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Kizopedia: Kids Math Quiz Application

Submitted in partial fulfillment of the requirements of the degree


BACHELOR OF ENGINEERING IN COMPUTER
ENGINEERING

By

Mr. Jenil Gopani -24


Mr. Shrishtiraj Prasad -94
Mr. Dhruv Sonani -113

Supervisor
Mrs. Vishakha Shelke

Department of Computer Engineering


UNIVERSAL COLLEGE OF ENGINEERING, KAMAN.
University of Mumbai
(AY 2020-21)
Vidya Vikas Education Trust’s
Universal College of Engineering, Vasai (E)
Department of Computer Engineering

CERTIFICATE

This is to certify that, the Mini project entitled “Kizopedia: Kids Math Quiz Application”
is bonafide work of Mr. Jenil Gopani (24), Mr. Shrishtiraj Prasad (94), Mr. Dhruv Sonani
(113) submitted to the University of Mumbai in fulfillment of the requirement for the
Miniproject Semester- IV project work of Second year computer engineering at Universal
College of Engineering, Vasai, Mumbai at the department of Computer Engineering, in the
academic Year 2020-2021, Semester –IV.

(Mrs. Vishakha Shelke)

Supervisor

(Dr. Jitendra Saturwar) (Dr. J.B.Pati)


Head of Department Principal
Mini Project Approval

This Mini Project entitled “Kizopedia: Kids Math Quiz Application” By Mr. Jenil
Gopani (24), Mr. Shrishtiraj Prasad (94), Mr. Dhruv Sonani (113) approved for the
degree of Bachelor of Engineering in Computer Engineering.

Examiners

1………………………………………
(Internal Examiner Name & Sign)

2…………………………………………
(External Examiner name & Sign)

Date:
Place:

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Contents

Abstract ii

Acknowledgments iii

List of Abbreviations iv

List of Figures v

List of Tables vi

List of Symbols vii

1 Introduction 1
1.1 Introduction
1.2 Motivation
1.3 Problem Statement & Objectives

2 Literature Survey 11

2.1 Survey of Existing System


2.2 Limitation Existing system or research gap
2.3 Mini Project Contribution

3 Proposed System 18

3.1 Proposed System


3.2 Architecture/ Framework
3.3 Algorithm and Process Design
3.4 Details of Hardware & Software
3.5 Experiment and Results
3.6 Conclusion and Future work

4 Result AND Discussion 25

4.1 Snapshots of Project...................................................................

2
4.2 Result in Table.........................................................................

Conclusion 31

Appendix 32

Publication 35

References 38

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Abstract
The physical classroom learning nowadays is no longer applicable for the current younger
generations. Internet and distance learning which is generally known as online education
plays a vital role in the country’s education system. It is undeniable that online education
provides ample of benefits to young learners. Nevertheless, there are also many negative
implications from online education. Also, as the Technology has drastically improved the
existing educational system over the past fifteen years. ‘Self-learning,’ using online
platforms, has replaced the traditional rote learning. The umbrella of technology -based
educational system incorporates multitudes of learning apps. Kizopedia-Kids Math’s Quiz
Application is mathematics quiz application. This app uses a blend of content, media and
technology to make learning more interactive and interesting among the students. This
work deals with development of an application on android-based which contains MCQ
(multiple-choice questions) for mathematics. This application is developed for educational
purpose, allowing the users to solve various MCQ’s on basic operations of mathematics.
The main goal of the application is to enable users to practice for objective type questions
Which help them to build their command on basics math operation This quiz application
includes integers, fraction, and decimal number system. The integer, fraction and decimal
number system contain various types of sub categories. This quiz application shows
progress feedback during quiz play, and at the end, the app also shows the result.

KEYWORDS – Kids Maths application, Android-based application, Multiple-choice


question, Self -learning, E-learning.

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Acknowledgment
We take this opportunity to express our deep sense of gratitude to our project guide
and project coordinator guide Mrs. Vishakha Shelke, for her continuous guidance and
encouragement throughout the duration of our project work. It is because of her experience
and wonderful knowledge. We can fulfill the requirement of completing the project within the
stipulated time. We would also like to thank Dr. Jitendra Saturwar, head of computer
engineering department for his encouragement, whole-hearted cooperation and support.

We would also like to thank our Principal Dr. J. B. Patil and the management of Universal
College of Engineering, Vasai, Mumbai for providing us all the facilities and the work friendly
environment. We acknowledge with thanks, the assistance provided by departmental staff,
library and lab attendants.

Mr. Jenil Gopani (24)

Mr. Shrishtiraj Prasad (94)

Mr. Dhruv Sonani (113)

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List of Abbreviations

MCQ Multiple Choice Question

E-learning Electronic learning

M-learning Mobile learning

App Application

Math’s Mathematics

MMLS Micro lecture mobile learning system

Pc Personal computer

Web World wide web

SE Standard Edition

RAM Random Access Memory

GB Gigabyte

(AVD) Android Virtual Device

USB Universal Serial BUS

XML Extensible Markup Language

SQL Structured Query Language

ANSI American National Standards Institute

RDMS Relational Database Management Systems

GPL General Public License (GPL)

IDE integrated development environment

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List of Figures

Sr No Name Page No

2.1 System Workflow 13


3.1 Proposed System 17
3.2 System Architecture 18
3.3 Quiz Module 20
3.4 Test Module 20
3.5 Tutorial Module 21
3.6 Process Design 22
4.1 Splash Screen, signup page and Login page 25
4.2 Navigation Bar, Home Page and Subset 26
4.3 Quiz Page, Score Page and Solution Page 27
4.4 Schedule Page, Reminder Page and Test Page 27
4.5 Multiplication Table, Tutorial Page and Feedback Page 28

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List of Tables

Sr No Name Page No

2.1 Literature Survey 15-16


3.1 Tools 23
3.2 Platforms 24
4.1 Comparison between existing system and Kizopedia 26

8
List of Symbols

( Round open Bracket


) Round closed Bracket
[ Square open Bracket
] Square closed Bracket
- Subtraction
+ Addition
/ Division
: Colon
= Equal
" Double inverted comma
' Single inverted comma
× Multiplication
% percentage

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Chapter 1

Introduction

The physical classroom learning nowadays is no longer applicable for the current younger
generations. Internet and distance learning which is generally known as online education
plays a vital role in the country’s education system. It is undeniable that online education
provides ample of benefits to young learners. Nevertheless, there are also many negative
implications from online education. Also, as the Technology has drastically improved the
existing educational system over the past fifteen years. ‘Self-learning,’ using online
platforms, has replaced the traditional rote learning. The umbrella of technology -based
educational system incorporates multitudes of learning apps.

1.1 Introduction

Mathematics is the science that deals with the logic of shape, quantity and arrangement.
‘Math’ is subject which has undeservedly garnered a bad name for being a difficult and
boring subject since centuries. Math isn’t easy, at least for most of us. It takes hard work,
practice and repetition to be able to master each of the different disciplines, from long
division and multiplication to solving complex equations. Mathematics, or math, is the
study of numbers and how they are related to each other and to the real world. Math is all
around us, in everything we do. It is the building block for everything in our daily lives,
including mobile devices, architecture (ancient and modern), art, money, engineering, and
even sports. In fact, people sometimes describe math as a kind of language. As nowadays
Learning styles have significantly changed. Gone are those days when we memorized the
concepts and put it down during exams. The current teaching learning environment prefers
personalized learning. The internet, which is the largest network, has become a major tool
for teaching-learning process. Students all over the world make use of these modern
technologies for learning. One of the latest trends in teaching is M-learning or Mobile-
learning. App based learning is one of the features of M-learning where the learning process
can be done anywhere and anytime.

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1.2 Motivation
To teach the students at primary school education is one of the most challenging tasks
for teachers as well as parents, because they are more interested in playing, listening and
visualizing as compared to reading. Therefore, it becomes difficult for parents and teachers
to motivate them for education, especially in India, where the existing teaching method are
based on conventional teaching methods and tools like black boards and paper and pencil.
The study of math for children from age 7-12 years is tedious and time consuming.
However, with the help of computers and android based devices, children can be attracted
to learn math easily and more interactively. Therefore, development of android-based basic
math learning application is essentially needed.

1.3 Problem Statement & Objectives


To provide efficient, user friendly app for learning math in simpler or easy way. The purpose
of our system is to design and Implement Educational Application which is Intended to
support dynamic E-LEARNING Platform the Application is being designed to provide
learning environment to user by giving various Test based on various topics and Assessment
of user progress.

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Chapter 2

Literature Survey
A literature survey was carried out to find various papers published in international journals
such as ICCES etc. related E -Learning platforms, Quiz Application and Traditional learning
of math’s.

2.1 Survey of Existing System

Mobile learning as an intersection of Mobile computing and E-Learning providing resources


that can be accessed in anywhere has capability in an excellent searching system, rich
interaction and full support towards an effective learning and performance-based assessment.
In addition, it has a characteristic of not being dependent on time and space. The application
of mobile learning can be used through the android operating system that is chosen in
consideration to that android has been dominating the Smart phone market and is an open-
source operating system that is easily developed. According to the survey, BYJU'S,
VEDANTU, COURSEERA, UNACADEMY, etc. We find that This Application Design a
Micro lecture Mobile Learning System Based on Smartphone and Web Platforms they
analyze the concept and features of micro lecture, mobile learning, and ubiquitous learning,
then presents the combination of micro lecture and mobile learning, to propose a novel way
of micro-learning through mobile terminals. Details are presented of a micro lecture mobile
learning system (MMLS) that can support multiplatform, including PC terminals and
smartphones. The system combines intelligent push, speech recognition, video annotation,
Lucene full-text search, clustering analysis, Android development, and other technologies.
The platform allows learners to access micro lecture videos and other high-quality micro
lecture resources wherever and whenever they like, in whatever time intervals they have
available. Teachers can obtain statistical analysis results to provide teaching/learning
feedback and an effective communication platform. MMLS promotes the development of
micro lecture and mobile learning. The advantages and disadvantages of MMLS are also
analyzed.
In figure 2.1 the system workflow off proposed system is shown as the user start the
application one off the module I.e in Quiz module. There are three sections i.e. Integer,
Fraction, Decimal for users, where user can learn or practice different operations, such as
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solving addition, subtraction, multiplication, and division. User can select the set which user
has practice and This is MCQ's types quiz, time limit system, lifeline and earning points
system in our application inside quiz module. After solving at the end score displays off each
practice set complete by user.

Figure 2.1: System Workflow

2.2 Limitation Existing System or Research Gap


Table 2.1 shows the Literature Survey completed for the Miniproject work. We have referred
5 journal/conference papers and studied the existing system to identify research gap in their
work to enhance proposed system.

According to the survey the Research gap and limitation of Existing system are the user
requires internet connection to Access it anytime and anywhere which is not Possible for
everyone and also to Access this system the user requires to buy subscription. It also has Lack
of a firm framework to encourage students to learn. A high level of self-discipline or self-
direct is required, learners with low motivation or bad study habits may fall behind. Absence
of a learning atmosphere in E-learning systems. The distance-learning format minimizes the
level of contact, E-learning lacks direct interaction among students and teachers. When
compared to the face-to-face learning, and the learning process is less efficient. Some students
also find difficulty in technology and no social interaction.

In the paper presented by Hana Esmaeel, the MQOAP is one of the important modern
electronic learning. It helps the students having quizzes using their mobile at identical time
permits the examiner specify the date of quiz, add questions, answers and correct answers,
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also can show marks of student, delete or print it. In addition, the student can show his
previous quizzes and their marks with the advantage of giving a very fast result with the
decreasing the chance for cheating. [1]

Table 2.1 Literature Survey

PAPER NAME YEAR OF AUTHOR PUBLICATION PROPOSED RESEARCH GAP


PUBLICA WORK
TION
Mobile Quiz on Android 2007 Hana Esmaeel ICCES Mobile Quiz Complicated System and
Platform (MQAP) on Android requires updating of
Platform questions I.e. Quantity of
questions are Less

2016 Mohamed International Quiz Not complete secure


Quiz Application
Najm, Abdulla Journal of Science Application system It is more time
Development Using
Marwa, and Research Based on Consuming
Android- Based Google
Hussain Ali (IJSR) Google Forms
Forms

Mobile Application for 2017 Galit Botzer, IADIS- Mobile The system is developed
Mobile Learning Michal International Application for only for
Yerushalmy Conference on for Mobile Graph study and not
Cognition and Learning containing questions
Exploratory For solving
Learning in Digital
Age (CELDA
2007)

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A Review of Literature on 2019 Tagreed Tagreed Kattoua et E-Learning
The system is for higher
E-Learning Systems in Kattoua, al | International System
education Students need
Higher Education Prof. Journal of Business
subscription and internet
Musa Al-Lozi, Management and
Connection
Dr. Ala'aldin Economic Research
Alrowwad

Sruthi P, Dr. International Biju’s the Need subscription to


An Investigative Study 2020
Sangeeta Journal of learning App access and internet
on the Transformation
Mukherjee Scientific & Connection
from Traditional
Technology
Learning to Technology Research
Based Personalized
Learning

In the paper presented by Mohamed Najm, Abdulla Marwa,Hussain Ali worked on


Development of Quiz application is required by the both learners and students to prepare
themselves for examinations through smart phones and tablets. The traditional systems do not
save time and it need more observes to take exam of many students. The main goal of the
application is mitigating administrative work, enable students to practice for subjective
quizzes conducted for examine their ability to absorb the lecture. This research deals with the
development of Android based Google Forms application. [2]

In the paper presented by Galit Botzer, Michal Yerushalmy,The objective of this paper was
to present learning experiences within a mobile learning setting and to examine how socio-
cultural and situated learning aspects are reflected in these experiences. [3]

The paper is presented by Tagreed Kattoua, Prof. Musa Al-Lozi ,Dr. Ala'aldin Alrowwad This
paper critically reviewed the literature related to e-learning systems and identified some of

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the most influential factors used in the field of information systems research. More
specifically, this paper had an insight on the origins, characteristics as well as the limitations,
weaknesses and strengths of web-based learning systems. [4]

This paper is presented by Sruthi P; Dr. SangeetaMukherjee The Biju’s App is known for its
self-paced learning experience by enabling the students crack down difficult concepts. The
app uses a host of modern techniques like web-based learning, visual graphics, video-based
instruction, etc. to provide an immersive learning experience. These innovations are highly
helpful for the students to understand basic concepts and enable them to prepare for exams.
[5]

2.3 Mini Project Contribution

The System is developed, which is accessible at any time anywhere without any internet
connection. This can be used to make Learning ubiquitous and Learning will move more and
more outside of the classroom and into the learner’s environments, both real and virtual, and
one can easily get commands on basic mathematical operations thus becoming more situated,
personal collaborative and lifelong. Our app is secure, reliable, dynamic and stable offline E-
learning based math quiz application.

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Chapter 3
Proposed System

This chapter includes a brief description of the proposed system and explores the different
modules involved along with the various models through which this system is understood
and represented as shown in Figure 3.1.

Figure 3.1: Proposed System

3.1 Proposed System

The “Kizopedia kid's” math quiz application has been developed to override the
problems prevailing in the practicing manual System. This application is supported to
eliminate and, in some cases, reduces the hardships faced by the existing system. The
application starts with login and sign-up page which ensures the safety off user’s activity
after that in home page different modules are their i.e., quiz, test, tutorial modules etc.
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also additional features are there in dashboard. Moreover, this system is designed for the
particular need of the user to carry out the operations in smooth and effective manner so
that one can take complete benefit of the application. Also, the user can track the

progress.

3.2 Architecture/ Framework

The following section describes the system architecture, project module details of Kizopedia:
kid's math quiz application.

3.2.1 System Architecture

The Figure 3.2 shows the architecture diagram of the Kizopedia: Kids Maths Quiz
Application.

Figure 3.2: System Architecture

As the user started the application a Splash Screen is seen and then login and sign-up page
opens each user as to sign up and login into the application which make the user activity safe.
After login and sign up a home page get open in which multiple modules off application is
Their i.e., quiz modules, test modules, tutorials, multiplication table. Whereas in dashboard
other features off application is there. The quiz modules have three sets known as Integer,
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Decimal, and Fraction. When a user selects any of the sets either Integer, Decimal or Fraction.
In each set there will be a subset such as Addition, Multiplication, Division and Subtraction.
After entering into any set, user will now able to play multiple choice questions (MCQs) Quiz,
and also there will be time limit so the user can complete their quiz before time. All these data
such as numbers, operators etc. were store in database. All these data are stored in SQLite
Server, which is an offline database server. In these applications i.e., Kizopedia - Kids Math’s
Quiz we have added tutorial, so the user can able to learn math easily. Also there is daily test
option so the user can practice maths. The system aims to generate dynamic tests with random
choice. User can review their score, percentile, rank history of test in report after successfully
completing his/her test. This can be used to make learning ubiquitous and Learning will move
more and more outside of the classroom and into the learner’s environments, both real and
virtual, thus becoming more situated, personal, collaborative and lifelong.

3.2.2 Project Module

The proposed system consists following modules

A. Quiz Module

B. Test Module

C. Tutorial Module

A) Quiz Module:

Figure 3.3 shows Quiz module. There are three sections i.e., Integer, Fraction, Decimal for
users, where user can learn or practice different operations, such as solving addition,
subtraction, multiplication, and division. This MCQ's types quiz, time limit system, lifeline
and earning points system in our application assist the children in building their skills more
efficiently and interactively. It has four sub-modules for training, namely (i) addition (ii)
subtraction, (iii) multiplication, (iv) division.

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Figure 3.3: Quiz Module

B) Test Module:

Figure 3.4 shows the Test module of proposed system, once the user will click on daily test,
there will be a dialog box of time and date schedule will be pop up. So, accordingly the user
will select their time schedule of test. And can set Reminder for upcoming Test After
completing the test final Result will be shown there.

Figure 3.4: Test Module

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C) Tutorial Module:

Figure 3.5 shows the Tutorial module of the proposed system. Users are now able to watch
videos/tutorial. So, by watching tutorials user can easily understand the concept of math.
Tutorial modules will contain useful YouTube links for understanding basic mathematics
operations for slow learner and Vedic Math’s, Abacus, Comprehensive and reasoning
YouTube links for advanced learner.

Figure 3.5: Tutorial Module

3.3 Algorithm and Process Design

The following section describes the algorithm and process design details.

3.3.1 Question paper generation

The system will store the questions related to mathematics of decimal, integer and fraction
number system in the database. Randomized algorithms approach is used for forming the
question paper. The selection of questions will be done by random () which will select the
question in random order from stored database.

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3.3.2 Process Design

In the Figure 3.6 shows the complete process design off the proposed system as the user start
the application.

Figure 3.6: Process Design

First the user has to login the data into Application which will secure the progress of user after
that the home page of application is display in that The navigation bar has further features
Like language, daily test, multiplication table, about us, feedback and etc. after that user has
two option users can attempt MCQ directly or user can go in tutorial section. In MCQ section
the user has to choose further section to attempt MCQ which totally depends upon user's
choice and the section contains integer, fraction, decimal and score off every section is
displayed. In tutorial module the proposed system contains YouTube link which is useful for
slow learners for learning. After that user can attempt test and can set Reminder for upcoming
Test After completing the test final Result will be shown there. And then user can fill
feedback.

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3.4 Details of Hardware & Software

The system requirement for implementation of proposed system in terms of hardware and
software requirement is explained below.

3.4.1 Hardware Requirements:

This subsection will provide the minimum requirements that must be fulfilled by the hardware
components. Table 3.1 shows the hardware requirements of proposed system.

Table 3.1 Hardware Requirement


Name of component Specification

RAM Minimum 4 GB RAM

Device Android Phone and PC

Processor All Processor area allowed to use

3.4.2 Software Requirements:

This subsection will provide the versions of software applications that must be installed.

The software requirements are listed in Table 3.2.

Table 3.2 Software Requirement


Name of component Specification

JAVA Java is a programming language that produces software


for multiple platforms.

JAVA SE Java Platform, Standard Edition (Java SE) is a


computing platform for development and deployment of
portable code for desktop and server environments.

ANDROID STUDIO Android studio is a framework that includes every tools


necessary to develop Android apps and games.

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SQLITE SERVER TO STORE SQLite is a software library that provides a relational
THE DATA database management system.

ADOBE PHOTOSHOP Adobe Photoshop is a raster graphics editor developed


and published by Adobe Inc.

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Chapter 4

Results and discussion

Proposed system kizopedia is implemented for students off ages 6-7 on basic mathematical
operations in an automated way. The quiz application is based on android studio language.
This will help the users to take command on basic mathematical operations like addition,
subtraction, division and multiplication in quiz game format which help them to understand
and get command on it. The proposed system also provides daily test options and user can
also track the progress. The proposed system provides various other options like reminder,
tutorial, etc. which make the proposed system a user-friendly application. A snapshot of the
proposed system is shown below and respectively.

4.1 Snapshots of Project


A snapshot of the proposed system is shown below and respectively. In figure 4.1 shows
splash screen, sign up page and login page the user has to sign up and login into the application
if the user is new to the application user as to sign up into the application by providing its
name, email and password then user can login into the application since by adding this feature
which make user activity safe and application user friendly

Figure 4.1 Splash Screen, Sign up page and login page

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In figure 4.2 shows Navigation bar, home page, and sub set off quiz module where Navigation
bar contains additional features off application like daily test, multiplication table reminder
etc. and in home page the quiz module is shown where different types off questions are there.
Quiz module off Application as the user star’s attempting quiz after completing all quiz
questions then the score page get open after that user can see solution page by giving coins

Figure 4.2 Navigation Bar, Home page, and subset

In figure 4.3 shows Quiz page, Score page, Solution page This figure comes under quiz
module in which the quiz page has multiple set off mcq type questions where each set
contains 20 to 25 questions each after that in score page score off the individual user is
shown where user can retry the same set or go to the next set off questions. After that the
solution page off the set gets open in which user can see the solution off questions.

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Figure 4.3 Quiz Page, Score Page, and Solution Page

In figure 4.4 shows The Schedule Page, Reminder Page, and Test Page in which user can
Schedule its upcoming test and can set Reminder for it which make it easy for user. Also in
test page user can give test and cam see the results at the end

Figure 4.4 Schedule Page, Reminder Page, and Test Page

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In figure 4.5 shows The Multiplication table, Tutorial page, and feedback page where this
are the additional features off the application which make the application more useful .user
can learn multiplication table by using table feature. User can also see Tutorials where
YouTube links where provided by using this features user can learn new things which is
ultimately beneficial for user also user can reach us by providing its valuable feedback so
we can improve more.

Figure 4.5 Multiplication Table, Tutorial Page, and Feedback Page

Table 3.3 shows the comparision between existing classroom learning and proposed system
Kizopedia. It clearly indicate that Kizopedia overcome the problems faced by students in
classroom learning.

4.2 Result in Table


The Table Give Below is comaprison between E-learning Vs Traditional Learning: Mostly,
we hear the word eLearning nowadays. The word eLearning also known as electronic learning
means learning with a Digital Platform that is without going anywhere. E-Learning often
referred to as “Distance Learning” or “Online Learning” which involves the umbrella term
for any learning that takes place across distance and not in a traditional classroom.Online
learning is a Digital Education. Science has invented many gadgets for eLearning such as
smart phones, tablets, laptops etc. through which one can study subjects of one’s choice.

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Number of students can be taught together sitting at one place. The world is transforming
from traditional education to Digital education.

Both students and teachers get flexibility in online learning. It is easy to get education
digitally as it gives opportunity to learn from the best teachers of a particular subject.

Table 4.1 Comparison between existing system and Kizopedia

4.3 Result in Graph


The below graph shows the graphical representation E-LEARNING TECHNIQUES and
TRADITIONAL TECHNIQUES where e-learning is represented in BLACK and traditional
techniques are represented in BLUE Whereas graph shows opinion off students, researchers,
teachers, and staff about e-learning and traditional teaching techniques which varies in
numbers. Around 25% of students believe traditional teaching techniques is better than e-
learning while 35% supports e-learning. Around 19% of researchers support traditional

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teaching techniques and 61% supports e-learning. Around 25% of teachers support
traditional teaching techniques and 35% support e-learning and Around 40% of staff
supports traditional teaching techniques and only 20% of staff support e-learning

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Conclusion

In conclusion, online education is one of learning methods that can benefit both students and
educators as it has become increasingly popular learning approach due to the growth of
internet technologies. The proposed System is designed so that it will be accessible at any
time anywhere without any internet connection. Kizopedia: kid's math quiz application can
be used to make learning ubiquitous and Learning will move more and more outside of the
classroom and into the learner’s environments, both real and virtual, and one can easily get
commands on basic mathematical operations thus becoming more situated, personal
collaborative and lifelong. Proposed system presents the secure, reliable, dynamic and stable
offline E-learning based math’s quiz application.

Future scope of the project: -


In the nutshell, it can be summarized that the future work of the project are:
1. More languages can be added in the application so it became more and more user
friendly.
2. Adding worksheet generator so user can track the progress.
3. We will also add another section that contains mixed type off questions

The above-mentioned points are the enhancements which can be done to increase the
availability and usage of the project. Proposed system is scalable to adapt future requirement
in the system to enhance the functionalities of the system. In the last we would like to thanks
all the persons involved in the development of the system directly or indirectly. We hope that
the project will serve its purpose for which it is develop there by underlining success of
process.

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Appendix

1) JAVA
Java is a programming language created by James Gosling from Sun Microsystems (Sun) in
1991. The target of Java is to write a program once and then run this program on multiple
operating systems. The first publicly available version of Java (Java 1.0) was released in 1995.
Sun Microsystems was acquired by the Oracle Corporation in 2010. Oracle has now the steer
Manship for Java. In 2006 Sun started to make Java available under the GNU General Public
License (GPL). Oracle continues this project called OpenJDK. Java is defined by a
specification and consists of a programming language, a compiler, core libraries and a runtime
(Java virtual machine) The Java runtime allows software developers to write program code in
other languages than the Java programming language which still runs on the Java virtual
machine. The Java platform is usually associated with the Java virtual machine and the Java
core libraries.

2) ANDRIOD STUDIO
Android Studio is the official integrated development environment (IDE) for Android
application development. It is based on the IntelliJ IDEA, a Java integrated development
environment for software, and incorporates its code editing and developer tools. To support
application development within the Android operating system, Android Studio uses a Gradle-
based build system, emulator, code templates, and Github integration. Every project in
Android Studio has one or more modalities with source code and resource files. These
modalities include Android app modules, Library modules, and Google App Engine modules.

3) Extensible Markup Language (XML)


Extensible Markup Language (XML) is a markup language that defines a set of rules for
encoding documents in a format that is both human-readable and machine-readable. The
World Wide Web Consortium's XML 1.0 Specification of 1998 and several other related
specifications all of them free open standards define XML.
The design goals of XML emphasize simplicity, generality, and usability across the Internet.
It is a textual data format with strong support via Unicode for different human languages.
Although the design of XML focuses on documents, the language is widely used for the
representation of arbitrary data structures such as those used in web services.

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4) SQL
is a language to operate databases; it includes database creation, deletion, fetching rows,
modifying rows, etc. SQL is an ANSI (American National Standards Institute) standard
language, but there are many different versions of the SQL language. SQL is Structured Query
Language, which is a computer language for storing, manipulating and retrieving data stored
in a relational database. SQL is the standard language for Relational Database System. All the
Relational Database Management Systems (RDMS) like MySQL, MS Access, Oracle,
Sybase, Informix, Postgres and SQL Server use SQL as their standard database language.

Steps to run the project


Set up your device as follows:
Connect your device to your development machine with a USB cable. If you developed on
Windows, you might need to install the appropriate USB driver for your device.
Perform the following steps to enable USB debugging in the Developer options window:
Open the Settings app.
If your device uses Android v8.0 or higher, select System. Otherwise, proceed to the next
step.
Scroll to the bottom and select About phone.
Scroll to the bottom and tap Build number seven times.
Return to the previous screen, scroll to the bottom, and tap Developer options.
In the Developer options window, scroll down to find and enable USB debugging.
Run the app on your device as follows:
In Android Studio, select your app from the run/debug configurations drop-down menu in the
toolbar.
In the toolbar, select the device that you want to run your app on from the target device drop-
down menu.
Click Run.
Android Studio installs your app on your connected device and starts it. You now see "Hello,
World!" displayed in the app on your device.
To begin to develop your app, continue to the next lesson.
Run on an emulator
Run the app on an emulator as follows

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In Android Studio, create an Android Virtual Device (AVD) that the emulator can use to
install and run your app.
In the toolbar, select your app from the run/debug configurations drop-down menu.
From the target device drop-down menu, select the AVD that you want to run your app on.
Target device drop-down menu.
Click Run.
Android Studio installs the app on the AVD and starts the emulator.

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Publication

Mr. Jenil Gopani, Mr. Shrishtiraj Prasad and Mr. Dhruv Sonani students of SE Computer
Engineering along with their project guide Mrs. Vishakha Shelke published their research
paper in IJSREM – International Journal of Scientific Research in Engineering and
Management. Vol-05, ISSN:2582-3930 based on SE Mini-Project topic “Kizopedia: kid's
math quiz application” on May 15, 2021.

This research was based on developing a quiz application I.e. kizopdeia: kid’s math Quiz
application for kid's ages 6-7 which helps them to learn basic mathematical operations in quiz
format where the system will store the questions related to mathematics of decimal, integer
and fraction number system in the database. Randomized algorithms approach is used for
forming the question. The selection of questions will be done by random () which will select
the question in random order from stored database. System run's completely automated and
runs on an android device developed using android studio. Whereas the system can run
anywhere anytime without any internet connection and which is easy to operate.

The certificate for the same are provided below:

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Published paper: -
http://ijsrem.com/download/kizopedia-kids-math-quiz-
application/?wpdmdl=5860&masterkey=60a2762864244

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References

[1]. Hana Esmaeel,"Mobile Quiz on Android Platform (MQAP)”, in Integrated Community


Centres for Employable Skills,2007

[2]. Mohamed Najm, Abdulla Marwa, Hussain Ali,"Quiz Application Development Using
Android- Based Google Forms", in International Journal of Science and Research
(IJSR),2016

[3]. Galit Botzer, Michal Yerushalmy , "Mobile Application for Mobile Learning", in IADIS-
International Conference on Cognition and Exploratory Learning in Digital Age ,2017

[4]. Tagreed Kattoua, Prof. Musa Al-Lozi, Dr. Ala'aldin Alrowwad ,"A Review of Literature
on E-Learning Systems in Higher Education", in International Journal of Business
Management and Economic Research, 2019.

[5]. Sruthi P, Dr. Sangeeta Mukherjee,"An Investigative Study on the Transformation from
Traditional Learning to Technology Based Personalized Learning", in International Journal
of Scientific & Technology Research,2020.

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