Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
Joshua R. Balando
Junell B. Olitoquit
INTRODUCTION
materials through mobile apps, social interactions and other online educational hubs.
content to students on any platform, any place and at the time of need. (Beal 2016).
Mobile learning can help in current education system under the new curriculum of
K-12. One example strand under this curriculum is Science, Technology, Engineering
very helpful for a lot of students in their learning career. Through the STEM strand,
students will get to learn the basics of STEM-related disciplines such as General
student don’t have a books, Traditional method of teaching is not that effective
anymore because students now a days prefer using technology. And most apps used
by the student are not educational because there’s no existing app related to there
Strand.
based on difficult subjects of STEM strand. Each module will have some features that
respective subjects. The application will also include mini quiz games per subject
module so that students can test their knowledge and skills. The aim of this proposed
study is to help students educate themselves through this application in a way that
Appendix 2 and Appendix 3) to ten (10) student from Grade 11 STEM strand at the
chemistry 1 than Earth science and Basic Calculus than general Mathematics. (see
percent (see Appendix Figure 10) do not have enough learning materials like books
because of the limited stock in the marketing section. Students are having a hard time
in compiling reviewers because they are lacking source of information (see Appendix
Figure 1).
The researchers also found out that, 8 out of 10 respondents or 80 percent see
Appendix 6 Figure 2) said that the traditional method of teaching is not that effective
anymore in getting their attention because students now a days prefer modern ways
of teaching using technology. And reviewing there lectures is boring and not
Also, according to our interview most of the respondents said that they do not
have any experience using a mobile application that related to their subject because
instead of something that can help to their study (see Appendix Figure 3).
Objectives of the Study
The general objective of the study is to develop a Mobile Application for grade 11
STEM students of Cavite State University that will help them improve their knowledge
1. Create a module where the students can view lectures about General
2. develop and design an interactive mobile learning application that the user will
enjoy using it while gaining knowledge from the lessons through mini games
module that consist of elements and compund mixture for General Chemistry
section for Pre – Calculus and quizzes for Basic calculus; and
which related to there subjects. Througt the information module and mini
games.
Significance of the Study
The proposed system will benefit the students who are taking the STEM strand
because they can gain knowledge that will help them in their educational performance
in an interactive way through developing a mobile learning with mini quiz games.
The STEM teachers will get benefit also in this proposal because they can use
accesible for the students and more chance to get their attention.
The researchers will also be the beneficiary of the study for this will help them
enhance their skill in developing mobile applications. This will serve as their
Future researchers can access and use this study as a guide and reference to
develop another related studies. They can add more features and functions to make
This study was approved on May 2019 and expected to finish on May 2020. The
study was conducted at Cavite State University Main Campus in Indang, Cavite since
AY 2018 – 2019.
For additional information and data researchers visit and search for related literature
and study from several online source and Reading room of Department of Information
technology.
Scope and Limitation of the Study
that can use as additional source of knowledge for stem students that taking the
They can also test the knowledge that they gain through mini games module. All
mobile phones with an android operating system can use the software because of its
Appendix 5)
Information Module – This module will contain four (4) sub-module: Science module,
curriculum guide. And also in this module we included a search bar to easily explore.
Science module – it is where the user can view lectures about General
Chemistry 1 of Grade 11 STEM students where they can learn about the
the content. The user can see over the lectures about Basic web design that is
user can look at the lesson and learn about the different types of conic sections
Mini games module – This module will consist of set of minigames per subject
module. The user can choose which subject he/she want to play whether it is about
the game theres a 10 levels for this game.The scoring system is depend on the time
limit and every game level is within three (3) minutes. Stars are the basis of the user’s
points. If the level is done within one (1) minute, the user will gain three (3) stars, then
if its done within one (1) minute mark to two (2) minutes and thirty (30) seconds, the
users will gain two (2) stars and one (1) star if its done before or on three (3) minutes.
Three (3) stars is the highest the user can gain for every level. The user can get to the
In technology debugging of html codes to display right output for website there’s
a 20 sets of code with error and needed to fix. The scoring system is depend on the
time limit per every game level is within three (3) minutes. Stars are the basis of the
user’s points. If the puzzle is done within one (1) minute, the user will gain three (3)
stars, then if its done within one (1) minute mark to two (2) minutes and thirty (30)
seconds, the users will gain two (2) stars and one (1) star if its done before or on three
(3) minutes. Three (3) stars is the highest the user can gain for every level. The user
can get to the next level by getting at least one (1) star
In engineering, there’s a ten (10) sets of a puzzle using conic section. The user
has to find the objects that is resemblance with circle, parabola, ellipse and hyperbola
which is related to their subject. The scoring system is depend on the time limit and
the puzzle game is within three (3) minutes. Stars are the basis of the user’s points. If
the puzzle is done within one (1) minute, the user will gain three (3) stars, then if its
done within one (1) minute mark to two (2) minutes and thirty (30) seconds, the users
will gain two (2) stars and one (1) star if its done before or on three (3) minutes. Three
(3) stars is the highest the user can gain for every level. The user can get to the next
In mathematics there’s 10 sets of level and every level have a 3 sets of multiple
choice question about derivatives and integration. The scoring system is depend if all
three (3) question will answer correctly, the user will gain three (3) stars, then if its only
two (2), the users will gain two point, then if its only one (1), the user will gain one (1)
point. The user can get to the next level by getting at least one (1) star.
This module will test the students some knowledge and skills based on what they
Result module – In this module student can view the total stars that the user
to explain aspects. Is like a recipe and blueprint that provides an outline on how to
plan and conduct the research for your study. Figure 1 shows the conceptual
framework
of STEM strand K12 program, Programming skills in C using Unity and Graphical
design. The hardware requirements are Pc or laptop for developing the application.
The software requirements are Unity,photoshop CS6 and microsoft word for coding
The process section inludes section includes the lean starup methodology,
Phase 1 is for gathering data, phase 2 is planning analyzing the requirments, phase 3
design making such as logo icons, phase 4 development part that the application
started to code and debugged, phase 5 testing implement to detect errors and last
The output is the project itself that passed all the phases and deployed in the
user environment.
evaluation of the performance of the system is done using an evaluation form from
educational tool, serve as reference and also enhance the skills of the researchers in
The following terms and definitions are conceptually and operationally defined to
K-12. These classes are kindergarten (K) and grade 1 through 12 (1-12)
Mobile Learning. Is education via the Internet or network using personal mobile
devices.
Mini – game. Is sometime called a micro game is short often contained within
secondary students for college and graduate study in the fields of science, technology,
The Philippine K-12 curricular program provides at least one year of Kindergarten
education and a total of twelve years of basic education similar with most of the
countries in the world. The features of the K-12 Enhanced Basic Education Program
include the strengthened Science and Math education which follows a spiral
progression.
used qualitative method of research about in gathering and documenting the impact
by grade 7 and 8 students, their teachers and parents from the four congressional
future life situations focused on economic and social issues like the misconceptions
about the essence of the additional two years of basic education, known as the high
school level, have a negative impact among parents on the lower economic status.
STEM Education
of wide variety and unclear parameters. The disparity of what STEM education is can
be seen in the many different definitions of it. Williams (2011) suggests we need to
for inclusion in the study if the original authors discussed STEM education in the
manuscript and connected their article content to the field it (Brown ,2012),
Thus, in this article we learned that STEM education research has a wide range
of methods, outcomes, subjects, and idea to discover more about students and
STEM Curriculum
Education Curriculum in 2013 which led to the creation of Senior High School
Program. Studies have shown the importance of stakeholder support for the success
curriculum.
Senior High School” conducted a study that utilized the descriptive- correlational and
acceptability of the curriculum is closely related to the level of difficulty faced by the
curriculum among stakeholder while the difficulty faced by the school during the
implementation was high because of the problem occurred in the areas of facility and
instructional materials. This kind of study will help future researchers to have an
Mobile Learning
Mobile devices are becoming increasingly popular and connected with our daily
lives. These advances have prompted educators and researchers to utilize these
qualitative content analysis to investigate the science mobile app research for its
After reviewing this article, we learned that the future studies need to use the
latest technologies available separate testing of individual device features and build
new collaborative approaches for using mobile apps. In addition, this review noted
that more research is needed on how science mobile apps can be used with more
Educational Games
(Caponetto ,2014).
are adopted to support learning in a variety of educational contexts and subject areas,
Computer games and video games have become very popular in children and
adolescents’ life and play a prominent role in the culture of young people. In this
context, not only can a game be used for learning, but also the game development
tools be used for studying relevant topics within computer science, software
search for relevant studies, critical appraisal, data extraction, and synthesis (Wu &
Wang 2012).
In conclusion, we learned that Game Development Based Learning (GBDL) do
have the potential power to help students to learn different curriculums. This review
proves that learning trough playing have many potential benefits as an aid to teach
computer science, software engineering, art design, and other fields with the
motivation from games can improve the students’ knowledge, skills, attitudes, and
Computer technology has rapidly been improving. This, as a result, has made a
change in human life style. One of technologies that have brought an impact on this
method for their research about the implementation of android based mobile learning
application as a flexible learning media. The method used in software design used
Thus, this study showed that by using the application of mobile learning, the
learning process can be more flexible since it can be done anytime, anywhere and in
any conditions.
Gaming on Unity
Technologies, that has been used to create a broad range of interactive 2D and 3D
virtual environments. Although, it is most commonly associated with the development
of video games, it has also been used to develop other kinds of systems. These
Thus, with variety of features and integration about this game engine, and with
Adobe Photoshop
editing software that allows you to edit images, add effects and prepare images for
both print and web media. Adobe Photoshop has become the industry standard for
image editing.
Thus, this kind of article focus on how will you enable to learn basic editing tools
and effects that will allow you to know how to prepare images for print and the web
Programming C#
software development over the years. There exists, for example, a large variety of
tools for the generation of database interfaces, GUIs and compilers .Modern
languages like Java and C# begin to offer advanced features for generative
language, and safety. We learned that the type system of the C# language is
Their article called “Formalization, Testing and Execution of a Use Case Diagram”
requirements models. Using this new technique before a software system is fully
designed will help us find some potential errors in a requirements model, resulting in
Fishbone Diagram
According to Kaoru Ishikawa 1915 – 1989) who is best known for the
development of the concept of the fishbone diagram, which is also known as the
“Ishikawa diagram‟. This diagram is still used in many organizations for making
diagnoses or taking concrete actions in which the root cause of the problem is
identified. It is known as a fishbone diagram because of its shape, similar to the side
Many studies showed that, performing the Ishikawa diagram in a more detailed
form in order to determine the potential causes of a found defect has the advantage
that it offers the possibility to identify and analyze all factors, which relate to the
problem studied. This tool is excellent for capturing team brainstorming output and for
Gantt Chart
has seemingly stimulated their use in other areas, particularly where displaying
(Truscott & Cho 1987) apply Gantt charts to scheduling batch production through
multiple work centers. Although they focus only on lot-splitting, this is the sort of
Thus, Gantt charts remain popular management tools in spite of dating back over
The study was conducted to develop and Android Based Test Game Application
for Cavite State University Science High School students from grade seven to grade
ten that will be able to help them to study past and advance lessons while playing on
The developers used the Software Prototyping Model as a paradigm and guide in
the development of the system. This methodology has the following phases;
The system was developed using different software tools such as Adobe
designs and Graphical User Interface of the game; Unity5 used for functionality and
running of the game; Microsoft 2010 for documentation; and Windows 7 as for the
operating system.
The system was evaluated by 130 respondents based on the given criteria:
user-friendliness. The evaluators were composed of one hundred twenty (120), grade
seven to grade ten students from Cavite State University, Main Campus. It
Successfully passed all given criteria in the evaluation and met all the aimed features
2019).
The study evaluated and analyzed the processes, technology, abd methodologies
the problems of the manual method used by the players, having trouble in validating
words, and limited players who can enjoy the word game.
It aimed to develop an android game that will provide great entertainment value to
the players with the new platform that will improve that traditional word game, new
features that would validated the words and a multi-player mode for the users. This
testing, and system testing. These tests were performed to make sure that all features
and modules of the application are all working. Based on the results, the mobile
application was evaluated excellent and has met the needed requirements. It was
determined that the system has successfully met all the objectives and exceeded the
The fish informatics: A mobile application on freshwater fishes for the fish keepers
serves as guide to choose the right of fish for them for an easier way of access. The
system provides an aid for the fish keepers in searching and viewing of freshwater
fishes. The development system provides an opportunity for the fish keepers to lesson
information.
The methodology that was used and followed in the study was lean start up
Deployment (Data). The materials that were used in the study are Adobe Photoshop
CS6 and Logopit Plus for graphic design and user interface, shared preferences as a
database and Android Studio for coding, Microsoft Visual Code for debugging, Ionic
the developed system’s accuracy. The system was evaluated by the participated
user-friendliness. The results of the evaluation showed that the system was
functioning well and was able to meet the business requirements of the intended
users.
Table 1. Comparison table of related Studies to the Proposed System
FEATURES S1 S2 S3 S4
Lectures x √ x √
Search bar x √ x √
Gamification √ √ √ √
Result module √ x √ √
Legend:
Glorioso, 2019).
This chapter of the study presents the materials and processes used for the
completion of the study. The methods are the procedures of doing the development of
game application.
Materials
The researchers used the following hardware and software specifications needed
i3-5005U CPU @ 2.00GHz 2.00GHz, 4gb RAM. For the mobile specification, any
For the software requirements, researchers used Unity 3D, Android Studio for the
game application development, Adobe Photoshop CS6 for the graphics design.
Microsoft Office Word 2016 and Microsoft Office Powerpoint 2016 for the
Method
system due to its ability to refine the game in every cycle of the process.
This methodology consists of five (5) phases: Planning and Requirements Phase,
Analysis and Design Phase, Implementation Phase, Testing Phase and Evaluation
Phase.
Iterative Development Cycle (Morse, 2016)
students of Cavite State University Science High School. The construction of the
use-case diagram and fishbone diagram were done by the researchers in this phase
(see Appendix). The Gantt chart (see Appendix) was made to present the schedule
for developing the system and conducting the study. The researchers have been
brainstorming concepts for an application that is important and relevant to help its
target users.
Analysis and Design
In this phase, the researchers analyzed how the application was done. The
developers used Adobe Photoshop in designing the user interface of every modules
Implementation Phase
development documentation up to this point are coded and implemented. This phase
involves executing the coding part and applying the research. The modules coded on
the basis of the requirements of the application design. The researchers developed
and coded the system using the Unity for game design for mini-games module and
used C# as a programming language. The tools and methods were used on the basis
Testing Phase
In this phase, the system tested in the actual scenario. This phase is to
undertake a series of test procedures to identify and locate any potential bugs or
Evalutation Phase
This was the final phase where the system have to be tested by all the clients and
IT experts for evaluation. The, The researchers would provide an evaluation form
while they were testing the system and the request for the recommendation letter for
Brown, J. (2012). The current status of STEM education research. Journal of STEM
Education: Innovations and Research, 13(5), 7.
Caponetto, I., Earp, J., & Ott, M. (2014, October). Gamification and education: A
literature review. In European Conference on Games Based Learning (Vol. 1,
p. 50). Academic Conferences International Limited.
Chanda, J., Kanjilal, A., Sengupta, S., & Bhattacharya, S. (2009, December).
Traceability of requirements and consistency verification of UML use case,
activity and Class diagram: A Formal approach. In 2009 Proceeding of
International Conference on Methods and Models in Computer Science
(ICM2CS) (pp. 1-4). IEEE.
Draheim, D., Lutteroth, C., & Weber, G. (2005, July). Integrating code generators into
the C# language. In Third International Conference on Information
Technology and Applications (ICITA'05) (Vol. 1, pp. 107-110). IEEE.
Smart, P. R., Scutt, T., Sycara, K., & Shadbolt, N. R. (2016). Integrating ACT-R
cognitive models with the Unity game engine. In Integrating Cognitive
Architectures into Virtual Character Design (pp. 35-64). IGI Global.
Wilson, J. M. (2003). Gantt charts: A centenary appreciation. European Journal of
Operational Research, 149(2), 430-437.
Wu, B., & Wang, A. I. (2012). A guideline for game development-based learning: a
literature review. International Journal of Computer Games Technology, 2012,
8.
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APPENDICES
APPENDIX
Appendix 1
Letter
Appendix 2
Interview Guide
Survey for Grade 11 STEM Strand Students of Cavite State
University Science High School
NAME (Optional): Age
th
We are 4 year BS Information Technology student of College of Engineering and
Information Technology who taking an Undergraduate Thesis. The goal of this
interview is to know what is the most problem encounter by the respondents.
Instruction: Answer every question accordingly. (Note: please answer it with
honestly)
1. In the branch of science in STEM strand what is the most difficult
subject you encounter?
Choose only one.
Earth Science. Why?
9. Do you get to apply the knowledge you acquire from the subject in
STEM?
10. Any mobile game you are playing that you can relate in the topic?
Explain your answer?
Signature
APPENDIX 3
Interview Summary
Interviewee: Grade 11 STEM strand students of Cavite State University Indang,
Cavite (Main Campus)
Why interviewee was chosen: The Grade 11 STEM strand of Cavite State Science
High School was chosen because they are the target of our proposed system.
Question 1: In the branch of science in STEM strand what is the most difficult
subject you encounter? Earth Science or General Chemistry. Why?
Summary of Answer: Most of the respondents said that they usually take down
notes in every lecture than taking just picture in board using their mobile devices.
Summary of Answer: Most of the respondents said that they do not have enough
study materials like books in every subject.
Summary of Answer: Most of the respondents said that they don’t compile
reviewers.
Question 6: Are reviewing lectures is boring?
Summary of Answer: Most of the respondents said that reviewing lectures is boring
and not interesting.
Question 7: Are you enjoying teachers traditional method of teaching?
Summary of Answer: Most of the respondents said that they are not enjoying the
teachers traditional method of teaching.
Summary of Answer: Most of the respondents said that they have practical activities
for their subjects.
Question 9: Do you get to apply the knowledge you acquire from the subject in
STEM?
Summary of Answer: Most of the respondents said that they get to apply the
knowledge they acquired from their subject in STEM.
Question 10: Any mobile game you are playing that you can relate in the topic?
Explain your answer?
Summary of Answer: None of the respondents don’t have any mobile game that
they played that relate to their topics.
APPENDIX FIGURES
APPENDIX 1
Fishbone Diagram
MATERIAL
METHOD
Limited stock of
books in the marketing
. Hard time in
compiling reviewers
Lacking source
of information
PEOPLE
Traditional method
of teaching
PEOPLE
PEOPLE
INFORMATION MODULE
MINI-GAMES MODULE
RESULT MODULE
USER
SCIENCE
TECHNOLOGY
ENGINEERING
MATHEMATICS
USER
TECHNOLOGY
ENGINEERING
MATHEMATICS
USER
SCIENCE
TECHNOLOGY
ENGINEERING
MATHEMATICS
USER
Survey Report
Which subject is most difficult in the
field of Science?
Earth Science
General
Chemistry 1
100%
Appendix Figure 8
20% General
Mathematics
Basic Calculus
80%
Appendix Figure 9
Do you have books for every
subjects?
30%
Yes
No
70%
Appendix Figure 10
20%
Yes
No
80%
Appendix Figure 11