Academic literature on the topic 'Android studio'

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Journal articles on the topic "Android studio"

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Nasution, Akmal, Bachtiar Efendi, and Iqbal Kamil Siregar. "PELATIHAN MEMBUAT APLIKASI ANDROID DENGAN ANDROID STUDIO PADA SMP NEGERI 1 TINGGI RAJA." Jurdimas (Jurnal Pengabdian Kepada Masyarakat) Royal 2, no. 1 (February 15, 2019): 53–58. http://dx.doi.org/10.33330/jurdimas.v2i1.321.

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Abstract: The community service activity entitled "Training on Making Android Applications with Android Studio at junior high school 1 Tinggi Raja" aims to train existing students at junior high school 1 Tinggi Raja to create an Android application. Moreover, most students must have already had an Android phone, it would be more interesting and fun to be able to make an application on their own cellphone. The method used in this activity is a description and practice. The speaker performs explanations about Android and Android Studio itself, their functions and uses, after that the practice directly uses the Android Studio and how to build it so that it becomes an android file that can be installed on each student's cellphone. Some important points are explained and practiced in this activity, namely the introduction of the Android operating system, the introduction of Android Studio, how to design displays in Android Studio, and how to learn java coding in Android Studio so as to produce an android application.Keywords: android application, android studio, android Abstrak: Kegiatan pengabdian kepada masyarakat yang diberi judul “Pelatihan Membuat Aplikasi Android dengan Android Studio pada SMPN 1 Tinggi Raja” bertujuan untuk melatih siswa-siswi yang ada pada SMPN 1 Tinggi Raja untuk membuat aplikasi Android. Terlebih lagi para siswa juga pasti sebagian besar sudah memiliki ponsel Android, hal ini akan lebih menarik dan menyenangkan jika dapat membuat aplikasi di ponsel sendiri. Metode yang digunakan dalam kegiatan ini adalah deskripsi dan praktek. Pemateri melakukan penjelasan-penjelasan tentang Android dan Android Studio itu sendiri, fungsi dan kegunaannya, setelah itu praktek langsung menggunakan Android Studio tersebut dan bagaimana cara build nya sehingga menjadi sebuah file android yang dapat dipasang di ponsel masing-masing siswa. Beberapa point penting yang dijelaskan serta dipraktekkan dalam kegiatan ini, yaitu pengenalan sistem operasi Android, pengenalan Android Studio, cara mendesain tampilan di Android Studio, dan bagaimana belajar koding java di Android Studio sehingga menghasilkan sebuah aplikasi android.Kata kunci: aplikasi android, android studio, android
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RAJASHREE, K., M. RESHMA, G. SANGEETHA, and S. SAI GOMATHI. "GUARDIAN APPLICATION USING ANDROID STUDIO." i-manager's Journal on Mobile Applications and Technologies 7, no. 2 (2020): 41. http://dx.doi.org/10.26634/jmt.7.2.18166.

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Rusdina, Rusdina, Gita Ayu Syafarina, and Muhammad Amin. "PROTOTYPE APLIKASI BANJAR BERBASIS ANDROID STUDIO SEBAGAI SALAH SATU PETUNJUK WISATA DI BANJARMASIN." Technologia: Jurnal Ilmiah 11, no. 1 (January 2, 2020): 59. http://dx.doi.org/10.31602/tji.v11i1.2706.

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Banjarmasin merupakan salah satu kota yang mempunyai beberapa tempat yang sering di kunjungi oleh wisatawan baik turis domestik ataupun Turis manca negara. Kalau dulu orang mencari petunjuk wisata melalui brosur dan peta konvensional, maka di jaman sekarang semua orang ingin sesuatu yang praktis hanya dengan melihat dari smartphone android mereka, begitu juga dengan peta wisata dibanjarmasin. Maka kami membuat Prototype Aplikasi Banjarbanar Berbasis Android Studio Sebagai Salah Satu Petunjuk Wisata Di Banjarmasin agar lebih memudahkan para wisatawan maupun warga banjarmasin mencari informasi tentang tempat yang sering dikunjungi di banjarmasin termasuk petunjuk arah ke tempat tersebut melaui maps yang tersedia. Aplikasi dibangun dengan menggunakan Android studio , Android Asset Studio untuk mendesain/mengubah gambar dan icon, Two External Libraries (ExpandableTextView,AndroidImaageSlider) untuk desain tampilan objek, dan GoogleMaps API untuk menampilkan objek peta. Kata Kunci : Android Studio , Prototype , Wisata Banjar
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Andrea, Reza, M. Irwan Ukkas, and Muhammad Audi Yordana. "MEMBANGUN APLIKASI TES BUTA WARNA BERBASIS ANDROID." Jurnal Informatika Wicida 8, no. 2 (July 1, 2019): 37–42. http://dx.doi.org/10.46984/inf-wcd.1225.

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“Tes Buta Warna Berbasis Android” adalah Aplikasi android yang dibangun menggunakan Android Studio. Pengguna akan melakukan sebuah tes yang soalnya berupa plat titik-titik warna yang membentuk sebuah angka yang harus dijawab oleh pengguna sebanyak 24 soal. Untuk menjawab pertanyaan soal terdapat 4 pilihan tombol yang harus dipilih oleh pengguna untuk melanjutkan ke soal berikutnya. Peneliti merancang dan membangun aplikasi berbasis android. Pengembangan menggunakan Android Studio sebagai sistem operasi sekaligus emulator android untuk pembangunan aplikasi dengan tampilan yang baik. Hasil penelitian diuji coba ke anak-anak dan orang dewasa dapat ditunjukkan bahwa aplikasi “Tes Buta Warna Berbasis Android” menarik dan mudah untuk digunakan.
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Purwanti, Purwanti, and Muhammad Enggar Prastio. "APLIKASI INFORMASI SEKOLAH SMK DI DEPOK BERBASIS ANDROID MENGGUNAKAN ANDROID STUDIO." Jurnal Esensi Infokom : Jurnal Esensi Sistem Informasi dan Sistem Komputer 5, no. 2 (February 13, 2022): 42–48. http://dx.doi.org/10.55886/infokom.v5i2.281.

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Penulisan ini bertujuan untuk membuat aplikasi yang dapat di gunakan untuk calon peserta didik baru untuk mengetahui tentang informasi sekolah SMK yang diminati, informasi sekolah yang terdapat di aplikasi ini yaitu sekolah SMK yang terdapat dikota Depok. Metode penelitian yang digunakan meliputi perancangan (coding), implementasi dan uji coba aplikasi. Pada tahap peracangan, akan menggunakan struktur navigasi untuk menggambarkan alur aplikasi dan UML sebagai rancangan sistem. Aplikasi SekolahKu di buat menggunakan Android Studio. Nantinya aplikasi akan berisi informasi setiap sekolah mulai dari jurusan, ekstrakurikuler dan lokasi sekolah. Hasil akhir dari penulisan ini adalah terciptanya aplikasi informasi sekolah SMK yang dapat digunakan untuk calon peserta didik baru untuk mendapatkan informasi sekolah SMK di Depok.
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Sidikova, Michaela, Radek Martinek, René Jaros, Jaromir Konecny, and Martin Augustynek. "Designing and Testing of the Software Module Evaluation of Visual Acuity for Information System Eye Center." Journal of Biomimetics, Biomaterials and Biomedical Engineering 41 (April 2019): 117–27. http://dx.doi.org/10.4028/www.scientific.net/jbbbe.41.117.

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The aim of this work was to design and implement the application of visual acuity evaluation for the eye center information system. The application was designed for Android Operating System (OS) and was programmed in Android Studio. This work also deals with the implementation of the application, from the design of the user interface, through the creation and configuration of the project in Android Studio to the functionality of individual screens and connection with the back-end.
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Faradilla, Dini, and Zalfie Ardian. "Aplikasi Absensi Siswa Untuk Kemudahan Informasi Antara Pihak Sekolah dan Orang Tua pada Sekolah Dasar Negeri 3 Banda Aceh Berbasis Android." JOURNAL OF INFORMATICS AND COMPUTER SCIENCE 4, no. 2 (December 6, 2019): 189. http://dx.doi.org/10.33143/jics.vol4.iss2.545.

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Abstrak Absensi adalah sebuah kegiatan pengambilan data guna mengetahui jumlah kehadiran pada suatu pelajaran, setiap kegiatan yang membutuhkan informasi mengenai siswa tentu akan melakukan absensi. Sistem absensi berbasis android ini dirancang berdasarkan hasil pengamatan dan wawancara kepada guru dan orang tua perihal kehadiran siswa Sekolah Dasar Negeri 3 Banda Aceh. Tujuan pembuatan aplikasi absensi siswa berbasis android diharapkan dapat mempermudah guru dalam mengabsen siswa dan menghitung jumlah kehadiran siswa. Metode pengujian aplikasi yaitu menggunakan metode blackbox. Aplikasi ini dirancang dengan menggunakan Android Studio sebagai media pembuatannya dengan bahasa pemograman java, SQL sebagai database penyimpanan kata dan kemudian diimplementasikan ke smartphone berbasis android. Dari hasil quesioner didaptkan bahwa hampir sekita81%menggunakan sistem aplikasi absensi berbasis android memberi guru kontrol lebih besar atas pekerjaannya dan 89%mempermudah orang tua untuk mendapatkan informasi absensi siswa. Kata Kunci : Absensi, Smartphone, Android, Android Studio, SQL
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Setiawan, Yudistira putra, Yosep Agus pranoto, and Febriana Santi w. "RANCANG BANGUN APLIKASI MEDIA PEMBELAJARAN BAHASA KOREA SEDERHANA MENGGUNAKAN ANDROID STUDIO." JATI (Jurnal Mahasiswa Teknik Informatika) 4, no. 2 (December 20, 2020): 298–305. http://dx.doi.org/10.36040/jati.v4i2.2660.

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Penelitian ini dilatar belakangi oleh budaya korea (korean wave) di kalangan generasi muda dan guna membantu generasi muda yang tertarik untuk belajar bahasa korea, banyak modul dan buku yang membahas dan mengangkat tentang cara belajar bahasa korea tetapi, disrasa kurang efektif karena cara belajar yang kurang menarik dan masih terkesan monotone. Mobile phone khususnya yang bersitem operasi Android adalah salah satu perangkat yang paling di minati dan di gemari oleh masyarakat, tujuan dari penelitian ini adalah untuk menghasilkan aplikasi berbasis sistem operassi Android yang bisa membantu masyarakat umum dalam proses belajar bahasa Korea di Indonesia. penelitian berjudul RANCANG BANGUN APLIKASI MEDIA PEMBELAJARAN BAHASA KOREA SEDERHANA MENGGUNAKAN ANDROID STUDIO ini menghasilkan sebuah aplikasi yang di rancang untuk menunjang proses belajar dengan baik dan efektif. Dalam proses implementasinya, aplikasi ini dibuat berbasis Android dengan orientasi layar potrait. Aplikasi media pembelajaran bahasa Korea dapat di jalankan minimal pada sistem operasi Android Marshmallow 6.0 dan sistem operasi Android di atasnya seperti Android Nougat 7.0, Android Oreo 8.0, dan Android Q 10.0. Aplikasi media pembelajaran bahasa Korea ini optimal pada resolusi layar 5.0 inch sampai dngan resolusi layar 6.0 inch. dari 11 responden aplikasi ini mendapat respon positif, untuk tasmplan aplikasi 90,9% menilai baik, untuk materi aplikasi 81,8% menilai baik, untuk kinerja aplikasi 81,8% menilai baik dan Fungsi Aplikas sebagai media pembejaran 81,8% menilai baik
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Pamungkas, Fajar Putra, Aliyadi Aliyadi, and Nurwanto Nurwanto. "PERANCANGAN E-COMMERCE DI TOKO “DWI YOGA” BERBASIS ANDROID (MENGGUNAKAN ANDROID STUDIO)." KOMPUTEK 3, no. 1 (April 1, 2019): 75. http://dx.doi.org/10.24269/jkt.v3i1.205.

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Penjualan online atau e-commerce merupakan mekanisme bisnis tersendiri yang usianya masih seumur jagung. Namun disinilah sisi keistimewaanya. Untuk pertama kalinya seluruh manusia di muka bumi memiliki kesempatan yang sama agar sama dapat berhasil dalam bisnis di dalam dunia maya. Tujuan penelitian ini adalah menyediakan aplikasi penjualan produk yang terhubung langsung ke sistem secara lengkap dengan informasi Toko “Dwi Yoga” beserta harga dan cara pembeliannya sehingga dapat mempermudah user mencari barang tertentu. Metode penelitian yang digunakan dalam skripsi ini adalah metode studi pustaka, pengumpulan data, dan analisa dan perancangan sistem. Hasil yang dicapai berupa suatu aplikasi untuk smartphone Android yang dapat mencari produk, beserta memberikan informasi-informasi yang dibutuhkan untuk pemesanan tersebut, seperti info toko Dwi Yoga. Simpulan yang didapat dari penulisan skripsi ini adalah sebuah aplikasi penjualan online pada Smartphone Android yang bisa digunakan untuk belanja produk lebih mudah karena menampilkan gambar-gambar barang serta harga dan cara pembelian.
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Suhartono and Amar Ma'ruf. "APLIKASI PORTAL BERITA MENGGUNAKAN WIDGET RECYCLERVIEW PADA ANDROID STUDIO." Jurnal MediaTIK 3, no. 1 (January 16, 2020): 10. http://dx.doi.org/10.26858/jmtik.v3i1.14367.

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Tujuan penelitian ini untuk menghasilkan aplikasi portal berita menggunakan fitur widget recyclerview pada android studio yang memenuhi standar kualitas ISO 9126 dari aspek functionality, reliability, portability dan usability serta mengetahui tanggapan atau respon pengguna aplikasi yang telah dihasilkan. Penelitian ini menggunakan metode Research and Development (R&D) dengan menggunakan model Iteratif sebagai model pengembangan yang terdiri atas empat tahapan, yaitu analysis, design, code, dan test. Aplikasi ini dibangun dengan menggunakan Android Studio. Pengujian kualitas functionality dilakukan dengan validasi oleh dua pengguna ahli. Reliability diuji dengan menggunakan pengujian white-box. Portability diuji pada sistem operasi android dengan versi yang berbeda. Pengujian usability menggunakan metode kuesioner dengan System Usability Qustionaire oleh Lewis J.R. Teknik pengumpulan data dilakukan dengan menggunakan angket atau kuesioner. Data yang terkumpul kemudian dianalisis secara deskriptif menggunakan skala likert. Berdasarkan hasil pengujian aspek kualitas diketahui: (1) aspek functionality dinyatakan lolos karena setiap fungsi dapat berjalan dengan baik, (2) hasil aspek reliability lolos dengan tidak adanya kesalahan logika, (3) hasil pengujian aspek portability aplikasi dapat dioperasikan pada sistem operasi android yang berbeda (lolos), (4) hasil usability dengan rata-rata nilai System Usability Qustionaire oleh Lewis J.R sebesar 84% (Sangat Baik). Tanggapan respoden terhadap aplikasi ini dapat dilihat pada pengujian usability yang hasilnya berada pada kriteria sangat baik. Penelitian yang relevan terkait dengan penilitian ini adalah penelitian tentang aplikasi portal berita berbasis android, yang menampilkan berita-berita dari database website lampungnewspaper.citm.co.id telah berhasil digunakan. menghubungkan antara dua platform yang berbeda yaitu platform android dan database webserver menggunakan library volley. semua fungsi pada aplikasi dapat dijalankan dengan baik, seperti menu kategori. berita, pemprov, pemkot, finansial, properti, health dan beauty, industri dan umkm, enjoy lampung, ekobang, otobisnis, headline berita terkini, about, dan help. Aplikasi portal berita kompatibel pada sistem operasi android. Namun, penelitian tersebut belum menggunakan fitur widget recyclerview pada aplikasi yang dihasilkan dalam penangan data set yang ditampilkan pada aplikasi.
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Dissertations / Theses on the topic "Android studio"

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Салуян, М. В. "Android-застосування для читання RSS." Thesis, Чернігів, 2021. http://ir.stu.cn.ua/123456789/23070.

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Салуян, М. В. Android-застосування для читання RSS : випускна кваліфікаційна робота : 123 "Кoмп’ютepнa iнжeнepiя" / М. В. Салуян ; керівник роботи О. А. Пріла ; НУ "Чернігівська політехніка", кафедра iнфopмaцiйниx тa кoмп’ютepниx cиcтeм. – Чернігів, 2021. – 54 с.
Метою кваліфікаційної роботи є розробка мобільного додатку для вивчення мови програмування Kotlin і вдосконалення навичків розробки Androidзастосувань. Об’єктом дослідження є технологія RSS, як найкращий спосіб автоматичного отримання оновлень з веб-сайтів. Предметом дослідження є Android-застосування для читання RSS. Для створення застосування використовувалися: інтегроване середовище розробки Android Studio, мова програмування Kotlin та реляційна система керування базами даних SQLite. Результатом роботи є RSS-агрегатор для Android-пристроїв, що виконує функції отримання оновлень з веб-сайтів та їх перегляду. Подальша реалізація застосування можлива шляхом додавання додаткових функцій керування отриманими оновленнями з веб-сайтів та збільшення можливостей налаштування інтерфейсу користувача.
The purpose of the qualification work is to learn the programming language Kotlin and improve skills in developing Android applications. The object of research is RSS technology as the best way to automatically receive updates from websites. The subject of the study is an RSS reader Android application. The following resources were used to create the application: Android Studio integrated development environment, Kotlin programming language and SQLite relational database management system. The result of the qualification work is an RSS aggregator for Android devices, which performs the functions of receiving updates from websites and viewing them. Further implementation of the application is possible by adding additional functions to manage updates received from websites and by increasing the ability to customize the user interface.
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Chowdhury, Mishu, and Kani Yara. "Utveckling av en mobilapplikation för schemaläggning : För sjuksköterskor och undersköterskor på närakuter." Thesis, KTH, Medicinteknik och hälsosystem, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-298438.

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Schemaläggning av personal kan vara tidskrävande, men detta kan underlättas med hjälp av digitala system. På flera närakuter i Stockholms län utförs schemaläggning för sjuksköterskor och undersköterskor fortfarande på papper, vilket medför administrativa svårigheter. Syftet med detta examensarbete var att utveckla en Android mobilapplikation som kan ersätta det nuvarande schemaläggningssystemet. Målet var att skapa en applikation som hanterar schemaläggningen av arbetspass och underlättar kommunikationen mellan all personal. Med hjälp av Android Studio utvecklades en mobilapplikation som tillåter användare att skapa schemaläggare- eller personalkonto. Användare med schemaläggarkonto kan skapa arbetspass, välja personal till och ta bort personal från passen. Användare med personalkonto kan göra en intresseanmälan för arbetspass och få en lista över sina kommande pass. Applikationen är försedd med en veckovis kalender som visar de skapade passen och personalen som är vald till passen. Med applikationen kan användarna kontakta varandra genom en chattfunktion. Den utvecklade applikationen, som uppfyllde uppdragsgivarens mål, testades och responsen vid testningen var positivt. Applikationen är fortfarande i utvecklingsfasen och behöver kompletteras med flera funktioner för att bli mer anpassningsbart för användarna. Framtida arbeten innefattar utveckling av en iOS-version och justering av applikationen för att användas på flera närakuter. Efter dessa justeringar kan applikationen publiceras på Google Play och App Store.
Scheduling can be a time-consuming process; however, this can be facilitated by utilizing digital systems. In several local emergency wards in Stockholm, the scheduling of nurses and assistant nurses is still performed on paper, which results in administrative complications. The purpose of this bachelor thesis was to develop an Android mobile application that can replace the current scheduling system. The aim was to create an application that handles personnel scheduling and supports communication between the personnel. Using Android Studio an Android mobile application was developed that allows users to create scheduler and personnel accounts. Users with a scheduler account can create work shifts, select personnel for and remove personnel from the shift. Users with a personnel account can sign up for work shifts and receive a list of their upcoming shifts. The application provides the user with a weekly schedule which displays the created shifts and the personnel selected for the shifts. By using the application, users can communicate with each other through a chat function. The developed application, which meets the client's requirements, was tested and the feedback from the testing was positive. The application is still in the development stages and requires the addition of several functions to make it more customizable for the users. Future work involves developing an iOS-version and adjusting the application to utilize it in several local emergency wards. After these adjustments, the application can be distributed in Google Play and App Store.
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Коробко, Ю. С. "Мобільний додаток особистого кабінету студента з інтеграцією з системою дистанційного навчання." Thesis, Чернігів, 2021. http://ir.stu.cn.ua/123456789/23047.

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Коробко, Ю. С. Мобільний додаток особистого кабінету студента з інтеграцією з системою дистанційного навчання : випускна кваліфікаційна робота : 123 "Кoмп’ютepнa iнжeнepiя" / Ю. С. Коробко ; керівник роботи В. М. Базилевич ; НУ "Чернігівська політехніка", кафедра iнфopмaцiйниx тa кoмп’ютepниx cиcтeм. – Чернігів, 2021. – 50 с.
Об’єкт розробки: мобільний додаток особистого кабінету студента з інтеграцією з системою дистанційного навчання. Мета розробки: створити систему, яка надає можливість учням навчатися дистанційно з можливістю відправляти завдання керівнику, вивчати матеріал та слідкувати за власними успіхами. Результат роботи: програмне забезпечення GClassRoom, яке відповідає усім вимогам технічного завдання. Для розробки програмного забезпечення застосовувалася мова програмування Java, інтегроване середовище розробки AndroidStudio та операційні системи Windows 10, Android 4.4. Робота може застосовуватися в сфері освіти для дистанційного навчання як учнями так і викладачами. Віддалений доступ дозволить навчатися навіть із дому в період карантину.
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Filippini, Daniele. "Studio ed analisi dei permessi di Applicazioni sul market Android." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/19152/.

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Android incorpora un modello di sicurezza basato su autorizzazioni che controlla l'accesso alle risorse di sistema, inclusi hardware, impostazioni e dati dell'utente. L'elaborato riporta uno studio sulle autorizzazioni utilizzatie dalle applicazioni all'interno del Marketplace ufficiale Android, ovvero il Google Play Store, con lo scopo di identificare i livelli di rischio associati ai differenti segnali disponibili e visibili all'utente, come numero di installazioni o valutazione della community. Attraverso una raccolta di dati dallo Store si è quindi voluto studiare tale sistema di autorizzazioni per determinare se ci sono caratteristiche alle quali gli utenti stanno più attenti o che comportano per essi maggiori rischi per la privacy.
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Cecchi, Francesco. "Studio e implementazione di componenti software per piattaforma mobile Android." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/6598/.

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Husa, Martin. "Vývoj aplikací pro Android." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2019. http://www.nusl.cz/ntk/nusl-402553.

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This Master’s thesis contains search study about operating system Android, principles of game application programming and practical example of game for Android. The genre of game can be classify as 2D platformer. Application with thesis text will serve as learning tool in VUT FSI or as manual for game developing.
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Кислий, В. В. "Крос-платформенний мобільний додаток користувача інтернет-магазину "Техно++"." Thesis, Чернігів, 2020. http://ir.stu.cn.ua/123456789/23462.

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Кислий, В. В. Крос-платформенний мобільний додаток користувача інтернет-магазину "Техно++" : випускна кваліфікаційна робота : 123 "Комп’ютерна інженерія" / В. В. Кислий ; керівник роботи О. В. Красножон ; НУ "Чернігівська політехніка", кафедра інформаційних та комп’ютерних систем. – Чернігів, 2020. – 63 с.
Було виконано реалізацію мобільного додатку. Тема роботи є досить актуальною у зв’язку з потребою та популярністю використання інтернет магазинів у повсякденному житті. Програмний продукт являє собою клієнтський додаток, створений на мові програмування JavaScript використанням системи автоматизованої збірки Gradle на базі програмної платформи Android. Метою роботи є розробка мобільного додатку для взаємодії з користувачами. Для досягнення поставленної мети були сформовані наступні задачі: 1.Проаналізувати технології створення додатків під операційну систему Android. 2.Дослідити методи розробки мобільного додатку. 3.Розробити клієнтський додаток на базі програмної платформи Android. Об’єкт дослідження:взаємодія web-технологій у сфері продажу. Предмет дослідження: мобільний додаток інтернет-магазину “Техно ++”.
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Морозова, В. О. "Розробка АпсІгоігї додатку туристичного гіду «Містами України»." Thesis, Чернігів, 2021. http://ir.stu.cn.ua/123456789/22790.

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Морозова, В. О. Розробка АпсІгоігї додатку туристичного гіду «Містами України» : дипломна робота : 121 - Інженерія програмного забезпечення / В. О. Морозова ; керівник роботи М. М. Войцеховська ; НУ "Чернігівська політехніка", кафедра інформаційних технологій та програмної інженерії. – Чернігів, 2021. – 58 с.
Результатом роботи є реалізація таких можливостей додатку: - перегляд екскурсій по містам; - детальний перегляд обраної екскурсії; - перегляд екскурсії по точках; - перегляд екскурсії на карті; - можливість бронювання екскурсій; - перегляд заброньованої екскурсії. Для користування додатком необхідно мати пристрій з операційною системою Android. Додаток написаний на мові Kotlin, з використанням додаткових бібліотек. Реалізовано в системі Android Studio. В подальшому можливе додання нового функціоналу у вигляді підключення Google Pay.
Bachelor`s qualification work, 84 pages, 17 images, 1 table, 1 appendix, 15 sources. The object for development is Android application tourist guide. The result of the development is the implementation of such features: - view of the city’s tours; - detail view of the current tour; - view of the tour by points; - view of the tour on map; - possibility to book the tour; - view of booked tour. To use the application must have a device with an Android operating system. The application is written in Kotlin using additional libraries. Implemented in Android Studio. In the future it is possible to add new functionality such as Google Pay.
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Giaccari, Marco. "Studio, Realizzazione e Simulazione di SaveMe, un'applicazione Android per il Disaster Recovery." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/8970/.

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Quando avvengono disastri naturali, spesso la copertura dati viene a mancare e le infrastutture o sono danneggiate o sono sovraccariche; in questo modo è difficile comunicare sia da parte delle persone che hanno bisogno di aiuto, sia da parte dei soccorritori che cercano di organizzare i soccorsi. Con questa tesi si è voluto realizzare un'applicazione Android che permetta agli utenti di segnalare il proprio bisogno di aiuto, anche se il device non ha una connessione internet attiva. L'applicazione, sfruttando il Wi-Fi e il Wi-Fi Direct, cercherà di formare una rete di dispositivi, attraverso la quale i messaggi di aiuto degli utenti verranno scambiati tra i device. Questa rete, man mano, si allargherà fino ad arrivare ad includere device che avranno una connessione dati attiva. Questi comunicheranno con il mio server, al quale manderanno tutti i messaggi che gli sono arrivati. I dati del server, ossia i messaggi che sono stati mandati dagli utenti, verranno mostrati sul sito ltw1528.web.cs.unibo.it. Attraverso questo sito, i soccorritori potranno vedere la posizione degli utenti in stato di bisogno, cosicché potranno mandarli un messaggio di soccorso, che si propagherà nella rete formatasi in precedenza, ed organizzare i soccorsi in maniera ottimale. Si è anche voluto fare uno studio simulativo per testare la scalabilità dell'applicazione e per raccogliere dati statistici, quali il delay medio tra l'arrivo del messaggio al device con connessione dati e il tempo in cui è stato creato, l'influenza sulla batteria del numero dei messaggi scambiati e il numero degli host, il delay tra il tempo di invio e il tempo di arrivo nello scambio di messaggi al variare del numero degli host.
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Романова, Дар’я Володимирівна. "Мобільний додаток для планування та контролю процесу лікування пацієнтів ветеринарної клініки." Bachelor's thesis, КПІ ім. Ігоря Сікорського, 2021. https://ela.kpi.ua/handle/123456789/43365.

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Кваліфікаційна робота включає пояснювальну записку (51с., 21 рис., 3 додатки). Об’єкт розробки – мобільний Android-додаток для планування та контролю процесу лікування пацієнтів ветеринарної клініки. Мета проєкту – підвищення ефективності роботи спеціалістів ветеринарної клініки. Розроблений додаток дозволяє: - здійснювати авторизацію спеціалістів ветеринарної клініки з розподілом прав доступу; - створювати і підтримувати медичні картки пацієнтів; - планувати процес лікування пацієнтів; - визначати дозування лікарських препаратів; - контролювати стан пацієнтів за показниками. В процесі розробки використано мова програмування Kotlin, інструменти середовища розробки Android Studio. Для збереження даних використано Firebase Realtime Database. В ході виконання дипломного проєкту: - проведено аналіз існуючих програмних рішень для спеціалістів у галузі ветеринарії; - проведено аналіз засобів створення мобільних Android-додатків; - розроблено мобільний Android-додаток. Використання додатку дозволить підвищити ефективність роботи ветеринарних спеціалістів завдяки покращенню взаємодії між лікарями та оперативному відслідковуванні стану пацієнтів.
Qualification work includes explanation note (51 pages, 21 drawings, 3 attachments). The object of development is mobile Android application for planning and control of the treatment process of veterinary clinic patients. The purpose of project is increasing the work efficiency of veterinary clinic’s specialists. Developed application enables: - to carry out authorization of specialists of veterinary clinic with distribution of access rights; - to create and support medical cards of patients; - to plan patient’s treatment; - to determine the dosage of medical drugs; - to control the condition of patients by indicators. In the development process has been used programming language Kotlin, development environment Android Studio tools. For data saving has been used Firebase Realtime Database. During the development of the diploma project: - the analysis of existing software solutions for specialists in the field of veterinary medicine was carried out; - the analysis of the ways of creating mobile Android applications was carried out; - the mobile Android application was developed. Using of application will allow to increase the work efficiency of veterinary specialists due to improving interaction between doctors and fast monitoring of patients’ condition.
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Books on the topic "Android studio"

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Android studio development. 6th ed. United Kingdom]: eBookFrenzy, 2015.

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Gerber, Adam, and Clifton Craig. Learn Android Studio. Berkeley, CA: Apress, 2015. http://dx.doi.org/10.1007/978-1-4302-6602-0.

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DiMarzio, J. F. Beginning Android® Programming with Android Studio. Indianapolis, Indiana: John Wiley & Sons, Inc., 2016. http://dx.doi.org/10.1002/9781119419334.

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Yener, Murat, and Onur Dundar. Expert Android® Studio. Indianapolis, Indiana: John Wiley & Sons, Inc., 2016. http://dx.doi.org/10.1002/9781119419310.

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Hagos, Ted. Learn Android Studio 3. Berkeley, CA: Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-3156-2.

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Hagos, Ted. Learn Android Studio 4. Berkeley, CA: Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-5937-5.

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DiMarzio, J. F. Android Studio Game Development. Berkeley, CA: Apress, 2015. http://dx.doi.org/10.1007/978-1-4842-1718-4.

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Jackson, Wallace. Android Studio New Media Fundamentals. Berkeley, CA: Apress, 2015. http://dx.doi.org/10.1007/978-1-4842-9867-1.

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Hagos, Ted. Android Studio IDE Quick Reference. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-4953-6.

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Gad, Ahmed Fawzy Mohamed. Building Android Apps in Python Using Kivy with Android Studio. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-5031-0.

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Book chapters on the topic "Android studio"

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Hagos, Ted. "Android Studio." In Learn Android Studio 3, 5–17. Berkeley, CA: Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-3156-2_2.

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Hagos, Ted. "Android Studio." In Learn Android Studio 4, 7–16. Berkeley, CA: Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-5937-5_2.

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Hagos, Ted, Mario Zechner, J. F. DiMarzio, and Robert Green. "Android Studio." In Beginning Android Games Development, 29–44. Berkeley, CA: Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-6121-7_3.

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Gerber, Adam, and Clifton Craig. "Customizing Android Studio." In Learn Android Studio, 431–44. Berkeley, CA: Apress, 2015. http://dx.doi.org/10.1007/978-1-4302-6602-0_16.

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Gerber, Adam, and Clifton Craig. "Navigating Android Studio." In Learn Android Studio, 27–44. Berkeley, CA: Apress, 2015. http://dx.doi.org/10.1007/978-1-4302-6602-0_2.

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Gerber, Adam, and Clifton Craig. "Introducing Android Studio." In Learn Android Studio, 1–26. Berkeley, CA: Apress, 2015. http://dx.doi.org/10.1007/978-1-4302-6602-0_1.

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Hagos, Ted. "Android Studio Profiler." In Android Studio IDE Quick Reference, 73–82. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-4953-6_7.

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Hagos, Ted. "Android Studio IDE." In Learn Android Studio 4, 31–45. Berkeley, CA: Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-5937-5_4.

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Allen, Grant. "Introducing Android Studio." In Android for Absolute Beginners, 13–32. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-6646-5_2.

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Uzayr, Sufyan bin. "Android Studio Basics." In Mastering Android Studio, 85–132. Boca Raton: CRC Press, 2022. http://dx.doi.org/10.1201/9781003229070-3.

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Conference papers on the topic "Android studio"

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Tsai, Yun-Ta, Orazio Gallo, David Pajak, and Kari Pulli. "Mobile visual computing in C++ on Android." In ACM SIGGRAPH 2013 Studio Talks. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2503673.2503696.

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RajaRajeswari, T. S., K. PushpaRani, Nimmy Ann Jose, K. Preethi, T. Naga Santhosh, and V. Akhil Reddy. "E-Library Implementation Using Android Studio." In 2021 6th International Conference on Communication and Electronics Systems (ICCES). IEEE, 2021. http://dx.doi.org/10.1109/icces51350.2021.9489079.

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Allison, Lance A., and Mohammad Muztaba Fuad. "Inter-app communication between Android apps developed in app-inventor and Android studio." In ICSE '16: 38th International Conference on Software Engineering. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2897073.2897117.

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Hata, Masahiro, Masashi Nishimoto, Keiji Nishiyama, Hideyuki Kawabata, and Tetsuo Hironaka. "OSAIFU: A Source Code Factorizer on Android Studio." In 2019 IEEE International Conference on Software Maintenance and Evolution (ICSME). IEEE, 2019. http://dx.doi.org/10.1109/icsme.2019.00074.

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Nazar, Muhammad, and Zulfadli Zulfadli. "Usability testing of chemistry dictionary (ChemDic) developed on Android studio." In 2017 International Conference on Electrical Engineering and Informatics (ICELTICs). IEEE, 2017. http://dx.doi.org/10.1109/iceltics.2017.8253265.

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Mutqiyyah, Rizqi, and Aliv Faizal Muhammad. "Developing mobile app of english pronunciation test using android studio." In 2016 International Electronics Symposium (IES). IEEE, 2016. http://dx.doi.org/10.1109/elecsym.2016.7861055.

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Meng, Xianyong, Kai Qian, Dan Lo, Hossain Shahriar, Md Arabin Islam Talukder, and Prabir Bhattacharya. "Secure Mobile IPC Software Development with Vulnerability Detectors in Android Studio." In 2018 IEEE 42nd Annual Computer Software and Applications Conference (COMPSAC). IEEE, 2018. http://dx.doi.org/10.1109/compsac.2018.00141.

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Sharma, Ravi, Taufique Umar Bux, Bhavya Varshney, and Kartikeya Tomar. "Real-time Student Management Application Using Google Firebase and Android Studio." In 2021 International Conference on Intelligent Technologies (CONIT). IEEE, 2021. http://dx.doi.org/10.1109/conit51480.2021.9498494.

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Nugroho, Kristiawan, Sumardi, Sugeng Murdowo, and Muljono. "Mobile Cloud Learning System Using Laravel Framework and Android Studio Web View." In 2019 International Seminar on Application for Technology of Information and Communication (iSemantic). IEEE, 2019. http://dx.doi.org/10.1109/isemantic.2019.8884275.

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Kamal, Maha, Ayman Abaid, Shamsa Abid, and Shafay Shamail. "FACER-AS: An API Usage-based Code Recommendation Tool for Android Studio." In 2021 IEEE International Conference on Software Maintenance and Evolution (ICSME). IEEE, 2021. http://dx.doi.org/10.1109/icsme52107.2021.00066.

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Reports on the topic "Android studio"

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Kiv, Arnold E., Vladyslav V. Bilous, Dmytro M. Bodnenko, Dmytro V. Horbatovskyi, Oksana S. Lytvyn, and Volodymyr V. Proshkin. The development and use of mobile app AR Physics in physics teaching at the university. [б. в.], July 2021. http://dx.doi.org/10.31812/123456789/4629.

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This paper outlines the importance of using Augmented Reality (AR) in physics education at the university as a valuable tool for visualization and increasing the attention and motivation of students to study, solving educational problems related to future professional activities, improving the interaction of teachers and students. Provided an analysis of the types of AR technology and software for developing AR apps. The sequences of actions for developing the mobile application AR Physics in the study of topics: “Direct electronic current”, “Fundamentals of the theory of electronic circuits”. The software tools for mobile application development (Android Studio, SDK, NDK, Google Sceneform, 3Ds MAX, Core Animation, Asset Media Recorder, Ashampoo Music Studio, Google Translate Plugin) are described. The bank of 3D models of elements of electrical circuits (sources of current, consumers, measuring devices, conductors) is created. Because of the students’ and teachers’ surveys, the advantages and disadvantages of using AR in the teaching process are discussed. Mann-Whitney U-test proved the effectiveness of the use of AR for laboratory works in physics by students majoring in “Mathematics”, “Computer Science”, and “Cybersecurity”.
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Bilous, Vladyslav V., Volodymyr V. Proshkin, and Oksana S. Lytvyn. Development of AR-applications as a promising area of research for students. [б. в.], November 2020. http://dx.doi.org/10.31812/123456789/4409.

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The article substantiates the importance of using augmented reality in the educational process, in particular, in the study of natural and mathematical disciplines. The essence of AR (augmented reality), characteristics of AR hardware and software, directions and advantages of using AR in the educational process are outlined. It has proven that AR is a unique tool that allows educators to teach the new digital generation in a readable, comprehensible, memorable and memorable format, which is the basis for developing a strong interest in learning. Presented the results of the international study on the quality of education PISA (Programme for International Student Assessment) which stimulated the development of the problem of using AR in mathematics teaching. Within the limits of realization of research work of students of the Borys Grinchenko Kyiv University the AR-application on mathematics is developed. To create it used tools: Android Studio, SDK, ARCore, QR Generator, Math pattern. A number of markers of mathematical objects have been developed that correspond to the school mathematics course (topic: “Polyhedra and Functions, their properties and graphs”). The developed AR tools were introduced into the process of teaching students of the specialty “Mathematics”. Prospects of research in development of a technique of training of separate mathematics themes with use of AR have been defined.
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Babkin, Vladyslav V., Viktor V. Sharavara, Volodymyr V. Sharavara, Vladyslav V. Bilous, Andrei V. Voznyak, and Serhiy Ya Kharchenko. Using augmented reality in university education for future IT specialists: educational process and student research work. CEUR Workshop Proceedings, July 2021. http://dx.doi.org/10.31812/123456789/4632.

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The article substantiates the feature of using augmented reality (AR) in university training of future IT specialists in the learning process and in the research work of students. The survey of university teachers analyzed the most popular AR applications for training future IT specialists (AR Ruler, AR Physics, Nicola Tesla, Arloon Geometry, AR Geometry, GeoGebra 3D Graphing Calculator, etc.), disclose the main advantages of the applications. The methodological basis for the implementation of future IT specialists research activities towards the development and use of AR applications is substantiated. The content of the activities of the student’s scientific club “Informatics studios” of Borys Grinchenko Kyiv University is developed. Students as part of the scientific club activity updated the mobile application, and the model bank corresponding to the topics: “Polyhedrons” for 11th grade, as well as “Functions, their properties and graphs” for 10th grade. The expediency of using software tools to develop a mobile application (Android Studio, SDK, NDK, QR Generator, FTDS Dev, Google Sceneform, Poly) is substantiated. The content of the stages of development of a mobile application is presented. As a result of a survey of students and pupils the positive impact of AR on the learning process is established.
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Midak, Lilia Ya, Ivan V. Kravets, Olga V. Kuzyshyn, Jurij D. Pahomov, Victor M. Lutsyshyn, and Aleksandr D. Uchitel. Augmented reality technology within studying natural subjects in primary school. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3746.

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The purpose of the research is creation of mobile app (supported by Android) for visualization of chemical structure of water and to display video- data of laboratory experiments that can be used by the teacher and pupils for an effective background for learning natural cycle subjects and performance of laboratory experiments in the elementary school using lapbook. As a result of work, aimed at visualizing the education material, a free mobile app LiCo.STEM was developed; it can be downloaded from the overall-available resource Google Play Market. Representation of the developed video materials on the mobile gadgets is conducted by “binding” them to individual images- “markers” for every laboratory experiment. Applying such technologies gives an opportunity to establish educational activity, based on interference of adults with children, oriented on interests and abilities of each kid, development of curiosity, cognitive motivation and educational energy; development of imagination, creative initiative, including the speech, ability to chose the materials, types of work, participants of the common activity, promotion of conditions for parents participate in the common study activity.
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Midak, Liliia Ya, Ivan V. Kravets, Olga V. Kuzyshyn, Tetiana V. Kostiuk, Khrystyna V. Buzhdyhan, Victor M. Lutsyshyn, Ivanna O. Hladkoskok, Arnold E. Kiv, and Mariya P. Shyshkina. Augmented reality while studying radiochemistry for the upcoming chemistry teachers. [б. в.], July 2021. http://dx.doi.org/10.31812/123456789/4627.

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The objective of the research is developing a mobile application (on Android) designed to visualize the basic definitions of the discipline “Radiochemistry and radioecology” in 3D. Studying the education material of this discipline (phenomena of radionuclide, radioisotope, the nucleus, the fundamental particle etc and their specifics) requires a more sophisticated explanation from the teacher and dynamic dimensional image from the student. Decent detailed visualization of the study material makes this process easier. So applying the augmented reality is rational for the purpose of visualizing the study material, applying it allows demonstrate 3D-models of the nucleus, the fundamental particles, the nature of radioactive decay, nuclear fission, the specifics of managing the nuclear weapon and the NPS. Involving this instrument of the up-to-date information and communication technologies while studying the new material gives the opportunity to develop and boost the spatial imagination of the students, “to see” the invisible and to understand the received material in a better way, which improves its better memorizing. As far as the augmented reality is one of the most recent new-age education trends, all the teachers are required to have the ability to use it. In this reason the upcoming teachers, the students of the “General Education (Chemistry)” specialty, must be trained with this technology. Within the study process the students have the opportunity to review the positive moments of applying AR from a student’s stand of point and to understand, how to apply similar education tools in the future pedagogic work.
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Midak, Liliia Ya, Ivan V. Kravets, Olga V. Kuzyshyn, Khrystyna V. Berladyniuk, Khrystyna V. Buzhdyhan, Liliia V. Baziuk, and Aleksandr D. Uchitel. Augmented reality in process of studying astronomic concepts in primary school. [б. в.], November 2020. http://dx.doi.org/10.31812/123456789/4411.

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The objective of the research is development a mobile application (on the Android platform) designed for visualization of the Solar System with the AR technology and the alphabet study, applying the astronomic definitions, which can be used by the teacher and the students for an effective training for studying the subjects of the astronomic cycle in primary school. Augmented Reality cards with the images of the Solar System planets and other celestial bodies were developed, as well as the “Space alphabet” was created. In the developed alphabet every letter of the alphabet becomes a certain celestial body or a different astronomic definition. Augmented Reality gives the opportunity to visualize images of the Solar System as much as possible, in other words to convert 2D images into 3D, as well as “make them alive”. Applying this tool of ICT while studying new data gives the ability to develop and improve the pupils’ spatial thinking, “to see” the invisible and to understand the perceived information in a deeper way, which will be beneficial for its better memorizing and development of computer skills. Studying the alphabet in the offered mobile app will definitely help nail the achieved knowledge and get interesting information about celestial bodies that are invisible and superior for kids; to make a journey into the space, prepare a project on “The Space Mysteries” subject; to stimulate the development of curiosity, cognitive motivation and learning activity; the development of imagination, creative initiative, including speaking out.
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