Entwicklung Einer Plattformübergreifendenmobilen

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Entwicklung Einer Plattformübergreifendenmobilen Eingereicht von Peter Sonnleitner, BSc Angefertigt am Institut für Wirtschaftsinformatik - Software Engineering Beurteiler a. Univ.-Prof. Dipl.-Ing. Dr. Alois Stritzinger August 2016 Entwicklung einer plattformübergreifenden mobilen Lernanwendung mit hybriden Technologien Masterarbeit zur Erlangung des akademischen Grades Master of Science im Masterstudium Masterstudium Webwissenschaften (Studienzweig Web Engineering) JOHANNES KEPLER UNIVERSITÄT LINZ Altenberger Straße 69 4040 Linz, Österreich www.jku.at DVR 0093696 Eidesstattliche Erklärung Ich erkläre an Eides statt, dass ich die vorliegende Masterarbeit selbstständig und ohne fremde Hilfe verfasst, andere als die angegebenen Quellen und Hilfsmittel nicht benutzt bzw. die wörtlich oder sinngemäß entnommenen Stellen als solche kenntlich gemacht habe. Die vorliegende Masterarbeit ist mit dem elektronisch übermittelten Textdokument identisch. Linz, 4. August 2016 ______________________________ Peter Sonnleitner, BSc 4. August 2016 Peter Sonnleitner, BSc 2/79 Kurzfassung Mobiles Lernen hat sich in den letzten Jahren zu einem wichtigen und relevanten Thema mit hohem Stellenwert im Bildungssektor entwickelt. Mobile Lernapplikationen müssen plattformunabhängig und für alle Anwender und Anwenderinnen verfügbar sein, damit auch wirklich uneingeschränkt auf den Lehrinhalt zugegriffen werden kann. Es gibt viele verschiedene Technologieansätze, mit denen so eine plattformübergreifende Lernanwendung umgesetzt werden kann. Die Auswahl einer geeigneten und richtigen Technologie für die Implementierung stellt große Herausforderungen dar, weil durch eine Fehlentscheidung ein Projekt sehr leicht scheitern kann und immense zusätzliche Kosten verursacht werden können. Das Ziel ist im ersten Schritt, ein Mobile-Learning-System zu entwerfen, welches Mobile Learning, Gamification und Microlearning miteinander verbindet und sehr einfach verwendet werden kann. Dieser Entwurf soll im Anschluss mit Hilfe von hybriden Technologien umgesetzt und implementiert werden. Um die Applikation technisch bestmöglich entwickeln zu können, soll ein Framework mit sehr hohem Zukunftspotential verwendet werden. Dazu werden relevante Auswahlkriterien definiert, die Frameworks bewertet und die zwei bestmöglichen Frameworks detailliert beschrieben und gegenübergestellt. Hauptziel ist es, festzustellen, mit welchen mobilen Technologien solche plattformübergreifenden mobilen Lernapplikationen am einfachsten und effizientesten entwickelt werden können. Das Endergebnis dieser Arbeit ist das Mobile-Learning-System „Examize“. Dieses besteht aus einer mobilen Lernanwendung, in welcher verschiedene Fragetypen, wie etwa Wahr-/Falsch- Aussagen, mit einfachen Wischgesten beantwortet werden können. Die Applikation verbindet Mobile Learning mit Gamification- und Microlearning-Ansätzen und ist per Schnittstelle mit einer Online-Plattform gekoppelt, auf welcher Lehrinhalte einfach bereitgestellt werden können. Um die mobile Applikation entwickeln zu können, wurden einige Frameworks gegenübergestellt und verglichen. Die Implementierung erfolgte mit Ionic und React Native, dabei handelt es sich um zwei hybride Frameworks mit unterschiedlichen Ansätzen, wobei beiden sehr hohes Zukunftspotential zugesprochen wird. Die Entwicklungsanforderungen der mobilen Lernanwendung haben sich mit beiden Frameworks effizient und einfach umsetzen lassen. 4. August 2016 Peter Sonnleitner, BSc 3/79 Abstract In the last years, mobile learning has increasingly become a very important and relevant topic in the educational sector. Mobile learning applications must be platform-independent and available to all users so that access to the teaching content can be unhindered. There are many different technology approaches that can contribute to creating a platform-independent learning environment. It is challenging to find an appropriate and correct technology for the implementation thereof, because a wrong decision can easily lead to a project failing, leading to immense costs. The first goal is to create a mobile learning system that connects mobile learning, gamification and microlearning with one another and is very user-friendly. This design will be realized and implemented with the assistance of hybrid technologies. In order to best technically develop the application, a framework with high future potential should be used. To achieve this, relevant selection criteria will be defined, frameworks will be assessed and the two best possible frameworks will be described in detail and compared to one another. The main goal is to establish with which technology such cross-platform learning applications can be developed simplest and most efficiently. The end result of this thesis is the mobile learning system “Examize” which best fits these criteria. Examize consists of a mobile learning application in which different question types, such as true or false, can be answered by swiping. The application connects mobile learning with gamification and microlearning approaches and is coupled with an online platform on which teaching content can be accessed. In order to be able to develop the mobile application, some frameworks are compared and contrasted. The implementation took place with Ionic and React Native, two hybrid frameworks with different approaches, both of which possess a lot of future potential. The development requirements of the mobile learning application were easily and efficiently met by both frameworks. 4. August 2016 Peter Sonnleitner, BSc 4/79 Inhaltsverzeichnis 1. Einleitung ................................................................................................................................. 8 1.1. Problemstellung und Motivation ..................................................................................... 8 1.2. Zielsetzung .................................................................................................................... 9 1.3. Inhaltlicher Aufbau der Arbeit ....................................................................................... 10 2. Grundlagen von Mobile Learning und Gamification ................................................................ 11 2.1. Begriffsdefinitionen ...................................................................................................... 11 2.1.1. Mobile Learning ................................................................................................. 11 2.1.2. Gamification....................................................................................................... 11 2.2. Mobile Learning ........................................................................................................... 11 2.2.1. Vorteile .............................................................................................................. 12 2.2.2. Nachteile ........................................................................................................... 12 2.2.3. Abgrenzung zu E-Learning ................................................................................ 12 2.2.4. Microlearning ..................................................................................................... 13 2.2.5. Fragenformate ................................................................................................... 14 2.3. Gamification ................................................................................................................. 14 3. Konzeption vom Mobile-Learning-System „Examize“ ............................................................. 16 3.1.1. Mobile Lernanwendung ..................................................................................... 16 3.1.2. Online-Plattform ................................................................................................. 19 4. Technische Grundlagen ......................................................................................................... 22 4.1. Begriffsdefinitionen ...................................................................................................... 22 4.1.1. App .................................................................................................................... 22 4.1.2. Mobile App ........................................................................................................ 22 4.2. Plattformunabhängigkeit .............................................................................................. 22 4.3. Entwicklungsoptionen einer mobilen Applikation .......................................................... 23 4.3.1. Native App ......................................................................................................... 24 4.3.2. Web App ............................................................................................................ 24 4.3.3. Hybrid App ........................................................................................................ 24 4.3.4. Gegenüberstellung ............................................................................................ 24 4.4. Mobile Betriebssysteme ............................................................................................... 25 4.4.1. Android .............................................................................................................. 25 4.4.2. iOS .................................................................................................................... 25 4.4.3. Windows 10 Mobile............................................................................................ 25 4.4.4.
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