International Journal of Interactive Mobile Technologies (iJIM) – eISSN: 1865-7923 – Vol. 15, No. 11, 2021


Paper—eDify: Enhancing Teaching and Learning Process by Using Video Streaming Server 

 

eDify: Enhancing Teaching and Learning Process by 
Using Video Streaming Server 

https://doi.org/10.3991/ijim.v15i11.20245 

Raza Hasan (*), Sellappan Palaniappan, Salman Mahmood 
Malaysia University of Science and Technology, Selangor, Malaysia 

raza.hasan@pg.must.edu.my 

Kamal Uddin Sarker 
University Malaysia Terengganu, Kuala Terengganu, Malaysia 

Mian Usman Sattar 
Beaconhouse National University, Lahore, Pakistan 

Ali Abbas, Vikas Rao Naidu, Puttaswamy Malali Rajegowda 
Knowledge Oasis Muscat, Muscat, Sultanate of Oman 

Abstract—Nowadays, Higher Education Institutions (HEIs) take advantage 
of new technologies to facilitate learners' experience away from the traditional 
style of learning for their learning experience. The blended learning approach is 
a widely adopted approach used by HEIs to disseminate knowledge to their 
learners. The HEI approach in Oman provides blended e-learning with a video 
streaming server in combination with Moodle. Students faced issues accessing 
the material; also, faculty cannot use the video interactions about their learning 
experience. This study aims to develop a mobile application, "eDify," to en-
hance the video streaming server's existing infrastructure.  Furthermore, usabil-
ity analysis of the mobile application with the learning experience of the stu-
dents. The current study would reveal the variables that are critical to effective 
technology-based learning of the students. The implications generated through 
the study would allow the institution involved in the study to effectively imple-
ment the variables required for enhanced teaching and learning with the use of a 
mobile application. The methodology used in the study was an exploratory 
study combined with a survey as a quantitative method through the mobile ap-
plication. Principal component analysis and a range of regression analyses are 
conducted to test the relationships between the independent and the dependent 
variable, "learning experience." Results suggest that the usability variables posi-
tively and significantly affect the learning experience's dependent variable.  

Keywords—Mobile Applications, Mobile Learning, Mobile Multimedia, 
Streaming Media, Usability, Video Streaming Server 

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1 Introduction 

Nowadays, mobile phones have been a pivotal part of our everyday activities. Mo-
bile devices tend to drive an opportunity for Mobile Learning (M-Learning) for stu-
dents in HEIs. M-Learning provides learners with the characteristics of portability to 
carry, convenience without any difficulty, and interactivity without any restrictions on 
time and space constraints. On the other hand, HEIs seeking and implementing inno-
vative instruments to provide students with the flexibility of learning by applying 
digital technology in teaching and learning. This way, the HEIs can cater to the prob-
lems caused by the interaction, communication, and engagement where the cohort is 
relatively large, and fewer learner attention, or feedback mechanism is fewer due to 
the lecture's time constraint. M-Learning paved its way for flipped classrooms, a ped-
agogical method where asynchronous video content such as lectures, practiced prob-
lems is given to students as homework founded on behaviorist principles. In contrast, 
activity and problem-solving activities in the classroom, either individual or group 
based founded upon a constructivist ideology [1]. Therefore, M-Learning, due to its 
ease of use, availability of content, and accessibility of network, is helping HEIs dif-
ferent solutions for their courses with the use of the latest trends and technologies. 

At Middle East College (MEC), the flip teaching pedagogy was implemented in 
Fall 2015 [2] by the Center of Academic Practices after the pilot run. The flip teach-
ing pedagogy was fully implemented after Fall 2016. To facilitate flip teaching, this 
work has been done to provide better facilities for increasing participation, increase 
efficiency, utilize technology, enhance employability, and embrace innovation. Due to 
the COVID-19 situation, the Ministry of Higher Education Oman (MoHE) declared 
the year 20/21 as the year of blended learning [3] as most of the HEIs have shifted 
from conventional way of teaching to blended teaching [4]. MEC was well equipped 
in advance and did not face any difficulties in adapting to the new norms. The Stream-
ing Server and eDify support the environment, aligning with the blended teaching and 
learning model [5]. MEC is also having a partnership with Coventry University UK, 
where they are using Aula as their blended mode of teaching. Aula offers a mobile-
first, interactive, and engaging teaching and learning environment; with eDify, it is 
benchmarked with Aula as the UK partner university's standards. 

The prototype model was used to develop a mobile learning system, "eDify," used 
at the college. Where Video Streaming Server (VSS) was already implemented in 
Spring 2015 as an in-house capability to support flipped teaching pedagogy [6][7] [8]. 
The primary reason for this application's motivation is to use the existing framework 
for the VSS and provide the facility to the students to use their mobile phones for their 
learning. Using eDify to flip the classroom is a quick and easy way to deliver videos 
in and out of the classroom. It can deliver interactive lessons that increase student and 
teacher engagement. eDify facilitates the use of classroom devices in a collaborative 
manner and digital curriculum and assessments for learning.  Students can access the 
lessons from the comfort of their own homes and begin learning at their own pace.  

This paper's contribution is: (1) Design and implements a mobile learning system 
using the existing VSS framework to support teaching and learning with ease using 

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mobile devices. (2) System evaluation is based on the usability of the mobile learning 
system with the students' learning experience. 

Section 2 presents an overview of related works in mobile learning systems. Sec-
tion 3 presents the proposed system used to enhance VSS. Section 4 presents the de-
sign and development of “eDify” to enhance teaching and learning. Section 5 presents 
the implementation of eDify using the enhanced framework. Section 6 presents the 
research model and hypotheses used in the study. Section 7 presents the research 
methods and instruments undertaken in the study. Section 8 presents results and dis-
cussion. Section 9 concludes and proposes future research directions. 

2 Related Works 

Mobile learning or M-learning provides a personalized learning experience to the 
learners, contextualized space for learning, and where learning happens irrespective of 
temporal or environmental constraints [9]. Learner, instructor, setting, information, 
and evaluation are the fundamental elements of mobile learning [10]—the pedagogi-
cal approach positions the learner at the forefront of the learning experience. The 
learners' learning experience reflects a larger pedagogical and technological shift 
reinforcing educational learning goals rather than the format and location where usa-
bility and convenience are essential. 

HEI’s have taken the aid of M-learning to support and enhance the learning experi-
ence for their learners. Elkhateeb, Shehab, and El-bakery [11] developed Easy-Edu on 
the iOS platform and uses collaborative learning. The application provides scenario 
storytelling, Multiple Choice Questions (MCQs), and course materials. Hasan et al. 
[12] used a virtual application that helps dental students to learn the procedures. Ha-
san et al. [8] implemented a streaming server that helps support the flip teaching in 
computer courses. 

Lim[13] presented a mobile-based interactive teaching model to enhance student 
engagement using Socrative in a Malaysian university. The off-class setting involves 
pre-class polls, and the in-class setting involves ungraded quizzes, lectures, quick 
questions, exit tickets, and graded quizzes.  

Moreira and Ferreira [14] used Google tools and Lucidchart modeling tools for 
constructing UML in the Requirements Engineering course. The tool is specific to 
courses where UML designing is needed but cannot be useful to other courses. 

Wen and Zhang [15] implemented a streaming media server to deliver micro-
lectures on mobile and web platforms. Tamhane et al. [16] used mobile learning ap-
plications based on Android platforms to enhance students' programming skills in 
computer courses. Alshalabi, Hamada, and Elleithy [17] implemented an M-learning 
system using Learning Path Graph (LPG), providing students with the path of studies 
for students enrolled in computer science and engineering courses. 

Prenner, Rotheneder, and Schikuta [18] used visualization techniques to understand 
algorithms and data structures with the mobile NetLuke mobile environment. 

Vinay, Vaseekharan, and Mohamedally [19] used Problem-based learning and 
gamified approach to teach learners coding concepts with touch-enabled interactive 

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Paper—eDify: Enhancing Teaching and Learning Process by Using Video Streaming Server 

 

maze game. Bostick et al. [20] developed Sortko based on the android platform for 
learning to sort algorithms. Mbogo, Blake, and Suleman [21] developed a mobile 
application using the android platform to support novice learners for the concepts of 
Java programming using a scaffolding framework. 

Papadakis, Kalogiannakis, Sifaki, Vidakis [22] found that students react differently 
in the online learning environments based mainly on their attitudes and skillset. IT 
competence students tend to use LMS through their mobile phones more often and 
positively associated with technology use.   

Papadakis, Kalogiannakis, Sifaki, and Vidakis [23][24] study the use of LMS in 
dissenting the knowledge to students. The study found though students use mobile 
phones to access the LMS but faced difficulties and see LMS as a digital repository 
rather than a useful e-learning tool. Limitations of Moodle using mobile phones fea-
tures access based on reliability and usability.  

It is apparent from the preceding discussion that mobile learning platforms are 
commonly used to reinforce, inspire, develop learner’s concepts and learning skills. 
The study shows that different HEIs, based on their requirements and environmental 
settings, developed them-learning systems to achieve their educational outcomes. 
They are restricted to either one or two courses, and regional restrictions are also 
applicable where the system will be used. Some researchers used animation, visuali-
zation, gamification, scaffolding, collaborative techniques to enhance students' learn-
ing experience. This gives the study's motivation to utilize an m-learning system with 
the existing VSS; this is used along with the learning management system (LMS) 
Moodle. Students faced difficulties accessing the media from their mobile phones; 
proposed eDify increases students' and teachers' engagement and VSS utilization to 
the fullest Flipped Learning Environment. Usability and convenience are the vital 
elements of form-learning, and many studies neglected that aspect. In this study, eDif 
usability will also be investigated for a better learning experience for the students.  

3 Proposed System 

The ability to promote and improve learning and interaction between learner and 
instructor is the primary prerequisite for the "eDify" framework. For learners, stu-
dent’s progress in the degree plan and their attitudes will be recorded in a video-
assisted module. These features can boost the learner engagement in the module and 
help the teacher track their learning capabilities. eDify uses the existing framework 
that supports video streaming in an asynchronous mode. Fig. 1 shows the enhanced 
framework to support eDify. 

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Paper—eDify: Enhancing Teaching and Learning Process by Using Video Streaming Server 

 

 
Fig. 1. An enhanced framework to support eDify [8]. 

The proposed mobile learning platform, called "eDify," is made up of four compo-
nents: (A) User Infrastructure, (B) Mobile application, (C) Mobile middleware, and 
(D) Back-end System. 

3.1 User infrastructure 

The VSS Framework supports PCs or Laptops and supports the streaming video 
via LMS. The enhanced framework supports mobile devices having an Android plat-
form. 

3.2 Mobile application 

eDify is available through Google Play which the user can download with ease. 
Faculty application, mostly the admin rights and other analysis tools, is shared sepa-
rately with the designated faculty members. The application allows the faculty to 
upload the video content through the app or share the existing LMS content. The 
faculty can create the user id for their specific students within the class and share the 
password with them. Faculty can also see the feedback given by the students and the 
video interactions. The searching facility is also provided to search either on a content 
basis or a specific student id. The student application enables students to see the con-
tent and the modules within the application. Here the student has fewer options to like 
or dislike the content and give feedback about the application and the learning experi-
ence. 

3.3 Mobile middleware 

The middleware for the mobile application is utilizing the existing framework that 
has already been deployed at the premises. Lightweight Directory Access Protocol 

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(LDAP) is used for authenticating the users in the web service. The application is 
being developed on educational, technical, and social dimensions to track its video 
and student experiences. Using the same college id, faculty must create the login with 
default “123456” as a password which the student can change after the first login. 

3.4 Back-end system 

User authentication in the application is being done using Firebase. The purpose of 
using Firebase is to provide an authentication mechanism and storing of video interac-
tions done by students, useful for analysis purposes. 

4 Design and Development 

VSS exists, and it is working satisfactorily with LMS. Due to the flip teaching ini-
tiative as all the modules must be flipped from Spring 2017. VSS played its role by 
providing the means to deliver the content and have less bandwidth strain on the LMS 
[8]. Due to high mobile usage, the students are finding the streaming content difficult 
to access through the mobile device. To cater this request and problem eDify came to 
existence, not only it will make the video content used in different modules and is 
accessible easily but can also store video interactions which can be used later for 
analysis purpose to enhance the learning process.  The first step to choose a name for 
the application and from different suggestions and options, "edify" was selected as it 
fits the definition of improving intellectually. The logo's design was done using Ado-
be illustrator software which serves our requirements. 

The development of eDify is done using the Prototyping Model. The reason for 
choosing this methodology is that requirements were known in advance, and there is 
no existing system available [25]. Another advantage of using this methodology is 
that constant feedback was taken during the application's development from students 
and faculty members. In this methodology, a modification was done at quite an early 
stage of the application's development. Thus, creating an opportunity to have a quick 
implementation and fully functional application. 

5 Implementation of Proposed System 

As discussed earlier, eDify uses the android platform; Android Studio is used to 
develop the application. Testing is done using the Samsung J7 Pro device, and a simu-
lator was used in the debugging phase. This is done to test the functionalities and 
performance of the application. After the successful testing rounds, the application 
was shared with the stakeholders for implementation. Later the Android Application 
Package (APK) was uploaded on Google Play from where the users can download it 
for free from the link (https://play.google.com/store/apps 
/details?id=com.debugger.Edify&hl=en_US). Though the application can be down-
loaded free, it is confined to college students only, and the faculty members can initi-

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ate the registration for their respective modules. The application is split into two por-
tions (i) Student Application, (ii) Admin Application. 

5.1 Student application 

The student application provides features applicable to students only, another op-
tion is to provide feedback on the application, and this option is given to the student 
once. Students can view the modules they are registered by the faculty and view the 
video content. Additional feature such as Like/Dislike is also provided on each video 
to improve the interaction purposes and enhances the content-based which can also be 
used for statistics. 

The faculty create a login screen where the student uses their student id and pass-
word. After the first successful login, the student must change the password used for 
later login in the application. 

After the successful login, the student can select the modules in which the faculty 
enroll them, and the student can see the content based on the module code. They can 
give feedback only once about the application and the learning experience from the 
application. The input is intended to increase the consistency of the material offered to 
students and ask about their learning experience. The data is stored about the interac-
tions and the feedback on the Firebase database, which can later be used for analysis 
purposes. The purpose of making all the modules and content available to students is 
to increase their systematic and pragmatic knowledge as the videos will not be limited 
to their course work only. 

5.2 Admin application 

After the administrator's successful login, the home screen appears where the facul-
ty can choose multiple options such as media report, feedback report, view modules, 
etc. The feedback option reports the statistics on students' feedback about the applica-
tion and their learning experience. 

The media report option provides the video interaction screen where the student in-
teractions' information has been shown on specific video content or can search using 
the student id. Admin can use the view modules option to see the modules within the 
application. The view password option is used in case any student forgotten their 
password and wants to reset it. Add student option is used to create a new student in 
eDify. 

6 Research Model and Hypothesis 

Designing a mobile learning system needs to consider user satisfaction, limitations, 
usability, functionality. Usability evaluation methods have to be explicitly studied due 
to the limitations in developing mobile applications [26].  Usability is one of the es-
sential fundamentals of mobile learning applications and is considered the main chal-
lenge in accessing mobile learning evaluation [27]. According to the literature review, 

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they considered Learning Experience as an indicator for the model's simplicity. One 
factor, usability, was chosen to build the hypothesis. 

H1: Usability of application will have a positive and significant effect on Learning 
Experience. 

7 Research Method and Instrument 

The study was carried out using an exploratory study and survey technique used as 
a quantitative method. 

7.1 Module selection 

E-Commerce Technologies (COMP 0382) was chosen as the module for this study 
because it aims to familiarize the student with the e-commerce-oriented aspects of 
internet technology. This module is a core module for software specialization and an 
elective module in computer hardware and networking, multimedia, and business 
information system. This will allow maximum users required for the study, as shown 
in section 7.3. 

7.2 Exploratory study 

Exploratory research is carried out to determine the appropriate sample size. A to-
tal of 15 students were invited to a focused group. They were asked whether they 
were willing to use a mobile application for an enhanced learning experience. Nine of 
them responded positively, while the other six did not. This means that 60% of them 
represent the study population who would use the mobile application for learning. The 
exploratory study was used to generate the items for the dependent variable of 'Learn-
ing experience.' To reduce the number of variables from 16 to 5, Principle Component 
Analysis (PCA) is used. Items generated from the exploratory research regarding the 
dependent variable were tested through Cronbach's alpha to determine the degree to 
which they captured the dependent variable, "Learning Experience," for reliability. 
Regression analyses were carried out to estimate relationships between "Learning 
Experience" and independent variables for validity. 

7.3 Sampling 

For the primary analysis, the study is going to use Regression Analysis. SPSS is 
used to determine a suitable sample size. The formula used is as follows: 

 Sample	Size	(n) = p ∗ q	0 !
"!
1 (1) 

 Sample	Size	(n) = 0.6 ∗ 0.4 ∗	0 #.%&
'.'(!

1  

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Paper—eDify: Enhancing Teaching and Learning Process by Using Video Streaming Server 

 

 Sample	Size	(n) = 0.6 ∗ 0.4 ∗	0 #.%&
'.'')(

1 

 𝑆𝑎𝑚𝑝𝑙𝑒	𝑆𝑖𝑧𝑒	(𝑛) = 024 ∗ 784 

 𝑆𝑎𝑚𝑝𝑙𝑒	𝑆𝑖𝑧𝑒	(𝑛) = 188	𝑎𝑝𝑝𝑟𝑜𝑥. 

Where p = expected percentage of the response variable, q = 1 – p (inverse of p), Z 
= standard score (1.96 for 95% confidence level) and e = accepted margin of error 
(0.05 if the confidence interval is 95%). 

7.4 Instrument 

A quantitative method is used with a survey technique. A questionnaire is devel-
oped and used for data collection. The questionnaire used in this research consists of 
16 variables (refer to Table II). The questions related to the usability of the applica-
tion and the learning experience of the users were constructed using the usability 
evaluation model. 5 components were used for this study, namely device efficiency, 
application usability, user-friendliness, functionality, and accessibility, which were 
extracted using PCA [28][29]. Q1-Q8 explains the application usability, Q9-Q11 
explains the device efficiency, Q12-Q13 explains user-friendliness, Q14-Q15 explains 
functionality, and Q16 explains mobile media usage. In a non-randomized conven-
ience study, the variables were on a five-point scale ranging from strongly accept to 
disagree strongly, with the mid-point uncertain. [22]. The study uses a four-point 
adjectival ordinal scale to measure the responses (Strongly Disagree=1, Disagree=2, 
Agree=3, Strongly Agree=4).  

7.5 Data collection 

The data was collected using eDify application. The collected data is stored in 
Firebase from third-year students enrolled in the sixth semester from March 2019 – 
December 2019. A total of 188 students volunteered to participate in this study, and 
they used the smartphone app to complete the survey. 

8 Results and Discussion 

Total of 16 variables with regards to the mobile application and the features 
through PCA. The analysis generated a 5-factor solution with Kaiser-Meyer-Olkin 
(KMO) of 0.879 and Bartlett's test significance of zero, as shown in Table 1. 

 
 
 
 

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Table 1.  KMO and Bartlett's Test 

Kaiser-Meyer-Olkin Measure of Sampling Adequacy. .879 

Bartlett's Test of Sphericity 
Approx. Chi-Square 696.468 
Df 120 
Sig. .000 

The PCA analysis generated a five-factor solution. The table below shows the five 
factors and their corresponding items, as shown in Table 2. 

Table 2.  Rotated Matrix of Components 

Items Application  Usability 
Device 

Efficiency 

User 
Friendli-

ness 

Func-
tionality 

Usage of 
mobile 
media 

Q1: Internet availability is an obstacle to learn-
ing. 0.368     

Q2: Screen size is an obstacle to learning. 0.58     
Q3: Appropriate feedback is provided on the 
screens within a reasonable time. 0.313     

Q4: The application follows real-world conven-
tions, making information in a natural and 
logical order. 

0.642     

Q5: The Application provides user control and 
freedom for navigation. 0.62     

Q6: Good error prevention mechanism is in 
place. 0.692     

Q7: Application objects, actions, and options 
visible, making recognition easy rather than 
recall. 

0.666     

Q8: The application is self-explanatory and 
easier to use without help or documentation. 0.668     

Q9: Learning by mobile helps me learn at my 
convenience.  0.766    

Q10: Aesthetic and minimalist design makes it 
easier for a user to interact.  0.625    

Q11: Device storage capacity hinders learning.  0.521    
Q12: Learning by mobile increases my motiva-
tion for learning and in an unconventional 
manner. 

  0.79   

Q13: Error messages are expressed in simple 
and straightforward language, avoiding codes.   0.533   

Q14: Having media files of my course content 
on my mobile helps me enhance my 
knowledge. 

   0.52  

Q15: Charging devices regularly is an obstacle 
to learning.    0.823  

Q16: The use of mobile media applications 
helps in educational attainment.     0.914 

Extraction Method: Principal Component Analysis. – Rotation Method: Varimax with Kaiser Normaliza-
tion a 
a. Rotation converged in 10 iterations. 

 

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A regression analysis based on the five independent variables of Application usa-
bility, Device efficiency, User-friendliness, Functionalities, and Usage of mobile 
media and the dependent variable of Learning Experience was conducted. The result 
suggested that the independent variable explains around 89% of the variability. 
Hence, the learning experience is significant because of the p-value of zero, as shown 
in Table 3. 

Table 3.  Variables Entered/Removed 

Model Variables Entered Variables Removed Method 

1 Usage of mobile media, Functionalities, User-friendliness, Device efficiency Application usability Learning Experience Enter 

a. Dependent Variable: Learning Experience, b. All requested variables entered. 

The results in Table 4 suggest that the independent variable explains around 89% 
of the variability. 

Table 4.  Model Summary 

Model R R Square Adjusted R Square Std. Error of the Estimate 
1 .944a .890 .887 .12791 

a. Predictors: (Constant), mobile media usage, Functionalities, User-friendliness, Device efficiency, Appli-
cation usability. 
 

The analysis of variance (ANOVA) above in Table 5 clearly shows that the model 
is feasible as the significance is zero with an F value of 269.6. 

Table 5.  ANOVA 

Model Sum of Squares df Mean Square F Sig. 

1 
Regression 22.061 5 4.412 269.671 .000b 
Residual 2.716 166 .016   
Total 24.777 171    

a. Dependent Variable: Learning Experience, b. Predictors: (Constant), mobile media usage, Functionali-
ties, User-friendliness, Device efficiency, Application usability. 

 
The independent variables all significantly and positively influence the dependent 

variable of ‘Learning Experience’ as all p values are ‘0’ and all coefficients are posi-
tive Table 6. 

One standard deviation improvement is a 17.3% increase in the learning experience 
[30]. This is because the ease of usability of the application enhances the Learning 
Experience as the students use more of the user-friendly application to gain 
knowledge. For device efficiency, the dependent variable or the learning experience 
will improve by 24% if there is an improvement of 1 standard deviation in the de-
vice's efficiency [31]. Due to the increase of mobile culture, students are more de-
pendent on the devices. Hence, the devices' efficiency plays a vital role in engaging 
the students with the application for a better learning experience. The learning experi-

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ence will change by 35.3% if there is an enhancement in the mobile phone's function-
alities [32][33]. With improved application functionalities, the students are more like-
ly to respond positively to their motivation for learning. User-friendliness has a posi-
tive and significant impact on Learning Experience [34]. Hence, one standard devia-
tion change in user-friendliness could result in a 25.5% change in the students' learn-
ing experience. The conventions used within the application helps students to identify 
the working of the application quickly. Hence, conventions enable them to navigate 
easily within the application. Usage of mobile media is a critical factor as one stand-
ard deviation improvement will lead to a 47% increase in the students learning expe-
rience [35]. Faster network speeds and more storage capacity significantly play an 
essential role in utilizing the device and the application. 

Table 6.  Coefficients 

Model 
Unstandardized Coefficients Standardized Coefficients T Sig. 

B Std. Error Beta 

1 

(Constant) .107 .106  1.006 .316 
Application usability .142 .028 .173 5.096 .000 
Device efficiency .184 .024 .240 7.566 .000 
User-friendliness .208 .025 .255 8.401 .000 
Functionalities .227 .018 .353 12.763 .000 
Usage of mobile media .216 .012 .470 17.914 .000 

a. Dependent Variable: Learning Experience 

 
To improve the learning experience, application usability is essential as it results in 

overall satisfaction. Faculty inputs are vital in making the environment conducive to 
learning as these inputs would improve the overall usability of the systems used by 
HEIs. Device efficiency impacts these days as most of the new mobile devices have 
enough storage capacity inbuilt, and the system uses the asynchronous mode of 
transmission, which does not consume storage memory on the device. The network 
infrastructure and internet speed depend on the media running of streaming media 
smoothly. Real-world conventions usage helps the user navigate the system efficiently 
and relates to social media, where the Like/Dislike option makes students feel content 
about the media shared with them. Furthermore, students seem quite enthusiastic 
about giving feedback on the media. Though innovation can be useful for learning, 
student’s usage of a mobile device has increased, resulting in the reduction of the 
device battery consumption and their constant utilization of network bandwidth. 

9 Conclusion and Future Works 

Developing a mobile learning environment to enhance the teaching and learning 
process always poses a challenge to HEIs regarding what setting will benefit the 
stakeholders. In this paper, a mobile learning application named “eDify” has been 
developed and implemented using the existing infrastructure. The mobile application 

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extends the existing video streaming server to support a blended learning approach, 
improving the learners' ability to interact with the teaching material with ease that 
they face while accessing moodle from their mobile devices. The proposed applica-
tion was implemented at Middle East College's computing department, and evaluation 
of the usability of the application with the learning experience was done by sixth-
semester students enrolled in the module E-Commerce Technologies (COMP 0382). 

To test the research question, survey techniques were used through the mobile ap-
plication comprising 16 questions. Kaiser-Meyer-Olkin (KMO) of 0.879 indicates the 
sampling for the undertaken study is adequate. Bartlett's test significance of zero indi-
cates factor analysis may be useful. PCA is undertaken to reduce the number of varia-
bles and came to 5 factors, namely Application usability, Device efficiency, User-
friendliness, Functionalities, Usage of mobile media. The advantage of using PCA is 
that it comprises both exploratory and confirmatory analysis together. Regression 
analyses were carried out to estimate relationships between "Learning Experience" 
and independent variables for validity. Analysis of variance using ANOVA was done 
to study the associated estimation procedures. 

To answer the research question, "Usability of application will positively and sig-
nificantly affect Learning Experience." Results suggest that the independent variables 
relating to the application's usability positively and significantly influence the learning 
experience. Consequently, the null hypothesis is rejected in favor of the alternative 
hypothesis: the application's usability will positively and significantly affect the learn-
ing experience. As mobile culture is on the rise in academic institutions and students 
always look for easy-to-use applications with maximum facilities or functionalities 
and efficiency plays a vital role in the students' learning experience. However, the 
study found that mobile media usage has a 47% increase in the students' learning 
experience, which is in terms of storage not having an issue. 

In addition to the reported findings, the study has some limitations. Firstly, the 
study can be conducted on another different module with a more significant cohort. 
Secondly, data security and data privacy can be imposed as access can be used by all 
the stakeholders such as students, faculty, and management. Thirdly, cross-
department and cross-institutional studies can be done better to analyze the findings' 
components and accuracy. Lastly, studies can be done based on multidisciplinary 
effects and more significant samples. A critical study should be undertaken to deter-
mine the moderating or mediating effects of certain variables such as technology-
based learning culture, staff support, video interactions, a wide range of institutions, 
and linguistics on the students' learning experience. 

At present, the video interaction can let the faculty know about the module's learn-
ers' behavior patterns. For the future, these patterns can help predict the student's 
success, retention, and early dropout within the module.  

For the future, a comprehensive dashboard revealing these patterns coming from 
the different e-learning environments applied at the HEI can be made visible to stu-
dents and management. This will help faculty find the learners' overall and individual 
performance, self-monitor their progress within the module, and make a better deci-
sion in their teaching and learning strategies for the future. Video learning analytics 
can play a vital role in extending student experience where a blended learning ap-

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proach is applied. This can also lead institutions to adapt to a fast-changing world 
where different ways are used to disseminate knowledge to the learners [36] [37] [38] 
[39] [40] [41] [42] [43].  

10 Acknowledgement 

The exploratory study was conducted at the Department of Computing at Middle 
East College, Oman. The author like to thank the Head of the Department for provid-
ing support and encouragement. 

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12 Authors 

Raza Hasan received his PhD. in Informatics from Malaysia University of Science 
and Technology. He serves as Senior Lecturer in Computing Department at Middle 
East College, Muscat, Oman. Email: raza.hasan@pg.must.edu.my 

Sellappan Palaniappan is a Professor of IT and Dean of School of Science and 
Engineering at Malaysia University of Science and Technology.  

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Salman Mahmood is a lecturer in the Computer Engineering Department at Sir 
Syed University of Engineering & Technology, Karachi, Pakistan.  

Kamal Uddin Sarker is a Senior Lecturer in Computing Department at Middle 
East College, Muscat, Oman. 

Ali Abbas is an Assistant Professor in Computing Department at Middle East Col-
lege, Muscat, Oman. 

Mian Usman Sattar is an Assistant Professor in School of Business, Department 
of Management, Beaconhouse National University, Pakistan. 

Vikas Rao Naidu is a Senior Lecturer in Computing Department at Middle East 
College, Muscat, Oman. 

Puttaswamy Malali Rajegowda is a Senior Lecturer in Computing Department at 
Middle East College, Muscat, Oman. 

Article submitted 2020-12-03. Resubmitted 2021-03-11. Final acceptance 2021-03-11. Final version 
published as submitted by the authors. 

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