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LITTLE LEARNER
TECHNICAL REFERENCE MANUAL
Bharat, Greg and Hannah
CPSC 482/682 Spring 2017
Mobile Device Software Development
V2.0 Modified on 04/25/2017
Little Learner Technical Reference Manual Page 1
Contents
1. Application Information ................... 2
1.1. Abstract 2
1.2. The Developers ........................ 2
2. Use Little Learners......................... 3
2.1. Let’s Play ............................... 3
2.2. Flash Cards ............................. 3
2.3. StickMan 4
2.4. Tic Tac Toe.................................. 6
2.5. Math Blaster ............................ 7
2.6. Slap Jack ................................ 7
2.7. Geography .............................. 8
2.8. Games by Topic ........................... 8
2.9. Quizzes 9
3. Progress Tracker .......................... 15
4. Acknowledgements ....................... 16
Little Learner Technical Reference Manual Page 2
1. Application Information
1.1. Abstract
Little Learners Little Learner provides
elementary students with a variety of
miniature games to play to further their
education and study for their classes. A
parent would be able to use a website to
enter their child’s schoolwork. This app is
equipped with plenty of learning material
upon release, but teachers or parents could
add words, problems, etc. to each of the
games to add to the app. We also have
included a performance tracker to see a
student’s progress. LL also has a feature in
the app that allows teachers and parents to
create tests for all students using the app.
1.2. The Developers Bharat, Greg and Hannah
Little Learner Technical Reference Manual Page 3
2. Use Little Learners Upon opening the app, you will see a
splash screen with options to play
games, view progress or see
information about the application.
Here we have implemented an image
as the background and placed some
buttons to navigate the app.
2.1. Let’s Play
Upon choosing “Let’s Play”, the user will
first be presented with a list of games to
choose from. They will also be given the
option to browse the games by topic or
to take a quiz. The quizzes are the ones
that parents and teachers can submit to
the app. These are all buttons to
navigate the app.
2.2. Flash Cards Upon selecting
flashcards, the user will
see a splash screen that
has the option to start or
get information about the
game. The info button
will lead you to the
Little Learner Technical Reference Manual Page 4
second image and will
provide instructions. If a
user selects start, they
will be taken to a screen
that allows then to add
new words to their list or
to start the quiz. The
words are put in by the
user and are stored in a
hashmap. The quiz will
load a flashcard image
with the options to listen to the words pronunciation,
to flip the flashcard over or to go on to the next one.
To listen to the flashcard, we have implemented the
t2speach function and set the language to either
English or Spanish depending on the side of the
flashcard that the user is on.
2.3. StickMan Upon selecting StickMan, the user will see a splash screen with the options to Play or Create a Custom Level. If the user selects play, they will be given a word chosen at random from a list of words in the res/raw/ folder and begin to guess letters. Create a Custom will allow a user to build their own list of words. This game is to help a student
Little Learner Technical Reference Manual Page 5
perfect their spelling skills using common vocabulary and spelling words. As letters are guessed, that button on the keyboard will disappear. We have created buttons for each key on the keyboard that have a condition to disappear upon being pressed. The user can also choose to listen to the word to test their spelling further. The listen function is also t2speach.
The Android Media Player:
The splash screen in the Stickman uses the android media player to provide a rich audio visual experience as the app is launched.
The audio icon seen at the bottom left corner of the screen above is the option used to toggle the audio on/ off when in this screen. This audio player makes use of the “android.media.MediaPlayer” library.
The audio file in the “raw” folder of the project directory is played through the “.start()” routine whenever the audio needs to be played.
The Android Text to Speech Converter:
This library is used in both the stickman app as well as the flashcards app.
“android.speech.tts.TextToSpeech” library requires the local language and the text to be converted to read the text as an audio like audio books.
Little Learner Technical Reference Manual Page 6
The word list for the stickman app that is converted to audio is obtained from the “wordlist” filed in the “raw” folder. The list has close to 800 entries that are parsed and converted to audio by the Text to Speech Library.
2.4. Tic Tac Toe Upon selecting Tic Tac
Toe, the user will be
taken to a splash screen
with the options to play
or learn how to play. If
the user selects “How to
Play”, they will be shown
the screen on the right
with instructions on how
to play the game. If the user selects
“Play”, they will be taken to a black
tic-tac-toe board and start a game.
This view is created using a table view
and it creates a clickable image when
a user taps on a square to place an X
or O. The logic for the game is
implemented using a series of
conditionals and checks to see if
someone has won. This game is to help students
enhance their logic and critical thinking skills.
Little Learner Technical Reference Manual Page 7
2.5. Math Blaster Upon opening Math
Blaster, a user will be
presented with a splash
screen that will allow the
user t7o select an option
to play the game or to
read instructions on how
to play the game. If the
user selects the option to
play, they will be given a
basic math expression and
potential answers will float across the screen. The user
must tap the correct answer. The expression is
generated by using a random generator. The incorrect
answers will be generated the same way.
2.6. Slap Jack Upon opening the
slapjack game, you will
be presented with a
splash screen. Then the
user can select a mode to
start the slapjack game.
These modes include
evens, odds, multiples of
three, four and five, and
prime numbers. The screen
will then show a number. If the number matches the
criteria that the user has selected, the user must tap
Little Learner Technical Reference Manual Page 8
the number before it disappears. The app will keep
track of the users score as they play. Slapjack uses a
timer to handle the changing of the number as time
runs out. There will be ten questions per round and the
game will not end until the user has answered all 10.
The timer has been implemented using a handler and
runnable.
2.7. Geography This app will open and
show a list of continents
with their corresponding
map. The user then will
select the continent they
would like to learn more
about. Next, the user will
be presented with the
option to view their
“Lucky Country”. Upon
the country loading, the
user will see a map of the
country, the flag, the
capital, and the currency.
The geography app has a
list of conditionals
corresponding to the button that a user selects.
2.8. Games by Topic Upon selecting the Games by Topic button, a user will
be presented with a list of topics in stead of a list of
Little Learner Technical Reference Manual Page 9
games. This will allow a
user to know which skill
they will be sharpening
while playing the game.
This feature uses a
conditional statement to
change the text in the
buttons.
2.9. Quizzes
Upon selecting the Take a
Quiz button, a user will
be able to browse a list of
quizzes that teachers and
parents have uploaded to
the app. These quizzes
are accessible by any user
of the app. Each question
has five questions. The
questions will be uploaded using an authoring tool
online. This website will be available at https://
people.cs.clemson.edu/~bgovind/ll/postquiz.php.
After a quiz is uploaded, it will be stored in an external
database. Immediately, the app user will be able to
refresh their quiz page and see the new uploaded quiz
there.
Little Learner Technical Reference Manual Page 10
To get a list of all quizzes and author details: https://
people.cs.clemson.edu/~bgovind/ll/phpauthoring/allqui
zlist.php
To get the content of one using the quiz name: https://
people.cs.clemson.edu/~bgovind/ll/phpauthoring/getqui
zcontent.php
Databases:
The Quiz app makes use of the above-mentioned PHP
authoring tool to connect to an external PostgreSQL
database.
External Database Schema:
Little Learner Technical Reference Manual Page 11
Tables:
Posted Quizzes: Holds the list of quizzes posted by
from the authoring tool along with author of the quiz
and date posted.
Quiz Content: Holds the content of each quiz including
question, options and answer
Internal Database:
The data from the external DB are downloaded through
GET/POST requests and the JSON response is parsed
and stored in the internal SQLite Database for the quiz
app.
In addition to the tables dependent on external DB
the internal DB also has tables to track progress for
Quiz, Math Blaster and Stickman app and for keeping
scores in Math Blaster.
Little Learner Technical Reference Manual Page 12
Internal Database Schema:
Little Learner Technical Reference Manual Page 13
Tables:
Posted Quizzes: Holds the list of quizzes posted by
from the authoring tool along with author of the quiz
and date posted.
Quiz Content: Holds the content of each quiz including
question, options and answer
Game List: Contains the list of games in Little Learner
with foreign key references to progress and mb content
tables.
Progress: Contains the points earned (Cumulative
Score) in Math Blaster, Stickman and Quizzes. This data
is used to calculate the current level and progress in
progress tracker explained in next section.
MB Content: Contains real time scores for Math Blaster
game
Little Learner Technical Reference Manual Page 14
The Countdown Timer:
The quiz app and Math Blaster app use the android
countdown timer and display the time remaining to
complete the activity in minutes and seconds.
This is achieved by importing the
“android.os.CountDownTimer” library that is in sync
with the android clock.
Little Learner Technical Reference Manual Page 15
3. Progress Tracker This feature will track the
progress of a user as they play
math blaster, stickman or take
quizzes.
Math Blaster has increasing level
of difficulty. As the player
progress through the game you
will progress to the next level. It
also incorporates negative
scoring to account for missed
guesses.
Stickman’s progress tracker will keep track of the
number of words that you have guessed correctly.
Little Learner Technical Reference Manual Page 16
For the quiz section, the progress tracker will add up
the points that you have acquired as you take quizzes.
The Progress Tracker layout uses the progress bar
Layout object and uses an iterative handler (Refer
image above) that runs on a separate asynchronous
Thread.
The Handler allows the activity to send and process
message and runnable objects associated with a
message sequence. This gives the animation effect of
the progress starting from 0 and ending at the current
progress every time the user starts the activity.
4. Acknowledgements:
• Dr. Roy Pargas – Instructor CPSC 482/682
• Sydney Paul - TA CPSC 482/682
• Clemson Creative Inquiry and Undergraduate
Research.
• Clemson School of Computing for hosting the app server and database.
• Google Images for sourcing images used in app
and this presentation
• Home Screen Logo: http://www6.flamingtext.com/net-fu/jobs/25013135488536102.html
Little Learner Technical Reference Manual Page 17
• Home Screen Background Image: https://pixabay.com/en/boy-book-reding-child-school-311392
• Sound Effects: https://www.freesound.org/people/fins/sounds/171671/https://www.freesound.org/people/fins/sounds/173958/
• http://www.mavengang.com/2016/05/02/gif-animation-android/ for using GIF animation
• Android Developer (developer.android.com) and
stackoverflow.com