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STEMFORMATICS: A MOBILE LEARNING APPLICATION FOR GRADE 11 STEM

STUDENTS OF CAVITE STATE UNIVERSITY INDANG, CAMPUS

Joshua R. Balando
Junell B. Olitoquit

An undergraduate thesis outline submitted to the faculty of the Department of


Information Technology, College of Engineering and Information Technology, Cavite
State University, Indang, Cavite, in partial fulfillment of the requirements for the
degree of Bachelor of Science in Information Technology with Contribution
No. _______. Prepared under the supervision of Ms. Aiza E. Bihis

INTRODUCTION

Mobile learning (m-learning) is education via the internet or network using

personal mobile devices, such as tablets and smartphones to obtain learning

materials through mobile apps, social interactions and other online educational hubs.

It provides a way for educational institutions to deliver knowledge and educational

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

and Mathematics (STEM). Using different educational platforms like m-learning is

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

chemistry 1, Empowerment Technology, Pre – Calculus and Basic Calculus.


Students face different problems in their studies that can affect their academic

performance in school. This include lacking source of information because some

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.

In this study, the researchers will focus on developing a mobile learning

application as a supplementary tool for Grade 11 STEM students. This mobile

application is called STEMFORMATICS, that cover different modules that will be

based on difficult subjects of STEM strand. Each module will have some features that

consist of sufficient information that is needed by the users according to their

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

they can also enjoy using it.


Statement of the Problem

To identify the problems, researchers conducted an interview (see Appendix 1,

Appendix 2 and Appendix 3) to ten (10) student from Grade 11 STEM strand at the

Cavite State University Science High School.

Based on the interview most of the student encounter difficulty in General

chemistry 1 than Earth science and Basic Calculus than general Mathematics. (see

Appendix Figure 8 and Appendix Figure 9) There are, 7 out of 10 respondents or 70

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

interesting (see Appendix Figure 2).

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

their attention is easily caught by non-educational application like mobile games

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

and skills in specific subjects using their mobile devices.

It specifically aimed to:

1. Create a module where the students can view lectures about General

Chemistry 1, Empowerment Technology, Pre – Calculus and Basic Calculus

that they use as a supplementary tool.

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

1, HTML codes debugging for Empowerment Technology, Puzzle using conic

section for Pre – Calculus and quizzes for Basic calculus; and

3. develop and design an informative and also entertaining mobile application

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

this application as additonal supplementary tool in giving information that more

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

experience that can be use in their future works.

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 more effective and usable for users.

Time and Place of the Study

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

The study entitled STEMFORMATICS: a mobile learning application for

grade 11 stem students of cavite state university indang, campuses an application

that can use as additional source of knowledge for stem students that taking the

General Chemistry 1, Empowerment Technologies, Pre-Calculus and Basic Calculus.

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

compatibility. The mobile application is consisting of the following module. (see

Appendix 5)

Information Module – This module will contain four (4) sub-module: Science module,

Technology module, Engineering module, and Mathematics module that based on

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

Matter and its Properties.

 Technology module – in this module, Empowerment Technologies (E-Tech) is

the content. The user can see over the lectures about Basic web design that is

composed of HTML5 and CSS3 can also be viewed.

 Engineering module – it is contained of lectures about Pre-Calculus where the

user can look at the lesson and learn about the different types of conic sections

such as parabola, ellipse, circle, hyperbola.


 Mathematics module – the user can view lectures about Basic Calculus

contained about derivatives and integration.

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

Science, Information Technology, Engineering, and Mathematics.

In Science combination of elements to produce the rigth compund that asking by

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

next level by getting at least one (1) star.

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

level by getting at least one (1) star.

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

read on the Information Module

Result module – In this module student can view the total stars that the user

obtain per mini – games and its average.


Conceptual Framework

Conceptual Framework represents the researcher’s synthesis of literature on how

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

The input section includes knowledge requirments on course guide of general

chemistry 1, Empowerment technologies, Pre Calculus and Basic Calculus subjects

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

and making a graphical design for the aplication.

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

phase 6 deployment run the proram

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

adopted ISO/IEC 9126.


Lastly, the outcomes is the result of the study for the benificiaries. To provide

educational tool, serve as reference and also enhance the skills of the researchers in

developing an application and in documenting.


Definition of terms

The following terms and definitions are conceptually and operationally defined to

better understand unfamiliar terms used in the discussion of the study.

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

another game or application.

STEM strand. Is an educational program developed to prepare primary and

secondary students for college and graduate study in the fields of science, technology,

engineering, and mathematics.


REVIEW OF RELATED LITERATURE

K-12 Curricular Program

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.

An article entitled: “Impact statements on the K-12 science program in the

enhanced basic education curriculum in provincial schools” conducted a research that

used qualitative method of research about in gathering and documenting the impact

statements on the first implementation of the K-12 science program as experienced

by grade 7 and 8 students, their teachers and parents from the four congressional

districts in the province of Isabela, Philippines Cabansag (2014).

Therefore, we concluded that the potential impact of K-12 science program on

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

Science, technology, engineering, and math (STEM) education research is a field

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

further investigate STEM education research to determine how different methods

impact the classroom, not just a focus on workplace trends.

In an article called “The Current Status of STEM Education Research” used a

content analysis method to analyze articles. Articles were determined to be suitable

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

teachers in STEM classrooms. The researchers must be continually looking at

research from outside their specific discipline.

STEM Curriculum

The Department of Education in the Philippines implemented the Enhanced Basic

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

of a reform of education. Thus, it is significant to consider the acceptance of the new

curriculum.

In an article called “Acceptability and Difficulty of the STEM Track Implementation in

Senior High School” conducted a study that utilized the descriptive- correlational and

developmental method of research. From this study he concludes the level of

acceptability of the curriculum is closely related to the level of difficulty faced by the

school during its implementation (Estonanto, 2017)


In conclusion, this study informed us that there was a low acceptability of the new

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

insight on what programs should be conducted to raise awareness on the significance

of the STEM curriculum.

Mobile Learning

Mobile devices are becoming increasingly popular and connected with our daily

lives. These advances have prompted educators and researchers to utilize these

devices to promote teaching and learning.

In a review of research called “Mobile Apps for Science Learning” conducted a

qualitative content analysis to investigate the science mobile app research for its

mobile app design, underlying theoretical foundations, and students' measured

outcomes (Zydney & Warner, 2016).

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

varied science topics and diverse audiences.

Educational Games

Gamification appears to be an emerging trend in many sectors, including

business, organizational management, in‐service training, health, social policy, and


education. Gamification is adopted in different contexts and for a variety of purposes.

In a literature review called “Gamification and Education” conducted a literature

search and review following the fundamental methodological steps: scoping,

searching, selecting, analysing, synthesising and reporting to shed light on the

development and consolidation of education / training gamification

(Caponetto ,2014).

Therefore, we learned about this literature review is that Gamification techniques

are adopted to support learning in a variety of educational contexts and subject areas,

but also to address transversal attitudes and behaviors such as collaboration,

creativity, and self-guided study.

Game Development-Based Learning

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

engineering (SE), or game programming through motivating assignments.

In a literature review called “A Guideline for Game Development-Based Learning”

established a method of systematic review for the Guideline for Game

Development-Based Learning .The review was undertaken in distinct stages: the

development of review protocol, the identification of inclusion and exclusion criteria, a

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

behaviors in contrast to the traditional classroom teaching.

Android Mobile Application

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

life style is the use of computer technology embedded in mobile communication

device. In an article called “Implementation of Android-Based Mobile Learning

Application as a Flexible Learning Media” conducted a development and research

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

Waterfall method, a method suggesting a systematic and sequential approach

available in SDLC (Martono and Nurhayati ,2014).

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

According to (Christel et al., 2012), Unity is a game engine, developed by 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

include simulation capabilities and visualization environments for use in educational

medical and engineering applications.

Thus, with variety of features and integration about this game engine, and with

Unity being used by an ever-greater number of professional game developers, there

has never been a better time for us to explore these possibilities.

Adobe Photoshop

According to Jennifer Blair (2013), Adobe Photoshop is a comprehensive photo

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

and give you the opportunity to learn other editing features.

Programming C#

According to Draheim (2005), code generation has become an important part of

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

programming, like generic types.

In conclusion, programming language like C# offers advantages compared to


other languages with respect to the degree of integration of the runtime and the meta

language, and safety. We learned that the type system of the C# language is

extended so that generator type errors can be detected.

Use Case Diagram

According to (Chanda 2009), A Use Case diagram, as a requirements model,

plays an important role in giving requirements for a software system. It provides a

communication tool between software requirements developers and prospective

users to understand what requirements of a software system are.

Their article called “Formalization, Testing and Execution of a Use Case Diagram”

proposed a new rigorous review technique which can be applied to software

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

reduced time, labor and expenditure in software development.

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

view of a fish skeleton.

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

filling in from the 'wide picture' (Liliana 2016)

Gantt Chart

According to ( Wilson,2003), the popularity of Gantt charts in project management

has seemingly stimulated their use in other areas, particularly where displaying

information about schedules is important. In some cases these represent a return to

applications that were once in favor.

(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

problem for which Gantt developed his charts.

Thus, Gantt charts remain popular management tools in spite of dating back over

a century. In their current primary application to projects they provide an effective

means for displaying important information.


Review of Related Studies

iTestTakeOver: An Android Based Test Game Application for Cavite State

University Science High School (Casenares and Muhado, 2017).

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

their android devices in a more interesting and enjoyable way.

The developers used the Software Prototyping Model as a paradigm and guide in

the development of the system. This methodology has the following phases;

requirement gathering, analysis, prototype design and testing.

The system was developed using different software tools such as Adobe

Photoshop 6 for the designed creation of the characters, buildings, visualization

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:

functionality, reliability, usability, efficiency, maintainability, portability and

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

and functionality as well as the requirements and objectives.


Development of PANTS: A Word-guessing Mobile Game (De mesa and Glorioso,

2019).

The study evaluated and analyzed the processes, technology, abd methodologies

implemented in the development of PANTS: A word-guessing mobile game to solve

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

word-guessing mobile game was generally engaged as a source of entertainment but

had been found to serve an educational purpose as well.

The researchers conducted different testing methods – unit testing, integration

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

satisfaction of the intended users.


Fish Informatics: A Mobile Application on freshwater Fishes for Fish keepers

(Perido and Felizardo, 2017).

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

human effort as it solves some of the difficulties on searching freshwater fishes

information.

The methodology that was used and followed in the study was lean start up

methodology. The six (6) processes included are: Requirements Analysis(Learn),

Planning(Ideas), Design (Build), Development (Code), Testing (Measure),

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

for emulating the application and Java as the scripting language.

Hundred ten (110) technical and non-technical respondents participated to check

the developed system’s accuracy. The system was evaluated by the participated

based on functionality, reliability, efficiency, maintainability, portability, and

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 √ √

Methodology ABD Lean Software Lean


Startup Prototyping Startup

Legend:

 S1 - Development of PANTS: A Word-guessing Mobile Game (De mesa and

Glorioso, 2019).

 S2 - Fish Informatics: A Mobile Application on freshwater Fishes for Fish

keepers (Perido and Felizardo, 2017).

 S3 - iTestTakeOver: An Android Based Test Game Application for Cavite State

University Science High School (Casenares and Muhado, 2017).

 S4 - Stemformatics: a mobile learning application for grade 11 stem students

of cavite state university indang, campus


METHODOLOGY

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

to ensure the game application will run properly.

The PC specifications are Windows 10 64-bit Operating System, Intel Core

i3-5005U CPU @ 2.00GHz 2.00GHz, 4gb RAM. For the mobile specification, any

Smartphone that has Android version of 4.0 .

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

documentation and presentation of the study.

Method

To develop the mobile application, the researchers used the Iterative

Development Methodology. It serves as the researcher’s guide in developing the

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)

Planning and Requirements Phase

This phase is about planning the development of mobile application and

gathering needed data. The researchers gathered necessary information related to

their study through conducting an interview (see Appendix) on grade 11 STEM

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

like menus, buttons etc.

Implementation Phase

In this initial iteration of the system, all scheduling, specification and

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

of their research and applied to code.

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

problems that may occur.

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

completing the system, and evaluation for IT experts.

Project Development Process

Researchers Collection data from Use for graphic


Different material reference design

STEMFORMATICS: A mobile Used for creating


learning application

Figure 2. Project Development Proces


REFERENCES

Beal V. (2016). Mobile Learning (M-Learning). Retrived from


https://www.webopedia.com/TERM/M/mobile-learning-m-learning.html

Brown, J. (2012). The current status of STEM education research. Journal of STEM
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Liliana, L. (2016, November). A new model of Ishikawa diagram for quality


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Smart, P. R., Scutt, T., Sycara, K., & Shadbolt, N. R. (2016). Integrating ACT-R
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Wu, B., & Wang, A. I. (2012). A guideline for game development-based learning: a
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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?

 General Chemistry. Why?

2. In the branch of mathematics in STEM strand what is the most difficult


subject you encounter?
Choose only one.
 General Mathematics. Why?

 Basic Calculus. Why?

3. Do you usually take down notes in every lecture?


4. Do you have books for every subject?

5. Do you compile reviewers?

6. Are reviewing lectures is boring?

7. Are you enjoying teacher’s traditional method of teaching?

8. Do you have practical activities for your subject?

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.

Questions and Responses

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: According to the respondents, the General Chemistry subject


is harder than the Earth Science subject. The students main reason is they are having
a hard time in understanding the chemical formulas and structures. Some of them
also said that the concepts of this subject is more difficult to remember and confusing
as well.

Question 2: In the branch of mathematics in STEM strand what is the most


difficult subject you encounter? General Mathematics or Basic Calculus.
Why?

Summary of Answer: According to the respondents, the Basic Calculus subject is


harder than the General Mathematics subjects. The students found this subject
difficult because it involves more complex process like the differentiation topic and the
lectures is more advanced than the regular math problems. They said that it is more
complicated that it requires a lot of thinking to understand the formulas.

Question 3: Do you usually take down notes in every lecture?

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.

Question 4: Do you have books for every subject?

Summary of Answer: Most of the respondents said that they do not have enough
study materials like books in every subject.

Question 5: Do you compile reviewers?

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.

Question 8: Do you have practical activities for your subject?

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

Some students can’t afford books.

PEOPLE

Appendix Figure 1. Lacking source of information


METHOD MATERIAL

Limited information in the


Presenting dull materials content of students manual

Using visual aids

Traditional method
of teaching

Students gets bored

PEOPLE

Appendix Figure 2. Traditional method of teaching


METHOD MATERIAL
.

Students spend too much


time on non-educational
apps.
Using popular mobile application
Game instead of educational apps.

Most Apps used by


students are not
educational

Students are easily influenced


by what is popular in the society.

PEOPLE

Appendix Figure 3. Most Apps used by students are not educational


APPENDIX 5

Use – case Diargam


Use Case Diagram

INFORMATION MODULE

MINI-GAMES MODULE

RESULT MODULE
USER

Appendix Figure 4. Use Case Diagram for Home Page

SCIENCE

TECHNOLOGY

ENGINEERING

MATHEMATICS
USER

Appendix Figure 5. Use Case Diagram for Information Module


SCIENCE

TECHNOLOGY

ENGINEERING

MATHEMATICS
USER

Appendix Figure 6. Use Case Diagram for Mini-Games Module

SCIENCE

TECHNOLOGY

ENGINEERING

MATHEMATICS
USER

Appendix Figure 7. Use Case Diagram For Result Module


APPENDIX 6

Survey Report
Which subject is most difficult in the
field of Science?

Earth Science

General
Chemistry 1

100%

Appendix Figure 8

Which subject is the most difficult in


the field of Mathematics?

20% General
Mathematics
Basic Calculus

80%

Appendix Figure 9
Do you have books for every
subjects?

30%
Yes
No
70%

Appendix Figure 10

Are you enjoying teachers traditional


method of teaching?

20%
Yes
No

80%

Appendix Figure 11

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