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CS 4B Cptr1-3 DELAGON

This document proposes developing a mobile educational application for elementary students using classification and regression tree algorithms. A group of 4 students from the Eulogio "Amang" Rodriguez Institute of Science and Technology will create the application under the guidance of their professor. The application aims to help elementary students learn in a fun way using their mobile devices. It will cover different school subjects and use programming languages like Java and algorithms to develop interactive lessons and activities to engage students. The researchers believe the application can benefit students, especially those who learn more slowly, by making educational content more accessible on their mobile devices.

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Estrada Jonas
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0% found this document useful (0 votes)
13 views31 pages

CS 4B Cptr1-3 DELAGON

This document proposes developing a mobile educational application for elementary students using classification and regression tree algorithms. A group of 4 students from the Eulogio "Amang" Rodriguez Institute of Science and Technology will create the application under the guidance of their professor. The application aims to help elementary students learn in a fun way using their mobile devices. It will cover different school subjects and use programming languages like Java and algorithms to develop interactive lessons and activities to engage students. The researchers believe the application can benefit students, especially those who learn more slowly, by making educational content more accessible on their mobile devices.

Uploaded by

Estrada Jonas
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
You are on page 1/ 31

Mobile Educational Application for Elementary Student Using Classification and

Regression Trees Algorithm

A Project Proposal Presented to the

Faculty of the Colleges of Art and Sciences

Information Technology Education Department

Eulogio “ Amang” Rodriquez Institute of Science and technology

By:

Leader: Delagon, Mary Grace

Ado, Hannah Joy

Rubis, Jeff Snider

Estrada, Jonas

January 2023
Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ INSTITUTE OF SCIENCE AND
TECHNOLOGY
Nagtahan Manila, Philippines
College of Industrial Technology

ACCEPTANCE OF THESIS ADVISER

Last Name First Name Middle Name

Delagon, Mary Grace

Name of Student’s/Proponent’s Ado, Hannah Joy

Rubis, Jeff Snider

Estrada, Jonas

Degree Program Bachelor of Science in Computer Science

Thesis Title
Mobile Educational Application for

Elementary Student Using Algorithm

This is to certify that I accept to be the thesis adviser of the above-named students, and
has validated their title as describe in this form.
Signature of Thesis Adviser

Name of Thesis Adviser Mr. Al Ferrer Santiago

Recommending Approval: Approved By:

PROF. HAZEL F. ANUNCIO DR. SHEILA MARIE MATIAS


Subject Professor Chairperson, ITE Dept.

Abstract
The research study about Mobile application, help the student to learn

and gain knowledge and everything that help there mind the design is run to

mobile application and tablets anything that technology just install the

application and play the system the can help and which intitled Mobile

educational Application that all subject the elementary student help them to

learn. Programmers created the application and more knowledge to make the

possible application that can help not just for fun but also a knowledge help

some people and our surrounding. The researchers came from the Elementary

Student of Isabelo Delos Reyes Elementary School under the advisory of

Ms.Hazel F. Anuncio We, the researcher as well as the student were composed

of 4 members including the group leader.


Acknowledgement

The study on the " MOBILE EDUCATIONAL APPLICATION FOR

ELEMENTARY STUDENT USING ALGORITHM" is not possible to do and finish

without the help of the following people who supported the researchers.

First, the Lord God who gave us knowledge and strength to the

researcher to get and understand about their research and let researchers

complete the task with unity and collaboration and providing them their physical

strength and a sober mind to accomplish this study.

Ms. Hazel Anumcio for sharing her knowledge who helped and guided

every research before and after research.

We, the researchers would also like to express our sincere appreciation

and to thank these following teachers: Mr. Al Santiago, we the researchers

appreciate your extend help to get our survey done, without them, it will be

impossible to the researchers to reach the elementary students.

To the classmates, respondents, friends, and other people that has

helped and supported the researchers when they needed advice,

recommendations and second opinions.

We, the researchers would like to thank our parents who supported and

helped their searchers in making this study. To God Be All the Glory.
Dedication

This research is dedicated to our parents, who have always been a

source of inspiration and strength when we were on the verge of giving up, and

who continue to provide moral, spiritual, emotional, and financial support.

To our siblings and sister, relatives, mentors, friends, and classmates

who encouraged us to finish his study through their words of advice and

encouragement.

Finally, we dedicate this book to the Almighty God, thanking him for his

guidance, strength, mental power, protection, and abilities, as well as for

providing us with a healthy life. This work is also dedicated to all graduating

students and future researchers of Eulogio “Amang” Rodriquez Institute of

Science Technology.Nagtahan Manila.


TABLE OF CONTENTS

I. CHAPTER 1: INTRODUCTION

1.1 Background of the study ……….………………………………...………………1

1.2. Statement of the problem……….….………………………………..…………..3

1.3 Theoretical Background…………………………………………...…...…………4

1.4 Conceptual Framework….…………………………………..……………………4

1.5 Objectives of the study…………………………………………..………………..5

1.6 Significance of the Study……………..…….……………………………………..5

1.7 Scope and Limitation………………..…………………………………………….6

1.8 Definition of Terms……………………..………………………………………….7

II. CHAPTER 2: SYSTEM ANALYSIS

2.1. RRL…………………………….…………………………....……………………..8

III. CHAPTER 3: METHDOLOGY AND DESIGN

3.1 Methodology ………………………………………………………………….…..16

3.2 Research Design…………………………………………….………………..….16

3.3 Requirement Analysis…………………………………………………………....17

3.4 Population, Sample Size and sampling Techniques….……………………...17

3.5 Description of Respondents…………………….……………………………….18

3.6 Research Instruments……………...…………………………………………....18

3.7 Data Gathering Procedure…………...………………………………………….18

3.8 Statistical Treatment of Data…………...……………………………………….19

3.9 System Requirements……………………...………………………………..…..20

3.9.1 Hardware………………………………………………………………………..20
3.9.2 Software…………………………………………………………………………21

3.9.3 Peopleware……………………………………………………………………..21

3.9.4 Network…………..……………………………………………………..………22

IV. CHAPTER 4: RESULTS AND DISCUSSION

4.1 Result ……………………………………………………………..………………22

4.2 Discussion…………………………………………………………………...…....36

V. CHAPTER 5: CONCLUSION AND RECOMMENDATION

5.1 Summary of finding……………………………………………………...……….38

5.2 Conclusion………………………………………………………………...………39

5.3 Recommendations……………………….………………………………………40

5.4 References……………………….……………………………………………….41

5.5 Appendices……………………………………………………………………….42

5.6 Flowchart …………………………………………………………………………43

5.7 UML………………………………………………………………………………..44

5.8 Fishbone Diagram ……………………………………………………………….45

5.9 ERD…………….………………………………………………………………….46

5.9.1 User guide….…………………………………………………..……………….47


Chapter

INTRODUCTION

1.1 Background of the Study

Mobile Application is very helpful to many children to learn not just to learn just to

make more experiences and life today lot ‘s of environment using gadget and happing in

these situation covid 19 some children cannot go to school playing game but for making

the mobile application for those students inside in their house they gain more

knowledge for this the technologies and program the system the important and human

life today is our devices like phone and some people always use phone for the self-

using for life hobbit and know this mobile application learn and help some children

making fun and learning is really big help to the student because this is the way to

motivate some student don’t really understand and the class as we conduct this

research we think that this is good for someone and surrounding so that we program

and create Mobile Application .

According to Magda, & Aslanian (2018), students report that they access course

documents and communicate with the faculty via their mobile devices, such as

smartphones. Mobile devices (Magda, & Aslanian, 2018). The EDUCAUSE Horizon

Report 2019 Higher Education Edition (Alexander et al., 2019) also mentions M-

Learning as the main development in the use of technology in higher education.

However, teachers believe students use their gadgets less than they actually do, and

mobile devices also challenge teaching practices. Students use devices for off-task or
parallel activities and there may be inaccurate references to their actual use of mobile

devices.

Children today have problems to read and also to make things to learn them

some student do not understand of the lesson and to learn and make life make better to

understand the thing and the school is to make practicing and using mobile application

because of some child and student know how to use the application and the mobile and

anything that connecting to the technology.

These programs are based on various programming languages such as Java, C,

Python, etc. using and programming the system to use and the student to make easy to

learn and make the brain more brighter and talented using the mobile application gain

and earn learning using some solution to solve the program and many researcher,

student, teacher, programmer etc. Plan some thing that make system and site or

website to make them understanding the problem solve by making the system and

program it. Using the Mobile application each. That the programmers create a solution

to the student and the slow learners to make them more active and the class and

talented and learning some hard problem.

Elementary school teachers difference class and teach the student different

subject to learn them, and they teach their students several different subjects like Aralin

Panlipunan, Math, Filipino, English, Science, ESP, Art, Music, Skill and etc. Some

teachers teach them but kids and elementary student really hard some of activity to

understand subject some student not focusing and there subject in the room so that we
make a thing called system because if they go home from the school they also bring

the knowledge by clicking the system mobile application .

. Elementary school teachers wanted student have fun and Motivation to learn

not just the teacher but also the parents of the student think that this application is in

public some system just only for kids created system that have different subject so

really realistic and amazing for some student wanted to fun and learn.

Mobile learning is the ability to use mobile devices to support teaching and

learning. It is the ‘mobile’ aspect of mobile learning that makes it stand apart from other

types of learning make experience and life for knowledge and ability to successfully help

some kids that remind and their mind that mobile application can make strong ability to

help and learn for example there is a child not want to go school and school day they

can learn and mobile learning phone.

The Mobile user experience sign in and sing up and try to understand the

statement of the mobile application the history and the right answer for the question

make easy question and to go to the next level of the games to pass the subject .
1.2 Statement of the Problem

The studies of the researchers is to determine how The Educational Application

will contribute as learning material to the elementary students. This also Answering the

following questions below:

1. What are the advantages and disadvantages of having educational application

to the elementary student?

2. How can mobile application give importance and the students?

3. How does the elementary student learn the Educational Application?


1.3 Theoretical Background

1.4 Conceptual Framework

Input Process Output


 Register  Select Subjects  Count Score
 Username (Menu)  Display the
 Email  Select Level (Lock Scores
 Password Level until previous  Get the Score a
 Indicate Grade Level Level Complete) correct answer
 Login  Quiz and wrong.
 Select Answer  Display on your
 Open level profile (Score)

Fig 1. Schematic Diagram of the study

The conceptual framework /Theoretical Framework demonstrated the input,

process, and output of the researchers and result of the whole process of our

application.

In first table the user needs to register first the username name, email,

password, also the grade level to identify the user grade level and to know what belong

to the student to answer based on their Grade level.


The second table the user selects subject which the menu Select the level some

level Medium, hard, the level lock until previous Level Complete, select the answer until

the level will be open.

Last is the system is generating the information and display the score of the user

and count the score and put in the profile score of the student.

1.5 Objective of the Study

 To make elementary student learn and gain knowledge to this application.

 To focus their mind to guide them and understand.

 To Experience challenges, them to understand problem.

 To help students learn by developing Educational Applications. Students

learn in this manner because Educational mobile Apps.

 Create concepts by providing learners with challenging activities and


educational games that allow them to review their studies and test their
knowledge.

1.6 Significant of the Study

The main purpose of the study is to determine The Mobile Educational

Application This part of the study would be useful for the Elementary student who

beneficiaries of this study.


Students. This study would give more knowledge and learn from student use

android experiences some activity and the phone and to know that the research has

point and help them.

Learners. Elementary students This will assist students in becoming better and

gaining more knowledge in various subjects.

Teacher. Educational apps help teachers educate their students in addition to

assisting them with grading and organization. Apps can function as built-in lessons and

help teachers track a student's progress. Furthermore, the right app can supplement a

teacher's lesson by providing a different perspective on a subject.

Adviser. The finding of the study would serve us material and a guide to the

research to do in this study.

1.7 Scope and Limitation of the Study

This research focuses on how effective to learn knowledge for this application of

Mobile education application for elementary students. User May Sign up, log in and log

out of the application. Using email and grade level to identify there learning material and

learning problem to answer it. The user answers the application different subjects.

Time and Place. This study was conducted in Earist Eulogio "Amang" Rodriquez

Institute of science and technology where the adviser help us to guide the research

study and we conducted in tondo manila elementary school where to ask the activity in
our system to the teacher. Every schedule time to the adviser were going to conduct the

papers.

Research Subject/Respondent. The chosen respondent of the research study

elementary student use mobile application to guide them.

Research design. The research study followed the format and research and

finding some involving to the study of making our system. Collecting some data

information for some to those who belong here in our research.

1.8 Definition of Terms

To give Readers vivid understand of the frequently used term in this study,

the researchers defined operationally the following terms.

Communication. Is the way you receive a call or a text some people using their

mouth for example you are calling to your parents and talking is the communication the

ability to interact others.

Educational. A learning material that can help you and to different category of the

subject.

Gadget. are a device form of technology and upgrading as years goes by. it has

an important role in our daily life as it can help people in so many ways like

communication, entertainment and in education. however, it can be addictive for some

and can be a cause of negative effects due to misuse.

Literacy. Literacy are the ability to read t and communicate.


Mobile Application. is downloadable from sites using the gadgets, sometimes it is

costly but most of the time free. It can be helpful to the users as it offers entertainment

and even gives some tips for daily lifestyle or health, it can also be educational, social

media, and etcetera. Mobile Application has also disadvantage to the users, it can be

addictive and time consuming.

Psychologists. specialist who is responsible for the mental health of their

patients. during this time that everyone has a broad knowledge of things, mental health

is one of the most alarming causes of deaths and Psychologist has an important role to

at least lessen the depression of the youth.

Programming. it is a process of planning, scheduling, and/or performing a

program. It is also an activity to make a computer program.

Vocabulary. it is a knowledge that a person leaned from the past and he can still

apply it in the present, it is developed with age, Can be useful to an effective

communication.
CHAPTER 2
REVIEW OF RELATED STUDIES

2.1 REVIEW OF RELATED LITERATURE AND STUDIES

Characteristics of mobile Applications

As mobile platforms persist to progress in performance, users are expecting a

mobile device to provide functionality like their desktop computer applications.

However, the development of mobile application mobile apps is still considered to be

complex and various methodologies adopted towards the development of such

technologies is inadequate.

Mobile application development is different from traditional software

development. To develop a great mobile application, using different subject like java,

phyton, Android studio and etc. that can help of the system can create a software

analyzing the system and code of the system is to hard and more focus and thinking

skill and focus and the application the design that can be fit to the user its good or but

for them. It hard to find and accepted to the user to the developer they need more

knowledge. Many different of characteristics for mobile applications some application

for adult only and you cannot open it with out the right user you cannot procced some

application the student can learn and gain knowledge only and fun application and
memorable application some application is for people want their life change and some

application personal use only like bank account and anything the your personal only

and also messenger the user personal communicate each other . And private talk

application is very useful for us as we know this is what life change called. Application

different characteristics is really useful some people that wanted fun and there life if

there far they can communicate together like you join each other . happening this year

hard to go every were because of the disease called covid 19 many fun become trend

like TikTok the characteristic of this application is to have fun make video and dance

and singing anything that can remove your problem on that day some user of those

application is become rich and millionaire.

Research of Game-Based Learning

Most researchers emphasize that games have been around since humans

existed. It is shown that different games form the cultures of societies and history of

the country they benefit from games. In different county Games are making activities

of people and play an important role in their physical, cognitive, emotional, and social

development. The game is an app with goals such as having fun, enjoyment

socializing, and learning a staff and the different aspect of the game or category of

the games you need to follow rules system and concentrating on those goals and

outcomes such as winning and losing .

In addition, Syafii, Kusnawan & Syukroni (2020) pointed out that the game has

huge potential to give practice in all the skills such as listening, speaking, reading and

writing, and also it is very effective for teaching for student game learning is the skill
student challenges there self to study and playing some staff applications that can

help them to know the right answer of the different problem the skill of the student

listening to some system like watching YouTube for learning video and by watching

the video you have a skill to listening it and understand it .

The use of game elements in the design of non-game processes or contents is

called gratification ( Samur & Özkan, 2019). According to An (2020) using game

elements or terms in learning process may be very effective in terms of getting

students. Where the game is about learning and solving analyzing and different activity

and the school. Learning basic things is really helpful for the student wanted to learn

and games.

Development of English learning media

Along with the rapid development of Information and Communication Technology

(ICT), according to the need for a concept and mechanism-based that all about the

information and technology of teaching and learning (education) becomes learning .

What use see and the internet about the development of English learning some

teachers but and development system and media and to the public sharing is caring is

really help to the adult and student In English is hard some student teaching team

According to Waleed Mugahed Al-Rahmi, et al (2018) E-learning refers to online

learning, which depends to training and learning Some program hired a English teacher
by virtual class using meet and online only house schooling because of some different

language and different country and our nationality.

A learning that uses Smartphone is really having the advantages in providing a

educational learning environment, promoting the understanding of content, and

facilitating the interaction between teachers and students. ( Widyaningsih, M., &

Zunfikar, MIY (2017 ) .

Android is an open-source operating system, for using application and you can

download it on google and android many user of android because it is really affordable

and nice for the user android phone can easy to use for adult and kids easy to us for the

user. Many things you can use for android phone and give as to learn some staff on

android.

The learning process is the one efforts and you just create a meaning full idea for

the user using for instructional media like phone in mobile learning is meaningful and

some user learn for this because student well be learn on their own motivation and on

experience.

Android Based Application for Children Learning

Science and technology develop today affecting the world of some games is not

for educational study they create a games that can affect to the children become lazy

and always angry of the game so that the children learning created some research for

there on future someday Education world requires tools and media technology for the

information and data processing presentation. According to the research that 50% of the
student is not learn in the class but using the game app they fast to learn this some

problem today is really affecting to the children learning because of some problems

creating a games the student more lazy for the activity for school .Science created a

study that to solve problems for some application not about learning applications .

The use of smartphones today is not only a means for communication tools but

also be used as a learning tool even though mobile phones have positive and negative

functions .

The use of mobile applications it not about to communicate and call ,text but also

give us a further because mobile or smartphone is really powerful what you what just

click it. So that if what you wanted to learn and know it show in the screen of your

smartphone.

Elementary school children are given the objects introduction such as

recognition, numbers, colors, and animals. Anything that they can learn it. Learn them

to read solve some math problem and write a song anything the student learn.

Application learning also give them a advantages because they know the right answer

not just clinking but reading it and analyzing it. Elementary student is slow learning

because for their mind playing and fun . but some student grade level they pass

leaning because using some application that gain there knowledge .

The Effectiveness of Turtle Mobile Learning Application

Elementary school students should be imbued with a positive attitude

towards science according to Cibir and Ozden, 2017.


In 2020, Corona Virus has brought us to total lockdown where everyone had to

stay at home, even the schooling became virtual even up to this moment, EARIST and

other schools still do Online classes.

The pandemic became the starting point where everyone became really engaged

with their devices, especially the kids, to get entertained and lessen the anxiety brought

by the COVID-19.

Playing mobile games have become the hobby of the students nowadays and it

is very addictive and time-consuming. Implementing a Mobile Learning Application if

very effective to the students this generation where the continuous upgrade of the

technology is one of the factors, it can help the students to learn a certain topics or

subjects with the help of their devices.

Mobile Learning Application is accessible and enjoyable at the same time. Mobile

Learning Application is more engaging to the students because of their addiction to

playing mobile games, it is easier for them to complete their tasks.

There are lot of benefits of using mobile learning application, First is to know

what is the best and good for the student or for the user. Secondly, Mobile application

really help to the kids not go outside playing some bad staff and bullying there outside

because inside they learn using their application the problems today some young age

is using bad things like drugs or etc. that can destroy on their life people today think

what is the best way to be good to their kids .


Mobile application learning it can help to the student to search some information

like the history anything the information from online. All you need is data or Wi-Fi for

your phone.

Development of the Educational Games

Games are define as the entertainment for developing our intelligence and

developing our skills or abilities for our mind to think also challenges of mind to the

problems it also games us enjoyment and happy day and not just enjoyment but learn

from that game

Certain conditions should occur for planning related to games. These were

determined by Özer et al. (2006) .The game you plan to create is the games that make

some people enjoy and learn to focus their mind like history games and solving math

problems . The best enjoyment problems make life happier from those games. Learn,

fun and experience for those games.

In order to learn the game is to play it and the problems of the games is to

answer it correctly some problem could fixed a problem learn and the game for some

reason is really useful for some events and school because of it you learn it and handle

some situation that the student learn for it .

In recent years, studies related to educational games are thought to have gained

importance. Karamustafaoğlu and Kılıç (2020) stated that more studies were performed
about educational games as the years advance in a study assessing national research

about educational games.

CHAPTER 3
METHODOLOGY AND DESIGN

3.1 Methodology

This study discussed the research Design, Requirement Analysis, population

and Sample of the study , Descriptions of the Respondents, Data gathering

Procedures, Statistical Treatment of Data, System Requirements, Hardware, Software,

People ware, Network, Data ware of this research study. This would include the

instruments that was used to gathered relevant information that was useful to the

research problem, as well as the of the chosen respondents of this research study.

3.2 Requirement Analysis

Mobile learning is gaining popularity and pace. It is critical to consider quality

standards when developing effective Mobile Educational Applications. The learner's

needs should be met while the learning quality is improved by using a mobile

educational app. This study proposes a framework for Mobile Educational App needs, in

which the mobile learner engages in an educational activity while being aided by

context-aware adaptations.
3.3 Population and Sample Size and Sampling Techniques

Since this respondent of this study those elementary students using android

user. The city of manila from Isabelo Delos Reyes Elementary School. Where going to

ask those teachers there what subject we can use and our system to those elementary

students that we can apply in our application. The Isabelo Delos Reyes Elementary

School locate St, Tondo Manila.

This study used the snowball sampling user which is the student use the

application . The researcher’s tool were the following steps: researchers conducted an

interview to the teachers. The teacher of Isabelo Delos Reyes Elementary would be

served as the respondent also and the study on Mobile Educational Application

Elementary Student use android. The procedure of data Gathering must only be

conducted the day before we create application .

3.4 Descriptions of the Respondents

The respondents of this research is the Elementary student using mobile

application were the teacher of Isabelo Delos Reyes Elementary School, Zamora St,

tondo Manila in academic year of 2022.Where going to ask them about those subject

belong and elementary grade to apply and our system.

The target respondents of the research study is 30 students with different grade

level in Isabelo Delos Reyes Elementary School.


3.5 Research Instrument

The researchers used interviews based on the topic Mobile Educational

application for elementary Students using Android. The researchers conducted an

interview by asking the question that related to our study We, the researchers

interviewed teachers of Isabelo Delos Reyes Elementary School. According to G Gulati

(2021) Question is the best way to find the answer for some problem what you asking

fore .

3.6 Data Gathering Procedures

The process of collecting data and information would be done through the

process of conducting an interview to the selected teachers in Zamora St,tondo .Manila.

The data gathered were carefully analyzed. 

First the researcher asked permission to the teacher of Isabelo Delos Reyes

Elementary School. After having the approval, the researchers could conduct an

interview to the selected respondents of Zamora St, tondo. Manila. The result would

validate through the focused group discussions. The length of survey was only one

week every free time of the researchers.

3.7 Statistical Treatment of Data

This study, the statistical tools that being used was only the percentage and

frequency distribution.

Percentage-the meaning for percentage portion of the whole number between 0

and 100.all of something is 100 percent , none of something is zero Percent.


Formula

f
P= n x100

Where:

P=Percentage

F= Frequency

N= Total number of respondents

Frequency- distribution can be represented as a frequency table, a histogram or a bar

chart. Both histograms and bar charts provide a visual display using columns, with the -

axis representing the frequency count and the x-axis representing the variable to be

measured. (Shaun Turney,2022)

F=Frequency

P= Percentage

N= Total number of respondents


3.8 System Requirements

3.8.1 Hardware

Category Tools

1. The following hardware requirements are provided to make


this system work
Processor Core

Installed RAM 4GB


Device ID 130A20F7-E41D-4B90-84C5-
A026C8C4902F

Hardware Product ID 00330-80000-00000-AA976


System 64bit

2. Hardware display of the system which the application run .

Using your smartphone


3.8.2 Software

Category Tools

1. Software which developed the application

Edition Windows laptop

Versions 21

Installed 25/11/2021

OS build 19044.1766

Experience Windows Feature


Experience Pack
120.2212.4180.0
2. Software on which application is intended to
run

Android OS

3.9.3 Peopleware
Peopleware Specifications Any personnel in technology and the

development of hardware or software.

3.9.4 Network

Network Specifications WLAN : WIFI AND DATA

3.9.5 Data ware

User Account
Sign up/ Sign In

Subjects / Score

Checking
account/ profile

Leaderboard

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