Quantitative Data Supporting Figure 2: Ways Science Mobile Apps Impacted Students’ Interest
| Impact | Frequency | Percentage |
|---|---|---|
| Deeper understanding | 32 | 51.61 |
| Easy access to knowledge and self-test | 25 | 40.32 |
| Learning in various ways | 22 | 35.48 |
| Real life applicability | 18 | 29.03 |
| Interactive and fun | 10 | 16.13 |
| Interdisciplinary nature | 4 | 6.45 |
| Provides current information | 4 | 6.45 |
| Promotes critical thinking | 4 | 6.45 |
| 3D instead of 2D | 3 | 4.84 |
| Simplifies concepts | 2 | 3.23 |
| Brings science alive | 2 | 3.23 |
| Deeper understanding | 32 | 51.61 |
| Easy access to knowledge and self-test | 25 | 40.32 |
| Learning in various ways | 22 | 35.48 |
| Real life applicability | 18 | 29.03 |
| Interactive and fun | 10 | 16.13 |
| Interdisciplinary nature | 4 | 6.45 |
| Provides current information | 4 | 6.45 |
| Promotes critical thinking | 4 | 6.45 |
| 3D instead of 2D | 3 | 4.84 |
| Simplifies concepts | 2 | 3.23 |
| Brings science alive | 2 | 3.23 |
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