Learning Android Programming through Active Learning Environment

  IJCTT-book-cover
 
International Journal of Computer Trends and Technology (IJCTT)          
 
© 2019 by IJCTT Journal
Volume-67 Issue-3
Year of Publication : 2019
Authors : Dr.Roopa R, Dr.Jayadeva T S
  10.14445/22312803/IJCTT-V67I3P131

MLA

MLA Style: Dr.Roopa R, Dr.Jayadeva T S "Learning Android Programming through Active Learning Environment" International Journal of Computer Trends and Technology 67.3 (2019): 165-168.

APA Style: Dr.Roopa R, Dr.Jayadeva T S (2019). Learning Android Programming through Active Learning Environment. International Journal of Computer Trends and Technology, 67(3), 165-168.

Abstract
In today’s digital generation the traditional classroom environment is been transformed into active learning environment. The active learning environment leads to outcome based education. The outcome based education for teaching learning aims at providing a well-articulated learner centric approach and creates an environment that facilitates life-long learning. The purpose of the teaching-learning process is student-focused which promotes the requisite knowledge, skills, and attitudes. This paper presents active learning problem based method possible to teach Mobile Application Development for undergraduate students in two phases. In the first phase each Student is assigned with challenging problems and is asked to design the User Interface (UI), Content Development (CD) and Page Navigation (PN) based on the concepts demonstrated in the classroom. The second part of implementation involves execution using animation and Unit testing that needs to be carried out by the students through an active and participatory role in their own learning through learning communities. Through Active Learning Environment the course outcomes are also achieved which are assessed using direct and indirect measures

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Keywords
active learning, outcome based education, Phases, Design, Implementation, Course Outcomes, Direct Measure, Indirect Measures.