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THESIS
CHAPTER 1
INTRODUCTION
With the growing popularity of android operating system since its release in 2003 up to now. Android operated devices has become one of the common household and become one of the common household devices and became an integral part of our lives. Smart gadgets like phones and tablets are generally used to gather and share information via networks, to communicate and to entertain. Growing numbers of these devices and accessibility has offered the proponents an opportunity to develop a new kind of learning experience for kid’s ages three and above. Proponents believe that learning is an important developmental stage of kids. Having these application installed on client’s handset devices allows them to experience learning that is fun at the same time. The study’s main objective is to make an android application that is capable to bridging learning and entertainment.

BACKGROUND OF THE STUDY Android is a mobile application developed by Google that is designed for touchscreen mobile handset devices. According to surveys, android has become the most popular operating systems exceeding combined sales of windows and IOs. Together with Google play which contains vast collection of applications, they conquered the operating system and device market. Google play has been behind top grossing games like Candy Crush and Clash of clans and communication applications. Android devices are also accessible to kids that’s why developers created applications suited for kids that will induce learning while entertaining them. Children are full of curiosity and explore it through playing. While kids are playing it is the perfect time to learn through playing. Kida learn how to solve a problem situation, making friends and how to recognize letters and numbers. Teachers nowadays always use visual aids in teaching to let the children be entertained and enjoy studying.
STATEMENT OF THE PROBLEM
The study is

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