Academic literature on the topic 'Learning App'

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Journal articles on the topic "Learning App"

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Sinha, Aditi. "Online Learning App." International Journal for Research in Applied Science and Engineering Technology 7, no. 4 (2019): 3320–32. http://dx.doi.org/10.22214/ijraset.2019.4558.

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Sigma, Sathyan, and Prasad K. Krishna. "Byju's Learning App in the COVID-19 Outbreak to Analyze Online Education-A Case Study." International Journal of Case Studies in Business, IT, and Education (IJCSBE) 5, no. 2 (2021): 75–86. https://doi.org/10.5281/zenodo.5205305.

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<strong>Background/Purpose:</strong><em> Byju&rsquo;s e-learning App is one of the most used online learning mobile applications in India. Byju&rsquo;s app operations began in 2011. It is launched by two business entrepreneurs Byju Raveendran and Divya Gokulnath. The Company&#39;s head office is in Bengaluru, India. The app slogan is &quot;Fall in love with learning.&rdquo; &nbsp;Byju&#39;s&nbsp;app brings new&nbsp;and innovative trends in education, specifically in online education. In the beginning, the Byju e-Learning app consists of all kinds of students, all state boards in India, especially from grades first to 12th. Furthermore, the app provides unique services to graduates attempting to pass competitive tests like GATE, JEE, NEET, UPSC, and Bank Exams. The application&#39;s main segment is to provide an electronic learning platform with numerous examples to improve students&#39;&nbsp;concentration. It is Indian&#39;s fastest electronics app, focused only on learning the concept by various methods and through various animated videos, more straightforward and effective, where to get the best outcome in learning mathematics and science subjects. </em> <strong>Objective: </strong><em>In this paper, we analyze Byju&#39;s app&#39;s influence on students during the COVID-19 pandemic, and to know whether its subscription increased or not in the Covid 19 outbreak. This paper also analyzes how e-learning apps can focus on enhancing the experience of students and helping to improve customer focusing and subscription rate.</em> <strong>Design/Methodology/Approach:</strong><em> A survey is conducted in a semi-urban area to analyze different aspects related to online education through Byju&rsquo;s app during COVID 19 pandemic. In addition, analyze the information collected from the survey and from various scholarly articles and by using the SWOT analysis framework. </em> <strong>Findings/Results:</strong><em> During the COVID-19 pandemic, for online education, Byju&#39;s app stands as a leading online education brand, with 85% of parents subscribed to this mobile application for their child&#39;s education. So, coronavirus crisis helped Byju&rsquo;s app to become a leader in online education providers in India.</em> <strong>Conclusion:</strong><em> From the conducted survey-increased subscription rate of the app was seen and noticed that customers are loyal to Byju&rsquo;s App. Also, it is found that most of the students in the semi-urban area use Byju&#39;s app for their studies during the Covid 19 pandemic. By SWOT analysis, we have given some suggestions that can be added to Byju&#39;s Learning App as a business strategy.</em> <strong>Paper Type: </strong><em>Case study-based Research Analysis</em>
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Bele, Aditya, Piyush Shende, Kalyani Ghogare, Rahul Bawane, and Tushar Boyer. "Excel Guide and Learning App." International Journal for Research in Applied Science and Engineering Technology 10, no. 5 (2022): 141–46. http://dx.doi.org/10.22214/ijraset.2022.42076.

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Abstract: A application has been developed to assist students in understanding the working of Microsoft excel. The working of Microsoft excel is necessary element that students need to understand before they can solve problems such as calculations, table creation, data entry, giving presentations, accounting etc. This application will help students to learn basic functions of Microsoft excel. This app contains images, definitions, tips, suggestions and methods of how every functions of Microsoft excel is been used along with examples. Another feature of this application is that is could be further developed to enhance the user experiences and comfort. Developed application will focus on bug repairing, working on no internet connection, fast performance, mobile and desktop compatibility. The application is written in java language and html using the Android studio. The data required for developing this program are stored in Android studio. This program receives a positive feedback based on a perception survey on 10 students. Keywords: guide, application, learning, mentor
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Harries, Judith. "An app-titude for learning." Early Years Educator 19, no. 12 (2018): xiv—xvi. http://dx.doi.org/10.12968/eyed.2018.19.12.xiv.

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Rockahr, Philipp, Joachim Griesbaum, and Thomas Mandl. "Mobile e-Learning App Economy." International Journal of Information and Education Technology 8, no. 4 (2018): 267–72. http://dx.doi.org/10.18178/ijiet.2018.8.4.1046.

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Truong, Michael H. "18: MOBILE APP LEARNING LOUNGE." To Improve the Academy 32, no. 1 (2013): 301–15. http://dx.doi.org/10.1002/j.2334-4822.2013.tb00712.x.

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Kapoor, Anikait, Debavushan Saikia, Prabhgun Kaur Khurana, and Ishaan Dhawan. "Smart Learning App For Coding." International Journal of Research in Science and Technology 15, no. 2 (2025): 7–18. https://doi.org/10.37648/ijrst.v15i02.002.

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With smart learning apps for encryption, progressive development of programming documents includes lessons in the field of programming documents. False Comfortable standard methods such as MOO and special data requirements, combining processes such as Intelligence (AI), code organization, and flexible learning frames. This is a high consideration for explaining the process and explaining the problem to solve the problem, and a discussion to criticize reality and AI proposals. This overview of various cases relating to how this experienced learning application is related to the obligation to create newborn lessons and progressive applications. In fact, issues like information security and content coordination should always be kept intelligent. The company shows that these devices are undoubtedly taking part in normalizing encryption times, allowing the second professional to take innovative steps in the progressive future.
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Samuel, Arthur G., and Tanya Kraljic. "Perceptual learning for speech." Attention, Perception, & Psychophysics 71, no. 6 (2009): 1207–18. http://dx.doi.org/10.3758/app.71.6.1207.

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Winda Purnama Sari and Dwi Indra Aprilliandari. "The Development of PBL Integrated Bioenvironmentalscience App (BES App) for Environmental Learning." BIOEDUSCIENCE 5, no. 3 (2021): 264–71. http://dx.doi.org/10.22236/j.bes/537799.

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Background: Biology learning under the Covid-19 pandemic aimed to enhance educators' pedagogical competence by improving thinking abilities and producing results. One of the innovations intended to facilitate environmental learning is the BioEnviroScience App (BES App) for learning environmental science materials, specifically in the sub-environmental changes that occurred in the Province of the Bangka Belitung Islands. This media is integrated with Problem Based Learning (PBL) characteristics to guide the learning, allowing students to obtain learning experiences and make learning meaningful. Methods: This development design uses D&amp;DR, which consists of six stages: 1) identifying the problem, 2) describing the objectives, 3) designing and developing the artifact, 4) testing the artifact, 5) evaluating testing results, and 6) communicating the testing findings. The feasibility test of the produced medium comprises a material, biological, and media specialists and is supported by peer review. A questionnaire was used to obtain data, which was examined quantitatively. Results: The material aspect of the feasibility test received 91.08% in the excellent category, the learning aspect of biology received 85.03% in the excellent category, and the media aspect received 89.08% in the excellent category. Conclusion: BES App deserves to be implemented on a large scale in several high schools in Pangkalpinang City.
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Vandist, Katleen, Maarten De Schryver, and Yves Rosseel. "Semisupervised category learning: The impact of feedback in learning the information-integration task." Attention, Perception, & Psychophysics 71, no. 2 (2009): 328–41. http://dx.doi.org/10.3758/app.71.2.328.

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Dissertations / Theses on the topic "Learning App"

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Ricchello, Alessandro. "Gamification e micro-learning in app per l'apprendimento della matematica." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/8234/.

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Tibyampansha, Dativa [Verfasser]. "LEARNING WITH SMARTPHONES: Case study of learning drug prescribing using the PharmaFrog app / Dativa Tibyampansha." Mainz : Universitätsbibliothek der Johannes Gutenberg-Universität Mainz, 2020. http://d-nb.info/1224895975/34.

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Pamidi, Swathi. "Development of an iOS App for Learning Intonation of Wind Instruments." Wright State University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=wright1527083617720508.

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Tang, Lynda (Lynda Y. ). "Constrained sets : the effects of multi-layered environments in learning app inventor." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119707.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2018.<br>This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.<br>Cataloged from student-submitted PDF version of thesis.<br>Includes bibliographical references (pages 75-76).<br>MIT App Inventor is a mobile application development platform that seeks to democratize the construction of mobile apps by making app development accessible to people with little to no experience with script-based programming. It uses block-based programming to introduce and teach programming concepts to its users. Users drag and drop functional and visual components onto their planned app in the screen editor, and construct the logic behind those components by using blocks in the block editor. In this thesis, we design and implement Constrained Sets, a system that allows instructors and developers to allow access to only a subset of App Inventor functionality by hiding component and block access. This system allows for the construction of multi-layered interfaces, which we then use to conduct an experiment that explores how novice App Inventor users learn App Inventor in different interface environments. Furthermore, we discuss and test the possibility of using a React based implementation of the App Inventor designer, and what implications that may have on creating more flexible user interfaces.<br>by Lynda Tang.<br>M. Eng.
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Nelson, Lars. "App based ski management with performance predictions." Thesis, Mittuniversitetet, Institutionen för data- och systemvetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-37949.

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This report aims to solve a problem for the   waxers in the Swedish National Cross-country Ski Team, which hereafter will   be referred to as the national team. The problem in hand is that currently,   the national team lacks a system for book-keeping of ski pairs and ski tests.   Also, the project intends to provide a tool for predicting the best ski pairs   in given conditions. The report describes cross-country skis and factors that   affect the performance of these skis. Moreover, this report presents the   testing procedure of the national team. The project provides a solution to   the problem in hand by developing a web service based on Django and Django   REST Framework and an iOS application to handle the user interaction. The app   was tested and approved by the waxers of the national team. To predict the   best performing skis in given conditions, the three Machine Learning   algorithms Support Vector Machine (SVM), Decision Tree, and Artificial Neural   Network (ANN) is implemented and evaluated. Experimental results indicate   that the ANN algorithm has better accuracy than the Decision Tree, and that   the SVM algorithms and that the SVM was performing slightly worse than the   other two, when applied on test data which is artificially generated based on   the experience of the national team. All three Machine Learning algorithms   perform better in terms of mean accuracy which is significantly higher   compared to the accuracy of a baseline algorithm. The report suggests that   the accuracy of the ANN algorithm is high enough to be useful for the   national team.
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Kulkarni, Keyur. "Android Malware Detection through Permission and App Component Analysis using Machine Learning Algorithms." University of Toledo / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1525454213460236.

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Camacho, Herrero Sonia. "Gamified Learning of Software Tool Functionality : Design and implementation of an interactive in-app learning interface for complex software." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-255004.

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Almost every application or platform that is developed nowadays includes a user onboarding experience. Onboarding is a process that starts the moment users enter an application and it aims to show the benefits of using the application, teach how the functionality works and motivate users to return. When the target application is considered a complex software, the teaching methodology needs to be carefully studied and designed. Through the example of a complex project management software, this master thesis aims to develop an in-app teaching interface that allows the users to understand the different functionalities and improve their work performance in a complex application. In this work, we developed an integrated learning platform as a result of methodical research-oriented design processes. The outcome of the research is a modular onboarding experience called the Learning Center. It includes a collection of courses based on video tutorials and interactive guided tours. Gamification elements such as progress bars and checklists are included as a way to engage users and encourage them to complete the courses. User tests showed an improvement in functionality understanding and a reduction in error rates. The Learning Center was considered useful and adequately approached. Future research includes making the appropriate learning material directly available from each software feature.<br>Nästan alla applikationer eller plattformar som är utvecklade idag har en “user onboarding experience”. “Onboarding” är en process som börjar när en användare startar en applikation. Processen ämnar visa fördelar med att använda applikationen, lära användaren funktioner och att motivera vidare användning. När applikationer uppfattas som komplexa behövs noggrann studie och design av potentiella lärometoder. Genom en komplex projektledningsapplikation ämnar detta masterarbete utveckla en “in-app” utbildningsgränssnitt som möjliggör det för användare att förstå diverse funktioner och förbättra deras arbetsprestation i en komplex applikation. I detta arbete utvecklade vi en integrerad utbildningsplattform som ett resultat av metodiska forskningsorienterade designprocesser. Resultatet av forskningen är en modulär “onboarding experience” kallad “the Learning Center”. Den innehåller en uppsättning kurser baserade på videohandledning och interaktiva guidade rundturer. Spelifieringselement så som framstegsmätare och checklistor är inkluderade som ett sätt för att engagera och uppmuntra de att fullfölja kurser. Användare visade en förbättring i förståelsen av funktionalitet och en minskning i antal fel. “The Learning Center” sågs som användbart och adekvat bemött. Framtida forskning bör göra passande läromaterial direkt tillgänglig från varje mjukvarufunktion.
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Alimadi, Azhar, and Alexander Chamma. "App eller papp? : En studie om hur Matteappen påverkar elevernas motivation." Thesis, Högskolan i Halmstad, Akademin för lärande, humaniora och samhälle, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-38867.

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I det här examensarbetet kommer vi att synliggöra hur användning av Matteappen påverkar elevernas motivation i matteundervisning på högstadiet. Syftet med arbetet är att undersöka hur mycket traditionell undervisning skiljer sig från undervisning som använder Matteappen samt vilken inställning elever har till Matteappen. Vi har besökt skolor och genomfört en rad enkäter, fokusgruppsamtal och undersökningar för att få data som möter syftet. Vi har tagit del av tidigare forskningar kring hur digitaliseringen kan påverka elevernas resultat och inställningar till ett visst ämne. Enkäterna visar en stor variation över vilken typ av läromedel som eleverna tycker är bäst för dem. Majoriteten av elever anser fortfarande att det är bäst att jobba med matteboken eller blandat med Matteappen. Vår undersökning pekar inte på några större skillnader mellan de olika arbetssätten. Gruppsamtalen har gett oss svar på elevernas inställningar till Matteappen och i vilka sammanhang de tycker det lämpar sig bäst att jobba med de olika läromedlen. De resultat vi har kommit fram till pekar på att Matteappen i sig är ett bra verktyg med mycket potential och möjligheter. Den är under utveckling och i nuläget fungerar den mer som en mattebok fast på en iPad. Vår slutsats är att innehållet i appen inte erbjuder mycket nytt för att eleverna ska jobba bättre eller bli mer motiverade, det är snarare de alternativa tjänster som ett digitalt läromedel erbjuder som gör appen attraktiv.
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Cruz, Renata de Fátima Santana. "APP MIX GAME : ferramenta educacional para adolescentes com deficiência intelectual /." Bauru, 2020. http://hdl.handle.net/11449/192242.

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Orientador: Eliana Marques Zanata<br>Resumo: O presente trabalho teve por objetivo desenvolver e avaliar a usabilidade um aplicativo no formato de jogo, como uma ferramenta de apoio para a aprendizagem, tendo como público-alvo adolescentes com deficiência intelectual, cursando do sexto ano do ensino fundamental a terceira série do ensino médio, que recebem atendimento educacional especializado. Foram conduzidos dois estudos, o primeiro sendo o desenvolvimento do aplicativo – Mix Games e o segundo a aplicação do produto educacional desenvolvido e a avaliação da execução e usabilidade do mesmo. O app Mix Game foi desenvolvido para dispositivos móveis que utilizam o sistema Android, visto que 65% dos participantes da pesquisa tem celular ou tablet e 30% utiliza de algum familiar ou amigo. Para a avaliação da usabilidade do produto foram utilizados como instrumento de avaliação dois diferentes questionários do System Usability Scale (SUS), um modelo para professores e outro modelo adaptado para alunos com perguntas sobre o jogo e a escala Likert adaptada com a utilização de emotions para sua classificação. Pudemos verificar que tanto alunos quanto os professores consideraram o aplicativo aprovado quanto a execução e usabilidade do produto.<br>Abstract: This work aimed to develop an application in the game format, as a support tool for the learning of students with intellectual disabilities, targeting adolescent students with intellectual disabilities, from the sixth grade of elementary school to the third grade of education medium, who receive specialized educational assistance. We conducted two studies, the first being the development of the application - Mix Games and the second the application of the developed educational product and the evaluation of its execution and usability. The Mix Game app was developed for mobile devices that use the Android system, since 65% of the survey participants have a cell phone or tablet and 30% use a family member or friend. To evaluate the usability of the product, two different questionnaires of the System Usability Scale (SUS) were used as an assessment tool, a model for teachers and another model for students adapted with simple and clear questions about the game and the Likert scale adapted with the use of emotions for your rating. We were able to verify that both students and teachers considered the application approved as the execution and usability of the product.<br>Mestre
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Simsek, Orhan. "Use of a Game-Based App as a Learning Tool for Students with Mathematics Learning Disabilities to Increase Fraction Knowledge/Skill." Scholar Commons, 2016. http://scholarcommons.usf.edu/etd/6390.

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The aim of this study was to investigate the effectiveness of a game-based app (Motion Math: Fraction) to help students with Mathematics Learning Disabilities (MLD) to gain fraction skills including comparison, estimation, and word problem solving in an after school program. The researcher used multiple baseline design by extending with follow-up phase to determine whether students retained the knowledge they learned while engaging with the app. Even though six students participated to the study, the researcher withdrew two of them and analyzed data came from four students. The result o the study showed that all of the students improved their fractions skills after engaging with Motion Math: Fraction and maintained the knowledge after no longer playing. The researcher presented recommendations for further studies, for implementation into classroom, and recommend for app developers to increase app efficiency for students who have different learning profiles, and needs variety learning materials while learning the content matters.
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Books on the topic "Learning App"

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Llonch Molina, Nayra, 1981- editor, ed. App, arqueologia & m-learning: Reconstruir, restituir, interpretar i avaluar app. Rafael Dalmau, Editor, 2018.

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Cahyono, Adi Nur. Learning Mathematics in a Mobile App-Supported Math Trail Environment. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-93245-3.

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Wegenstein, Karin, and Melanie Hense. Using a Sequential Exploratory Design: Acquired Learning from the Development of a Smartphone-App for Individual Work Time Management. SAGE Publications Ltd, 2024. http://dx.doi.org/10.4135/9781529685596.

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Mazur, James E. Learning & Behavior. Routledge, 2016. http://dx.doi.org/10.4324/9781315450285.

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A, Mason James. Learning APL: An array processing language. Harper & Row, 1986.

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Li, Mang, and Yong Zhao, eds. Exploring Learning & Teaching in Higher Education. Springer Berlin Heidelberg, 2015. http://dx.doi.org/10.1007/978-3-642-55352-3.

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Rothwell, William J., Sandra L. Williams, and Aileen G. Zaballero. Increasing Learning & Development's Impact through Accreditation. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-14004-5.

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Maina, Marcelo, Brock Craft, and Yishay Mor, eds. The Art & Science of Learning Design. SensePublishers, 2015. http://dx.doi.org/10.1007/978-94-6300-103-8.

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Purewal, Semmy. Learning Web App Development. O'Reilly Media, Incorporated, 2014.

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Oven, Peter von. Learning Vmware App Volumes. Packt Publishing, Limited, 2016.

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Book chapters on the topic "Learning App"

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Rennie, Frank, and Keith Smyth. "App." In Digital Learning: The Key Concepts, 2nd ed. Routledge, 2019. http://dx.doi.org/10.4324/9780429425240-9.

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Bhat, Spurthi S., and Milind V. Kulkarni. "Online Learning App." In Information and Communication Technology for Competitive Strategies (ICTCS 2021). Springer Nature Singapore, 2022. http://dx.doi.org/10.1007/978-981-19-0098-3_10.

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Rennie, Frank, and Keith Smyth. "Killer app." In Digital Learning: The Key Concepts, 2nd ed. Routledge, 2019. http://dx.doi.org/10.4324/9780429425240-114.

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El-Amir, Hisham, and Mahmoud Hamdy. "Build Your First Toy TensorFlow app." In Deep Learning Pipeline. Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-5349-6_4.

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Auger, Tom, and Emma Saroyan. "Building a Language Learning App." In Generative AI for Web Development. Apress, 2024. http://dx.doi.org/10.1007/979-8-8688-0885-2_9.

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Nacke, Ralf, and Reiner Neumann. "Killer app oder Hype? E-Learning im Überblick." In Corporate E-Learning. Gabler Verlag, 2002. http://dx.doi.org/10.1007/978-3-322-82377-9_1.

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Diano, Federico, Fabrizio Ferrara, Alessia Rosa, and Michela Ponticorvo. "Diligo 2.0: A Pilot Study for the Use of a Mobile App to Assess School Readiness." In Psychology, Learning, Technology. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-15845-2_6.

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AbstractDiligo 2.0 is a mobile app designed as a serious game to assess spatial and numerical cognition as key elements of the school readiness concept in association with a preference for slow and fast thinking strategies. School readiness is a key concept for the future development of cognitive and emotional abilities of children, and it is highly correlated with academic success. The app is also focused on evaluating a preference for slow or fast thinking activities. The Diligo 2.0 app has been developed for Android platform and has been distributed in two Italian schools as a pilot study with 44 children. Usage data have been collected and are discussed in this paper to show possible directions for this kind of digital tool both for assessment and for training children's abilities.
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Dong, Christopher, and Xing Liu. "A Mobile App for Learning Japanese." In Knowledge Sharing through Technology. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-45272-7_15.

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Hassan, Eddy Hasrul, and Budi Aslinie Md Sabri. "Smoking Cessation: Learning Through App Development." In Envisioning the Future of Online Learning. Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-10-0954-9_32.

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Ramos-Galarza, Carlos, Mónica Acosta-Rodas, Mónica Bolaños-Pasquel, and Jorge Cruz-Cárdenas. "Mobile App for Psycho-Statistics Learning." In Advances in Intelligent Systems and Computing. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-50896-8_26.

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Conference papers on the topic "Learning App"

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Rathod, Harsh, Navaneeth Shivananjappa, and Reiner M. Creutzburg. "Web app security: methodology for evaluating web application penetration testing tools." In Multimodal Image Exploitation and Learning 2025, edited by Sos S. Agaian, Stephen P. DelMarco, and Vijayan K. Asari. SPIE, 2025. https://doi.org/10.1117/12.3054798.

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Hu, Bowen, Ziyi Yu, Yadong Zhou, et al. "A Positive-Unlabeled Learning Approach for Detecting Malicious In-app Purchases on the App Store." In 2024 IEEE 20th International Conference on Automation Science and Engineering (CASE). IEEE, 2024. http://dx.doi.org/10.1109/case59546.2024.10711841.

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T, Nithya Shree, and A. Grace Selvarani. "Mobile Marker-Based AR Children App for Learning Map." In 2024 7th International Conference on Circuit Power and Computing Technologies (ICCPCT). IEEE, 2024. http://dx.doi.org/10.1109/iccpct61902.2024.10673133.

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Hickey, Timothy, and Ella Tuson. "The Mastery Learning App." In SIGCSE TS 2025: The 56th ACM Technical Symposium on Computer Science Education. ACM, 2025. https://doi.org/10.1145/3641555.3705053.

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Kapoor, Deepa, and Ruchi Jain. "ONLINE & APP BASED LEARNING: MAKING INDIAN STUDENTS FUTURE READY." In 11th International Conference on Education and New Learning Technologies. IATED, 2019. http://dx.doi.org/10.21125/edulearn.2019.2390.

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Majano, Paulo. "Light &amp; Shadow App: A photo lighting workshop in Augmented Reality." In 8th International Conference of the Immersive Learning Research Network. The Immersive Learning Research Network, 2022. http://dx.doi.org/10.56198/a6pfyby30.

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Sun, Bo, Richard Igbiriki, Perewari Pere, and April Edwards. "Kizzle- an app for learning." In 2016 International Conference on Interactive Mobile Communication, Technologies and Learning (IMCL). IEEE, 2016. http://dx.doi.org/10.1109/imctl.2016.7753765.

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Knoll, Mathias. "LEARNING “WEB-APP-ASSISTED” INFORMATICS." In International Technology, Education and Development Conference. IATED, 2016. http://dx.doi.org/10.21125/iceri.2016.0277.

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Adamu, Muhammad Sadi. "Developing a Mobile Learning App." In AfriCHI'16: African Conference for Human Computer Interaction. ACM, 2016. http://dx.doi.org/10.1145/2998581.2998602.

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Boltasseva, Alexandra, Vladimir M. Shalaev, and Blake Wilson. "Machine learning for photonics." In Active Photonic Platforms (APP) 2022, edited by Ganapathi S. Subramania and Stavroula Foteinopoulou. SPIE, 2022. http://dx.doi.org/10.1117/12.2633108.

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Reports on the topic "Learning App"

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Wang, Yixuan. Federated Learning User Friendly Web App. Iowa State University, 2023. http://dx.doi.org/10.31274/cc-20240624-720.

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Leones, Tiffany, Danae Kamdar, Kayla Huynh, Melissa Gedney, and Ximena Dominguez. Splash and Bubbles for Parents App: Station Study Report. Digital Promise, 2021. http://dx.doi.org/10.51388/20.500.12265/120.

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This report, prepared for The Jim Henson Company, shares findings of a sub-study investigating the types of support parents and caregivers need when navigating and using the second-screen Splash and Bubbles for Parents app. This study originated from a prior field study finding indicating families would benefit from support around the app since it represents a new kind of digital tool. In partnership with local Public Broadcasting Service (PBS) stations, we provided parents and caregivers more detailed support around the features of the app. Based on survey and interview findings, parents and caregivers found the app helpful for supporting their children’s science learning, thus validating the field study findings. We also found that all sections of the app were used and could help promote conversations between parent/caregiver and child. Moreover, families expressed choosing to use a specific app section when they felt it was more relevant or developmentally appropriate for their child.
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Dominguez, Ximena, Elizabeth Rood, Danae Kamdar, Tiffany Leones, and Kayla Huynh. Splash and Bubbles for Parents App: Field Study Report. Digital Promise, 2021. http://dx.doi.org/10.51388/20.500.12265/119.

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This report prepared for The Jim Henson Company shares findings of a field study examining the promise of the Splash and Bubbles for Parents app, a second-screen digital resource designed for parents and caregivers to support young children’s learning of ocean science. The study conducted in 2020 involved a two-group, quasi-experimental design in which family participants were randomly assigned to either the intervention condition (who watched the show and used the app) or the comparison condition (who watched the show but did not have access to the app). Findings from this study provided information about how the app supported families to talk about science together; what science concepts and practices children learned through engaging with the app and related science activities; and how families shifted their attitudes, beliefs, or practices around science and media. Another finding highlighted parents and caregivers’ need for support around ways to engage with and use the app given that this represents a new type of digital tool.
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Estrella, Tony, Carla Alfonso, Lluis Capdevila, and Josep-Maria Losilla. Machine learning for the analysis of healthy lifestyle data: a scoping review protocol. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2023. http://dx.doi.org/10.37766/inplasy2023.3.0065.

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Review question / Objective: The objective of this scoping review is to identify and characterize machine learning algorithms used in data analysis of healthy lifestyle. The specific objectives are the study of a) terminology, b) healthy lifestyle variables analysed either input or output, c) programs and libraries used to analyse data, and d) sources, types, and quality of data analysed. Eligibility criteria: In this scoping review the inclusion criteria from studies that provide empirical information are as follows: a) studies must use machine learning models either supervised or unsupervised learning to analyses lifestyle data (input or output), b) studies must use real data from individuals for analysis, and c) the language of the studies must be English or Spanish. Furthermore, theorical studies focusing on a) the mathematical approach to explain algorithm construction, and b) guidelines for implementing the use of machine learning in the field of health will be excluded. Additionally, studies with simulated data and those aiming to develop a robot or app based on machine learning will be excluded. Regarding lifestyle, studies whose main topic is substance use, such as alcohol intake, or those related to smoking cessation will be manually excluded.
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Cheng, DingXin. Development of the Roadway Pothole Management Program. Mineta Transportation Institute, 2024. http://dx.doi.org/10.31979/mti.2024.2306.

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Addressing the issue of potholes is a primary concern for maintaining urban infrastructure. The research team has developed a prototype pothole management program. The program includes a mobile application and two machine learning models. The mobile app enables users to upload images of potholes, report relevant information, and provide driving directions to the pothole location. With the help of this application, the user can seamlessly capture images of the potholes, record pertinent information, and submit the data for necessary action. The mobile application is an essential tool in the Pothole Management Program (PMP), as it enhances the program's efficiency, effectiveness, and user experience. The program utilizes two machine learning models. The first model, Visual Geometry Group (VGG16), uses deep learning neural network technology to classify potholes with over 90% accuracy. The second machine learning model, You Only Look Once (YOLO), has been designed to detect and accurately mark potholes on submitted photos. Overall, this innovative pothole management program offers a comprehensive solution to help address the critical issue of potholes in urban areas.
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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.], 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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Tare, Medha, Alison R. Shell, and Jessica Jackson. Shifting Mindsets: Designing Lessons for Learner Variability. Digital Promise, 2022. http://dx.doi.org/10.51388/20.500.12265/157.

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Classrooms nationwide welcome a diverse group of learners. A goal, and an achievable one, is to recognize this unique diversity on a whole child spectrum and to strive to customize learning to meet individual needs. Critical to this process is for teachers to have at hand research that connects factors of learning in a holistic way. It is equally important to provide research-based strategies that teachers can use to embrace differences and provide pathways to robust learning for each student. With these considerations in mind, the Learner Variability Project (LVP) engaged in a partnership with the national nonprofit DonorsChoose to discover if teachers across the country could use the Learner Variability Navigator (LVN) to find and put in place research-based strategies that address the whole learner. The LVN is a free and open-source web app that curates research to provide factors of learning and affiliated strategies on a whole child framework. The pilot study found that even brief use of LVN encouraged teachers to reflect on the research-based strategies they already use and explore new strategies that support their students’ diverse experiences and needs.
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Qamer, Faisal M., Sravan Shrestha, Kiran Shakya, et al. Operational in-season rice area estimation through Earth observation data in Nepal - working paper. International Centre for Integrated Mountain Development (ICIMOD), 2023. http://dx.doi.org/10.53055/icimod.1017.

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In an effort to adopt emerging technologies in food security assessment through a codevelopment approach, the Government of Nepal’s Ministry of Agriculture and Livestock Development (MoALD) and the International Centre for Integrated Mountain Development’s (ICIMOD) SERVIR-HKH Initiative undertook a pilot study in Chitwan District in 2019 to jointly develop methods for satellite remote sensing and machine learning-based in-season crop assessment. MoALD experts and relevant stakeholders thoroughly reviewed the approach before the honourable minister approved it for formal use in the national-level assessment for 2020 and onwards. For wider adoption of the advanced data science methods established in the pilot study, we customised the technology by developing a digital suite of software, including GeoFairy (a mobile app to facilitate field data collection by field extension professionals at the district level) and RiceMapEngine (a simplified platform for machine learning-based crop classification to facilitate crop area map production by MoALD’s GIS Section). In the current federal governance structure of Nepal, high-quality crop maps and yield estimates will not only bridge information needs among the federal and subnational institutions but also provide a means for consistent cross-country crop status assessments and communication.
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Kharchenko, Yuliya V., Olena M. Babenko, and Arnold E. Kiv. Using Blippar to create augmented reality in chemistry education. CEUR Workshop Proceedings, 2021. http://dx.doi.org/10.31812/123456789/4630.

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This paper presents an analysis of the possibilities and advantages of augmented reality technologies and their implementation in training of future Chemistry and Biology teachers. The study revealed that the use of augmented reality technologies in education creates a number of advantages, such as: visualization of educational material; interesting and attractive learning process; increasing student motivation to study and others. Several augmented reality applications were analyzed. The Blippar app has been determined to have great benefits: it’s free; the interface is simple and user-friendly; the possibility of using different file types; the possibility of combining a large amount of information and logically structuring it; loading different types of information: video, images, 3D models, links to sites, etc. Thus, convenient interactive projects were developed using the Blippar application, which were called study guide with AR elements, and implemented in teaching chemical disciplines such as Laboratory Chemical Practice and Organic Chemistry. Using such study guide with AR elements during classes in a real chemical laboratory is safe and does not require expensive glassware. The student interviews revealed that the use of the Blippar application facilitated new material understanding, saved time needed to learn material, and was an effective addition to real-life learning.
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Midak, Liliia Ya, Ivan V. Kravets, Olga V. Kuzyshyn, et al. Augmented reality in process of studying astronomic concepts in primary school. [б. в.], 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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