An Academic Report on Mobile Application Development: Creating an Extra Field Practice Platform for Young Players
Amanda Miranda Cunha de Moura and
Christian Bach
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Amanda Miranda Cunha de Moura: Department of Technology Management, School of Business, University of Bridgeport, Bridgeport, CT 06604
Christian Bach: Assistant Professor. Department of Technology Management, School of Engineering, University of Bridgeport, Bridgeport, CT 06604
European Journal of Engineering and Technology Research, 2018, vol. 1, issue 6, 9-15
Abstract:
In this study, we deploy the impact of Education, Social Media, Motivation, and Virtual Reality on Mobile application development. The mission of mobile application development studies is to advance the understanding of this technology in order to use it in favor of children with learning difficulties, young athletes seeking extra field coaching, and parents concerned with their children development. The primary goal of this study was to investigate the user’s habits, motivations and technical possibilities in order to develop mobile learning and coaching activities in the e-environment process. The Smart Sport app is dedicated to provide these target market with the proper tool of electronic coaching.This paper aims to review 70 researchers and their articles about how the above assets affect directly the mobile application design. By doing so, it re-investigate the relationship between existing demand opportunities and the future of the application technology, considering that the mobile applications environment has a multitude of particularities generated by the complex system of devices, hardware, and software profiles and categories of users. Using the grounded theory, a model was developed and evaluated based on how Motivation, Education, Social Media Network, and Virtual Reality affects the development of mobile applications using data from JSTOR and Academic Search Premier database.
Keywords: Education; Social Media; Motivation; Virtual Reality; Learning; Electronic coaching; Opportunities; Demand; Software/Devices; e-Environment; Performance; Innovation (search for similar items in EconPapers)
Date: 2018
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Persistent link: https://EconPapers.repec.org/RePEc:epw:ejeng0:v:1:y:2018:i:6:id:60209
DOI: 10.24018/ejeng.2016.1.6.209
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