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040 _bEnglish.
_cCvSU-CCAT Campus Library.
_erda.
050 _aUM QA 76.59
_bAn66 2016
100 _aAñoza, Paulo P., author.
_913080
245 _aDevelopment of Space Figure 3D : a mobile application about space figures with augmented reality /
_cPaulo P. Añoza, Candido T. Borgonia III, and Nolie B. Majerano, Jr.
260 _aRosario, Cavite :
_bCavite State University-CCAT Campus,
_c2016.
300 _axv, 111 leaves :
_billustrations ;
_c28 cm
500 _aA Design Project (BSCS) -- Cavite State University-CCAT Campus, 2016.
504 _aIncludes bibliographical references and appendices.
520 _aMobile applications are computer programs that are designed to run on mobile devices such as smart phones and tablet computers. These applications are considered as one of the most important apps today. The probability of these apps helps people to do tasks after and hassle free. Mobile applications are widely used in business, but these days, these applications are also used in educational purposes, helping educators improve their quality of teaching through the use of learning apps. A space figure or three-dimensional figure has depth in addition to width and height. Some common simple space figures include cubes, spheres, cylinders, prisms, cones, and pyramids. Space figures are introduced and being taught in geometry class. Nowadays, students are exposed in using mobile devices such as android phones and tablets. In the emergence of mobile learning applications, the developers came up with this study and developed the Space Figure 3D, which is mobile application about space figures with augmented reality. This application helps students to find space figures more interesting with the use of augmented reality than dealing a tedious subject matter. This study was conducted from January 25 to March 2016 at Cavite State University - Rosario. It aimed to design the user interface for the input, process and output of the application, test and evaluate the application and install the application to any smartphone with android operating system. This application was developed using agile technology, an iterative development, where requirements and solutions evolve via collaboration between self-organizing cross-functional teams. The criteria used for the evacuation was consists of the following criteria: ease of using the software, accuracy of contents and gender sensitivity, software support on curriculum needs and objectives, software as learning tool, intended user-learner, cost efficiency and technical support. A total number of forty-three (43) respondents evaluated the application which was composed ten (10) IT experts, thirteen (13) DCS faculty members, ten (10) Math Instructors and ten (10) students from Cavite State University - Rosario. The results of evaluation of the application garnered a total point of 94.11 with an outstanding descriptive interpretation.
546 _aIn English text.
650 _aMobile applications.
_911872
650 _aApplication.
_912843
650 _aLearning application.
_913081
650 _aMobile learning apps.
_913082
650 _aAugmented reality.
_95794
700 _aBorgonia, Candido III T., author.
_913083
700 _aMajerano, Nolie Jr B., author.
_913084
700 _aAndoy, Rafael Arlen IV M., adviser.
_912881
700 _aMuyot, Allen Jhon C., technical critic.
_99074
942 _2lcc
_cT/M/D
_hQA 76.59 An66 2016
_kUM
999 _c3491
_d3491