Introduction
GCSE (General Certificate of Secondary Education) is an international academic qualification program held by Commonwealth countries under educational programs. In the UK, it is generally used for a wide range of subjects in secondary education for pupils. It was introduced in the year 1988 and replaced earlier educational programmes the CSE and O-level examination. The main aim of this is to allow pupils to finish their coursework during their study to contribute towards maximizing their grades. With the changing period and fastest-growing technologies, educational institutions started to incorporate the use of advanced and upgraded technologies to maximize the skills, knowledge, and understanding level of the students (Mainstream games sector with a strong UK presence, 2016). The emergence of advanced and innovative tools and techniques helps to develop a quick understanding among students to expand their skills and knowledge to build a bright career path.
Nowadays, information technology is everywhere and it transformed the way how people learn diverse areas of knowledge. Most importantly, the UK educational industry has a stronger influence over the young generation of children as teenagers are greatly affected by playing games. Therefore, this research project aims to examine the role of innovation and advancement to assess its prospective impact on teenagers (Games in Education, 2015). This report will investigate how various apps or gaming applications help teenagers expand their learning, talent, or knowledge base. Moreover, the study will also shed light upon currently utilizing apps that deliver a wide range of information to the GCSE students. Along with this, it will examine the real prevailing situation by identifying the effectiveness of different apps on students learning. With the help of such analysis, the scholar will be able to determine the most excellent or well-performing that is used by a greater number of students. Based on this, a new app development plan will be prepared comprising the necessary stages and activities that will be needed to carry out to design a new app for guiding and supporting teenage GCSE students. By creating an excellent app, educational institutions will be able to develop diverse fields of knowledge and understanding among younger students, which in turn, maximize their skills and capabilities to ensure brighter careers.
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The present research aims to examine the use and effectiveness of innovative applications to facilitate GCSE students to make their careers brighter or stronger. This aim will be effectively addressed by conducting a study based on the following research objectives, presented hereunder:
- To investigate the importance of educational or gaming applications for better engagement of people
- To carry out the research to identify existing or current apps and information regarding GCSE students
- To compare and analyze various apps to determine the most excellent identify how many GCSE students are utilizing smartphones in the UK and the current platform
- To identify various stages in order a final design of a new Android app
Literature Review
To Investigate the Importance of Education or Gaming applications for Better Engagement of People
According to the study by East, (2016) which says that students learn Through the process of playing games as the student will understand the concepts and logic and they must be familiar with new experiments and inventions that help to acquire knowledge. Through games the student learns a variety of new skills: There are several skills that students can develop such as creativity, Teamwork, thinking skills, and sportsmanship. Games provide a source of engagement practice. Students have to do lots of practice to get familiar with English vocabulary. By downloading the apps on their cell phones students have a lot of practice with various exercises in the textbook. The games grab the attention of students and engage them in regular work (Mindel, 2016). Through such techniques, the student has rapt attention to games and content which improves their concentration skill. Games improve the language skills of individuals in the form of writing, listening, speaking, and reading. Vocabulary games increase the intellectual level of students and they acquire competent skills in the schools.
Games have outcomes and feedback: Games have positive results in the minds of students through which various brainstorming sessions could be conducted. Appropriate feedback is provided in case of following the wrong rules and regulations of games. Games have representation and story: Various stories are depicted to students in their classroom in which there are morals and conclusions that help them to learn and familiar with new things in their life.
Games have interaction and problem-solving objectives: Through games, various students interact with each other which helps them to understand the games. If any problem occurs through the execution of that particular game any intelligent student should guide and instruct other students.
Cognitive improvement: One of the important additional advantages of this app is that it increases the mental development of individuals (Solomon and Lewin, 2016). This helps in the overall development of the individual.
Self-improvement: Through this app, the students can develop intellectual development skills. An educational app with content quality can help them to become a content writer.
Educational standard changing: Through these apps, the living standard of students has increased by using the new rapid technology and advancement.
The games can increase the fun and excitement among the students which helps them to gain knowledge and to get familiarize themselves with new trends. Through games, students have a positive memory in their classroom and it helps in developing emotional relationships among students. Interacting games help the student in facing various challenges from the outside world and it helps them to resolve various conflicts among all the students.
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To Carry Out the Research to Identify Existing or Current Apps and Information Regarding GCSE Students
According to the study by East, (2016) which has observed that GCSE which is an acronym that stands for General Certificate of Secondary Education is an academic qualification achieved by a student to pass the level of exams. This is one of the grades given to an individual who completed two years of study to get this tag. Education plays a significant role in today's society as this will enhance the existing capabilities of an individual to seek external market opportunities. Education is an important phase of someone's life which raises their importance in the whole society by giving an additional respect by giving the title of literate. The rigid nature of the study creates boredom and generates fear among kids and all other individuals to stay away from the studies. The basic distractions that affect the interest of a person in learning and seeking education are technology. Technology plays a significant role in the current systems of education by changing the attitude of an individual in different contexts.
From the point of view of Achinewhu-Nworgu, Azaiki, Babalola, and Achinewhu,(2016) which says that this particular technology will give negative direction to all the students by distracting them by offering a variety of games and all other applications that generate more in the games rather than in the learning new concepts and completing their studies. The most complicated subject is maths which created fear among the students due to its complicated numbers and different theorems. Another complicated subject that will not be understood by the majority of students is science. Science is very difficult for all the students who find no use in using these kinds of experiments and they feel bored. The games in turn distracted the minds of all age groups whether it be, teenagers as they feel more comfortable with whole p games like Angry Birds, Hot Wheels car racing, Counter strike, and Subway surfing which are enjoyed by all age groups and males girls and boys.
Mindel, (2016) has asserted that apart from distraction and showing negative direction to all the students regarding education they also play a positive role in the lives of an individual. The Modern business world raises the scope of education in the current society by developing different educational applications. The technology is properly utilized to provide unique and attractive applications to increase the interest of an individual in their studies (McCrone, Hopwood, Wade, and White, 2015). The biggest challenge accepted by the education sector by improving their existing educational services by adding the touch of technology to simplify the existing subjects. The primary aim of developing a different variety of applications and the safe such as Android and IOS is to expand the knowledge and learning base of the students. The selection of the different platforms will facilitate all the clients to use the educational services to complete their studies. studisstudiesducation application developed by businesses in the UK is GOJIMO this application is regarded as one of the leading revisions. This application provides free study material that that accessed by all individuals for help in any exam given to them (Korenova, 2015). The uniqueness of this software is that all kinds of material can be accessed by all the students free of cost. The questions will be presented in the form of quiz questions that cover the complete syllabus of GCSE, AS Level, A level, and all kinds of entrance exams. The presentation of the study materials in the form of quiz questions changes the ability of an individual. This quiz will help the students to prepare for their exams as the questions that can be solved in less time will help a person to complete their paper in fewer periods. The basic advantage enjoyed by all individuals using this particular application which allows individuals to provide detailed explanations about the questions related to any stream. The questions incorporated in these applications allow a person to understand completely (Ping, 2016).
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The score allotted to each individual after completing the quiz motivates the students to improve their score till it reaches the final score. The students can use this application for their revision as all concepts are earned by the students by heart. The application said that a mobile library that consists of all kinds of subjects improves the existing knowledge of an individual. The wrong answers will be improved by showing a detailed explanaexplanations screen of the users to facilitate them to increase their existing score. The important element of this application is that the students can mention their doubts in the student review forum in which all their questions and queries will be solved by the experts of various fields. This application will provide the feeling of a virtual classroom to an individual in which the study can be completed from their convenient place. This facility will offer a variety of students to reduce the barriers in the path of study and the student (Mindel, 2016). Moreover, another important of educational application is to provide specialized services of subjects of physics. The toughest and most complicated part of the whole science is physics whose terminology will create great chaos in the minds of all the students. This platform will provide a variety of services to test and increase the existing knowledge of students. This application will emphasize the E physics to test the ideas. The refraction and reflection concepts are properly explained by using examples for every question as the image of all the examples are used to create visual impact on the minds of all the individuals. This application has transformed into a form of game by offering a variety of games to please all the students. The primary aim behind the development of various games is to create a friendly and interesting environment that creates curiosity rather than boredom. The visual effects used in the existing applications are pleasing sounds. The experts believe that the visual impacts will directly create a large impact on the minds of students as they will memorize the concepts for a long time (Nehring and Szczesiul, 2015). The practical approach is adopted by these applications to increase the memory power of an individual as all these efforts are made with a clear aim to assist. The assistance is provided to all the individuals to help all the users get good grades in the exam. This app will provide three types of games Best of 10, Sudden fail, and Time trial. All these types of games are presented in the form of multiple choice questions with short explanations of each answer to facilitate the users to rectify their mistakes. The questions over 300 are offered to meet the needs of different individuals as they can take quizzes at any time according to their convenience.
To Compare and Analyze Various Apps to Determine the Most Excellent Performing Apps
According to the study of Atkins, and Flint, (2015), the selection of various educational applications is to deliver diverse knowledge to the students according to their needs by accepting the visually appealing request of the developer in developing their applications. The selection of the best application selected by an individual is to meet the requirements of passing the exam. Market research has been conducted in the whole UK to identify the best-performing app currently operated in the application market which has a higher base of customers. The results obtained from the abovementioned analysis state that an entity has produced different outcomes in terms of a variety of applications currently operating in the whole market (Solomon and Lewin, 2016). The educational applications currently operating in the whole UK are offering a variety of subjects and all other categories to please the needs of the students. The different substitute products currently available in the market will complicate the existence of the developer. The wide range of applications will force an individual to amend their applications by adding additional services to meet the higher expectations level of all individuals.
Thompson and Alex, (2015) have asserted that the best suitable approach which remains at the top position in the race of excellent and the best-performing applications to please the demands of the students. The GOJIMO has remained at the top level among all other software development companies. The primary aim of this is to develop different applications to meet the educational requirements of all students. This app provides free-of-cost material to offer a different number of materials to allow all individuals to prepare for various entrance and common school-level exams. This provides a detailed explanation of all the questions in these particular applications. The doubts of all the individuals will be clarified by this entity by allowing the additional feature of providing expert advice to the students. The students use a variety of applications to relieve their overall stress which is imposed by external entities which further transforms into boredom and increases dissatisfaction among all kinds of students (Towns, 2015). Another important application used by the students in which the Homework application. This application will lessen the workload of all the students by reducing their load of assignments given in the class. This application will also provide the benefit of making the timetable which allows planning about their exam timetable. The physics application is also useful for the students in meeting their needs related to this particular stream. The physics concepts are presented in the unique format of questions presented in MCQ format. A variety of questions is offered to facilitate the different number of students by showing practical experimentation of all the activities in the form of Videos. The history app is helpful for the students as it visualizes the historical timelines to enhance the memory power of a person. The history timelines and other important events that take place in London will create confusion in the minds of different individuals. The students will learn about new and historical places situated in London by showing the area on the map to facilitate all the students to visit the place personally. The personal visit is made by the individual to memorize all important places. The particular can be accessed by using different platforms such as Android and the IOS (Solomon and Lewin, 2016). The additional and unique features of these applications will offer photographs of the historical places and the events. The 3-D drawings about the historical buildings of the London paintings are presented in the form of paintings with a short commentary about its architecture and the year in which its builds.
To Assess the Extent to Which GCSE Students Use Smartphones in the UK
According to the viewpoints of Korenova (2015) usage rate of smartphones has increased at a very high pace in the UK. Now, using smartphones phones become part of the lifestyle of each person including students. The rationale behind this, smart smartphones have several apps that develop familiarity for the students with several aspects. Hence, smartphones enhance the knowledge level of students to a large extent. However, on a critical note, Alas and et.al., (2016) said that the use of smartphones also hurts the marks and performance level of students to a large extent. Moreover, smartphones affect the concentration level of students negatively. Usually, more of the students make use of smartphones in other another kind activities rather than utilizing them for study purposes. Thus, by taking into consideration such aspects several universities banned mobile phones within the institutions. Educational institutions think that mobile hampers the study thereby grades as well as the performance level of students to a large extent.
By conducting an investigation, Walker (2016) found that pupils studied in a phone-free school performed better in the examination as compared to others. In the present times, smartphones are one of the main distraction points that affect the performance of GCSE students. Hence, schools that do not allow students to use phones found improvement in the results of their GCSE examination. Such action of the schools has enhanced the grade level of the students in the examination who come under the category of the bottom 60%. On the other side, Davies et al. (2015) criticized that this statement is not true and that by banning mobile phones, the performance of students cannot be enhanced to a great level. Moreover, smartphones have several learning apps, which in turn provide students with easy approaches to understanding the concepts. For instance: the Internet contains several easiest approaches, which in turn helps in getting an understanding of the concepts and models of mathematics. The reason behind this is that the internet has a variety of features that provide deeper insight to the students about alternative methods of resolving math-related problems or issues (Do Smartphones Have a Place in the Classroom, 2016). By considering such aspects, it can be said that smartphones also assist in maximizing the grades of students. In this way, mobile-free schools negatively affect the performance, understanding, and knowledge level of students. Hence, the performance level of GCSE students can also be enhanced through the means of mobile phones.
According to the views of Reida and Pruijsenb (2015), strict action which is taken by schools to restrict the use of mobile phones has had a positive impact on test scores. In the UK, schools that follow GCSE universities have made decisions about restricting the use of their phones. High concentration is one of the main requirements to perform better in the test and final examination. Along with this, a wide knowledge level and grades achieved are the key to building a bright future or career. Hence, a study which is done by the author presents that the grade level of students is significantly increased, which shows that the mobile-free school strategy is highly effective.
However, it is to be critically evaluated by Davies et al. (2015) that mobile-free schools did not offer a high level of benefit to those who achieved grades higher than 60%. Hence, such a strategy benefitted only the students who were at the bottom of 60% to the significant level. Thus, it can be said that institutions that follow GCSE Universities need to employ a strategy that offers benefits to all students. There are mainly two types of students, such as studious and individuals with lower levels of concentration. In this regard, the strategy of mobile banning will provide benefits only to the students who are suffering from the issue of lack of concentration and motivation. In contrast to this, due to the mobile banning action, the performance level of studious individuals is affected in a negative manner (Mobile phone bans improve school exam results, research shows, 2016). Moreover, the internet is one of the main sources that provide students with wide study material or bases. In this, by getting in-depth information regarding the course curriculum or study base, students would become able to perform outstandingly in the examination.
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From their investigation Teki, Kumar, and Griffiths (2016) assessed those academic institutions that had undertaken the decision to ban mobile phones. Along with this, several strict and behavioral rules also have been introduced by the institution with the motive of achieving the desired level of outcome or success. The author said that misuse or abuse of phones was one of the main aspects due to which marks of the students were affected negatively. Thus, by keeping such factors in mind, schools made decisions about banning the phones. Moreover, along with the study material, the internet also contains several things that influence the mindset of the students.
In addition to this, the multi-tasking ability of students also has an impact on the performance level of pupils of GCSE. Moreover, when students devote their time to the searching of various concepts, it may result in a loss of productive time. Moreover, teachers also provide students with supporting teaching notes by taking assistance from several books and the internet. In this regard, GCSE students can learn and perform better in the examination by taking into consideration the notes delivered by the tutor. On the contrary, Korenova (2015) argued that the performance level of GCSE students does not increase significantly after taking strategic measures about mobile-free schools. Moreover, there is a small level of improvement that has been assessed in marks and grades of students, approximately 2%, which is highly lower. Hence, by taking into account all such aspects, it can be stated that educational institution affiliated with GCSE needs to frame competent strategic and policy frameworks for ensuring the growth in student performance.
To Identify Various Stages to Create a Final Design of a New Android App
There are various stages of app development that need to be followed by an entity to develop its new Android application, which is given as below:
- Planning: This phase includes the aim of the developer behind the preparation of the application. The plan will guide an individual to conduct all their business operations through the plan's framework to frame its application (Marcus-Quinn, 2016). The rationale behind the preparation of this app is related to the educational and learning app, which provides all kinds of data to help in studies, along with the sound factor. A student can learn new concepts by listening to the music of their choice, which enhances their memory and learning power, according to a study conducted by the experts.
- Analysis: This stage will focus on the existing performance of the business to prepare the applications that will be able to meet the requirements of all the targeted audiences. The analysis will be applied by the enterprise to test its unique idea with the application of certain parameters.
- Design: This is regarded as one of the important steps as the visual impact is created on the audiences, which in turn increases the sales and the revenue earned by an entity during the years. The design of the overall application will be presented in the form of a 3-dimensional approach that showcases the architectural design of this application (Wood and Butt, 2014). The design will determine all the pros and cons of the application by explaining all the features an entity tries to incorporate into this application. The features that will be added to this app will include customer feedback, a money refund policy, expert advice, admission counseling after passing the entrance exams, educational contests, and rewards given to the students for completing tasks given in the application.
- Development and implementation: The design will be framed by an entity, which will further execute it by passing the current product to the next level by giving this product to the pilot. The development of the application is done by incorporating all the changes by connecting all the codes in one package to develop the application.
- Testing: This approach will test the current products by applying different methods to identify the existing errors Y., in the product.
- Maintenance- the discovered errors identified in the existing products will be improved by using appropriate techniques to adapt to the changes that take place in the application and other external market changes (Wong, 2016). In this particular phase, the changes will be prioritized into different segments such as positive and negative figures. The positive changes are directly added to the existing application to get a higher market advantage by offering that kind of product which has gained the interest of a wide number of customers or the users who are downloading it to take benefit from this application.
Conclusion
It can be concluded from the above report that the development of the educational application has accepted the requirements of the students. The current report stresses the variety of factors that help an entity and its users to meet all their business obligations. The aim of the report to identify the use of educational applications in providing educational information related to the GCSE has been achieved. The presentation of information provided by these apps will be able to meet the needs and expectations of all the students. The results have shown that the GOJIMO app has beaten all other applications currently operated in the external market among all other applications that lie in the United Kingdom.
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References
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- Abegglen, S., Burns, T. and Sinfield, S., 2016. The Power of Freedom: Setting up a Multimodal Exhibition With Undergraduate Students to Foster Their Learning and Help Them to Achieve. Journal of Peer Learning. 9(1). pp.1-9.
- Mindel, C., 2016. Exploring, Developing, and Facilitating Individual Practice, While Learning to Become a Teacher of Art, Craft, and Design. International Journal of Art & Design Education.
- Achinewhu-Nworgu, E., and et.al., 2016. Strategies for Improving the Employability Skills and Life Chances of Youths in Nigeria. Education Provision to Everyone: Comparing Perspectives from Around the World. p.276.
- Solomon, Y. and Lewin, C., 2016. Measuring âprogress': performativity as both driver and constraint in school innovation. Journal of Education Policy. 31(2). pp. 226-238.