Your ModelManager uses constants defined in MODELS to load the obj files. The files should be named 0.obj, 1.obj etc. The files you uploaded are called model.obj, model0.obj.
The obj files are HUGE. There's no chance that this will run on an Android device with acceptable performance.
The obj file format does not support key frame or skeletal animation i'm afraid.
The way you load the obj files will not work. You specify using fixed point floats which throws an exception due to the second model being so huge. I have no idea how you could have run this on the desktop. Also, i'd suggest using floating point instead of fixed point. There's no real benefit using floats on any android device.
Your camera is looking along the negativ x-axis (line 37 in Game.java). Are you sure that's what you want? I can see how this is confusing when performing a translation via the 0-5 keys as you did in Game.java.
So from what i saw: the models load fine (if you use floats instead of fixed point, ModelManager, line 22, last parameter to ModelLoader.loadObj should be true). The positioning works as expected as well as applying translation via glTranslate. Your models are to big for any mobile device. Your camera is looking along the negative x-axis instead of the more standard negative z-axis for testing purposes which might get you confused.