Project Materials




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Chapter One: Introduction
Technology has had an important part in improving and expanding all aspects of human life. The learning environment is no exception, with improvements in the quality of educational content delivery, knowledge representations, overcoming time and distance constraints (Hamada, 2013), cost-effectiveness of e-learning

ease of learning, convenience of learning at an individual pace, stimulating individual interests and intellectual curiosities (Hamada, 2013), and improving cognitive skills.

1.1 Background of the Study

Mobile learning and e-learning are contemporary study subjects in learning and education, and they are essential components of a sustainable economy.

Education includes both official and informal teaching, learning, and training to empower people and build knowledge and skills for societal issue solving. As the saying goes, “knowledge is power.”

This is evident in the global economy’s shift towards a knowledge-based economy, which relies on intellectual capital rather than natural resources for socioeconomic development and worldwide competitiveness (Powell & Snellman, 2004).

Advanced technological skills and tools are products and services of a knowledge-based economy; thus, the need of developing educational aids or tools that support successful learning cannot be overstated.

The growing global use of mobile devices allows for mobile learning and increased social connection. Furthermore, the widespread use of smartphones and tablets has caused a considerable shift in teaching and learning paradigms (Hamada, 2013).

Smartphones and tablets have gradually become popular mobile learning devices, potentially influencing the adoption of sensing technologies for smart-active learning (Hwang & Wu, 2014).

According to McDevitt and Ormrod (2013), traditional teaching methods require both incentive and natural curiosity from students. Mobile learning is the use of multimedia and mobile communication technology to deliver educational information and promote active and collaborative learning among students and workers.

Mobile learning enhances students’ learning outcomes, motivations, and interests (Hwang & Wu, 2014). This study focuses on developing a mobile learning system for one of the foundational topics in computer science, “Automata Theory”.

1.2 Statement of the Problem

Automata theory is a fundamental area of research in computer science and engineering. It represents the computational logic that scientists and engineers use to understand how machines calculate functions and solve problems (Aziz, Cackler, & Yung, 2004).

Because of its abstract and mathematical nature, educators and students find it difficult to teach and understand the concepts. According to Hamada (2008), engineering students favour active and sensorimotor learning approaches.

Furthermore, studies have found that people remember 20% of what they see, 40% of what they see and hear, and approximately 75% of what they see, hear, and do at the same time (Neo & Neo, 2001).

As a result, this project focuses on a Smart Multimedia Learning System (SMLS) for Automata Theory that can be deployed on mobile devices (mostly Android phones and tablets).

1.3 Aims and Objectives

This study uses the Smart Multimedia Learning System (SMLS) for Automata Theory to facilitate smart-interactive learning through integrated interactive multimedia features. The objectives are expressed in measurable terms like follows:

 Provides a multi-sensory learning experience for Automata Theory.  Enables active and collaborative learning.

 Implementation of a Finite State Automata (FSA) simulator.

 Educators can use the system to create quizzes and monitor student progress.


1.4 Technology & Tools

 Android Studio 2.3.3 is the official IDE for developing Android-specific applications. It includes an editor, the Android SDK, debugging tools, a compiler, and an emulator.

 Java is the programming language for the mobile application’s backend engine. It is the primary language in which Android applications are written.

XML (eXtensible Markup Language) defines the application’s user interface structure.

 Cloud services like YouTube and Firebase offer a wide range of multimedia content, including online videos. Firebase is a cross-platform system that can store and distribute data in real time among multiple users, as well as authenticate and authorise them.
 Personal computer: a laptop with the necessary hardware and software for development.

 Android Device: a phone or tablet running Android for testing and deployment purposes.

1.5 Significance of the Thesis

Automata simulators for FSA and Turing machines (desktop apps) are now accessible in response to study findings. However, there is a need for a mobile learning system that includes more interactivity and smart-active learning for automata theory.

This is a big contribution given that Android-powered smartphones and tablets are inexpensive and frequently utilised by students globally.

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