DESIGN AND IMPLEMENTATION OF A MATH TEACHING APPLICATION

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DESIGN AND IMPLEMENTATION OF A MATH TEACHING APPLICATION

ABSTRACT

 

In today’s time the young masses, mostly junior students find it difficult to understand or comprehend what they are being taught and this can be due to the lack of interest or the poor methods being carried out to teach said students. This application faces that obstacle head on by providing a platform where they can improve their skills and basic understanding in mathematics and allow for further improvement for both them and the development of the application with the progression of time. This is done with the aid of a collect view of the target audience allowing for the integration of imagination and a splash of creativity with a side of logical tasking to keep the young minds active and having fun in the process, upon completion of the tasks at hand they will be granted a score that indicates how well or how poor they performed indicating to try harder next time. With all the tasks and tutorials being available which are in video format, they are provided with an auth factor that allows the users to register and login being able to get email updates based on the app. All the features provided within the app is set to make sure the user is corresponding and adapting along the way with the tools provided.

CHAPTER 1: INTRODUCTION

        1.1     Overview

Many individuals are not motivated to take part in learning or showing interest in most academic works such as subjects like mathematics. The purpose of my project is to impact and encourage the learning of mathematics in a more fun and interactive way, this of course is aimed at the younger audience/students allowing them to brush up on their skills and allowing for a better understanding of what they are dealing with which are mathematical operations. This chapter gives the reader a quick overview of the project, including what it comprises, why it's being done, and what it hopes to accomplish when it's finished.

        1.2     Background and Motivation

The reason behind such an idea for this work is due to the lack of interest in understanding the teachings of math because it was provided in a way it lacked creativity and tended to be boring. Providing the opportunity to learn in a different environment (Murphy, Walker and Webb, 2001) In the observation of past experiences carried out, it would be better to share a more efficient way of understanding without the worry of back tracking, allowing one to move at their own pace and not slowing down others as If it were to be in a classroom leading to maximum efficiency and vast learning to the users of the application proving the basics such as (addition, subtraction, multiplication and division).

 

 

        1.3     Statement of the Problem

Due to the lack of interest shown in math learners, there needs to be a solution to make children open minded to the concept of learning and some schools or teachers barely have the time to spare for just a single student lacking behind or being too slow to keep up. This would be vital to speed things up and allowing them to be aware of what is going on in time to catch up if not go beyond their level of understanding.

 

        1.4     Aim and Objectives

The intended system to solve the aforementioned problem is a mobile application (developed with android studio) which employs a tutorial and question system to actively engage the student’s enrolled in and provide the tools needed. The application will also have an eye-catching user interface to reel in and drag the attention of the Users, adding that splash of colour and creativity to their experience.

Aim and objectives of the system:

  • The application is to aid children to carry out operations such as addition, subtraction, multiplication and division.
  • It is to allow for recurrence and necessary back tracking for improvement.

 

        1.5     Significance of the Project

The educational sector will profit from the successful development and implementation of this application. The research undertaken on this problem domain will help to bridge the gap between students and the educational process in general.

 

 

        1.6     Project Risks Assessment

RISKS

Inability to carry out research due to loss of

hardware/software resources

Be aware of and observe school IT security procedures

 

Secure Android mobile phone when not in use.

 

Loss of work due to equipment failure /loss

 

Daily Backup of data to multiple sources of storage such as flash drives, hard drives, google drive, etc.

for multiplicity

Software                   availability

(Unavailability of API’s)

Alternative API’s will be checked for.  Software requirements will be identified in good time for possible contentious software.

 

 

 

        1.7     Scope/Project Organization

The Scope of the project is concerned with the development of the educational sector with the aid of teaching tools such as this app to provide the necessities and basics for children to understand and comprehend mathematical logic.

DESIGN AND IMPLEMENTATION OF A MATH TEACHING APPLICATION

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