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A Multimedia Mobile Result Checker For Secondary Students in Nigeria

A Multimedia Mobile Result Checker for Secondary Students in Nigeria

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0% found this document useful (0 votes)
54 views45 pages

A Multimedia Mobile Result Checker For Secondary Students in Nigeria

A Multimedia Mobile Result Checker for Secondary Students in Nigeria

Uploaded by

Lashman
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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CHAPTER ONE

INTRODUCTION
1.1 BACKGROUND OF THE STUDY

Multimedia is content that uses a combination of different content forms such as text, audio,
images, animations, video and interactive content. Multimedia contrasts with media that use
only rudimentary computer displays such as text-only or traditional forms of printed or hand-
produced material (Charles 2012).

Multimedia can be recorded and played, displayed, interacted with or accessed by


information content processing devices, such as computerized and electronic devices, but can
also be part of a live performance (Multimedia 2019). Multimedia devices are electronic
media devices used to store and experience multimedia content. Multimedia is distinguished
from mixed media in fine art; for example, by including audio it has a broader scope. In the
early years of multimedia the term "rich media" was synonymous with interactive
multimedia, and "hypermedia" was an application of multimedia (Peter 1999).

A mobile application (or mobile App) is software application that runs on a mobile device
(smart phone, tablet, iPod, etc.) since android operating system took over as the leading
operating systems for smartphones in late 2010, they have been an evolution of changes to
the way people interact with the development of android applications ranging from social
media applications, productive applications for result checker and many more which
optimizes performance and profitability to our modern generation (Siegler, 2008).

Young people between the ages of 16-34 are the most users of smartphones according to
recent survey carried out by Forbes magazine (2017), with an estimated 150 million users
across the globe, android operating system has been the leading choice among smartphone
users, as the Technology in the Mobile application is getting wider and better and the
outcome of the result is also having a great impact on the entire sector, is getting wider and
better and the outcome of the result is also having a great impact on the entire sector. Android
as an Operating System works on various types of Smartphones, Tablet etc. as the Major
component of performance is totally based on the type of Application Software available in
the Smart phone (John Michael 2000).

This tool is effective and works efficiently. An android based result checker will be a smart
tool for secondary students. All you need to do is enter all information for the student. With
the advancement of technology and introduction to educational apps, students are not
required to invest their time and money to buy any ticket from cyber café for result checking.
These android based result checker will help students who are unable to use the computer
system to check their results (Newton 2017).

Academic performance means the knowledge and skills that students have mastered in a
subject or a course. It’s basically a measure of how well students have performed in the

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various assessment items set for them based on some educational criteria determined by
professional educators. Through students’ performance in the assessment items such as
essays, tests, viva, and examinations, students’ performance are determined in ranking as to
the educational standards that they have reached – pass, credit, distinction, high distinction
and so on. These educational standards may be recognized as satisfying the standards for
admission for further studies in institutions domestically and internationally (Yunlok Lee
2010).

Tertiary institutions are otherwise known as institutions of higher education. They exist to
cater for post-secondary education. After students leave secondary schools, they proceed to
any of polytechnics, colleges of education and universities (EduCeleb 2019).

Result processing is a part of post-examination process that needs accuracy and transparency
as the betterment of students is based on their report card and grade history (Technometrix
2019).

1.2 STATEMENT OF THE PROBLEM

The errors associated with the existing manual method of how secondary students checker
their result online, make it notably desirable but imperative that a computerized approach be
used to the full in measuring students’ progress. The manual methods being employed suffer
a number of setbacks. They make the process to be time consuming and prone to error. They
lead to students making multiple errors inputting their details. Some students in the secondary
school will suffer undeserved good class of degree, while others could be unfairly victimized,
bringing about frustration and bad blood. The application in this research work is intended to
bring relieve by providing for timely and accurate processing of students results in the
secondary school, using the processing power of an android application that student can
easily download on their smartphones. However, secondary students in Nigeria, can use this
application to solve the following problems affecting the result checking process based on the
current manual processing method such as

(i) Loss of vital information relating to student results records

(ii) The time and labour involved in the student result computation of files and records not
properly kept.

(iii) Unable to check their result by themselves

(iv) Difficulties involved in searching for a specified record

(v) Information is much insured and can be accessed by the wrong persons.

1.3 AIM AND OBJECTIVE OF THIS STUDY

Student result processing environment where information is processed using an android


application which runs on almost every student smartphone application which runs on almost

2
every student smartphone or tablet devices in the secondary institution connected to a
Network (internet) is more advantageous. Owing to this, therefore, the aim of this study is
directed towards developing a powerful android application program that will collapse the
short comings encountered in the student’s result calculation and data management in the
tertiary institution. The main objective of this project is to provide:

A faster means of reducing some or all the problem encountered during result checking.
i. To conduct review of the existing system
ii. To design mobile application for result computation
iii. To investigate and review the various technologies of mobile applications
iv. To enhance fast access to computation of students’ result
v. To ease the computation and accuracy of students’ result.

1.4 SCOPE AND LIMITATION OF THE STUDY

The scope of this research is to explore those ways through which result can be check easily.
The knowledge will be gathered through the help of several secondary and primary sources.
The project will provide a proper framework of result checker for students using android
smartphones. The final result will be extracted from the master record of the input details.
Moreover, the graph will also be presented in order to show student’s performance.

The research study may encounter problems like insufficient literature, time, finance,
transportation problem and lack of co-operation from the respondents who otherwise would
have proved useful.

1.5 SIGNIFICANCE OF THE STUDY

Today, mobile application (App) is a new emerging mobile technology and has been widely
used. Mobile device applications tend to be used in short spurts, frequently, but for short
session durations. Because of this, great mobile device applications offer a focused and
efficient experience for accomplishing specific tasks rather than a general exploratory
environment. Quick start-up time, responsiveness, and focused purpose are the hallmarks of
good mobile application design. All these things amount to a highly productive user
experience when using this mobile application.

1.6 MOTIVATION TO THE STUDY

This project is design to assist student of the secondary school level and motivate them in
order to be able to check their result or performance by themselves without going to the café
or seeking for help from someone.

1.7 DEFINITION OF TERMS

The following are the meanings of some terms as used in this study:

(i) Mobile Device – This is a computing device small enough to hold and operate in the
hand.

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(ii) Mobile Application – This is most commonly referred to as an app, is a type of
application software designed to run on a mobile device, such as a smartphone or
tablet computer.
(iii) Mobile Operating System – This is an operating system for phones, tablets, smart
watches, or other mobile devices.
(iv) Apple Store – These provides a more personal way to shop for the latest Apple
products and accessories.
(v) Result Checking– This is the way in which a performance is been check.
(vi) Secondary School: A secondary school is a school which provides secondary
education, typically between ages of 11-16, after primary school and higher
education.
(vii) Multimedia – This is a content that uses a combination of different content forms
such as text, audio, images, animations, video and interactive content.
(viii) Internet – This is a global computer network providing a variety of information and
communication facilities.

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CHAPTER TWO

LITERATURE REVIEW

2.1 THEORETICAL BACKGROUND

Multimedia technology as the combination of different types of media in the communication


of information between two users and their computers. The format in which the information
for communication exists differs, but it usually includes voice communication, sound
processing and image processing. Multimedia means that convergence of the technologies
from the different industries into a communication medium that presents the synthesis of
interactive computers, highly fidelity video and sound. Multimedia is thus the combination of
standard data processing with text, graphics, animation, sound and video (Newton 1998).

Mobile technology is technology that goes where the user goes. It consists of portable two-
way communication devices, computing devices and the networking technology that connects
them (IBM 2019).

Result Checker is the processing in which the student who sat for exam (waec, neco, gce and
jamb) are been able to check their result with the provided details. Result processing can be a
continuous process of converting data (scores, grade points credit units etc) into definite
meaningful information (statement of result, transcript etc). These results are used to check
the performance of each student in various courses (Technometrix 2019).

Educational systems such as those described above become problematic when students move
from secondary schools into a university intended to be somewhat emancipatory and freeing.
A post-secondary setting transfers control to students: their personal behavior, learning
choices, when and where to be, and at what time. More importantly, the university experience
teaches that knowledge is changeable and constructed socially or individually; however,
because students are trained by the public school system within a power experience to view
all knowledge as fixed and testable, when asked to contribute to knowledge construction and
confronted with the idea that it is not, they may become rebellious and angry (Punch, 2015).

2.2 MULTIMEDIA TECHNOLOGY

Multimedia is content that uses a combination of different content forms such as text, audio,
images, animations, video and interactive content. Multimedia contrasts with media that use
only rudimentary computer displays such as text-only or traditional forms of printed or hand-
produced material.

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Multimedia can be recorded and played, displayed, interacted with or accessed
by information content processing devices, such as computerized and electronic devices, but
can also be part of a live performance. Multimedia devices are electronic media devices used
to store and experience multimedia content. Multimedia is distinguished from mixed
media in fine art; for example, by including audio it has a broader scope. In the early years of
multimedia the term "rich media" was synonymous with interactive multimedia, and
"hypermedia" was an application of multimedia (Bobb Goldsteinn 2019).

2.2.1 TERMINOLOGY ON MULTIMEDIA TECHNOLOGY

The term multimedia was coined by singer and artist Bob Goldstein (later 'Bobb Goldsteinn')
to promote the July 1966 opening of his "LightWorks at L'Oursin" show at Southampton,
Long Island. Goldstein was perhaps aware of an American artist named Dick Higgins, who
had two years previously discussed a new approach to art-making he called "intermedia".

On August 10, 1966, Richard Albarino of Variety borrowed the terminology, reporting:
"Brainchild of songscribe-comic Bob ('Washington Square') Goldstein, the 'Lightworks' is the
latest multi-media music-cum-visuals to debut as discothèque fare." Two years later, in 1968,
the term "multimedia" was re-appropriated to describe the work of a political consultant,
David Sawyer, the husband of Iris Sawyer—one of Goldstein's producers at L'Oursin.

In the intervening forty years, the word has taken on different meanings. In the late 1970s, the
term referred to presentations consisting of multi-projector slide shows timed to an audio
track. However, by the 1990s 'multimedia' took on its current meaning.

In the 1993 first edition of Multimedia: Making It Work, Tay Vaughan declared "Multimedia
is any combination of text, graphic art, sound, animation, and video that is delivered by
computer. When you allow the user – the viewer of the project – to control what and when
these elements are delivered, it is interactive multimedia. When you provide a structure of
linked elements through which the user can navigate, interactive multimedia
becomes hypermedia."

The German language society Gesellschaft für deutsche Sprache recognized the word's
significance and ubiquitousness in the 1990s by awarding it the title of German 'Word of the
Year' in 1995. The institute summed up its rationale by stating "[Multimedia] has become a
central word in the wonderful new media world".

In common usage, multimedia refers to an electronically delivered combination of media


including video, still images, audio, and text in such a way that can be accessed interactively.
Much of the content on the web today falls within this definition as understood by millions.
Some computers which were marketed in the 1990s were called "multimedia" computers
because they incorporated a CD-ROM drive, which allowed for the delivery of several
hundred megabytes of video, picture, and audio data. That era saw also a boost in the
production of educational multimedia CD-ROMs.

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The term "video", if not used exclusively to describe motion photography, is ambiguous in
multimedia terminology. Video is often used to describe the file format, delivery format, or
presentation format instead of "footage" which is used to distinguish
motion photography from "animation" of rendered motion imagery. Multiple forms of
information content are often not considered modern forms of presentation such as audio or
video. Likewise, single forms of information content with single methods of information
processing (e.g. non-interactive audio) are often called multimedia, perhaps to
distinguish static media from active media. In the fine arts, for example, Leda Luss
Luyken's ModulArt brings two key elements of musical composition and film into the world
of painting: variation of a theme and movement of and within a picture,
making ModulArt an interactive multimedia form of art. Performing arts may also be
considered multimedia considering that performers and props are multiple forms of both
content and media (Peter 2019).

2.2.2 MAJOR CHARACTERISTICS ON MULTIMEDIA TECHNOLOGY

Multimedia presentations may be viewed by person on stage, projected, transmitted, or


played locally with a media player. A broadcast may be a live or recorded multimedia
presentation. Broadcasts and recordings can be either analog or digital electronic media
technology. Digital online multimedia may be downloaded or streamed. Streaming
multimedia may be live or on-demand.

Multimedia games and simulations may be used in a physical environment with special
effects, with multiple users in an online network, or locally with an offline computer, game
system, or simulator.

The various formats of technological or digital multimedia may be intended to enhance the
users' experience, for example to make it easier and faster to convey information. Or in
entertainment or art, to transcend everyday experience.

Enhanced levels of interactivity are made possible by combining multiple forms of media
content. Online multimedia is increasingly becoming object-oriented and data-driven,
enabling applications with collaborative end-user innovation and personalization on multiple
forms of content over time. Examples of these range from multiple forms of content on Web
sites like photo galleries with both images (pictures) and title (text) user-updated, to
simulations whose co-efficients, events, illustrations, animations or videos are modifiable,
allowing the multimedia "experience" to be altered without reprogramming. In addition to
seeing and hearing, haptic technology enables virtual objects to be felt. Emerging technology
involving illusions of taste and smell may also enhance the multimedia experience (Shong
Lee 1998).

2.2.3 CATEGORIZATION ON MULTIMEDIA TECHNOLOGY

Multimedia may be broadly divided into linear and non-linear categories:

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(i) Linear active content progresses often without any navigational control for the
viewer such as a cinema presentation;
(ii) Non-linear uses interactivity to control progress as with a video game or self-
paced computer-based training. Hypermedia is an example of non-linear content.

Multimedia presentations can be live or recorded:

(i) A recorded presentation may allow interactivity via a navigation system;


(ii) A live multimedia presentation may allow interactivity via an interaction with the
presenter or performer.

2.2.4 USAGE/APPLICATION OF MULTIMEDIA TECHNOLOGY

Multimedia finds its application in various areas including, but not limited
to, advertisements, art, education, entertainment, engineering, medicine, mathematics, busine
ss, scientific research and spatial temporal applications. Several examples are as follows:

2.2.4.1 CREATIVE INDUSTRIES

Creative industries use multimedia for a variety of purposes ranging from fine arts, to
entertainment, to commercial art, to journalism, to media and software services provided for
any of the industries listed below. An individual multimedia designer may cover the spectrum
throughout their career. Request for their skills range from technical, to analytical, to creative.

2.2.4.2 COMMERCIAL USES

Much of the electronic old and new media used by commercial artists and graphic designers
is multimedia. Exciting presentations are used to grab and keep attention in advertising.
Business to business, and interoffice communications are often developed by creative
services firms for advanced multimedia presentations beyond simple slide shows to sell ideas
or liven up training. Commercial multimedia developers may be hired to design
for governmental services and nonprofit services applications as well.

2.2.4.3 ENTERTAINMENT AND FINE ARTS

Multimedia is heavily used in the entertainment industry, especially to develop special


effects in movies and animations (VFX, 3D animation, etc.). Multimedia games are a popular
pastime and are software programs available either as CD-ROMs or online. Some video
games also use multimedia features. Multimedia applications that allow users to actively
participate instead of just sitting by as passive recipients of information are called interactive
multimedia. In the arts there are multimedia artists, whose minds are able to blend techniques
using different media that in some way incorporates interaction with the viewer. One of the
most relevant could be Peter Greenaway who is melding cinema with opera and all sorts of
digital media. Another approach entails the creation of multimedia that can be displayed in a
traditional fine arts arena, such as an art gallery. Although multimedia display material may
be volatile, the survivability of the content is as strong as any traditional media. Digital

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recording material may be just as durable and infinitely reproducible with perfect copies
every time (Newton 1998).

2.2.4.4 EDUCATION

In education, multimedia is used to produce computer-based training courses (popularly


called CBTs) and reference books like encyclopedia and almanacs. A CBT lets the user go
through a series of presentations, text about a particular topic, and associated illustrations in
various information formats. Edutainment is the combination of education with
entertainment, especially multimedia entertainment.

Learning theory in the past decade has expanded dramatically because of the introduction of
multimedia. Several lines of research have evolved, e.g. cognitive load and multimedia
learning.

From multimedia learning (MML) theory, David Roberts has developed a large group lecture
practice using PowerPoint and based on the use of full-slide images in conjunction with a
reduction of visible text (all text can be placed in the notes view’ section of PowerPoint). The
method has been applied and evaluated in 9 disciplines. In each experiment, students’
engagement and active learning has been approximately 66% greater, than with the same
material being delivered using bullet points, text and speech, corroborating a range of
theories presented by multimedia learning scholars like Sweller and Mayer. The idea of
media convergence is also becoming a major factor in education, particularly higher
education. Defined as separate technologies such as voice (and telephony features), data (and
productivity applications) and video that now share resources and interact with each other,
media convergence is rapidly changing the curriculum in universities all over the world
(Wikipedia 2019).

2.3 MOBILE TECHNOLOGY

Mobile technology is the technology used for cellular communication. Mobile code-division
multiple access (CDMA) technology has evolved rapidly over the past few years. Since the
start of this millennium, a standard mobile device has gone from being no more than a simple
two-way pager to being a mobile phone, GPS navigation device, an embedded web browser
and instant messaging client, and a handheld gaming console. Many experts believe that the
future of computer technology rests in mobile computing with wireless networking. Mobile
computing by way of tablet computers are becoming more popular. Tablets are available on
the 3G and 4G networks. Mobile technology has different meanings in different aspects,
mainly mobile technology in information technology and mobile technology in basketball
technology. Mainly based on the wireless technology of wireless devices (including laptops,
tablets, tablets, mobile phones, etc.) equipment information technology integration
(Wikipedia 2019).

2.3.1 MOBILE PHONE GENERATIONS

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In the early 1980s, 1G was introduced as voice-only communication via "brick phones".
Later in 1991, the development of 2G introduced Short Message Service (SMS) and
Multimedia Messaging Service (MMS) capabilities, allowing picture messages to be sent and
received between phones. In 1998, 3G was introduced to provide faster data-transmission
speeds to support video calling and internet access. 4G was released in 2008 to support more
demanding services such as gaming services, HD mobile TV, video conferencing, and 3D TV.
5G technology has been planned for the upcoming future.

2.3.1.1 4G NETWORKING

4G is the current mainstream cellular service offered to cell phone users, performance
roughly 10 times faster than 3G service. One of the most important features in the 4G mobile
networks is the domination of high-speed packet transmissions or burst traffic in the
channels. The same codes used in the 2G-3G networks are applied to 4G mobile or wireless
networks, the detection of very short bursts will be a serious problem due to their very poor
partial correlation properties. A recent study has indicated that traditional multilayer network
architecture based on the Open Systems Interconnection (OSI) model may not be well suited
for 4G mobile network, where transactions of short packets will be the major part of the
traffic in the channels. As the packets from different mobiles carry completely different
channel characteristics, the receiver should execute all necessary algorithms, such as channel
estimation, interactions with all upper layers and so on, within a very 'short' period of time.

2.3.1.2 5G NETWORKING

5G's performance goals are high data rates, reduced latency, energy savings, reduced costs,
increased system capacity and large-scale device connectivity.

The main advantage of 5G networks is that the data transmission rate is much higher than the
previous cellular network, up to 10Gbit/s, which is faster than the current wired Internet and
100 times faster than the previous 4G LTE cellular network. Another advantage is lower
network latency (faster response time), less than 1 millisecond, and 4G is 30-70 milliseconds.

1. Large network capacity, providing the connection capacity of 100 billion devices to
meet IoT communication.

2. The spectrum efficiency is 10 times higher than LTE.

3. With continuous wide area coverage and high mobility, the user experience rate
reaches 100 Mbit/s.

4. The flow density and the number of connections are greatly increased.

5. The system is synergistic and the level of intelligence is improved. It is characterized


by multi-user, multi-point, multi-antenna, multi-intake collaborative networking, and
flexible automatic adjustment between networks.

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2.3.2 OPERATING SYSTEMS

Many types of mobile operating systems (OS) are available for smartphones, including
Android, BlackBerry OS, webOS, iOS, Symbian, Windows Mobile Professional (touch
screen), Windows Mobile Standard (non-touch screen), and Bada. The most popular are the
Apple iPhone, and the newest: Android. Android, a mobile OS developed by Google, is the
first completely open-source mobile OS, meaning that it is free to any cell phone mobile
network.

Since 2008 customizable OSs allow the user to download apps like games, GPS, utilities, and
other tools. Users can also create their own apps and publish them, e.g. to Apple's App Store.
The Palm Pre using webOS has functionality over the Internet and can support Internet-based
programming languages such as Cascading Style Sheets (CSS), HTML, and JavaScript. The
Research In Motion (RIM) BlackBerry is a smartphone with a multimedia player and third-
party software installation. The Windows Mobile Professional Smartphones (Pocket PC or
Windows Mobile PDA) are like personal digital assistants (PDA) and have touchscreen
abilities. The Windows Mobile Standard does not have a touch screen but uses a trackball,
touchpad, or rockers.

2.3.3 CHANNEL HOGGING AND FILE SHARING

There will be a hit to file sharing, the normal web surfer would want to look at a new web
page every minute or so at 100 kbs a page loads quickly.[clarification needed] Because of the
changes to the security of wireless networks users will be unable to do huge file transfers
because service providers want to reduce channel use. AT&T claimed that they would ban
any of their users that they caught using peer-to-peer (P2P) file sharing applications on their
3G network. It then became apparent that it would keep any of their users from using their
iTunes programs. The users would then be forced to find a Wi-Fi hotspot to be able to
download files. The limits of wireless networking will not be cured by 4G, as there are too
many fundamental differences between wireless networking and other means of Internet
access. If wireless vendors do not realize these differences and bandwidth limits, future
wireless customers will find themselves disappointed and the market may suffer setbacks.

2.3.5 MOBILE TECHNOLOGY CLASSIFICATION AND MOBILE APPLICATION


TYPES

2.3.5.1 MOBILE TECHNOLOGY CLASSIFICATION

Mobile technology, driven by the convergence of mobile communication technology and


mobile computing technology, mainly includes four types of technologies.

1. Radio-based two-way radio communication (professional or public mobile radio) or


broadcast

2. Mobile phone service based on cellular phones, SMS (Short Message Service), WAP
(Wireless Application Protocol), GPRS (General Packet Radio Service), UMTS (3G,

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3rd Generation Mobile Communication Network)

3. Mobile-based, including laptops, tablets, PDAs (personal digital assistants), pagers,


Bluetooth technology, RFID (radio frequency identification) and GPS (Global
Positioning System)

2.3.5.2 MOBILE APPLICATION TYPES

There are mainly three types of mobile application namely; Native app, Hybrid apps for all
platforms altogether with Xamarin, React Native, Ionic, Angular Mobile Sencha Touch etc.
and Web apps as responsive versions of website to work on any mobile device.

Figure 1 shows how the three types compare in design and architecture. It shows also how the
apps would access a database or web service API to load data.

Figure 2.1: Types of mobile application architectures

Source:https://mobile.developer.com/ws/proto/the-three-types-of-mobile-expericence.html

2.3.5.2.1 Native App

Such apps are developed for a single mobile operating system exclusively; therefore they are
“native” for a particular platform or device. App built for systems like iOS, Android,
Windows phone, Symbian, Blackberry cannot be used on a platform other than their own. In
other words, you won’t be able to use Android app on iPhone. Main advantage of native apps
is high performance and ensuring good user experience as developers use native device UI.
Moreover, an access to wide range of APIs that puts no limitation on app usage. Native
applications are distinctly accessible from app stores of their kind and have the clear tendency
to reach target customers. Some cons to native apps are higher cost compared to other types
of apps – due to the need of create app duplicates for other platforms, separate support and
maintenance for different types of apps resulting in bigger product price. Native apps are
written using the default language for the mobile platform, which is Objective C or Swift for
iOS and Java for Android. Native apps are compiled and execute directly on the device.
Using the platform SDK (API), the app can communicate with the platform to access device
data or load data from an external website using http requests.

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2.3.5.2.1.1 Native App Advantages

The native app comes with a number of benefits over the other types. The benefits revolve
around being tightly integrated with the device platform.

i. Native APIs: They can use the native APIs directly in the app, making the tightest
connection to the platform.
ii. Performance: Native apps can experience highest levels of performance

2.3.5.2.1.2 Native App Disadvantages

The disadvantages of native apps are generally the level of difficulty in developing and
maintaining them.

i. Language Requirements: Requires proficiency in the platform language (for


example Java) and knowledge how to use platform-specific APIs.
ii. Not cross platform: Native apps can only be developed for one platform at a time.
iii. High level of effort: Typically native apps are more work and overhead to build,
increasing costs.

Native apps may be best suited for developers who have a command of Java and Objective C,
or for teams with extensive resources and a need for the benefits.

2.3.5.2.2 Web App (Mobile Website)

These are software applications that behave in a fashion similar to native applications. Web
apps use browser to run and are usually written in HTML5, JavaScript or CSS. These apps
redirect a user to URL and offer “install” option by simply creating a bookmark to their page.

Web applications require minimum of device memory, as a rule. As all personal databases are
saved on a server, users can get access from any device whenever there is internet connection.
That is why the use of web apps with poor connection would result in bad user experience.
The drawback is access to not that many APIs for developers, with exception of relocation
and few others.

Most simply, they are websites viewed on a mobile device in a mobile browser, with the
exception of being designed to fit a mobile device screen size.

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Figure 2.2: Example mobile websites

Source:https://mobile.developer.com/ws/proto/the-three-types-of-mobile-expericence.html

Some websites have a unique version of the normal website that has been developed
specifically for use on a mobile device. Perhaps you've visited websites that redirect you on a
mobile device to a limited feature application, often on a subdomain such as
http://m.ebay.com. In other examples the design adjusts to the form factor and screen size in a
technique called responsive design, such as http://www.bostonglobe.com. Depending on the
site of the browser window, the website reflows the page to fit better on a smaller screen and
perhaps even hides content.

2.3.5.2.2.1 Mobile Websites Advantages

Mobile websites enjoy a number of benefits, primarily in the level of effort and compatibility
on devices.

i. Maintainability- This is easy to update and maintain without the need to go through
an approval process or updating installations on devices.
ii. No installation- Since it exists on the internet; it doesn't require installation on mobile
devices.
iii. Cross platform- Any mobile device has a browser, allowing your application to be
accessible from any device.

2.4.5.2.2.2 Mobile Websites Disadvantages

Mobile websites run inside of a mobile browser, which is the major cause of limitations and
disadvantages.

i. No native access: Since it is run in the browser, it has no access to the native APIs or
the platform, just the APIs provided by the browser.
ii. Requires keyboard to load: The user has to type address in a browser to find or use
your mobile website, which is more difficult than tapping an icon.
iii. Limited user interface: It is difficult to create touch friendly applications, especially
if you have a responsive site that has to work well on desktops.
iv. Mobile browsing is declining: The amount of time users browse the web on a mobile
device is declining, while app usage increases.

Mobile websites can be important even if you have a mobile app, depending on your product
or service. Research shows users spend much more time using apps compared to the mobile
browser, so mobile websites tend to have a lower engagement.

2.3.5.2.3 Hybrid App

A hybrid app is a mobile app that contains a web view (essentially an isolated browser
instance) to run a web application inside of a native app, using a native app wrapper that can

14
communicate with the native device platform and the web view. This means web applications
can run on a mobile device and have access to the device, such as the camera or GPS
features. They are built using multi-platform web technologies (for example HTML5 CSS
and Javascript). So-called hybrid apps are mainly website applications disguised in a native
wrapper. Apps possess usual pros and cons of both native and web mobile applications.

Hybrid multi-platform apps are fast and relatively easy to develop – a clear advantage. Single
code base for all platforms ensures low-cost maintenance and smooth updates. Widely used
APIs, like gyroscope, accelerometer, and relocation are available. On the other hand, hybrid
application lack in performance, speed and over all optimization in comparison to native apps
for instance. Also, there are certain design issues due to app inability to look in exactly same
way on two or more platforms. Hybrid apps are possible because of tools that have been
created that facilitate the communication between the web view and the native platform.
These tools are not part of the official iOS or Android platforms, but are third party tools such
as Apache Cordova, which is used in this book. When a hybrid app is built, it will be
compiled, transforming your web application into a native app.

Figure 2.3: an example of a hybrid app

Source:https://mobile.developer.com/ws/proto/the-three-types-of-mobile-expericence.html

2.3.5.2.3.1 Hybrid App Advantages

i. Cross platform: You can build your app once, and deploy it to multiple platforms
with minimal effort.
ii. Same skills as web development: It allows you to build mobile apps using the same
skills already used to develop websites and web applications.
iii. Access to device: Since the web view is wrapped in a native app, your app has access
to all of the device features available to a native app.
iv. Ease of development: They are easy and fast to develop, without the need to
constantly rebuild to preview. You also have access to the same development tools
used for building websites.
v. Hybrid apps provide a robust base for mobile app development while still being able
to use the web platform. You can build the majority of your app as a website, but
anytime you need access to a native API the hybrid app framework can provide a

15
bridge to access that API by using .You can detect swipes, pinches, and other gestures
like you can detect clicks or keyboard events.

2.3.5.2.3.2 Hybrid App Disadvantages

i. Web view limitations: The application can only run as well as the web view instance,
which means performance is tied to the quality of the platform's browser.
ii. Native via plugins: Access to the native APIs you need may not be currently
available, and may require additional development to make a plugin to support it.
iii. No native user interface controls: Without a tool like Ionic, developers would have
to create all of the user interface elements.

With Ionic, you'll be building hybrid apps so you can leverage the knowledge and skills with
which web developers are already familiar.

2.4 EDUCATIONAL SYSTEM

Educational systems such as those described above become problematic when students move
from secondary schools into a university intended to be somewhat emancipatory and freeing.
A postsecondary setting transfers control to students: their personal behavior, learning
choices, when and where to be, and at what time. More importantly, the university experience
teaches that knowledge is changeable and constructed socially or individually; however,
because students are trained by the public school system within a power experience to view
all knowledge as fixed and testable, when asked to contribute to knowledge construction and
confronted with the idea that it is not, they may become rebellious and angry. If our
experience is indicative, there may be a visceral emotional response on the part of some
learners when this occurs. It is a natural consequence of the system that if students are trained
to be passive and comfortable with a teacher’s transmission of knowledge, locus of control
and related affective problems emerge when that font runs dry. Why should they be
discomfited by abstraction and uncertainty? (Scott J. et al., 2016)

2.4.1 PRIMARY EDUCATION

Primary education begins at around age 5 for the majority of Nigerians. Students spend six
years in primary school and graduate with a school-leaving certificate. Subjects taught at the
primary level include mathematics, English language, Christian Religious Knowledge,
Islamic knowledge studies, agricultural science, home economics and one of the three main
indigenous languages and cultures: Hausa-Fulani, Yoruba, and Igbo. Private schools also
offer computer science, French, and Fine Arts. Primary school students are required to take a
Common Entrance Examination to qualify for admission into the Federal and State
Government Secondary schools, as well as private ones.

Before 1976, education policy was still largely shaped by the colonial policy of the British
Colonial Period. In 1976, the Universal Primary Education program was established. This

16
program faced many difficulties and was subsequently revised in 1981 and 1990. The
Universal Basic Education, UBE, came as a replacement of the Universal Primary Education
and intended to enhance the success of the first nine years of schooling The UBE involves 6
years of Primary School education and 3 years of Junior Secondary School education,
culminating in 9 years of uninterrupted schooling, and transition from one class to another is
automatic but determined through continuous assessment. This scheme is monitored by the
Universal Basic Education Commission, UBEC, and has made it "free", "compulsory" and a
right of every child. Therefore, the UBEC law section 15 defines UBE as early childhood
care and education. The law stipulates a 9-year formal schooling, adult literacy and non-
formal education, skill acquisition programs, and the education of special groups such as
nomads and migrants, girl child and women, Al-majiri, street children and disabled people
(Aderinoye, 2007).

2.4.2 SECONDARY EDUCATION

Students spend six years in Secondary School that is 3 years of JSS (Junior Secondary
School), and 3 years of SSS (Senior Secondary School). By Senior Secondary School Class 2
(SS2), students are taking the GCE O’Levels exam, which is not mandatory, but some
students take it to prepare for the Senior Secondary Certificate Examination. The Senior
Secondary School ends on the WASSCE. Junior Secondary School is free and compulsory. It
leads to the BECE, which opens the gate to Senior Secondary School. SSS curriculum is
based on 4 core subjects completed by 4 or 5 elective subjects. Core subjects are: English;
mathematics; Economics; Civic Education; one or more electives out of biology, chemistry,
physics or integrated science; one or more electives out of English literature, history,
geography or social studies; agricultural science or a vocational subject which includes:
Commerce, food and nutrition, technical drawing or fine arts.

After the BECE, students can also join a technical college. The curriculum for these also lasts
3 years and leads to a trade/craftsmanship certificate.

The Federal Republic of Nigeria is made up of thirty-six States and the Federal Capital
Territory. There are about two Federal Government Colleges in each state. These schools are
funded and managed directly by the Federal Government through the Ministry of Education.
Teachers and staff are Federal Government employees. Teachers at the Federal Government
schools are required to possess a bachelor's degree in Education or in a particular subject
area, such as, Mathematics, Physics etc. These schools are supposed to be model schools
carrying and maintaining the ideals of secondary education for Nigerian students. Admission
is based on merit, determined by the National Common Entrance Examination taken by all
final year elementary school pupils. Tuition and fees are very low, approximately twenty five
thousand naira ($69.08), because funding comes from the Federal Government.

State-owned secondary schools are funded by each state government and are not comparable
to the Federal government colleges. Although education is supposed to be free in the majority
of the state-owned institutions, students are required to purchase books, uniforms and pay for
miscellaneous things costing them an average of fifty thousand naira ($200) in an academic

17
year. Teachers in State-owned institutions usually have a National Certificate of Education or
a bachelor's degree, but this is not always the case as many secondary schools in Nigeria are
filled with unqualified teachers who end up not being able to motivate their students. Often
these schools are understaffed due to low state budgets, lack of incentives and irregularities in
payment of staff salaries. Some state-owned secondary schools are regarded as elite colleges
because of the historically high educational standard and producing alumni who have
prominent citizens in the various careers. However, the college ranking of these institutions
have since dropped because of the arrival of some private institutions.

Private secondary schools in Nigeria tend to be quite expensive with average annual fees
averaging from two hundred and fifty thousand naira to One million naira ($1000.00 –
$4000.00). These schools have smaller classes (approximately twenty to thirty students per
class), modern equipment and a better learning environment. Most teachers in these
institutions possess at least a bachelor's degree in a specific course area and are sent for
workshops or short term programs on a regular basis.

2.4.3 PROMOTIONAL EXAMINATIONS

With the introduction of the 6-3-3-4 system of education in Nigeria, the recipient of the
education would spend six years in primary school, three years in junior secondary school,
three years in senior secondary school, and four years in a tertiary institution. The six years
spent in primary school and the three years spent in junior secondary school are merged to
form the nine in the 9-3-4 system. Altogether, the students must spend a minimum period of
six years in Secondary School. During this period, students are expected to spend three years
in Junior Secondary School and three years in Senior Secondary School.

The General Certificate of Education Examination (GCE) was replaced by the Senior
Secondary Certificate Examination (SSCE). The SSCE is conducted at the end of the
Secondary School studies in May/June. The GCE is conducted in October/November as a
supplement for those students who did not get the required credits from their SSCE results.
The standards of the two examinations are basically the same. A body called West African
Examination Council (WAEC) conducts both the SSCE and GCE. A maximum of nine and a
minimum of seven subjects are registered for the examination by each student with
Mathematics and English Language taken as compulsory.

A maximum of nine grades are assigned to each subject from: A1, B2, B3 (Equivalent to
Distinctions Grade); C4, C5, C6 (Equivalent to Credit Grade); D7, E8 (Just Pass Grade); F9
(Fail Grade). Credit grades and above is considered academically adequate for entry into any
University in Nigeria. In some study programs, many of the universities may require higher
grades to get admission.

The Federal Government policy on education is adhered to by all secondary schools in


Nigeria. Six years of elementary school is followed by six years of secondary school. Junior
Secondary school consists of JSS1, JSS2 and JSS3 which are equivalent to the 7th, 8th and
9th Grade while the Senior Secondary school consists of SS I, SS 2, and SS 3 which is

18
equivalent to the 10th, 11th and 12th Grade. The Senior Secondary School Examination
(SSCE) is taken at the end of the SS 3. The West African Examination Council (WAEC)
administers both exams. Three to six months after a student has taken the SSCE examination,
they are issued an official transcript from their institution. This transcript is valid for one year,
after which an Official transcript from the West African Examination Council is issued.

The National Examination Council is another examination body in Nigeria; it administers the
Senior Secondary School Examination (SSCE) in June/July. The body also administers the
General Certificate of Education Examination (GCE) in December/January. Students often
take both WAEC and NECO examinations in SSS 3.

2.5 RESULT CHECKER

Result Checker is the processing in which the student who sat for exam (waec, neco, gce and
jamb) are been to check their result with the provided details. Result processing can be a
continuous process of converting data (scores, grade points credit units etc) into definite
meaningful information (statement of result, transcript etc). These results are used to check
the performance of each student in various courses (Wikipedia 2019).

2.5.1 WAEC RESULT CHECKER

How to check WAEC result online

(i) Visit the WAEC result checking portal.


(ii) Enter your 10-digit WAEC Examination Number, which is your 7-digit Centre
number followed by your 3-digit candidate number.
(iii) Enter the four digits of your Examination Year.
(iv) Select the Type of Examination.
(v) Enter the e-PIN Voucher Number.
(vi) Enter the Personal Identification Number (PIN) on your e-PIN. Click Submit and
wait for the results window to come up.

2.5.2 GCE RESULT CHECKER

HOW TO CHECK WAEC GCE RESULT ONLINE

If you want to see your result, you need the WAEC scratch card for checking result. The PIN
on the card, in combination with your GCE exam number and Card Serial Number will
enable you to check.

Follow the steps below;

Go to WAEC Result portal located at www.waecdirect.org. Look at the left side of the screen
and fill the forms for checking GCE results.

19
(i) In the first space, enter your 10-digit WAEC Examination Number. (This is your
7-Digit Centre number followed by your 3-digit candidate number eg.
4123456789)
(ii) Enter the 4 digits of your Examination Year i.e. 2019
(iii) Select the Type of Examination i.e. PRIVATE CANDIDATES RESULTS (it is
available on the portal)
(iv) Enter the Card Serial Number found on the reverse side of your Scratch card.
(v) Enter the Personal Identification Number (PIN) on your Scratch card
(vi) Click Submit and wait for the results window to come up.

2.5.3 NECO RESULT CHECKER

There are two ways to checking your results.

You log in to your NECO account, purchase a token and use your purchased token to check
your result.

An already purchased token can be shared with you and you use that to check your result.

METHOD 1: PURCHASING A TOKEN FROM YOUR ACCOUNT

(i) After purchasing a token, click on CHECK RESULT button at the bottom of the
screen or on the side menu.
(ii) The check result button will be loaded out on the screen, fill out the form. And
click the CHECK RESULT button.
(iii) If you do not know your token number, simply click on MY TOKENS on the side
menu and all your purchased tokens will be listed out.
(iv) Click on the CHECK RESULT button on the right-hand side to use a selected
token to check your result. Fill out the form and use any of your tokens.

METHOD 2: USING A PREVIOUSLY PURCHASED/SHARED TOKE

(i) Visit the NECO Result page: results.neco.gov.ng


(ii) Select your Exam Year and Type.
(iii) Enter the 12 digits token number and your exam registration number.
(iv) Click on ‘check result’ and wait for examination results to be displayed on the
screen.

N.B: One token can be used a maximum of 5 times. After this limit, you will need to
purchase a new token to view results again.

2.5.4 JAMB RESULT CHECKER

Steps to Check 2019 JAMB UTME CBT Results Online

(i) To check your score online, please visit the JAMB result checking portal at

20
http://www.jamb.org.ng/unifiedtme3/
(ii) When the website loads up, proceed and type in your JAMB registration number
in the blank box provided.
(iii) Finally, click on ‘Check Result’ to check your JAMB CBT score.

2.6 RELATED WORKS

E.O. Ukem et al., (2011) revealed a software application for the processing of students results
that will handle the issue of error prone and time-consuming in the manual way of processing
the student result, it was develop using the Waterfall Software Life Cycle model. It was
designed in the form of a database capable of running on a network.

Amadin et al., (2010) stated that “An effective measure which can improve the efficiency of
the result processing system is the introduction of computerization”. They want on to say “A
majority of universities in Nigeria already have custom software integrated into functional
websites that helps in all aspects of registration activites (on-line application, entrance
examination results, registration of courses, payment of fees, hostel allocation, amongst
others), but what is still not resent in most Nigerian Universities is a functional software or
platform that process students examination results and formats/edit/uploads them in the
prescribed format on a computer system or onto a computer network”.

Mercado .C and Agustin .P. (2013) presented an archetype of mobile application integration
framework for educational institutions. This framework serves as a tool for evaluating
candidate mobile learning applications and identifying the considerations for developing and
deploying mobile learning applications. The framework covers the areas of evaluation,
development and deployment of mobile learning applications.

Logunleko A.M (2017) revealed impact of mobile apps on real estate development and
management via the use of mobile computing technologies such as mobile devices, mobile
apps, intergraded development tools and wireless technology. The main chunks of the system
are real estate properties, mobile apps and mobile devices. In the first instance, data such as
real estate properties are collected from the real estate agent. Then this data is designed and
implemented into mobile apps and visible via the use of wireless technology. Consequently,
the experimental results showed that apps are useful for: an increasing stake in the real estate
industry in the marketing of properties. Apart from the media marketing, the customer also
has a sentimental value and an eye-opening experience.

Warne et al., (2014) proposed comparing weighted and unweighted grade point averages in
predicting college success of diverse and low income college students.

21
CHAPTER THREE

SYSTEM ANALYSIS AND DESIGN

3.1 INTRODUCTION
This project work Multimedia Based Mobile Result Checker for Secondary Students in
Nigeria is to improve student result checker environment where information is processed
using an android application which runs on almost every student smartphone or tablet devices
in the secondary institution connected to a Network (internet) is more advantageous.
The objective of this study is to design a multimedia based mobile result checker for
secondary students in a mobile application. The research methodology used to helps to ensure
that a thorough study of the present system is effectively carried out, thus helping the project
research team to completely understand the modus operand of the present existing system to
as to know how the new system should be structured and the functionality needed in it to
address the seemingly, existing problem discovered. This help to know if there should be a
total over hailing of the existing system or only improvements should be made.
3.2 RESEARCH METHODOLOGY
In order to design an application to suit the need to gather some facts. The methods used in
gathering these are:

22
1. DIRECT INTERVIEW

This is a direct one on one communication process with individual and the student of the
department involves so as acquiring information about the of study. During the course of this
project, direct interview was used to know the opinion of different individual who are
professionals in academic studies and their views about result processing.
2. DOCUMENT EXAMINATION
These method was adopted to provide additional information to the information already
gathered from the interview. Some organization document such as student’s performance and
result were examined so that the organization policy on operation procedure could really be
established for efficient design of the system.

3.3 DESIGN METHODOLOGY

The design for this study includes the following; the input to the system, the process of the
system and the output from the system. The methodology approach to this study entails the
use of a programming language like html, php, java script, css, phone gap technology etc.

3.4 SYSTEM ANALYSIS

It emphasis on translating design. Specifications to performance specification. System design


has two phases of development

 Logical design

 Physical design

During logical design phase the analyst describes inputs (sources), outputs (destinations),
databases (data sores) and procedures (data flows) all in a format that meets the user
requirements. The analyst also specifies the needs of the user at a level that virtually
determines the information flow in and out of the system and the data resources. Here the
logical design is done through data flow diagrams and database design. The physical design is
followed by physical design or coding. Physical design produces the working system by
defining the design specifications, which specify exactly what the candidate system
must do. The programmers write the necessary programs that accept input from the user,
perform necessary processing on accepted data and produce the required report on a hard
copy or display it on the screen.

3.5 SYSTEM DESIGN

System design is a problem solving process. Its goal is to create a new system that meet a set
of objectives and these objectives are the force behind the design process. The objectives are
as stated below:

(i) To help the students to check their result without visiting the café.

23
(ii) To help the students to make use of the internet by themselves.

3.5.1 INPUT DESIGN:

Input design is the link that ties the information system into the world of it's users. The input
design involves determining the inputs, validating the data, minimizing the data entry and
provides a multi-user facility. Inaccurate inputs are the most common cause of errors in data
processing. Errors entered by the data entry operators can be controlled by input design. The
user-originated inputs are converted to a computer based format in the input design. Input
data are collected and organized into groups of similar data. Once identified, the appropriate
input media are selected for processing. All the input data are validated and if any data
violates any conditions, the user is warned by a message. If the data satisfies all the
conditions, it is transferred to the appropriate tables in the database.

3.5.2 OUTPUT DESIGN:

Computer output is the most important and direct source of information to the user. Output
design is a very important phase since the output needs to be in an efficient manner. Efficient
and intelligible output design improves the system relationship with the user and helps in
decision making. Allowing the user to view the sample screen is important because the user
is the ultimate judge of the quality of output. The output module of this system is the
selected notifications.

3.6 DESIGN GOAL

1. Efficiency: the multimedia based mobile result checker for secondary students produce
desired output according to user’s preference, therefore it is effective since it serves it
purpose.

2. Responsiveness: the e souvenir system is responsive to different mobile screen size


without the need to zoom in or zoom out display.

3. Time saving: the system saves user’s time of searching the internet for valid link to check
there results.

4. No Cost: all features of this result checker is available for free to any user.

3.7 PROPOSED SYSTEM (RESULT CHECKER)

Result checker is a mobile application that give student the platform to check their result on
the go without the stress of wandering around the café or even the stress of exploring
different website and blog to get the actual website to check their result. This system was
built with phonegap mobile technology. The system has a number of benefits like:

24
i. Platform independence and Convenience
ii. Check result from a remote location
iii. Speed of execution and 24hours availability

3.8 RESULT CHECKER SYSTEM ARCHITECTURE

Student
Result Page

Database
Information
Page

Result Selection
Page
Print Result

Figure 3.1: Result Checker System Architecture

Figure 3.1 System architecture of the multimedia based mobile result checker for secondary
students

Student: This is the person or the user that is operating the application in process to check
his/her result.

Information Page: This are the page that will be display before the result selection page.

Result Selection Page: This is the interface where you can the exam result you wish to
check.

Internet: After selecting the exam result you wish to check it will automatically load to the
internet to load the result page in which you can input your exam details.

25
Result Page: This is page in which the student performance is been display.

Database: This is a storage medium in which the result is been kept in.

Print Result: These section enable student the to print out their result for further use.

3.9 RESULT CHECKER SYSTEM FLOWCHART

Launch App

Information Page

Result Selection
Page

No
Internet

Yes

Result Page

Database

Print Result
Figure 3.2: Result Checker Flowchart

3.10 RESULT CHECKER ALGORITHM

GENERAL ALGORITHM:

Step 1: Open mobile application.

Step 2: Slide through the multimedia image slider

Step 3: The last slide will contain icon of exams

Step 4: Student click on one of the icon and the result check page will open up.

26
Step 5: end

CHAPTER FOUR

SYSTEM IMPLEMENTATION AND RESULTS

4.1 SYSTEM IMPLEMENTATION

This chapter focuses on the implementation phase is where the construction and the delivery
of the application take place.

4.2 CHOICE OF PROGRAMMING LANGUAGE

27
The implementation approach to this study entails the use of a programming language like
HTML, PHP, Java Script, CSS, and Phone Gap Technology etc.

i. HTML: This is a short form of Hypertext Markup Language, a standardized


system for tagging text files to achieve font, color, graphic, and hyperlink effect
on World Wide Web pages.
ii. PHP: This is a short form of Personal Home Page, is a code that is embedded into
HTML code, or it can be used in combination with various web template systems,
web content management system and web frameworks.
iii. Java Script: This is a programming language commonly used in web
development. It was originally developed by Netscape as a means to add dynamic
and interactive elements to websites.
iv. Phone Gap Technology: PhoneGap falls into the category of cross-platform app
development. One of the major benefits of PhoneGap is that it can be used for
creating a single app that works on all mobile devices. It works on HTML5,
CSS3, and JavaScript.

4.3 SYSTEM SPECIFICATION

4.3.1 APPLICATION REQUIREMENTS

The followings are the minimum applications needed for the smooth running of the new
system:

1) Operating system (any OS) e.g. Windows OS, Android OS, Vista, Linux or higher
versions e.t.c.

2) Good Anti-Virus software.

3) Android SDK II and above

4) Android studio

4.3.2 HARDWARE REQUIREMENT

The application works perfectly with the under listed specifications:

1) Android Smartphone.

2) Internal and external card 512mb and above

3) Minimum of 256MB of RAM.

4) Android version 4.0.0 and above.

5) Processor 16GH and above.

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4.4 SYSTEM TESTING

Testing is the process of running a system with the intention of finding errors. Testing
enhances the integrity of a system by detecting deviations in design and errors in the system.
Testing aims at detecting error-prone areas. This helps in the prevention of errors in a system.
Testing also adds value to the product by conforming to the user requirements.

The main purpose of testing is to detect errors and error-prone areas in a system. Testing
must be thorough and well-planned. A partially tested system is as bad as an untested system.
And the price of an untested and under-tested system is high.

The implementation is the final and important phase. It involves user-training, system testing
in order to ensure successful running of the proposed system. The user tests the system and
changes are made according to their needs. The testing involves the testing of the developed
system using various kinds of data. While testing, errors are noted and correctness is the
mode.

4.4.1 TESTING METHODS

System testing is the stage of implementation. This is to check whether the system works
accurately and efficiently before live operation commences. Testing is vital to the success of
the system. The candidate system is subject to a variety of tests: on line response, volume,
stress, recovery, security and usability tests. A series of tests are performed for the proposed
system is ready for user acceptance testing.

The Testing Steps are:

1. Unit Testing: Unit testing focuses efforts on the smallest unit of software design.
This is known as module testing. The modules are tested separately. The test is carried
out during programming stage itself. In this step, each module is found to be working
satisfactory as regards to the expected output from the module.
2. Integration Testing: Data can be lost across an interface. One module can have an
adverse effect on another, sub functions, when combined, may not be linked in
desired manner in major functions. Integration testing is a systematic approach for
constructing the program structure, while at the same time conducting test to uncover
errors associated within the interface. The objective is to take unit tested modules and
builds program structure. All the modules are combined and tested as a whole.
3. Validation: At the culmination of the integration testing, Software is completely
assembled as a package. Interfacing errors have been uncovered and corrected and a
final series of software test begin in validation testing. Validation testing can be
defined in many ways, but a simple definition is that the validation succeeds when the
software functions in a manner that is expected by the customer.
4. Output Testing: After performing the validation testing, the next step is output
testing of the proposed system, since no system could be useful if it does not produce
the required output in a specific format. The output format on the screen is found to

29
be correct. The format was designed in the system design time according to the user
needs. For the hard copy also; the output comes as per the specified requirements by
the user. Hence output testing did not result in any correction for the system.
5. User Acceptance Testing: User acceptance of a system is the key factor for the
success of any system. The system under consideration is tested for the user
acceptance by constantly keeping in touch with the prospective system users at the
time of developing and making changes whenever required.
4.5 INSTALLATION INSTRUCTION
An installation instruction is the guideline to be follow to install an application on your
mobile devices. Steps include:
i. Locate and download the setup
ii. Locate and click the application setup
iii. A dialog box will appear. Follow the instructions to install the application
iv. Then the application will be installed

4.6 IMPLEMENTATION SCREENSHOTS

Home Page

This page appears first whenever the application is being launched. On this page, information
is unleashed to the students as shown in figure 4.1.

Figure 4.1: Home Page

Result Checker Page

This page appears after home page. On this page, the students are to select the result they

30
wish to check result for as shown in figure 4.2.

Figure 4.2: Result Checker Page

WAEC Home Page

This page appears after home page. On this page, the students are to input their exam number
Pin and Serial Number to be able to check their result as shown in figure 4.3.

Figure 4.3: WAEC Home Page

GCE Home Page

31
This page appears after home page. On this page, the students are to input their exam number
Pin and Serial Number to be able to check their result as shown in figure 4.4.

Figure 4.4: GCE Home Page

NECO Home Page

This page appears after home page. On this page, the students are to input their exam number
Pin and Serial Number to be able to check their result as shown in figure 4.5.

Figure 4.5: NECO Home Page

JAMB Home Page

32
This page appears after home page. On this page, the students are to input their login details
so as to have access to their portal to be able to check their result as shown in figure 4.6.

Figure 4.6: JAMB Home Page

WAEC Result Page

This page displays the result of the candidate after inputting their exam details as shown in
figure 4.7.

Figure 4.7: WAEC Result Page

33
4.6.8 GCE Result Page

This page displays the result of the candidate after inputting their exam details as shown in
figure 4.8.

Figure 4.8: GCE Result Page

NECO Result Page

This page displays the result of the candidate after inputting their exam details as shown in
figure 4.9.

Figure 4.9: NECO Result Page

34
JAMB Result Page

This page displays the result of the candidate after inputting their exam details as shown in
figure 4.10.

Figure 4.10: JAMB Result Page

35
CHAPTER FIVE

SUMMARY, CONCLUSION AND RECOMMENDATIONS

5.1 SUMMARY

This study contains five chapters in total. The first chapter looked at an introduction to Result
Checker, what result check about and its development. The second chapter looked at the
history of the result check and the second institution in Nigeria. The third chapter looked at
the design methodology of the system to be developed and the design specifications. The
fourth chapter is where the actual implementation took place.

5.2 CONCLUSION

This project was implemented using android application for non-tertiary students in Nigeria.
Consequently, it enables the students to check result and the entire result for future via the use
of the application on their phone.

5.3 RECOMMENDATIONS

This project is recommended for the following reasons:

1) This is an innovation that adds value to the academic system.

2) It increases the efficiency of student’s performance.

3) It gives the students the ability to check their result by themselves.

36
REFERENCES

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Abel, U.O and Abu, M., (2013), Data Analysis and Result Computation (DARC) Algorithm
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Adeyemi, A., and Osunde. A., (2005) “An Assessment of the Academic Achievement of
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Atabong, T. A., Okpala, M. C., Abondem, A. l. and Essombel, C. E., (2010), Eliminating
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Binayjha, (2017), Mobile Application Development Tools. Online Available:


https://dzone.com/articles/top-5-mobile-app-development-tools.

Brian, K. W., and Stacey C. S., (2013), Using Information Technology.

Charles (2012), Multimedia contrasts with media that use only rudimentary computer
displays such as text-only or traditional forms of printed or hand produced material.

Harnil, O., (2017), the importance of mobile application in everyday life. Retrieved from
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everyday-life

Jeremy, W., (2015), the three types of mobile experiences Retrieved from
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John Micheal (2000), As the Major component of performance is totally based on the type of
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Mercado .C Agustin .P. (2013) Mobile Application Integration Framework for Educational
Institutions, The Tenth International Conference on eLearning for Knowledge-Based

37
Society,Thailand

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Apps: An Empirical Case Study on the 15 Most Popular Open-Source Android Apps
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Newton (2017), These android based result checker will help students who are unable to use
the computer system to check their results.

Peter (1999), In the early years of multimedia the term “rich media” was synonymous with
interactive multimedia, and “hypermedia” was an application of multimedia.

Siegler, M. (2008). Analyst: There's a great future in iPhone apps. Retrieved from
http://venturebeat.com/2008/06/11/analyst-theres-a-great-future-in-iphone-apps/

Simon, B., (2014), A History of Mobile Application Development, Retrieved from


https://www.manifesto.co.uk/history-mobile-application-development/

Syer, M. and Priya, V. (2017), what is mobile application? Retrieved from


www.lifewire.com/what-is-a-mobile-application-2373354

Tech.co (2015), Tracing the history and evolution of mobile apps. Retrieved from
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Think mobile (2018), Types of apps, different categories of mobile application Retrieved
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Ukem, E. O. and Ofoegbu, F. A., (2012). A Software Application for university Students
Results Processing. Journal of Theoretical and Applied Information technology. Vol.
35 No.1.

Yunlok Lee (2010), These educational standards may be recognized as satisfying the
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Yolanda, D., (2016), what is the goal of the mobile app development? Online Available:
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Website References

Swww.jatit.org

www.google.com

www.wikipedia.org

38
APPENDIX

<access origin="*"/>

<allow-intent href="http://*/*"/>

<allow-intent href="https://*/*"/>

<allow-intent href="tel:*"/>

<allow-intent href="sms:*"/>

<allow-intent href="mailto:*"/>

<allow-intent href="geo:*"/>

<platform name="android">

<allow-intent href="market:*"/>

</platform>

<platform name="ios">

<allow-intent href="itms:*"/>

<allow-intent href="itms-apps:*"/>

</platform>

</widget>

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body {

/* padding-top: 3rem;

39
padding-bottom: 3rem;*/

color: #5a5a5a;

/* CUSTOMIZE THE CAROUSEL

/* MARKETING CONTENT

-------------------------------------------------- */

/* Center align the text within the three columns below the carousel */

.marketing .col-lg-4 {

margin-bottom: 1.5rem;

text-align: center;

.marketing h2 {

font-weight: 400;

.marketing .col-lg-4 p {

margin-right: .75rem;

margin-left: .75rem;

/* Featurettes

------------------------- */

.featurette-divider {

margin: 5rem 0; /* Space out the Bootstrap <hr> more */

/* Thin out the marketing headings */

40
.featurette-heading {

font-weight: 300;

line-height: 1;

letter-spacing: -.05rem;

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41
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45

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