ APPLICATION

Conceptual paradigm

Figure 1 shows the conceptual paradigm of the Quiz Wiz: Interactive

Android Quiz Application. The inputs are: knowledge requirements,

Software requirements, and Hardware requirements.


Statement of the Problem

The study focuses on subsiding the consumption of paper and

enhancing the relationship between the students and teachers.

Students have access to their mobile device that can lead them to lose

their focus inside the classroom and not absorb what the professor is

instructing. Most of these applications they use merely focusses on

providing entertainment and do not consider the benefits of the user

from the application. The interactive mobile quiz application offers

benefits like new insinuations of the usage of technology for educational

purposes that would help its users in gaining new knowledge by using

this application and efficiency and accuracy of getting quiz results. That

is why the proponents are enthused to create a mobile application and

formulate the following questions to serve as a guide for them in

conducting their study.

1. How the interactive android quiz application help the students

in terms of interactive skills, competitiveness, thinking skills?

2. How the interactive mobile quiz application lessen human error

and promote integrity?


3. How can this interactive android quiz application help a

student to be more interested in taking an assessment

exercise?

4. How the interactive mobile quiz application helps decrease

the environmental issues known as “Paper Pollution”?

Objectives of the Study

The objectives of the study is to help the students and the teacher

to have a more interesting and more engaging learning experience

during quizzes and to lessen the usage of paper by using the modern

technology.

This study specifically aims to:

1. Develop an interactive android quiz application that can

enhance the interaction of the teacher as host and student as

Student inside the classroom.

2. Use the interactive android quiz application to improve the

competitive and interactive competence of the students

opposed to each other.

3. Provide an accurate and efficient assessment results.

4. Use the modern technology to lessen the usage of paper.

Significance of the study


The proponents believe that the study will have a great benefit to

the following in terms of easily knowing the said topic.

To the Users. This study will make their lives easier when preparing

a quick assessment or quiz, it will raise the awareness for the paper

pollution problem and it will provide an accurate and efficient

assessment results and this study will provide a new and more exciting

learning experience using the modern technology.

To the School. This study will improve the provision of information

regarding the usefulness of the modern technology, and help the

students to be aware of the use of mobile applications.

To the Future Researchers. This will provide a better understanding

of various concepts about android app development to guide them in

conducting similar study and to inspire them to create a more advance

and intensive research.

To the Proponents. This study will enhance their understanding,

patience, and capabilities in conducting a research. This will also help

to expose them to the uses of the modern technology. Furthermore. This

will also improve them in creating system development.

Scope and Delimitations


The study is focused on developing an Interactive mobile quiz

application that is helpful to the students in becoming more engrossed

in learning and to make the class more interesting during quizzes,

seatwork, recitations, etc. The study is also intended to help the

environmental issue in terms of paper pollution. However, the study is not

applicable in solving mathematical equations with formulas.

Definition of Terms

The following definition of terms were used in the study. Terms were

defined according to its use in the study and necessary information

needed in the operation.

Quiz. A frequent and short assessment that can gauge a student’s

retention and comprehension of a small amount of information.

Android application. A software application running on

the Android platform. Because the Androidplatform is built for mobile

devices, a typical Android app is designed for a smartphone or a

tablet PC running on the Android OS.

Mobile Hotspot. Wireless access point that is created by a dedicated

hardware device or a smartphone feature that shares

the phone's cellular data.Mobile hotspots are also known as portable

hotspots. Another option is using a smartphone to connect other

devices.
Chapter 2

REVIEW OF RELATED STUDIES AND LITERATURES

This chapter presents the reviews of related literature of both local

and foreign, created by author whose writings/articles have direct

bearing in the formulation of the study.


New technologies – Tools of learning or distraction?

Research conducted jointly by Hippolyte Muyingi of the

Polytechnic of Namibia, Ravi Nath and LC Chen of Nebraska's Creighton

University, and Dr Jude Lubega of Uganda's Makerere University (2016),

showed that introducing a blanket ban on digital technology in the

classroom was neither advisable nor practical. However, there was an

urgent need to develop and implement policies for using digital devices

in the classroom, the study found. Lecturers had to identify factors

influencing classroom behaviour relating to digital technology and

develop strategies to curb those that were counter-productive, it was

argued. Teaching methods could constantly keep students engaged

during lectures, but professional classroom management required an

adhered-to code of conduct. Courses and curricula could be modified

to integrate digital technologies and thus enhance the learning

experience.

Muyingi presented the study, which considered in-class digital

distractions among university students in Namibia and Uganda, during

the recent 7th Annual Teaching and Learning Higher Education

Conference, held in Durban. Survey data were collected from 213

Namibian and 200 Ugandan university students, and present a

comparative analysis of digital use and user behaviour in these higher

education settings. Muyingi said digital technology offered a host of

advantages, including the ability to engage with students, facilitate


faculty-student interactions and create active learning

opportunities. However, critics argued that there were no objective

measures for learning and that digital technology promoted cognitive

overload and attention distraction. This created problems for lecturers,

who found it increasingly difficult to compete with the colourful and

entertaining content available via digital technologies and the

internet. The question arose whether universities should block digital

technology access or push to embrace information technology in

teaching and learning. Muyingi said the ongoing research wanted to

determine the extent to which digital technology distraction was

prevalent among students; identify the factors and variables

significantly associated with behaviour; and provide recommendations

for educators and managers to reduce and-or mitigate distraction.

Individual factors that were considered include the subject matter

being taught; peer behaviour; lecturer attitude and style; gender; age;

and year of study. The research asked respondents questions along the

lines of whether they preferred the excitement of the internet to

intimacy with friends and family. Did they find themselves anticipating

when next they would go online? And when online, did they find

themselves saying "just a few more minutes"?

The research findings included that 27.5% of Namibian students under

the age of 20 were distracted by digital technology during class. This

rose to 29.9% among students aged between 20 and 22 years, and


dropped to 16.7% in the 22- to 25-year age bracket. The problem was

more prevalent among male students, who also struggled with time

management issues. Students engaged in activities during lectures

ranging from texting, web browsing, emailing, online gaming and

online shopping, among many other activities. In decreasing order,

students surfed the web, checked social networking sites like Facebook

and Twitter, checked or wrote emails, and played computer or cell

phone games. Namibian students stated that their primary reason for

being distracted in class was that computers and mobile phones were

allowed in lectures. Ugandan students stated that their distraction was

due to the lecture not being engaging. Other reasons that were cited

included that the class size was sufficiently large to get away with the

activity; the subject matter was not challenging; other students were

doing it; and the class delivery method was predominantly in lecture

format.

The study above shows that introducing a blanket ban on digital

technology in the classroom was neither advisable nor practical.

However, there was an urgent need to develop and implement policies

for using digital devices in the classroom. In line with this the proponent’s

system is concerned with the proper use of technology for better

educational experience.

Quizzy: Quiz Application Development Using Android-Based Platform


This work deals with development of android-based multiple-

choice question examination system, namely: Quizzy. This application

is developed for educational purpose, allowing the users to prepare

the multiple choice questions for different examinations conducted on

provincial and national level. The main goal of the application is to

enable users to practice for subjective tests conducted for admissions

and recruitment, with focus on Computer science field. This quiz

application includes three main modules, namely computer science,

verbal, and analytical. The computer science and verbal modules

contains various ty.pes of sub categories. This quiz includes three

functions: Hint, Skip, and Pause, which are collectively named as life lines

that help users to answer questions correctly. These functions can be

used only once by a user. It shows progress feedback during quiz play,

and at the end, the app also shows the result.

The study above shows the development of android-based

multiple-choice question examination system used for educational

purposes, allowing the users to prepare the multiple choice questions for

different examinations conducted on provincial and national level. In

relation with this, the proponents will provide a system that is not only

capable for multiple-choice questions. The system will also have a

category of True or False and Identification. In this way, the system will
be more likely the same as the traditional quiz but instead of using pen

and paper, the users will use their mobile phones.

Students’ perception on Use of Technology in the Classroom at

Higher Education Institutions in Philippines

Virginia Carbonilla Gorra and Shyam Bhati, in their research paper

entitled Students’ perception on Use of Technology in the Classroom at

Higher Education Institutions in Philippines, suggests that the sue of

unintended consequences of use of technology in class room is

imperative because unintended consequences can cause disruption in

class room and negate the institutional policies regarding strategic

direction and intervention in teaching and learning process.

According to Moreno (2016), we are not wired to multitask well,

and using cell phones during class is no exception. Several studies have

compared students who texts or use cellphones during a lecture versus

those who did not. Those who texted frequently took lower quality notes,

retained less information, and did worse on tests about the material.

Students themselves realize that cell phone usage does not promote

learning; in one survey, 80% of students agreed that using a mobile

phone in class decreases their ability to pay attention.

Using mobile phones during class can really affect the

performance of the students negatively. It says above that Students


themselves realize that cell phone usage does not promote learning

and, 80% of students agreed that using a mobile phone in class

decreases their ability to pay attention.

TECHNOLOGY AND STUDENT DISTRACTION

Rosen Mayer, (2016) states that the worse is that mobile device

usage is distracting to neighboring student. In several surveys

conducted, students have reported that texting is distracting to nearby

students. A study on laptops in a simulated classroom found that

students in the vicinity of another student who was multitasking on a

laptop during class scored worse on a test than those who were not near

multitaskers. While cell phone screens are smaller—and thus perhaps

less distracting—than a laptop, one could reasonably expect that a

similar phenomenon of distraction applies to cell phones.

It could be helpful to incorporate social media into the

lecture. Ask students to crowd source questions using social media

and see what their friends know about a topic. Use clickers to quiz

students before and during the lecture. Inevitably the

misunderstandings that need attention will emerge. But it is

necessary to be careful. Check to see if the digital tools you use

are accessible to different students. Providing materials for lecture

in advance of class for review.


Professors need to re-evaluate classroom policies to reduce paper
waste

Each introduction to chemistry class kills approximately five trees.

A tree produces between 10,000 and 20,000 sheets of paper, and

considering most of my textbooks are between 200 and 400 pages, this

amounts to approximately 50 textbooks per tree. Even if every student

at UT bought only one normal-sized textbook each semester, that would

still cost us 803 trees a semester.

Professors should cut down on paper waste by encouraging e-books,

using digitized course packs and looking into paperless exams. Some

professors prohibit students from using laptops, phones or tablets during

class which forces students to purchase printed texts. The argument that

it could distract students is valid, but the solution to that is for students to

restrain themselves and focus instead of wasting paper.

Every year, approximately four million trees are cut down for paper

worldwide. In 2014 the US produced 48.4 million tons of pulp, making it

the top pulp producer in the world. This has major consequences for the

environment, and it costs more for students to purchase printed books

than digitized versions. Yet, many professors would rather require

students to purchase course packs and hard copies of textbooks than

allow them to use laptops, tablets, or smartphones in classrooms.


Chemistry professor Paul McCord does not use the course pack that

many other professors do because using technology is more convenient

and so much paper is wasted in each course pack. He has made his

class completely paperless except for exams by building his

own website and making all files available through Canvas.

“I saw how much paper we were going through” McCord explained.

“Until the early 2000’s we had our own homework service, and we

printed every single homework assignment. I was told before we went

electronic (the Chemistry Department’s) printing cost was around

$30,000 per year.” According to McCord’s calculation, in the 2000’s they

printed approximately 300,000 sheets of paper per semester and now

they have reduced that amount by 75 percent to approximately 75,000

sheets per semester. Thankfully, UT has come a long way in reducing its

paper usage, but there is still a lot that can be done.

Despite advancements in technologies and the fact that UT offers

classes online, a reliable method to digitise exams has yet not been

created. McCord said that we are the flagship university of the state of

Texas but “we are still pigeonholed into using bubble sheets for our

exams, which is just a shame.” McCord calculated that the Chemistry

Department alone uses approximately 60,000 sheets of paper each

semester to administer exams.

An alternate method of conducting exams could look like exams

administered in online classes using a proctoring service. With new


technologies, it is possible to have computer screens recorded for the

duration of the exam to ensure academic honesty and avoid printing

exams.

“A university of this size is steeped in its ways,” explains McCord. But with

rising temperatures and a deteriorating Earth, it is time for UT to take

bigger steps towards protecting the environment.

It is difficult for large institutions to change, but we can start with small

steps, such as avoiding printed copies of textbooks when possible and

innovating our exam process. Professors should strive to provide all

reading assignments and homework electronically, and find an

alternate method of administering quizzes and exams in order to reduce

the amount of paper used at UT. By incorporating more technology in

classrooms instead of using hard copies of textbooks and printouts,

professors can make a significant step toward conserving the

environment.

The study above shows how much trees are being cut down in

order to produce papers to make textbooks and exam papers. That is

why a lot of professors are being encourage to use e-books as their

teaching material to lessen the usage of paper, and of course, using

technology is more convenient and much more efficient for them. That

is why the proponents are encourage to use the modern technology to

help in solving the environmental issue about paper pollution.


CHAPTER 3

METHODS OF RESEARCH

This chapter presents a comprehensive analysis and design

required in every system development. This includes research design,

System Architecture, Block Diagram, Algorithm, Statistical treatment.

Research Design

In this phase, the proponents gathered all the necessary

information through observation and research by internet, books,

journals, and thesis’s, studies and publishes and unpublished materials

about the existing problems in terms of paper pollution and

development in studies about interest of students in class to help us to

create a mobile application that can solve the corresponding problem

given in our study.

In line with this, the proponents decided to use the Agile

Model in this research design to serve as a guide in the step by step

procedures on how the study will be conducted and established.

Stemming from the values and principles of the Agile Manifesto, it was

created as a response to the inadequacies of traditional development

methods such as the Waterfall method. The software industry is a highly

competitive market due to the fact that software is something that can

be continuously upgraded. This means that developers need to

constantly improve and innovate their products to keep on top of the


game — and the linear, sequential approach of the Waterfall method

just wasn’t cutting it. There are six stages of agile method, planning,

Analysis, Design, implementation, Testing and integration, and

Operation (Maintenance).

Agile Model Figure (2)

Eventually a point will be reached where the requirements are

complete and the software can be delivered, or it becomes impossible

to enhance the software as required, and a fresh start has to be made.


 Planning: During this initial stage, the potential requirements of the

application are methodically analyzed and written down in a

specification document that serves as the basis for all future

development. The result is typically a requirements document that

defines what the application should do, but not how should do it.

The proponents gathered all the information from books, journals,

websites and other researches, plans what language and software

should use to make the development feasible and easier. The

proponents also plans how the system should work and what will be the

good effect of the system for the users.

 Analysis: In this stage, the system is analyzed in order to properly

generate the models and business logic that will be used in the

application. The proponents

 Design: This stage largely covers technical design requirements, such as

programming language, data layers, services, etc. A design

specification will typically be created that outlines how exactly the

business logic covered in analysis will be technically implemented.

 Implementation: The actual source code is finally written in this fourth

stage, implementing all models, business logic, and service integrations

that were specified in the prior stages.

 Testing and integration: During this stage, QA, beta testers, and all other

testers systematically discover and report issues within the application

that need to be resolved. It is not uncommon for this phase to cause a


“necessary repeat” of the previous coding phase, in order for revealed

bugs to be properly squashed.

 Maintenance: Finally, the application is ready for deployment to a live

environment. The operations stage entails not just the deployment of the

application, but also subsequent support and maintenance that may

be required to keep it functional and up-to-date.

Requirements and Analysis

The proponents gathered and analyzed all requirements that

will be used as a basis for making the system reliable and informative.

Requirements are the first phase in order to design the project.

In this stage, the proponents gathered analyzed all needed

requirements through various researches like reading several literatures

about the given study to form an idea to make study effective to use by

the students as target users.

After collecting the needed information, the proponents

came up with the idea of the method like finding the best software to

be needed to perform and produce the study effectively.


Design

The proponents understand the requirements of the system and

also consider how it appears. The data collected from requirements

specification phase will serve as a guide to produce an Interactive

Android Quiz Application that will help the students learn and have play

at the same time and also to have interaction inside the classroom. To

visualize how the Interactive Android Quiz Application will be design, the

proponents used System Block Diagram and Algorithm to have a clear

details about the application.

System Block Diagram

As shown in Figure (3), the proponents design the System Block

Diagram to illustrate the connection of all the components and overall

concept of the system. It is used for a higher level, less detailed

description aimed more at understanding the detail of implementation

Quiz Wiz: Interactive Android Quiz Application Block Diagram Fig. (3)
System Architecture

The proponents design the System Architecture to illustrate

how the game will connect and run in the other components that

will be used to execute the game.

Interactive Android Quiz Application Architecture Fig. (4)

The application itself is design only to run in Android mobile

version 3.0 and the latest. The app will trigger the application

engine once it is installed in Android mobile platform to check its

compatibility. In terms of connection, the proponents decided to

use a router to connect the devices on a local network and the

ability of mobile phone to become a local Wi-Fi hotspot itself for

the other user or student to connect and to have an interaction

to each other. While in API (Application program interface) &

Services is the main or the center of this application. API is a set of

routines, protocol, and tolls for building software applications.

Basically, an API specifies how the software components should

interact.
The proponents designed the system architecture to be as

simple as that for the readers to not get confused when we are

starting the API or the coding of the application. Connection

between components are very important.

Use-case table

Use case table are step-by-step descriptions of how a user uses


the system to accomplish a goal. These are the steps called the main
success scenario. Use case should focus on one success, possible error
conditions or other failures.

Table 1. Use Case Main Menu

Use: Main menu ID:1 Priority: High


Primary actor: User Use case type: Detail
Description: This is the main menu for the application where the user
can navigate different options whether to Login as a Host or as a
Student, learn about the application, and exit.

Pre-Condition: User must open the main application


Post Condition: N/A

Table 2. Use Case Host login

Use: Login ID:2 Priority: High


Primary actor: User/Host Use case type: Detail
Description: This is the Login form for the Host.

Pre-Condition: User must tap the Host button in order to open the
Host’s login form.
Post Condition: User/Host must login
Table 3. Use Case Student login

Use: Login ID:3 Priority: High


Primary actor: User/Student Use case type: Detail
Description: This is the Login form for Student.

Pre-Condition: User must tap the Student button in order to open the
Student’s login form.
Post Condition: User/Student must login.

Table 4. Use Case Host interface

Use: setting of question type ID:4 Priority: High


Primary actor: User/host Use case type: Detail
Description: The Host has a privilege to choose what type of questions
will disseminate to each Student’s Screen. It’s either True Or False,
Identification, or Multiple-choice. The host must also set his/her
preferred countdown timer.
Pre-Condition: the host must either choose from the pre-made
questions or add questions from himself.
Post Condition:
Table 5. Use Case Student Interface

Use: waiting for the host to start ID:5 Priority: High


the quiz
Primary actor: User/Student Use case type: Detail
Description: This is where the student will wait for the quiz to start

Pre-Condition: User must be connected to the host in order to receive


the questions.
Post Condition: User/Student must answer all the questions to finish the
quiz.

Table 6. Use Case Student Interface

Use: total score ID:6 Priority: High


Primary actor: User/Student Use case type: Detail
Description: In this screen, after all the questions were answered, the
number of correct answers of each students will appear on their
screen.
Pre-Condition: User must finish the quiz.
Post Condition:

Table 7. Use Case Host Interface

Use: Leaderboard ID:7 Priority: High


Primary actor: Host Use case type: Detail
Description: In this screen, after all the questions were answered, the
number of correct answers of each students will appear on the screen
with their rankings.
Pre-Condition: User must finish the quiz.
Post Condition:
Project Development

The proponents’ made some modules in developing the system


Android Quiz Application using android development and describes the
following software requirements to be used to develop and implement
the system.

Module 1: Local Connection

The Local Connection will serve as a bridge for data passing.


When the devices are completely connected to the host, the system is
now ready to disseminate the questions from the Host to the Students.

Module 2: List of pre-made questions

In this module, the list of pre-made questions and student’s


information for the Host is stored in this module that would be used as
data for the first module.

Implementation and Test

After the system and software were designed, the work is divided
in modules/units and the development is started. The system is
developed in small programs called units, which are integrated in the
next phase. Functionalities of each unit have been tested in order to
verify if the function requirements are met. Unit testing mainly verifies if
the modules/units meet their specifications.
System Testing

And lastly, system testing was done to ensure that the integrated
system is working as it should. Every actions executed in the system are
checked to make sure that the system is ready to be used. If the system
objectives is not achieved in the system testing in can start again the
phases of the life cycle after the preview phase.

Review

In the last phase, the system’s requirements have been evaluated


and the design is evaluated. This phase is used to identify and maintain
the event and functionality of the system are being tested whether it has
error or bug. For each phase a decision has to be made whether the
software produced by the cycle will be discarded or kept as a starting
point for the next phase. Sonner a point will be reached where the
requirements are complete and software can be delivered.

Evaluation Process

To evaluate the functionality of the Interactive Android Quiz


Application, the proponents used the ISO/IEC 9126 Evaluation Process
Procedure. The process consist of three stages: Quality Requirement
Definition, Evaluation Preparation and Evaluation Procedure. This
process may be applied in every appropriate phase of the life cycle for
each component of the software product. (Joint Technical Committee
ISO/IEC JTC 1, Information technology.)

Quality Requirement Definition

In the initial stage, the proponents must all specify requirements in


terms of quality characteristics and possible sub characteristics, and
must express and define the software products and its overall different
components prior according to its environment and development.
Evaluation Preparation

In this stage, it is categorized into three stages:

The Rating Level Definition is the stage where the application


system is being measured using a rating scale with the corresponding
points in the evaluation ranges. The purpose of the rating scale is to
measure the software in the level of satisfaction of the requirements and
unsatisfactory of the requirements.

The Assessment Criteria Definition which is to assess the quality of


the software product in the evaluation that includes the functionality,
time and cost in the aspect of assessment that is summarized the
different characteristics below.

Functionality, characterized to satisfy stated or implied needs, it


supports the functionalities of the application and it has the functional
requirements to ensure the functionality of the whole application.
Evaluation Procedure

The last stage of the Evaluation Process is refined into three steps
which are measurement, rating, and assessment.

In measurement, the selected metrics are applied into the system


product. The result is valued on the scale of metrics.

Statistical Treatment

The data gathered from the questionnaires that collected, tallied

and validated using the appropriate tools. The following Statistical

Instrument applied in the study is the five point Likert scale and the simple

mean. The formula for the weighted mean is given as:

Σ𝑓𝑖 𝑥𝑖
𝑥=
Σ𝑓𝑖
Where:

X represent the weighted mean

∑ represent score

𝑥𝑖 Represent the items given

𝑓𝑖 Represent the frequencies

The Weighted Mean is one of the most useful and widely used

methods to find the average in statistics. It is calculated by adding up

all the number and dividing the sum by the total number of numbers.
The Rating level is determined by the measured value. With a

Likert scale from five down to one, five the highest rate and one is the

lowest rate.

Assessment is the last and final step of the system evaluation

process where each rated levels are set and summarize. The result is

the statement of quality provided by the mobile application. As the

evaluation is completed whatever is the result if maybe for

acceptance or rejection of the mobile application.


Chapter 4

RESULTS AND DISCUSSIONS

This chapter deals with the results and discussion of the project

development by the proponents on Quiz Wiz: INTERACTIVE ANDROID

QUIZ APPLICATION using android development. This consists of project

description, project structure, project capabilities and limitation, and

project evaluation.

Project Description

The Quiz Wiz: Interactive Android Quiz Application is a Quiz

application on an android mobile phone that can replace the

traditional way of giving and taking a quiz for a better leaning

experience using the new technology. The main purpose of the study is

to help the teachers and the students to have an interactive learning

experience, have an accurate and efficient scoring results, provides

entertaining and interesting quiz application and aims to lessen the

consumption of paper. The application was designed using Adobe

Photoshop,Illustrator and developed in Unity system using C# Visual

Studio language.
Project Structure

Explain each UI parts and functions with Screenshots

Terms and Conditions

Project Capabilities and limitation

During the development of the Quiz Wiz: Interactive Android Quiz

Application, the proponents came up to list all the project capabilities

ad limitations of the system

Capabilities:

Limitations:

1. The application can only work in an Android mobile

device with Android version 5.0.1 up to Android

8.0.1.

2. The application is not capable in solving

mathematical equations with formulas.


Project evaluation

This part of evaluation shows the following results of discussions

and observations made by answering the specific problem of the

study.

Through series of tests, the proponents were able to comprehend

the following:

1. How the interactive android quiz application can help the students

in terms of Interactive skills, Competitiveness, and Thinking skills?

With the help of the Android Quiz Application, the

students will be interact because of the UI of the

application, and for the Host to be more convenient for

them because they can make a quiz by choosing in the pre-

made questions. The users also become more competitive

because they will want to be the highest in scores and get

the top most rank among the others. The Student’s thinking
skill will also be tested because of the time limit of each

questions have.

2. How the interactive mobile quiz application lessen human error

and promote integrity?

With the help of the system that proponents made, the

checking of the quiz is more efficient and convenient because it

has the functionality that automatically computes the total scores

of the students. Which is why the teacher or host will no longer

have to compute or check their quiz paper to get the results.

3. How can this Interactive Android Quiz Application help a student

to be more interested in taking an assessment exercise?

With the help of the Application and the

advancement of technology, the users will be more

interested and engaged because they are using their

mobile phones as they quiz paper compared to a

traditional way of taking a quiz with a paper and pen.


4. How the interactive mobile quiz application helps to lessen the

usage of paper?

With the help of the application, the users will no longer

have to use paper in taking a quiz so it will help the

environmental issue about “Paper Pollution” to lessen the

usage of paper.
Chapter 5

CONCLUSIONS AND RECOMMENDATIONS

Conclusions

The study Quiz Wiz: Interactive Android Quiz Application ensures

that the Quiz can be more interesting, efficient and convenient for the

users and easy to use on an Android phone. Based on the 5 android

phone tests that have been conducted, the possible factors that might

affect the results of the values are: the version of the Android operating

system, lower than Android 5.0, the available storage of the phone that

can cause lagging, and the capability of the phone to connect to

local network, and the battery percentage may also affect the

application in case the device turned off during the quiz.

Xiaomi Redmi 5 plus

Samsung

Lenovo

Huawei

Vivo
Recommendation

Upon implementation of the Quiz Wiz: Interactive Android Quiz

Application, the proponents highly recommend the following:

1. To use and to implement the system for giving and taking a

quiz on a classroom for the convenience of the users and to

help the environmental issue about Paper pollution.

2. For the enhancement of the application, the proponents

recommend the following:

2.1 Make a much larger database for the storage of the

questions.

2.2 Find or develop another system connection module

to accommodate much larger and much more

users.

2.3 Enhance the functionalities so that it can be possibly

take a quiz with mathematical computations and

formula with this Quiz application.

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