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STUDYWISE: AN ENGAGING APP AND EDUCATIONAL

TOOL FOR ICT STUDENTS

A Research Paper Presented to the


Faculty of the College of Teacher Education – Senior High School
LAGUNA STATE POLYTECHNIC UNIVERSITY
Santa Cruz Main Campus
Santa Cruz, Laguna

In Partial Fulfillment of the Requirements


for the Senior High School for the Strand of
INFORMATION AND COMMUNICATIONS TECHNOLOGY

SYMON KIEL GUILLERMO BEATO


JOHN LLOYD JOVELLANO BUSTRIA
MAZEL CATHERINE PLATERO JOYA
CZEANNE PALACIOS PARADO
JOHN VINCENT LUTERA TUBINO
June 2023
APPROVAL SHEET
ii
iii

ACKNOWLEDGEMENTS

The researchers are sincerely grateful to the people who helped,

supported, and served as inspiration and strength. Success should be

celebrated but acknowledging those who have "helped" is more appropriate.

You all provided the researcher with equal assistance.

For the purpose of giving the study’s purpose and making it the center

of attention, the ALMIGHTY GOD. He continues to provide the researcher

with intelligence and strength while also acting as a support when his will is

frail. Also, who gave wisdom for this research's success and the fulfillment of

their goals. 

Hon. MARIO R. BRIONES EdD, President of LSPU, for his continued

efforts to promote development and improve the quality of university

education.

BELTRAN P. PEDRIGAL, MSA, OIC Campus Director Santa Cruz

Main Campus, for establishing ways for high-quality education for the

students of LSPU.

ROSARIO G. CATAPANG PhD, Associate Dean of the College of

Teacher Education, for her effective support and compassion for all students.

BERNARDITA M. ROSALES, MAT SHS Chairperson, for her support

and knowledge while sharing ideas to apply it to their research and to keep all

the researchers motivated.

JEROME S. AQUINO, MAEd, Research Coordinator, for assisting the

development of the research of every student in senior high school.


iv

A-JANLIQUE C. BALTAZAR, LPT, their research adviser, for her trust

support and guidance. Especially in giving suggestions to organize this

research. 

KIM DARYL M. BUENO, LPT, their subject specialist, for his time and

good giving of suggestions. Also, for the constant support and trust.

VERONICA C. YAZON, their technical editor and English critic, for her

technical guidance and assistance in organizing the grammar of this

research.

MARK CHRISTIAN P. RANES, LPT, their statistician, also helped the

researchers in making and checking their data.

RIO JOIE L. LEONGSON, LPT, their Information and Communications

Technology specialist and subject teacher, helps them with checking and

correcting their system flowchart and gives recommendations for the sake of

their application.

CLAREN P. BALTAZAR, Information and Communications

Technology Teacher in Pila Senior High School, for the help she gave to

speed up the process of conducting the survey at Pila Senior High School.

PRIMITIVA D. OCAMPO, Principal II, Principal of Pila Senior High

School, and REYNALEN C. JUSTO, MM-ITM, LPT, Associate Dean, College

of Computer Studies of Laguna State Polytechnic University Main Campus,

for their gratitude and kindness in allowing the researchers to conduct

research for their students.

To Pila Senior High School ICT students and LSPU Main Campus
v

ICT Expert/Specialists, for their time in giving their comments and validating

the application, which helped make this research successful.

Finally, the researchers would like to thank their entire family and

close friends for their unwavering support, financial assistance, inspiration,

moral support, and enormous amounts of encouragement that helped them

pursue and finish this study.

“Researchers”
vi

DEDICATION

This research paper is sincerely dedicated to everyone who helped

the researchers with this study and encouraged them. They have stood by us

the entire time, and when they thought about giving up, they offered us

courage and hope. They gave us a lot of motivation and persistence to keep

going. This study could not have been completed without their support and

love.

Additionally, we dedicate this research paper to our family (Beato

Family, Bustria Family, Joya Family, Parado Family, and Tubino Family) for

supporting us and to our friends for their assistance in completing this

project. We greatly value your guidance and the ongoing moral, emotional,

and financial support you provide for us.

And finally, we dedicate this research paper to the almighty God, who

provides us strength, wisdom, guidance, the power of thinking, security,

competence, and good health while doing this—all of which we offered to all.

“S.K.G.B.”

“J.L.J.B.”

“M.C.P.J.”

“C.P.P.”

“J.V.L.T”
vii

ABSTRACT

This study aimed to determine whether the application helped the

Senior High School Technical Vocational Livelihood - Information and

Communications Technology (TVL-ICT) from Pila Senior High School

students learn and gave satisfaction for them to have better studying habits,

as well as for Information and Communications Technology specialists at the

College of Computer Studies at Laguna State Polytechnic University Main

Campus to determine whether the app is effective for the users to use.

The main instruments used in this research were self-made

questionnaires. The data gathered using these instruments was statistically

treated through the mean, Standard Deviation, and T-Test: Two-Sample

Assuming Equal Variances. The set of information was gathered through the

application of StudyWise, and the responses of the students were taken using

a face-to-face survey.

Based on the data analyzed, it was revealed that the students and

specialists’ levels of acceptability were all remarked as "strongly agree" and

interpreted as "highly acceptable" in the application's content, design, error

handling, functionality, and navigation.

Based on the findings and conclusions drawn from this study, the

researchers would like to recommend the following:  1.) App developers who

are planning to implement a system comparable to this one should improve

the system's design, content, functionality, error handling, and navigation.

They can also add system security for the user’s privacy and increase its
viii

accessibility. So, it can function normally on other operating systems such as

IOS and more. 2.) It is good for students to read the full context to fully

understand the programming lessons. This can also help them recall or do

advance reading about the lessons. 3.) Teachers should have a good internet

connection to access the quizzes and programming tutorial videos and teach

them to the students. This can help further their knowledge of programming.

4.) Future researchers should add more features and advanced lessons to

the system. Thus, programming might be more engaging, and more students

would look forward to it.


ix

TABLE OF CONTENTS

PRELIMINARIES
TITLE PAGE i

APPROVAL SHEET ii

ACKNOWLEDGEMENT iii

DEDICATION vi

ABSTRACT vii

TABLE OF CONTENTS ix

LIST OF TABLES xi

LIST OF FIGURES xii

Chapter
1 The Problem and Its Background
Introduction 1
Background of the Study 2
Theoretical Framework 3
Conceptual Framework 6
Statement of the Problem 7
Research Hypothesis 8
Significance of the Study 8
Scope and Limitation of the Study 9
Definition of Terms 9
2 Review of Related Literature and Studies
Related Literature 11
Related Studies21
3 Research Methodology
Research Design 31
Respondents of the Study 33
Sampling Technique 33
x

Research Procedure 33
Research Instrument 34
Statistical Treatment of Data 35
4 Presentation, Analysis, and Interpretation of Data
5 Summary, Conclusion, and Recommendations
Summary 49
Conclusions 50
Recommendations 51
REFERENCES
APPENDICES
A. Letters of Request 58
B. Survey Questionnaire 61
C. Certification of Questionnaire Validation 63
D. Data Matrix 64
E. System Flowchart 72
F. Research Manual 74
G. Executive Summary 80
CURRICULUM VITAE 82
xi

LIST OF TABLES

Tables Page
1 The Level of Acceptability of the Website among Students and
Teachers in terms of Content 37
2 The Level of Acceptability of the Website among Students and
Teachers in terms of Design 39
3 The Level of Acceptability of the Website among Students and
Teachers in terms of Error-Handling 41
4 The Level of Acceptability of the Website among Students and
Teachers in terms of Functionality 43
5 The Level of Acceptability of the Website among Students and
Teachers in terms of Navigation 45
6 Test of Difference on Application Qualities between Students and
Teachers 47
xii

LIST OF FIGURES

Figures Page
1 Research Paradigm of the Study 6
2 Research Design (SDLC) 32
3 Gantt Chart 33
4 Home Page Flowchart 72
5 Lesson Page Flowchart73
6 Splash Animation 74
7 Home Page 75
8 Navigation Drawer Page 75
9 Quotes Page 76
10 Memes Page 76
11 Mini Game Page77
12 Lessons Page 77
13 YouTube Links Page 78
14 Quiz Page 78
15 About Page 79
Chapter 1

THE PROBLEM AND ITS BACKGROUND

Introduction

In the twenty-first century, the value of education cannot be overstated.

Education has always been significant and is present everywhere.

Additionally, it is present in technology. Smartphones have ingrained

themselves into everyone's lives, but students especially. One indication that

these devices are improving people's lives is the quick rise in the production

and sale of cell phones. Another advantage of the cell phone is the number of

apps that are provided. Following the start of the pandemic, the number of

apps for communicating, chatting, having fun, and learning also started to rise

in all app stores. Students who are currently studying have used a number of

applications since the lockdown began.

Zoe Karabatzaki et al. (2018) contends that a lot of things in our daily

lives, including education, may be made better by technology. Evidence

suggests that it improves learning outcomes and student engagement. With

recent improvements in the functionality of smart mobile devices and their

rising rate of adoption among the student population, it is now possible to

make use of these devices to develop relevant exercises and tools that

support students' knowledge and learning.

The aim of this study is to prove that educational mobile

applications are effectively helping students bring out their hidden skills in

education. and to know the impact of these applications on the learners using
2

them. As a result, the researchers conducted research about the

effectiveness of educational applications and would be creating an application

for students, specifically the students at Pila Senior High School.

Background of the Study

Technology has a hugely transformative effect on humans. Most student

nowadays rely on digital devices and applications for educational and

entertainment purposes because students find studying digitally to be easier

and faster than traditional methods. Some students struggle to learn simply

by hearing what the teacher says. Some students sometimes get bored and

needed additional lectures to learn. Also, when unique learning instruments

are used, learners are more interested in studying.

This study aimed to help students who were struggling in school by

developing a combination of offline and online smartphone applications.

Students can read and learn wherever they are, and they can study outside

without worrying about a lack of internet access because all lectures and

lessons are available to read offline. However, if students want to assess

what they've learned, researchers have added a quiz website link inside the

application with a set of questions covering all the lessons. Taking a quiz also

requires a small amount of data. It is advantageous to develop this type of

application so that they can address their shortcomings and learn from their

studies. Furthermore, this application would make studying more enjoyable

and effective because it includes music that the user can play and listen to

while studying. If students need a break, they can read quotes and memes.

Researchers also include YouTube links that they can watch to gain a better
3

understanding of the lessons. Furthermore, the purpose of this study was to

provide students with a tool that would encourage or motivate them in their

studies.

Researchers may learn about the app's level of acceptability from this

study. in terms of design, content, error handling, functionality, and navigation

This study is being conducted because some students lack sufficient

knowledge of ICT, or information and communications technology, and its

specialization. Also, because some students find studying boring, researchers

include features that students will enjoy and find interesting. This would also

serve as a review for upcoming ICT students in grades 11 and 12. This would

additionally help fill in some information gaps and help with their chosen

course. This offline application assisted learners in gaining knowledge and

receiving tips about their chosen course at any time and from any location.

Theoretical Framework

In the textbook “Theoretical Models for Teaching and Research” about

E Learning theory, Haixia He (2020) explained that E-Learning Theory is

about designing educational technology used to promote effective learning by

reducing extraneous cognitive load and managing germane and intrinsic

loads at students’ appropriate levels.

According to David P. (2015), E-learning Theory is built on cognitive

science principles that demonstrate how the use and design of educational

technology can enhance effective learning. The theory was developed from a

set of principles created based on Cognitive Load Theory.


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David (2015) also stated that Cognitive Load Theory is "the amount of

mental effort involved in working memory" during a task and can be

categorized into germane, intrinsic, and extraneous effort.

E-learning theory belongs to the grand theory of connectivism because

it emphasizes how technologies can be used and designed to create new

learning opportunities and promote effective learning.

According to Hernández de Frutos (2018), connectivism theory refers

to the knowledge that emerges in the network from the interaction within a

group. As stated in the principles of connectivism, individuals acquire

information through modern day reservoirs of information. Currently, there are

three major reservoirs where individuals can acquire information: (a) online

classrooms 5 including massive open online courses (MOOCs), (b) social

networks including podcasts and video clips, and (c) virtual reality platforms,

including ‘Second Life’ and 3-dimensional video games.

Connectivism is a conceptual framework which views learning as a

network phenomenon influenced by technology and socialization. It is claimed

to have roots in principles explored by chaos, network and complexity and

self-organization theories. Downes (2012) asserts it is also supported by

connectionism, associationism and graph theory.

According to the book entitled “Stanford Encyclopedia of Philosophy”,

Associationism is a theory that connects learning to thought based on

principles of the organism’s causal history. The fact that associationism can

serve a variety of masters contributes to its popularity. Associationism can be


5

employed as a theory of thinking, a theory of mental structures, a theory of

learning, and a theory of how thought is implemented.

According to Olaf Sporns (2022), graph theory influences all scientific

fields as well as numerous contemporary information and computing

technologies. Since the brain can easily be represented as a network (a

graph) of elements and their pairwise connections, commonly known as

nodes and edges, graph theory approaches are a good fit for studying the

brain. The growing subject of connectomics, whose focus is the systematic

and quantitative study of brain networks and graphs, has been sparked by

comprehensive maps of brain connection.

In a study, theories are heavily considered because they can provide

insight and new information. The study of system development is explained

and supported by these theories. The grand theory of connectivism is the

knowledge that develops in group interaction. It is backed by associationism,

which links knowledge based on the history of casual organisms, and graph

theory, in which elements are represented as a network (a graph) with

pairwise connections between them. Connectivism is composed of two

theories: the E-learning Theory which promotes effective learning by

managing cognitive load, and the Cognitive Load Theory which is the amount

of working memory. The E-Learning Theory is the suitable theory for this

study because it is about the promotion of technology for effective learning.

Hence, using these theories, the researchers identified the intended

learning evaluation outcome. In addition, it became the basis of what the


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importance of online learning is for students, which helped in the end of this

research.

Conceptual Framework

To assess the effectiveness of the application for the students, the

researchers created a frame of references to serve as the foundation to this

study "StudyWise: An Engaging App and Educational Tool for ICT Students",

where the following variables will be considered:

System Development
Knowledge Life cycle as the basis
Requirements for the process. The
 Computer
method used was the
Literacy
 Programming Waterfall method which
Skills include the following
Software phases:
Requirements  Planning StudyWise: An
 Android Studio  Analysis
Engaging App
 Java/JavaScript  Design
and Educational
Hardware  Development
Tool for ICT
Requirements  Implementation
Students
 Android 4.2 or The Level of
higher Acceptability of the
 Internet application in terms of:
Connection  Content
 Laptop  Design
 Mouse  Error-handling
 Router  Functionality
`
 Navigation

INPUT PROCESS OUTPUT

Figure 1. Research Paradigm of the Study

The research paradigm of the study is input-process-output, as shown

in Figure 1. The input contains the knowledge requirements, which include

computer literacy and programming skills. Software requirements include

Android Studio and Java/JavaScript, and lastly, for hardware requirements,


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Android 4.2 or higher, an internet connection, a laptop, a mouse, and a router.

For the process, the waterfall method was used, which included planning,

analysis, design, development, and implementation. Also included is the level

of acceptability of the application in terms of content, design, error handling,

functionality, and navigation. Lastly, for the output, the application StudyWise:

An Engaging App and Educational Tool for ICT Students. 

Statement of the Problem

The purpose of this study is to determine whether this application helps

SHS TVL-ICT from Pila Senior High School students learn and gives

satisfaction for them to have better studying habits, as well as for ICT

specialists at the College of Computer Studies at Laguna State Polytechnic

University Main Campus to determine whether the app is effective for the

users to use.

1. What are the steps in creating StudyWise: An Engaging App and

Educational Tool for ICT students and specialists in terms of using an app?

2. What is the level of acceptability of StudyWise among ICT students

and specialists in terms of:

2.1 content;

2.2 design;

2.3 error handling;

2.4 functionality; and

2.5 navigation?
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3. Is there a significant difference in the level of acceptability of

StudyWise among ICT students and specialists in terms of content, design,

error-handling, functionality, and navigation?

Research Hypothesis

The null hypothesis is formulated for acceptance and rejection at 0.05

level of significance.

There is no significant difference in the level of acceptability of

StudyWise among ICT students and specialists in terms of content, design,

error-handling, functionality, and navigation.

Significance of the Study

The following may help and benefit from the current research:

App Developer

The developers would benefit since the research provided additional

information and thoughts on the app that has been implemented. It provided

the researchers with more information that could be used as a resource in the

future.

Students

The students would benefit from the research and learn about the use

of the educational and inspirational tool, which can assist in their academic

success.

Teachers

They would be able to use this study to further their own knowledge,

which is advantageous for teachers.


9

Future Researchers

Those people would benefit from the study since they could use it as a

reference when conducting relevant research. 

Scope and Limitations of the Study

The goal of this study is to determine the efficacy of StudyWise: An

Engaging App and Educational Tool for Pila Senior High School TVL-ICT

students during the school year 2022-2023. As a survey and reference, the

research would be conducted using a questionnaire that measures the

perspectives and opinions of the respondents on the researcher's application.

Definition of Terms

The key terms in this research have been defined operationally as

follows:

Android 4.2 or higher. Android phone version capable of using the

app.

Android Studio. A development environment where Android app

development takes place.

Computer Literacy. A person's proficiency with computers and related

technology. involve an understanding of computer operating systems,

software, and hardware.

Content. The textual or visual content published on the StudyWise

application.

Design. It is the visual design of an application. It consists of the

layout, colors, text styles, structure, graphics, and so on. 


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Error-handling. The procedures for responding to and recovering from

error conditions in an application. 

Functionality. What the application can do and how it works.

Internet Connection. A connection of a device to the Internet or

network.

Java/JavaScript. A programming language to develop virtual

machine-compatible applications.

Laptop. A portable computer that is more efficient and is used in

coding application development.

Mouse. A tiny, portable input tool used to move the pointer or cursor

on a computer screen.

Navigation. Describes how various content in an application is

organized and linked to one another. 

Programming Skills. The ability to write code in one or more

programming languages.

Router. A piece of hardware that allows devices to connect to a Wi-Fi

network. 
Chapter 2

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter contains different literature and studies from range of

researchers, both local and international.

Related Literature

Internet usage has increased dramatically and swiftly during the past

ten years. Websites have become the most important venue for public

communication for the vast majority, if not all, of businesses and

organizations.

According to Jatinder Manhas (2017), a variety of web engineering and

multimedia application disciplines are involved in application creation, and

each requires a different skill set and approach to development. During the

implementation design phase, the models of a conceptual design are

transformed into an abstract language so that computers can easily

understand them. In a specific computer language, the implementation

design's results must be documented at the time of implementation.

Poorly designed websites may annoy visitors and have a high "bounce

rate," or the percentage of visitors who only view the home page before

leaving the site (J Commun Media Technol. 2016).

Garett, Chiu, Zhang, and Young (2016) highlight the seven elements

that are widely referred to in studies for high-quality and successful mobile

applications and website design in their literature review, "Website Design

and User Engagement." A well-designed, incredibly user-friendly website has


12

a positive effect on client engagement and behavior. Navigation, graphic

representation, organization, content usefulness, purpose, simplicity, and

readability were the seven website design elements that were covered.

Additionally, designers and researchers may be able to choose and abide by

best practices for boosting or predicting user involvement by looking at how

studies defined and evaluated these seven components.

According to the "Handbook of Human Factors and Ergonomics, Fifth

Edition," Chapter 39 with the title "Website Design and Evaluation" by Vu,

Protoc, and Hung (2021), A terrible website design might frustrate users,

while a good one can give it an advantage over competitors. An enhanced

website's usability should result in better user engagement. Throughout the

development cycle, websites should be developed and tested for usability. It

is also important that the website be managed to keep up so that it may

continue to offer correct and accurate information and be very pleasant to

use. Web designers should be knowledgeable of the trends and open-minded

to exploring the new possibilities as new technologies continue to develop

and the world is always changing.

According to Kalpana D. and Kumar S. (2016), A bad website will turn

users away and degrade the organization's reputation. A website's quality

determines how successful, user-friendly, and accessible it is, as well as how

much relevant information it gives. A high-quality website also has good

design and a pleasing aesthetic that meets the demands and expectations of

its visitors. They thoroughly investigate the primary quality components for
13

websites in order to identify the critical high-level quality characteristics, sub-

characteristics, and criteria. This helps them develop their new evaluation

framework. Usability, reliability, functionality, content, and presentation are

characteristics of these high-level quality attributes.

When creating an academic website, the content is the category that

visitors should pay the most attention to because it contains reliable

information and is current and relevant.

According to Huizingh (2012), "content quality" relates to the value of

the knowledge made available by the website and demonstrates the

significance of information, commerce, and entertainment in web content. The

content and the design can be divided into two separate components to form

the website architecture. The latter is made up of navigational functions,

research functions, and perceptual contents such as visuals, style, and

graphic design, while the former suggests commercial information and

functionalities that improve the product space.

According to Kristina Halvorson (2016), the planning, production,

delivery, and governance of content are the main topics of content strategy.

Content includes not only the written text on the website but also any images

and other forms of multimedia. To enhance a website's user experience, it is

essential to have relevant, useable information that is well-structured and

easy to find.

According to Taylor Gemma et al. (2022), The educational potential of

apps might be increased by app creators taking further steps to encourage


14

creative app usage, adapt content to a child's performance, and influence

social interactions with characters in their apps.

According to Antonelli Karla et al. (2021), With regard to accuracy,

age-appropriateness, and relevancy, experts evaluated and validated the

content and provided ratings and suggestions.

According to Rizwana Biviji et al. (2021), Users favor applications that

are affordable, ideally free, have excellent content, superior features,

advanced technological capabilities, and user-friendly interfaces. Users

consider responsiveness on the part of app developers to be essential since it

gives them a chance to participate in the process of developing and delivering

apps.

According to Jiang et al. (2020), error-managing code is frequently

critical, but it is difficult to test in practice. As a result, many difficult-to-find

bugs exist in error handling code, which can cause serious security issues

when triggered. Fuzzing has recently become a popular technique for locating

software bugs. Fuzzing techniques mutate and/or generate a variety of inputs

to cover rarely executed code. Existing fuzzing approaches, however, are

very limited in testing error handling code because some of this code can only

be triggered by random errors (such as insufficient memory and network

connection failures) rather than specific inputs. As a result, existing fuzzing

approaches in general cannot test such error-handling code effectively.

Every organization encounter errors. Most errors are easily corrected,

but some may have negative consequences. Organizations frequently treat


15

error prevention as a standalone strategy for dealing with errors. According to

our findings, error prevention should be supplemented by error management

—a strategy for effectively dealing with errors after they have occurred, to

minimize negative consequences and maximize positive ones (examples of

the latter are learning and innovation). Following the definition of errors and

related concepts, we examine research on error-related processes influenced

by error

management (error detection, damage control). (Frese, M., & Keith, N.

(2015)).

The Association for the Advancement of Computing in Education

(AACE) develops an innovative app to help teachers administer running

records assessments and investigates teachers' perceptions of its

functionality and usability in real-world classrooms. The app includes features

such as multi-level running records assessments, student profile

management, database support, and analysis of reading behavior patterns.

When compared to paper-based running records assessment, the app can

not only assist teachers in identifying reading behaviors and the types of

cuing systems a student has used, but it can also improve their teaching

efficiency by identifying patterns of common errors and designing follow-up

instructions. Ling, Wang (2021) 

Existing online judging systems are incapable of providing effective

feedback on logical programming errors. As a result, instructors and teaching

assistants are still overburdened with the task of assisting students in


16

repairing programs, which is especially difficult for novice students. To

address the issue, the International Educational Data the Mining Society

developed "PIPE," a deep learning model capable of predicting logging errors

in student programs. The model seamlessly integrates a representational

learning model for obtaining a program's latent feature and a multi-label

classification model for predicting the error types in the program, allowing for

end-to-end learning and prediction. We train PIPE using C programs

submitted to our online judging system and show its superior performance

over baseline models. We use PIPE to implement the error

feedback feature in online judging system and provide automated feedback to

students on logical programming. errors. Miao et al. (2020).

According to Carnegie Mellon University, managing access to digital

information that is shared, such as photographs and documents, is difficult for

end users who have a growing and diverse collection of data that they want to

share with others. When a user wants to review or change her access-control

policy, she must go out of her way to find and open a separate policy-

management interface. However, end users regard access control as a

secondary task and rarely visit a website to manage security. Participants

who saw more comprehensive and easily glanced-at proximity displays were

better able to identify access-control policy errors. This thesis is concerned

with determining the effect of proximity displays on people's permission-

modification behavior. The displays were designed after interviews with end

users and security administrators revealed a need for increased end-user


17

awareness of their policies. People liked the idea of showing permission

information near data, according to focus groups. Vaniea, Kami (2012).

In the book Building and Environment by Pritoni et al. (2017),

technologies that offer prospects for household energy management have

become more prevalent recently, but it's unclear how successfully the

technology will be able to generate energy savings or demand-shifting

advantages as it is currently being developed. To pinpoint significant

variations in terms of functionality and quality, the current study analyzes 308

home energy management (HEM) products.

According to Lee Guan Chuan (2015), the popularity of applications

can be examined using application traffic analyzers like Alexa, Google

Analytics, etc. The popularity of a particular application may indicate a

broader trend in web usage, although it can be challenging to make that

determination. The objective of this project is to develop an application that

automatically groups websites on the internet into one of several categories

and displays how each category's level of popularity varies over time. A better

understanding of online usage trends is envisaged with the help of the

program.

Website and application development, according to Jatinder Manhas

(2017), involves a range of web engineering and multimedia application

disciplines, each requiring a certain skill set and development approach. The

use of conventional web development techniques leads to the construction of

online applications with poor user interfaces, a high failure rate, and not very
18

consistent performance across different browser platforms.

They are both necessary for software to work together; neither can be

effectively used on its own. As a result, one of the most crucial factors is now

the software's quality. The most crucial element in determining how well

technical or commercial systems perform, Masrina A. Salleh et al. (2017)

Gao et al. (2014) defined mobile software testing as a set of operations

carried out on mobile apps utilizing certain software testing techniques and

tools to confirm their functioning.

According to the book Intellectual Teamwork, written by Edwin

Hutchins (2014), an NSF-funded research and development initiative called

Experimental Research on Electronic Submission (EXPRES) aims to design

an architecture for a future information technology environment that can

enable the electronic creation, submission, and review of research proposals.

The foundation of contemporary science and engineering is collaborative

work. Most empirical sciences are studied by groups of researchers rather

than individuals. Typically, challenges at the cutting edge of science and

technology are best handled by interdisciplinary teams. The popular MacDraw

application is comparable to how the UM EXPRES graphics editor works. The

de facto standard for so-called page description languages is PostScript. It is

a language for expressing the unique data required to generate formatted

output on a machine like a printer. 

As stated in the CEAS space journal 10, (2018), the Mission Design

and Navigation Software Group at the Jet Propulsion Laboratory developed


19

the Mission Analysis, Operations, and Navigation Toolkit Environment

(MONTE) (Sunseri et al. in NASA Tech Briefs 36(9), 2012). It offers an all-

encompassing integrated environment for deep space and Earth-orbiting

mission stages. Trajectory analysis and optimization, operational orbit

determination, flight path control, and 2D and 3D visualization are some of the

capabilities. The user is given the option to import Monte as a Python

language module. This enables a straightforward yet effective user interface

via script or CLUI. Additionally, thanks to the Python interface, MONTE can

work effortlessly with other well-known scientific programming languages like

SciPy, NumPy, and Matplotlib. The primary operational orbit determination

tool for the entire JPL is MONTE. All JPL-guided missions use MONTE as

their primary operational orbit determination software.

Based on the 2019 International Science and Technology Conference,

mobile technologies are utilized for navigation, information storage, and

communication. The experience of creating a smartphone application for

interior navigation on the campus of Kemerovo State University is described

in the article. A BLE beacon is used in indoor navigation, which is based on

Bluetooth technology. The paper discusses the algorithm for determining the

number of BLE beacons and their practical placement within a building. The

algorithm measures the strength of the received signal. Trilateration and the

Kalman filter are its foundations.

According to the International Journal of Human-Computer Studies

(2021), this suggests a comprehensive technological acceptance model to


20

analyze the variables influencing drivers' intentions to use mobile navigational

services. To the original technological acceptance model based on the

functions of mobile navigation applications, the suggested model adds three

new constructs (drivers' sense of direction, navigation application affinity, and

distraction perception).

According to the 2019 international conference on robotics and

automation, visual-inertial navigation systems (VINS) have prevailed in a

variety of applications, from mobile augmented reality to aerial navigation to

autonomous driving, as inertial and visual sensors become more widely used.

This is in part due to the complementary sensing capabilities and the

declining costs and size of the sensors. In the hope of advancing VINS

research and beyond in our society, we thoroughly review the research efforts

made in this area and work to provide a succinct but comprehensive review of

the related work, which is sadly lacking in the literature but urgently needed

by researchers and engineers.

System development has its own set of principles that contribute to the

app's effectiveness. These principles guide the system's content, design,

functionality, error handling, and navigation. It helps us develop our system by

relying on these traits. Related literature uses usability to determine the

success of their systems. Since we have a similar study, these academic

articles help identify gaps in making applications and what might happen if

our system has poor characteristics or quality. It also helps in creating an

excellent application.
21

Related Studies

The thesis "Web Design for iMind" investigated the concept of

designing the appearance and producing mock-ups for the website, iMind,

with high-end users in mind. To address the issue of responsive web design,

the design will comprise three different design variants: different content and

layout for various screen sizes (desktop, tablet, and mobile phones). Fanny

Vainionpää (2014) concluded that the commissioner should keep the front

page straightforward, have cut text that only highlights the most important

points, and possibly think about combining the company's homepage and the

product page into one place for convenience. 

According to Madsen and Talstoi (2018), design principles are crucial

when creating websites since they encourage visitor trust and give them a

pleasing appearance. They studied the value of design principles and the

extent to which they affect websites. The following principles—accessibility,

operability, simplicity, aesthetic pleasantness, availability, clarity, consistency,

control, safety, efficiency, familiarity, flexibility, obviousness, predictability,

directness, forgiveness, immersion, recovery, responsiveness, and

transparency—give a fundamental understanding of each. These principles

are general characteristics of the interface, and they apply to all aspects.

(Wilbert O. Galitz, n.d.) It also concluded that users are significantly

influenced by design ideas. Mostly because they gain visitors' trust and thus

encourage them to stay. There are numerous aspects that affect design

principles, and if they are used, they will aid web developers in creating
22

websites that look professional and leave users with pleasant impressions.

However, the result would be terrible if design principles weren't considered.

In the study of Karmaseh (2012), it explores the usage of the WSDM

method, which stands for Web Semantic Design Method (WSDM). It is a

technique for creating websites that makes use of models to precisely explain

the informational, conceptual, and functional architecture of the websites. The

authors gathered design patterns for four distinct website genres, including

business, social network, news, and e-commerce websites. Each of these

website genres offers a model that outlines the many design patterns utilized

for that genre, specifies which patterns are required and which are optional,

and conveys links and dependencies between the various design patterns.

Bordbar (2016) concluded that selecting appropriate graphics has the

dual benefit of effectively communicating the intended information to the

people as well as forming an emotional bond with the audience. Web page

readers are drawn to and engaged by interesting, provocative, and appealing

images and photos, and this helps authors create strong emotional

connections with their audience. Also, the overuse of visuals and dispersed

information on university websites, regardless of how aesthetically pleasing

and attention-grabbing they may appear to be, can easily mislead potential

students, and cause them to lose interest. It is essential to maintain a

straightforward design with the right usage of

imagery and important data that is organized and simple to discover in order

to draw in potential students and support recruitment efforts.


23

In the study of Yawen Yu (2016), "A study of the color selection

workflow of web design students" is to comprehend the resources, previous

experiences, and/or ideas that go into web design students' color picking

workflow. It tries to look at the patterns and actions that the study's web

design participants take. The various stages of the design process that web

designers go through the four observed modes that have emerged are

planning, inspiration, development, and refined search. The participant

examines the layout and decides how they might handle a makeover while in

planning mode. An open-ended search is what the inspiration mode consists

of. Although they might not know exactly what they're seeking, the participant

nonetheless searches. In the digital development mode, participants can

engage with an Adobe Illustrator website mockup. This includes rearranging

already-existing elements or adding new elements. Usually, refinement in

search comes after creative development and technological advancement.

According to the study of Ortega-Arranz, Alejandro (2014), mobile

games and applications have evolved into crucial components of the modern

world. Games and apps for mobile devices should modify and update their

content. As a result, content suppliers have a crucial role to play.

According to the study of Armaghan Montazami (2022), one prominent

channel for delivering educational content to kids is educational apps.

Knowing how parents pick apps for their kids and being aware of the qualities

of a good educational app are crucial since well-made applications may assist

and improve kids' learning.


24

According to the study of Montes Gallardo (2022), given the

abundance of applications accessible and easy access to them, mobile apps

constitute a resource with significant potential for fostering the development of

various skills. A study of the applications is crucial for a group with such

specific demands since, given their characteristics, they must offer content,

design, and pedagogical elements that meet those needs.

According to the study of Stamatios Papadakis (2022), interactive

touchscreen gadgets are becoming common among young children, and

toddlers use them for the first time before the age of two. Parents play a

crucial role in creating the home environment that serves as a stimulus for

growth, but they have differing opinions on whether utilizing apps to offer

educational content is suitable for a variety of reasons.

According to the study of Klimova and Blanka (2019), due to its many

advantages, including accessibility to learning information from any location,

customization of the content to meet the requirements of students, and

prompt feedback, mobile learning is an approach that has gained widespread

acceptance.

Constructive error handling is regarded as an important factor in

individual learning processes. In a quasi-experimental study with students in

Grades 6–9, we investigated the effects on students' attitudes toward errors

as learning opportunities under two conditions: an error-tolerant classroom

culture and the first condition with additional teaching of error-analysis

strategies. Our findings show that an error-tolerant classroom culture has a


25

positive affective impact, whereas cognitive support has no effect on

students. There is no evidence of differential effects for student groups with

different attitudes toward errors. Rach et al. (2013)

This study presents a database management system-independent

categorization of SQL query errors made by students in an introductory

database course and based on previous literature, present a class of logical

errors that has not been thoroughly studied, and review and supplement

these findings by analyzing over 33,000 queries were submitted by students.

Analysis confirms previous research findings and identifies new types

of errors, namely logical errors that repeat in similar ways among different

students. We present a list of fundamental SQL query concepts on which our

exercises are based, as well as a categorization of various errors and

complications and an operational model for designing SQL exercises.

Taipalus et al. (2018)

The findings of "An Investigation of High School Students' Errors in

Introductory Programming: A Data-Driven Approach" revealed that these

common errors accounted for a large proportion of all errors, indicating that

identifying the common errors is critical to assisting students in introductory

programming courses. Five underlying student difficulties were identified and

discussed based on these common errors. Furthermore, after analyzing

existing measures of students' error-related behaviors, we developed an

improvement rate measure to quantify students' success in fixing errors. Our


26

findings suggest that students' ability to improve code is critical to their

success in introductory programming. Qian et al. (2020)

According to Heinsen Egan et al., 2021, An evaluation of seeC

discovered that students used the tool's runtime error detection and execution

trace reviewing features to find and investigate bugs during their coursework.

Even students with no prior experience with the tool were able to use it

effectively for set debugging tasks with little to no assistance. Students liked

the tool but suggested a few changes to the user interface. Implications:

Novice-focused program visualization and debugging tools for the C

programming language can assist students with complex debugging tasks

encountered during regular coursework. Simple, user-friendly interfaces are

important for such tools and may encourage their use.

In this study, the researchers gave debugging exercises to 6th–8th

grade students and observed how they solved problems in a programming

game called BOTS. They identified student behaviors in relation to problem-

solving stages and correlated these behaviors with prior student programming

experience and performance, which differed from previous literature. In their

programming game, they discovered that debugging required more

understanding than writing new codes. They also discovered that students'

problem-solving behaviors were significantly correlated with the quality of

their self-explanations, the number of code edits, and prior programming

experience. This study improved their understanding of younger students'

problem-solving behavior and provided actionable recommendations for


27

future debugging exercises in BOTS and similar environments. Liu et al.

(2017)

The effectiveness of learning difference programs in independent

secondary schools was examined in this study, as was any potential for

development that would aid students with learning differences in defining

success. This research sought to ascertain if secondary independent schools

should offer programming for students with learning disabilities and, if so, how

such a program might be developed by taking a close look at an existing

curriculum. Stephen J. Stunder (2018)

According to R. Hürten (2019), software's functionality is the sum of all

the results it generates. If the software is viewed as a closed system, all

groupings of information delivered to the user that crosses the system border

are the results.

The purpose of application software, according to T. Diaz (2022), is to

instruct the computer on how to carry out human orders. System software is

necessary for computer users to complete their tasks.

According to J. Ewen (2019), studies indicate that the correct balance

between minimalism and sufficient features must be struck while designing an

app with functionality in mind. Some folks will make an effort to add a variety

of dazzling features to their program. Users may become distracted by too

many options, making it difficult for them to locate crucial information.

According to the study by Harry (2022), application software programs

are precise in their functioning and carry out the task for which they were
28

created. Every application's main objective is to make a task easier for users

to complete and a process simpler.

According to the study conducted by the EAI International Conference

on Smart Objects and Technologies for Social Good (2018), this paper

introduces the UniBS4All project, which aims to create an accessible urban

university campus by creating systems and procedures. A smartphone app

with the name "UniBS4All" can also advise individualized routes to and inside

the buildings of the University of Brescia. Based on the user's disabilities

(motor disability and/or vision impairment) and mode of movement

(pedestrian, driving, or taking public transportation), the software specifically

suggests a navigation path, which is a way to avoid architectural barriers. The

software uses the Google Maps API and the Google Directions API to

compute the pathways that are customized to the users' attributes and

preferences.

According to the author, Anusha Sanampudi, of the International

Journal of Basic Science Application Computer (2020), "the main goal of our

paper is to develop a mobile indoor navigation application for a store that

enables customers to search for a product and directs them to the specific

aisle where the product is located." This makes it possible for the application

to be context- and location-aware.

Navigation systems are necessary to aid with navigation, indoor

placement, and so on, according to the authors Prashant Verma, Kushal

Agrawal, and V. Sarasvathi in the Proceedings of the 2020 4th International


29

Conference on Virtual and Augmented Reality Simulations (2020). Navigation

is still better in an outdoor setting than it is in an intricate indoor setting. In this

research project, we have concentrated on developing an indoor navigation

app that uses augmented reality to help people navigate large buildings. We

have also created a cloud platform (content management system) from which

the building administrator can manage and modify the navigation path.

According to the study proposed by Xin Hui Ng and Woan Ning Lim in

the International Symposium on Multidisciplinary Studies and Innovative

Technologies (2020), most modern commercial navigation programs use

GPS-based navigation technologies. However, its performance when used for

interior navigation is less than that of an outdoor situation. A lot of the

research and development done on indoor navigation technology involves

installing additional hardware, which typically comes with a significant setup

cost. To choose the best indoor positioning, pathfinding, and route guidance

methods for an indoor navigation approach, studies and comparisons were

conducted. The goal of this project is to demonstrate an easy-to-use, low-cost

indoor navigation system.

According to Reynaldo E. Castillo, Paula Jean M. Castro, Maria

Christina R. Aragon, and Henry C. Macugay of the International Journal of

Computer and Communication Engineering (2018), unawareness of the

school's facilities causes frequent issues for new students or visitors. They

frequently get lost on campus and are late for meetings or classes. They use

their own navigation systems and consult security experts, yet they
30

nevertheless frequently take longer to arrive at their destination or get lost.

New students and guests should complete this study. Through a mobile

application, it aids them in exploring and navigating the university grounds.

The smartphone application is a navigational aid for moving around the

school's campus. To evaluate the functionality, dependability, and efficiency

of the mobile application, surveys were conducted using a questioner adapted

from ISO 25010. It was determined that the mobile application is a useful tool

for providing its users with campus information and navigation.

These related studies serve as the foundation for our research study,

and because we gain insight into the methodologies and approaches

employed by past researchers, our research is built on existing knowledge.

Since we are designing an application for students, we based our system on

these principles, which allow us to design a system that is both quality and

usable. This also assists us in determining what is crucial while developing an

application and what will help or be required to improve it. These principles

have been found in related studies, making them relevant to our research.
Chapter 3

RESEARCH METHODOLOGY

This chapter outlines the research design, the respondents of the

study, the sampling technique used by the researcher, the description of the

instruments required for data collection, the method for carrying out this

research, and the statistical analysis that will be used to analyze the data.

Research Design

The methods to be used to collect and analyze the necessary data, as

well as how all of this will be used to respond to the research question, are all

determined by the research design. (Grey, 2014).

The Software Development Life Cycle (SDLC) will be applied in the

study utilizing the waterfall methodology. There are five stages, during which

each stage has its project plan and depends on information from the stage

before it.

In the planning phase, the researchers started to brainstorm what

current issues or problems they could use for their study as ICT students.

Then they think of a title that fits their chosen topic.

During the analysis phase, the researchers searched and gathered

data that could be used to start the mobile application. They also looked for

potential crafting guides as well as what gadgets were available for

developing.

Following planning and analysis, the system design phase is when the

developers consider the hardware and software requirements for completing


32

the project. They made the decision to use Java as the programming

language.

In the implementation phase, the developers were aware of the

required software, hardware, and specifications. Now, they will implement or

begin coding. They will put the system design into code and execute the

project plan to complete the project.

For the last phase, maintenance, the developers will check if there are

any errors in their code or if something is wrong with the system. After that,

they'll go use or test it, and if they encounter something wrong with the

system, they'll fix it right away. To ensure longevity, they will improve and

modify the software application.

The progression through the phases can be seen to be in order,

flowing downward like a waterfall. There is no way to go back to the previous

phase; the next phase only starts once the previous phases have been

completed.

Planning

Analysis

Design

Implementation

Maintenance

Figure 2. Research Design (SDLC)


33

Respondents of the Study

The respondents of the study were composed of SHS TVL-ICT

students, which include grades 11 and 12 at Pila Senior High School, and

randomly selected ICT specialists at Laguna State Polytechnic University

Main Campus, for an overall total of fifty (50) respondents.

Sampling Technique

According to Kelly (2010), purposive sampling is used to select

respondents that are most likely to yield appropriate and useful information

(Palinkas et al., 2015). It is also a method of identifying and selecting cases

that will make efficient use of the limited research resources available.

Wherein the researchers chose this sampling because the purpose of their

research was only involved with ICT.

Research Procedures

Figure 3. Gantt Chart

When the research started, the researchers planned and considered

potential titles for their research proposal. It was "StudyWise: An Engaging


34

App and Educational Tool for Students" that they decided on, and they then

looked at the issue that would make their research useful. The gathering of

information that could serve as the basis for their paper's introduction was

then completed. They must first address a title defense or proposal before

finishing Chapters 1-3 to ascertain whether their title is appropriate for

modern issues. They waited until it was checked and approved, at which point

they started working on the said application to be made, after which Chapters

1–3 had already begun to be completed.

If it is officially approved by the research adviser, Ms. A-Janlique C.

Baltazar, and the ICT major teacher, Ms. Rio Leongson, the researchers will

begin collecting data on the said respondents at the conclusion of the

previous three chapters of the research paper and the start of the application

to test for any defects.

Once all the data and information needed have been gathered, they

will be level-checked based on the content, design, error handling,

functionality, and navigation of the application until the problems and

questions are resolved.

Research Instrument

The instruments used in this study were questionnaires constructed by

researchers. The questionnaire includes questions about variables related to

the researchers' application. Thereby also, to avoid guesswork and obtain

reliable data and information, respondents will be drawn from the selected

Laguna University. The researchers are employing a Likert scale rating with a
35

four-point response scale so that respondents can provide an alternative

answer.

Likert scale:

Use for the level of acceptability of the application among students in

terms of content, design, error handling, functionality, and navigation.

Verbal
Scale Range Remarks
Interpretation
4 3.26 - 4.00 Strongly Agree Highly Acceptable
3 2.51 - 3.25 Agree Acceptable
2 1.76 - 2.50 Disagree Less Acceptable
1 1.00 - 1.75 Strongly Disagree Not Acceptable

Statistical Treatment of Data

In SOP Number 1, researchers will use a narrative report to state the

steps in creating StudyWise: An Engaging App and Educational Tool for

Students in terms of using an app.

After gathering the data, the researchers will use the mean and

standard deviation to measure the level of acceptability of the application

among ICT students and specialists in terms of content, design, error

handling, functionality, and navigation in the statement of SOP Number 2.

In SOP Number 3, the researchers use the T-test for two independent

samples to determine the significant difference in the level of acceptability

among ICT students and specialists in terms of content, design, error

handling, functionality, and navigation.


Chapter 4

PRESENTATION, ANALYSIS, AND INTERPRETATION OF DATA

This chapter deemed of the presentation, analysis, and interpretation

of data. The findings were tallied, tabulated, and analyzed. The interpretation

was based on the statistical treatment pertained by the researchers.

This study is focused on determining the level of acceptability of

StudyWise: An Engaging App and Educational Tool for ICT Students at Pila

Senior High School.

Level of Acceptability of the Application among Students and Teachers

The following table shows the Level of Acceptability of the Application

among Students and Teachers in terms of design, content, error handling,

functionality, and navigation. The data gathered were treated statistically

using the mean and standard deviation.

Level of Acceptability of the Application among Students and Teachers


in terms of Content

Among the statements below, “The application has social media links

or icons, an "about us" section and contact information.” yielded the highest

mean score (M=3.85 SD=0.36) and was remarked as "Strongly Agree" as

perceived by the students. At the same time, among the teachers’ responses,

the statement, “The application has social media links or icons, an "about us"

section and contact information.” gained the highest mean score (M=3.79

SD=0.59) and was interpreted as "Strongly Agree".

Aside from that, the statement “The content is interesting and

information worthy.” yielded the second highest mean score (M=3.73


37

SD=0.45) and was remarked as "Strongly Agree" as perceived by the

students. While among the teachers’ responses, the statements, “The

information on the application is clear and organized.” and “The content is

interesting and information worthy.” gained the second highest mean score

(M=3.68 SD=0.63) and was interpreted as "Strongly Agree".

Table 1. The Level of Acceptability of the Application among Students


and Teachers in terms of Content
Students Teachers
Statements
Mean SD Remarks Mean SD Remarks
The information on the application 3.70 0.46 Strongly 3.68 0.63 Strongly
is clear and organized. Agree Agree
The content is interesting and 3.73 0.45 Strongly 3.68 0.63 Strongly
information worthy. Agree Agree
The application has its branding, 3.58 0.54 Strongly 3.54 0.67 Strongly
so users can make visual Agree Agree
connections between the logo,
application name, menus and
functionality.
Images are relevant and accurate 3.53 0.55 Strongly 3.54 0.67 Strongly
to the function of the application. Agree Agree
The application has social media 3.85 0.36 Strongly 3.79 0.59 Strongly
links or icons, an "about us" Agree Agree
section and contact information.
Weighted Mean 3.68 3.84
Overall SD 0.49 0.64
Verbal Interpretation Highly Acceptable Highly Acceptable

Further along, the statement “Images are relevant and accurate to the

function of the application.” perceived by the students received the lowest

mean score of responses with (M=3.53, SD=0.55) yet was also remarked

"Strongly Agree". While the statements “The application has its branding, so

users can make visual connections between the logo, application name,

menus and functionality.” and “Images are relevant and accurate to the

function of the application.” perceived by the teachers received the lowest

mean score of responses (M=3.54, SD=0.67), yet was also remarked

“Strongly Agree”.
38

The overall mean value of 3.68 from the students’ response and 3.84

from the teachers’ responses revealed that the Level of Acceptability of the

Application among Students and Teachers in Terms of Content was “Highly

Acceptable”. This implies the respondents had an overall positive assessment

of the system's content.

The statistical results in The Level of Acceptability of the Application

Among Students and Teachers in Terms of Content are all remarks strongly

agree, which indicate the study's respondents have no problems and are

pleased with the app's content. It also indicates that the respondents are also

interested in the individuals who invented or developed the app, as perceived

by the statistics. 

According to Antonelli Karla et al. (2021), in terms of accuracy, age-

appropriateness, and relevance, experts evaluated and validated the content

and offered ratings and recommendations. Whereas this study helped users

engage effectively and gave them the chance to conveniently get the

important information they needed to understand, particularly in a particular

subject.

Level of Acceptability of the Application among Students and Teachers


in terms of Design

Among the statements below, “The menus, icons, text and images

match the overall design layout.” yielded the highest mean score (M=3.73

SD=0.50) and was remarked as "Strongly Agree" as perceived by the

students. At the same time, among the teachers’ responses, the statement,

“The menus, icons, text and images match the overall design layout.” gained
39

the highest mean score (M=3.72 SD=0.64) and was interpreted as "Strongly

Agree".

Table 2. The Level of Acceptability of the Application among Students


and Teachers in terms of Design
Students Teachers
Statements
Mean SD Remarks Mean SD Remarks
The menus, icons, text, and 3.73 0.50 Strongly 3.72 0.64 Strongly
images match the overall design Agree Agree
layout.
The colors schemes produce a 3.65 0.53 Strongly 3.62 0.67 Strongly
pleasant user experience. Agree Agree
The size of buttons, labels, 3.55 0.59 Strongly 3.54 0.70 Strongly
images, and text is easy to read Agree Agree
and understand.
The application has a clean, 3.58 0.59 Strongly 3.58 0.70 Strongly
simple, visually appealing Agree Agree
interface that is consistent
throughout the whole system.
The application's design is 3.60 0.49 Strongly 3.52 0.68 Strongly
adaptable and can be viewed on Agree Agree
monitors with different
resolutions.
3.62 3.80
Weighted Mean 0.55 0.68
Overall SD
Verbal Interpretation Highly Acceptable Highly Acceptable

Aside from that, the statement “The colors schemes produce a

pleasant user experience.”  yielded the second highest mean score (M=3.65

SD=0.53) and was remarked as "Strongly Agree" as perceived by the

students. At the same time, among the teachers’ responses, the statement,

“The colors schemes produce a pleasant user experience.” gained the

second highest mean score (M=3.62 SD=0.67) and was interpreted as

"Strongly Agree".

Further along, the statement “The size of buttons, labels, images and

text is easy to read and understand” perceived by the students received the

lowest mean score of responses with (M=3.55, SD=0.59) yet was also
40

remarked "Strongly Agree". While the statement “The application's design is

adaptable and can be viewed on monitors with different resolutions.”

perceived by the teachers received the lowest mean score of responses

(M=3.52, SD=0.68), yet was also remarked "Strongly Agree".

The overall mean value of 3.62 from the students’ responses and 3.80

from the teachers’ responses revealed that the Level of Acceptability of the

Website among Students and Teachers in Terms of Design was “Highly

Acceptable”. This implies that the respondents had a positive response on the

design of the application.

The respondents to the studies have no issues with the overall designs

of the apps, as evidenced by the statistics that all the statements made in The

Level of Acceptability of the Application Among Students and Teachers in

Terms of Design are strongly agreed upon. This indicates that they have no

issues with the fonts, symbols, or the overall design. This implies the

respondents had an overall positive assessment of the application's design.

The authors of "Handbook of Human Factors and Ergonomics, Fifth

Edition," Vu, Protoc, and Hung (2021), state in Chapter 39, "Website Design

and Evaluation," that while a poor design may frustrate users, a good one

may give it an edge over rivals.

The Level of Acceptability of the Application among Students and


Teachers in terms of Error-Handling

Among the statements below, “There is no broken links, pages,

images, or videos.” and “The application can display proper error messages

and can perform update, delete and insert operations.” yielded the highest
41

mean score (M=3.50 SD=0.63) and (M=3.50 SD=0.55) was remarked as

"Strongly Agree" as perceived by the students. At the same time, among the

teachers’ responses, the statement, “There is no broken links, pages, images,

or videos” gained the highest mean score (M=3.54 SD=0.72) and was

interpreted as "Strongly Agree".

Table 3. The Level of Acceptability of the Application among Students


and Teachers in terms of Error-Handling
Students Teachers
Statements
Mean SD Remarks Mean SD Remarks
The application can detect invalid 3.48 0.63 Strongly 3.44 0.72 Strongly
data and incorrect information. Agree Agree
There is no broken links, pages, 3.50 0.63 Strongly 3.54 0.72 Strongly
images, or videos. Agree Agree
The application can display 3.50 0.55 Strongly 3.48 0.67 Strongly
proper error messages and can Agree Agree
perform update, delete and insert
operations.
The application can make it easy 3.38 0.62 Strongly 3.40 0.72 Strongly
for me to handle a Agree Agree
troubleshooting situation.
The application can immediately 3.38 0.58 Strongly 3.42 0.70 Strongly
respond after a delayed page Agree Agree
error.
3.45 3.80
Weighted Mean 0.61 0.70
Overall SD
Verbal Interpretation Highly Acceptable Highly Acceptable

Aside from that, the statement “The application can detect invalid data

and incorrect information.” yielded the second highest mean score (M=3.48

SD=0.63) and was remarked as "Strongly Agree" as perceived by the

students. While among the teachers’ responses, the statements, “The

application can display proper error messages and can perform update,

delete and insert operations.” gained the second highest mean score (M=3.48

SD=0.67) and was interpreted as "Strongly Agree".

Further along, the statements “The application can make it easy for me
42

to handle a troubleshooting situation.” and “The application can immediately

respond after a delayed page error.” perceived by the students received the

lowest mean score of responses with (M=3.38, SD=0.62) and (M=3.38,

SD=0.58) yet was also remarked "Strongly Agree". While the statement “The

application can make it easy for me to handle a troubleshooting situation.”

perceived by the teachers received the lowest mean score of responses

(M=3.40, SD=0.72), yet was also remarked "Strongly Agree".

The overall mean value of 3.45 from the students’ responses and 3.80

from the teachers’ responses revealed that the Level of Acceptability of the

Application among Students and Teachers in Terms of Error-Handling was

“Highly Acceptable”. This implies the respondents had an overall positive

assessment of the application's error-handling.

The results of the statistics in The Level of Acceptability of the

Application among Students and Teachers in terms of Error-Handling all

remarks strongly agree, which implies that the respondents of the study have

no issue with the routines of the app program that respond to abnormal input

or conditions. Additionally, the statement "There are no broken links, pages,

images, or videos." has the highest mean in both teachers and students,

which means that the respondents conclude that there are no troubleshooting

or errors in opening links.

Error-managing code is frequently crucial, but it is challenging to test in

real-world settings, according to Jiang et al. (2020). Error handling code

consequently contains many hard-to-find bugs that, when exploited, can lead
43

to significant security issues. But in this case, in our study, the users did not

find any defect in the application that resulted in good feedback from the

users, especially the students.

The Level of Acceptability of the Application among Students and


Teachers in terms of Functionality
The term "functionality" in an application refers to how easily a user

can navigate the application, find the information they need, and complete a

transaction.

Table 4. The Level of Acceptability of the Application among Students


and Teachers in terms of Functionality
Students Teachers
Statements
Mean SD Remarks Mean SD Remarks
The application is user-friendly for 3.65 0.53 Strongly 3.64 0.66 Strongly
any type of user. Agree Agree
The developed application is faster 3.55 0.59 Strongly 3.54 0.70 Strongly
than the traditional manual system Agree Agree
(pen and paper).
The application does not require 3.60 0.58 Strongly 3.60 0.69 Strongly
too much effort to understand the Agree Agree
flow and process of the application.
The information added to the PDF 3.60 0.49 Strongly 3.62 0.64 Strongly
file matches the information found Agree Agree
on the system.
StudyWise has no broken links, 3.73 0.50 Strongly 3.68 0.66 Strongly
and the application allows users to Agree Agree
satisfy their intended expectations
on a timely basis.
3.63 3.88
Weighted Mean
0.54 0.67
Overall SD
Verbal Interpretation Highly Acceptable Highly Acceptable

Among the statements above, "StudyWise has no broken links, and the

application allows users to satisfy their intended expectations on a timely

basis" yielded the highest mean score (M=3.73 SD=0.50) and was remarked

as "Strongly Agree" as perceived by the students. At the same time, among

the teachers’ responses, the statement, "StudyWise has no broken links, and

the application allows users to satisfy their intended expectations on a timely


44

basis." gained the highest mean score (M=3.68 SD=0.66) and was interpreted

as "Strongly Agree".

Aside from that, the statement "The application is user-friendly for any

type of user."  yielded the second highest mean score (M=3.65 SD=0.53) and

was remarked as "Strongly Agree" as perceived by the students. At the same

time, among the teachers’ responses, the statement, "The application is user-

friendly for any type of user" gained the second highest mean score (M=3.64

SD=0.66) and was interpreted as "Strongly Agree".

Further along, the statement "The developed application is faster than

the traditional manual system (pen and paper)" perceived by the students

received the lowest mean score of responses with (M=3.55, SD=0.59) yet

was also remarked "Strongly Agree". At the same time, the statement "The

developed application is faster than the traditional manual system (pen and

paper)" perceived by the teachers received the lowest mean score of

responses (M=3.54, SD=0.70), yet was also remarked "Strongly Agree".

The overall mean value of 3.63 from the students’ responses and 3.88

from the teachers’ responses revealed that the Level of Acceptability of the

Application among Students and Teachers in Terms of Functionality was

"Highly Acceptable". This implies the respondents had an overall positive

assessment of the application's functionality.

Neither can be used effectively on its own; they both must be used in

conjunction for software to function. The software's quality is therefore one of

the most important factors right now. The most important factor affecting how
45

well technical or commercial systems perform, according to Masrina A. Salleh

et al. (2017)

The Level of Acceptability of the Application among Students and


Teachers in terms of Navigation
Among the statements below, “There is no broken links, pages,

images, or videos.” and “The application can display proper error messages

and can perform update, delete and insert operations.” yielded the highest

mean score (M=3.50 SD=0.63) and (M=3.50 SD=0.55) was remarked as

"Strongly Agree" as perceived by the students. At the same time, among the

teachers’ responses, the statement, “There is no broken links, pages, images,

or videos” gained the highest mean score (M=3.54 SD=0.72) and was

interpreted as "Strongly Agree".

Table 5. The Level of Acceptability of the Application among Students


and Teachers in terms of Navigation
Students Teachers
Statements
Mean SD Remarks Mean SD Remarks
The application has quick 3.65 0.53 Strongly 3.64 0.66 Strongly
navigation throughout its content. Agree Agree
The hypertext and hyperlinks of the 3.65 0.48 Strongly 3.62 0.64 Strongly
application can lead to new sites, Agree Agree
data, new pages, or different types
of information.
Clear and concise navigation label. 3.60 0.58 Strongly 3.62 0.69 Strongly
Agree Agree
For easier access, familiar words 3.73 0.45 Strongly 3.68 0.63 Strongly
and icons for menus, buttons, links Agree Agree
and navigation labels were used.
Confirmation messages or pop-up 3.58 0.54 Strongly 3.58 0.67 Strongly
messages are displayed for any Agree Agree
kind of update, delete, or insert
operation.
3.64 3.88
Weighted Mean 0.52 0.65
Overall SD
Verbal Interpretation Highly Acceptable Highly Acceptable

Aside from that, the statement “The application can detect invalid data

and incorrect information.” yielded the second highest mean score (M=3.48
46

SD=0.63) and was remarked as "Strongly Agree" as perceived by the

students. While among the teachers’ responses, the statements, “The

application can display proper error messages and can perform update,

delete and insert operations.” gained the second highest mean score (M=3.48

SD=0.67) and was interpreted as "Strongly Agree".

Further along, the statements “The application can make it easy for me

to handle a troubleshooting situation.” and “The application can immediately

respond after a delayed page error.” perceived by the students received the

lowest mean score of responses with (M=3.38, SD=0.62) and (M=3.38,

SD=0.58) yet was also remarked "Strongly Agree". While the statement “The

application can make it easy for me to handle a troubleshooting situation.”

perceived by the teachers received the lowest mean score of responses

(M=3.40, SD=0.72), yet was also remarked "Strongly Agree".

The overall mean value of 3.64 from the students’ responses and 3.88

from the teachers’ responses revealed that the Level of Acceptability of the

Application among Students and Teachers in Terms of Navigation was

“Highly Acceptable”. This implies the respondents had an overall positive

assessment of the application's navigation.

The results of the statistics in the Level of Acceptability of the

Application among Students and Teachers in terms of Error-Handling all

remarks strongly agree which implies that the respondents of the study have

no issue with the routines of the app program that respond to abnormal input

or conditions. Additionally, the statement "There are no broken links, pages,


47

images, or videos." has the highest means in both teachers and students

which means that the respondents conclude that there are no troubleshooting

or errors in opening links.

Mean Mean
Qualities t-stat p-value Analysis
Student Teacher Difference
Content 3.68 3.84 -0.16 -1.919 0.061 Not Significant
Design 3.62 3.80 -0.18 -1.432 0.159 Not Significant
Error-
3.45 3.80 -0.35 -2.950 0.005 Significant
Handling
Functionality 3.63 3.88 -0.25 -2.352 0.023 Significant
Navigation 3.64 3.88 -0.24 -2.254 0.029 Significant
According to the International Journal of Human-Computer Studies

(2021), this suggests a comprehensive technological acceptance model to

analyze the variables influencing drivers' intentions to use mobile navigational

services. To the original technological acceptance model based on the

functions of mobile navigation applications.

Table 6. Test of Difference on Application Qualities between Students


and Teachers
*Significant at α=0.05

The purpose of this study was to ascertain whether there is a

statistically significant difference between the qualities that teachers and

students use in terms of content, design, error handling, functionality, and

navigation. The researchers' data collection was statistically processed using

the T-test for Two-Sample Assuming Equal Variances, and the results were

electronically computed with the Data Analysis Tool.

As shown in Table 6, the computed p-values between application

qualities among students and teachers in terms of error-handling (p = 0.005),

functionality (p = 0.023) and navigation (p = 0.029) are lower than the level of

significance (α = 0.05). 
48

On the other hand, the computed p-value between application qualities

among students and teachers in terms of content (p = 0.061) and design (p =

0.159) is higher than the level of significance (α = 0.05). 

The results indicate that the majority of the p-values are statistically

significant; hence, the null hypothesis is rejected. Therefore, there is a

significant difference between the application qualities of students and

teachers as perceived by the respondents. 

Reviewing the inferential statistics reveals a significant difference in the

levels of acceptability between teachers and students for StudyWise: An

Engaging App and Educational Tool for ICT Students.

The researchers used this as one of their bases for determining the

level of application acceptance between teachers and students. They

discovered that there is a visible difference in the level of acceptability since

both roles have a different function after involving these two people in the

testing of their application. 


Chapter 5

SUMMARY, CONCLUSIONS AND RECOMMENDATIONS

This chapter presents a summary of the research, a generalization of

the findings, a conclusion for the research, and a recommendation for the

solution of the problem that was discovered in the formulated development

study.

Summary

The researchers came up with this study, entitled "StudyWise: An

Engaging App and Educational Tools for ICT Students," to determine the

effectiveness and level of acceptability of the application among students and

teachers. The application was tested by the teachers at the College of

Computer Studies at LSPU Main Campus and the students of Pila Senior

High School. to ascertain whether StudyWise is acceptable in terms of

content, design, error handling, functionality, and navigation.

When developing the application, the researchers adhered to the

various phases of the system development life cycle (SDLC). The

researchers used the SDLC, which is a step-by-step process, during the

analysis and design of the application. The researchers did as instruct and

gathered the required studies and surveys to gather data for the application's

development, which was then further fine-tuned through trial and error. 

Based on the data analyzed, the following findings were made: First,

the level of acceptability of the application among students and teachers in


50

terms of content was highly acceptable. This implies the respondents had an

overall positive assessment of the application's content.

Second, the level of acceptability of the application among students

and teachers in terms of design was highly acceptable. This implies the

respondents had an overall positive assessment of the application's design.

Third, the level of acceptability of the application among students and

teachers in terms of error handling was highly acceptable. This implies the

respondents had an overall positive assessment of the application's error-

handling.

Fourth, the level of acceptability of the application among students and

teachers in terms of functionality was highly acceptable. This implies the

respondents had an overall positive assessment of the application's

functionality.

Lastly, the level of acceptability of the application among students and

teachers in terms of navigation was highly acceptable. This implies the

respondents had an overall positive assessment of the application's

navigation.

Conclusion

In view of the aforementioned findings, the study had drawn the

following conclusions: The hypothesis stating that there is no significant

difference in the level of acceptability of StudyWise among ICT students and

specialists in terms of content, design, error handling, functionality, and

navigation was rejected. Further, the qualities of StudyWise significantly


51

affected the acceptability of students and specialists based on the gathered

data, resulting in the rejection of the null hypothesis.

Recommendations

Based on the findings and conclusions drawn from this study, the

researcher would like to recommend the following:

1. App developers who are planning to implement a system comparable

to this one should improve the system's design, content, functionality,

error handling, and navigation. They can also add system security for

the user’s privacy and increase its accessibility. So, it can function

normally on other operating systems such as IOS and more.

2. It is good for students to read the full context to fully understand the

programming lessons. This can also help them recall or do advance

reading about the lessons.

3. Teachers should have a good internet connection to access the

quizzes and programming tutorial videos and teach them to the

students. This can help further their knowledge of programming.

1. Future researchers should add more features and advanced lessons to

the system. Thus, programming might be more engaging, and more

students would look forward to it.


52

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using Context-Sensitive Software Fault Injection. Retrieved from
usenix.org:
https://www.usenix.org/conference/usenixsecurity20/presentation/jiang

APPENDIX A

LETTERS OF REQUEST
58
59
60

APPENDIX B

SURVEY QUESTIONNAIRE

“STUDYWISE: AN ENGAGING APP AND EDUCATIONAL


TOOL FOR ICT STUDENTS”
61

Name (Optional): _______________________________


Age: ________________________
Category:
( ) Grade 11 ICT Student
( ) Grade 12 ICT Student
( ) ICT Expert/Specialist

Directions: Kindly put a check (/) mark to indicate your perception on the following
performance indicators. Answer the questions honestly for the researchers to be able to
gather reliable data for this study.

Legend:
4 – Strongly Agree
3 – Agree
2 – Disagree
1 – Strongly Disagree

Statement
I. Content 4 3 2 1

1. The information on the application is clear and organized.


2. The content is interesting and information worthy.
3. The application has its branding, so users can make visual
connections between the logo, application name, menus and
functionality.
4. Images are relevant and accurate to the function of the
application.
5. The application has social media links or icons, an "about
us" section and contact information.

Statement
II. Design 4 3 2 1

1. The menus, icons, text and images match the overall


design layout.
2. The color schemes produce a pleasant user experience.
3. The size of buttons, labels, images and text is easy to read
and understand.
4. The application has a clean, simple, visually appealing
interface that is consistent throughout the whole system.
5. The application's design is adaptable and can be viewed
on monitors with different resolutions.
Statement
4 3 2 1
III. Error- Handling
1. The application can detect invalid data and incorrect
information.
2. There is no broken links, pages, images, or videos.
3. The application can display proper error messages and
62

can perform update, delete and insert operations.


4. The application can make it easy for me to handle a
troubleshooting situation.
5. The application can immediately respond after a delayed
page error.

Statement
4 3 2 1
IV. Functionality
1. The application is user-friendly for any type of user.
2. The developed application is faster than the traditional
manual system (pen and paper).
3. The application does not require too much effort to
understand the flow and process of the application.
4. The information added to the PDF file matches the
information found on the system.
5. StudyWise has no broken links, and the application allows
users to satisfy their intended expectations on a timely basis.

Statement
4 3 2 1
V. Navigation
1. The application has quick navigation throughout its
content.
2. The hypertext and hyperlinks of the application can lead to
new sites, data, new pages, or different types of information.
3. Clear and concise navigation label.
4. For easier access, familiar words and icons for menus,
buttons, links and navigation labels were used.
5. Confirmation messages or pop-up messages are displayed
for any kind of update, delete, or insert operation.

APPENDIX C

CERTIFICATION OF QUESTIONNAIRE VALIDATION


63

APPENDIX D

DATA MATRIX

CONTENT (Students)
64

Q1 Q2 Q3 Q4 Q5 MEAN

3 4 4 3 4 3.6
4 4 4 4 4 4
4 4 3 4 4 3.8
4 4 4 4 4 4
4 4 4 4 4 4
3 3 4 3 4 3.4
3 4 3 3 4 3.4
3 3 4 3 4 3.4
3 4 3 4 4 3.6
4 4 4 3 4 3.8
4 4 3 4 4 3.8
3 3 4 4 4 3.6
3 4 4 4 4 3.8
3 4 4 4 4 3.8
4 3 4 4 3 3.6
3 4 4 3 4 3.6
3 4 4 3 3 3.4
4 3 4 3 3 3.4
4 4 4 4 4 4
3 4 4 3 4 3.6
4 4 4 4 4 4
4 4 3 4 4 3.8
4 3 3 3 4 3.4
4 3 4 3 4 3.6
3 3 3 3 4 3.2
4 4 3 3 3 3.4
4 4 3 3 3 3.4
4 4 3 3 3 3.4
4 4 3 4 4 3.8
4 3 2 4 4 3.4
4 4 4 4 4 4
4 4 4 4 4 4
4 4 3 3 4 3.6
4 3 3 2 4 3.2
4 4 3 3 4 3.6
4 4 4 4 4 4
4 4 4 4 4 4
4 4 4 4 4 4
4 4 4 4 4 4
4 3 3 4 4 3.6
3.70 3.73 3.58 3.53 3.85 MEAN=
65

3.68
0.46 0.45 0.54 0.55 0.36 SD= 0.49
CONTENT (Specialists)
3 4 4 3 4 3.6
4 4 4 4 4 4
4 4 4 4 4 4
4 3 3 4 4 3.6
4 4 4 4 4 4
4 4 4 4 4 4
4 4 3 4 3 3.6
4 4 3 4 4 3.8
4 4 4 4 4 4
4 3 4 4 4 3.8
3.68 3.68 3.54 3.54 3.79 MEAN=
3.84
0.63 0.63 0.67 0.67 0.59 SD= 0.64

DESIGN (Students)
Q1 Q2 Q3 Q4 Q5 MEAN
3 4 3 4 4 3.6
4 3 4 4 4 3.8
3 4 4 4 4 3.8
4 4 4 4 4 4
4 4 4 4 4 4
4 4 4 3 3 3.6
4 4 3 3 4 3.6
4 4 4 4 4 4
4 4 4 4 4 4
4 4 4 4 4 4
4 4 4 3 4 3.8
4 4 3 4 3 3.6
4 4 4 4 4 4
3 4 4 4 4 3.8
4 4 3 3 3 3.4
4 3 4 4 4 3.8
4 4 3 3 3 3.4
4 3 4 4 4 3.8
4 4 4 4 4 4
4 3 4 4 4 3.8
4 4 4 4 4 4
4 4 4 4 4 4
4 4 3 3 3 3.4
4 4 4 4 4 4
66

3 3 2 3 3 2.8
3 4 3 3 3 3.2
4 4 3 3 3 3.4
3 3 4 2 3 3
3 4 3 3 3 3.2
2 2 2 3 3 2.4
4 4 3 4 4 3.8
3 3 4 3 3 3.2
4 4 3 4 4 3.8
4 3 3 2 3 3
4 3 4 3 4 3.6
4 4 4 4 3 3.8
3 3 3 4 3 3.2
4 3 4 4 4 3.8
4 3 4 4 4 3.8
4 4 3 4 3 3.6
3.73 3.65 3.55 3.58 3.60 MEAN=
3.62
0.50 0.53 0.59 0.59 0.49 SD= 0.55
DESIGN (Specialists)

4 3 3 3 4 3.4
4 4 4 4 4 4
4 4 4 4 4 4
4 4 4 4 4 4
4 4 4 4 4 4
4 4 4 4 2 3.6
4 4 3 4 3 3.6
4 4 4 4 3 3.8
4 4 4 4 3 3.8
4 3 4 4 4 3.8
3.72 3.62 3.54 3.58 3.52 MEAN=3.8
0
0.64 0.67 0.70 0.70 0.68 SD= 0.68

ERROR HANDLING (Students)


Q1 Q2 Q3 Q4 Q5 MEAN
4 4 3 4 4 3.8
4 4 4 4 3 3.8
3 3 3 3 2 2.8
4 4 4 4 4 4
4 4 4 4 4 4
3 2 3 4 3 3
67

3 4 4 4 4 3.8
4 4 4 3 3 3.6
4 4 4 4 3 3.8
4 3 3 3 3 3.2
4 4 4 3 4 3.8
4 4 3 4 4 3.8
4 4 4 4 3 3.8
4 3 3 3 3 3.2
4 3 3 4 3 3.4
4 3 4 2 4 3.4
3 3 3 4 4 3.4
4 4 3 3 4 3.6
3 4 4 3 4 3.6
4 4 4 3 4 3.8
4 4 4 4 4 4
4 4 3 4 3 3.6
3 4 3 4 4 3.6
1 3 3 3 3 2.6
4 3 3 3 3 3.2
3 3 4 2 3 3
3 4 3 3 3 3.2
3 4 4 3 3 3.4
3 3 4 2 3 3
4 4 2 4 3 3.4
3 3 3 3 3 3
3 3 3 3 3 3
3 3 4 3 3 3.2
3 4 4 4 2 3.4
4 2 3 4 4 3.4
3 3 3 3 3 3
4 4 4 3 4 3.8
3 4 4 3 4 3.6
3 4 4 3 4 3.6
3 2 4 4 3 3.2
3.48 3.50 3.50 3.38 3.38 MEAN=
3.45
0.63 0.63 0.55 0.62 0.58 SD= 0.61
ERROR HANDLING (Specialists)
3 4 3 3 3 3.2
4 4 4 4 4 4
4 4 4 4 4 4
3 4 4 3 4 3.6
4 4 4 4 4 4
68

4 4 4 4 4 4
3 4 3 4 4 3.6
4 4 4 4 4 4
4 4 3 4 4 3.8
3 4 4 4 4 3.8
3.44 3.54 3.48 3.40 3.42 MEAN=
3.80
0.72 0.72 0.67 0.72 0.70 SD= 0.70

FUNCTIONALITY (Students)
4 3 4 4 4 3.8
4 4 4 4 4 4
3 3 3 4 4 3.4
4 4 4 4 4 4
4 4 4 4 4 4
3 3 4 4 4 3.6
4 3 2 3 4 3.2
3 3 4 4 3 3.4
4 4 4 3 4 3.8
4 4 4 4 4 4
4 3 3 4 4 3.6
4 4 4 4 4 4
4 4 4 4 4 4
4 4 4 4 4 4
4 4 3 4 3 3.6
3 4 4 4 4 3.8
4 4 4 4 4 4
4 4 4 4 4 4
3 4 4 4 4 3.8
4 4 4 3 4 3.8
4 4 4 4 4 4
3 3 4 4 3 3.4
3 4 2 4 3 3.2
3 3 3 3 3 3
3 3 3 3 4 3.2
4 3 3 3 4 3.4
3 3 3 3 3 3
4 3 3 3 3 3.2
4 3 3 3 4 3.4
3 4 4 3 4 3.6
4 4 4 3 4 3.8
4 4 4 3 4 3.8
69

4 4 3 3 3 3.4
3 4 3 4 3 3.4
4 2 4 3 2 3
4 4 4 3 4 3.8
2 4 4 4 4 3.6
4 2 4 4 4 3.6
4 3 4 4 4 3.8
4 4 3 3 4 3.6
3.65 3.55 3.60 3.60 3.73 MEAN=
3.63
0.53 0.59 0.58 0.49 0.50 SD= 0.54
FUNCTIONALITY (Specialists)
3 3 3 4 3 3.2
4 4 4 4 4 4
4 4 4 4 4 4
4 3 4 4 4 3.8
4 4 4 4 4 4
4 4 4 4 3 3.8
4 4 4 4 4 4
4 4 4 4 4 4
4 4 4 4 4 4
4 4 4 4 4 4
3.64 3.54 3.60 3.62 3.68 MEAN=
3.88
0.66 0.70 0.69 0.64 0.66 SD= 0.67

NAVIGATION (Students)
Q1 Q2 Q3 Q4 Q5 MEAN
4 3 4 4 4 3.8
4 4 4 4 4 4
4 4 4 4 4 4
4 4 4 4 4 4
4 4 4 4 4 4
3 4 4 3 4 3.6
3 4 3 4 3 3.4
3 4 3 4 4 3.6
4 4 4 3 4 3.8
4 4 4 4 4 4
3 3 4 4 3 3.4
4 4 4 4 4 4
4 4 4 4 3 3.8
3 3 4 4 4 3.6
3 4 3 3 3 3.2
70

4 3 4 3 2 3.2
4 4 3 4 3 3.6
4 4 4 4 3 3.8
4 4 4 3 4 3.8
4 4 4 4 3 3.8
4 4 4 4 4 4
4 3 3 4 4 3.6
4 3 4 4 3 3.6
3 3 3 3 3 3
4 4 3 3 3 3.4
3 3 3 4 3 3.2
3 3 3 3 3 3
3 3 4 3 3 3.2
3 3 3 4 3 3.2
4 4 4 3 4 3.8
4 4 4 4 4 4
4 4 4 4 4 4
3 4 3 3 4 3.4
2 3 2 4 4 3
4 3 4 4 4 3.8
4 4 4 4 4 4
4 4 4 4 4 4
4 4 2 4 4 3.6
4 4 3 4 4 3.8
4 3 4 4 3 3.6
3.65 3.65 3.6 3.73 3.58 MEAN=
3.64
0.53 0.48 0.58 0.45 0.54 SD= 0.52
NAVIGATION (Specialists)
3 3 4 4 4 3.6
4 4 4 4 4 4
4 4 4 3 3 3.6
4 3 4 4 4 3.8
4 4 4 4 4 4
4 4 4 4 4 4
4 4 4 4 4 4
4 4 4 3 4 3.8
4 4 4 4 4 4
4 4 4 4 4 4
3.64 3.62 3.62 3.68 3.58 MEAN=
3.88
0.66 0.64 0.69 0.63 0.67 SD= 0.65
71

APPENDIX E

SYSTEM FLOWCHART
72

Figure 4. Home Page Flowchart

In the system flowchart, the user has access to the Studywise app's

stored data. In this stored data, the user can see the minor features—

messages, quotes, a quiz, YouTube links, and a mini game—as well as the

major lessons—the Grade 11 Java Lesson, which consists of ten (10) series

of lessons, and the Grade 12 Python Lesson, which consists of nine (9) series

of lessons.
73

Figure 5. Lesson Page Flowchart

The user has access to the grade 11 lessons, which consist of 11 Java

lessons, and the grade 12 lessons, which consist of 9 Python lessons, for a

total of 20 lessons. Each lesson is distributed on different buttons, and the

user can choose which lesson they want to click on and read.

APPENDIX F

RESEARCH MANUAL

By the StudyWise App, ICT students can now study, review, and

advance read about programming lessons. They can now read some quotes

and memes relating to their strand, as well as play a game. Students can also

gain more knowledge by watching online programming lesson videos. They

can also take an online quiz that covers the entire lesson they read.
74

Figure 6. Splash Animation

A splash screen animation will display the logo, wherein the S-shaped

logo stand for StudyWise, which is the name of the researchers' application. It

also directs to the front/home page of the application. 


75

Figure 7. Home Page

Display the application's front page, along with a button wherein the

user can choose whether to listen to music while studying. Also, there's a

navigation drawer at the upper left corner that will reveal the navigation menu.

Figure 8. Navigation Drawer

After tapping the three lines at the left corner, the navigation menu will

appear. It's where users can choose what they want to do on the application.
76

Figure 9. Quotes Page

Quotes is where users can read all the motivational and ICT-related

quotations. Users can also screenshot it if they want to store or post it.

Figure 10. Memes Page


This is where users can read some entertaining and witty memes

related to ICT programming. Users may also screenshot any of this to post or

store.
77

Figure 11. Mini Game Page

Clicking the game section will take you to a mini game called tic-tac-

toe. It is where users can have a good time playing, especially in their free

time after reading so that users wouldn't be bored.

Figure 12. Lessons Page

  If users click the Grades 11 and 12 Lessons section, they will be

directed to all lectures where they can read grade 11 and grade 12

programming lessons, especially in Java and Python. 


78

Figure 13. YouTube Links Page

If users click the YouTube Links section, they will be directed to

YouTube links where they can watch additional information about Java and

Python programming.

Figure 14. Quiz Page

If the user clicks the quiz section, it will take the student to a website

where they can take a quiz. It is optional for them to take this because the

only purpose of it is to determine if the user gained knowledge about what he

or she read.
79

Figure 15. About Page

The About Page introduces the members in detail. It is designed to

help users learn more about the application, its features, and the people

behind it. Their Facebook page can be found here to make it easier for users

to contact them, as can the references where the lectures came from.

APPENDIX G

EXECUTIVE SUMMARY

STATEMENT OF
FINDINGS CONCLUSION RECOMMENDATIONS
THE PROBLEM

1. What are the This research Based on the 1. App developers who
steps in creating involved all findings of the are planning to
StudyWise: An forty (40) analysis and implement a system
Engaging App and Grades 11 and interpretation of comparable to this one
Educational Tool 12 ICT the data should improve the
for ICT students students from gathered, the system's design,
and specialists in Pila Senior following content, functionality,
terms of using an High School in conclusions were error handling, and
80

app? the school year drawn: navigation. They can


2022-2023. 1. The also add system
2. What is the level Also, ten (10) researchers security for the user’s
of acceptability of random ICT concluded that privacy and increase its
StudyWise among specialists from the application accessibility. So, it can
ICT students and College of could meet the function normally on
specialists in terms Computer desired other operating
of: Studies at standards. In systems such as IOS
2.1 content; Laguna State accordance with and more.
2.2 design; Polytechnic the research, 2. It is good for
2.3 error handling; University Main both teachers and students to read the full
2.4functionality; Campus. students were context to fully
and pleased with their understand the
2.5 navigation? They will be proposed programming lessons.
provided with a application. This can also help
3. Is there a survey them recall or do
significant questionnaire 2. It was found advance reading about
difference in the to assess the that there were the lessons.
level of acceptability of significant 3. Teachers should
acceptability of StudyWise: An differences have a good internet
StudyWise among Engaging App between the connection to access
ICT students and and acceptability the quizzes and
specialists in terms Educational levels of Pila programming tutorial
of content, design, Tool for ICT Senior High videos and teach them
error-handling, Students. School students to the students. This
functionality, and and teachers in can help further their
navigation? The level of the the application knowledge of
acceptability of StudyWise programming.
StudyWise in regarding the 4. Future researchers
terms of application's should add more
Content, content, error features and advanced
Design, Error- handling, lessons to the system.
handling, and functionality, and Thus, programming
Navigation navigation. might be more
were engaging, and more
interpreted as 3. According to students would look
Highly the respondents' forward to it.
acceptable by evaluations, there
the are no significant
respondents. differences in the
application's
design among
students and
teachers
81

CZEANNE P. PARADO
Contact Number: 09554870548
E-mail: czeanne07@gmail.com
Address: Barangay Sampaloc Pagsanjan, Laguna

OBJECTIVES
To continuously learn and develop new skills, knowledge, and
perspectives to enhance personal growth and self-improvement.
82

EDUCATIONAL BACKGROUND
Senior High:

Junior High:

JOHN LLOYD J. BUSTRIA


ContactTRAININGS
Number: 09692991918
AND SEMINARS ATTENDED
E-mail: lloydbustria9@gmail.com
Address: Barangay Calumpang Nagcarlan, Laguna

Laguna State Polytechnic University


SKILLS 2021 – 2023
Pedro Guevara Memorial National
High School
2017 – 2021

 Career Guidance and Employment Coaching


I herebyFebruary
attest that,
7, to the best of my knowledge and belief, the statement is
2023
true and accurate.
LSPU Main Campus

 Employability Skills Training Program (ESTP)


March 21, 2023
LSPU Main Campus Czeanne P. Parado
Researche
CURRICULUM VITAE
 Analyzing Skill
 Programming Skills
 Computer Proficiency
83

PERSONAL INFORMATION
Date of Birth: June 03, 2005
Place of Birth: Santa Cruz, Laguna
Age: 18
Height: 155 cm
Religion: Roman Catholic
Parents:
MAZEL Josephine J.
CATHERINE P.Bustria
JOYA and Joel D. Bustria
Contact Number: 09275857928
E-mail: mazeljoya.244@gmail.com
Address: Barangay Calumpang
EDUCATIONAL Liliw, Laguna
ATTAINMENT

Senior High:

Junior High:

Elementary:

I hereby attest that, to the best of my knowledge and belief, the


statement is true and accurate.
Laguna State Polytechnic University
2021 – 2023

John Lloyd J. Bustria


CURRICULUMCalumpang
VITAE National High School
2017 – 2021

Kabubuhayan Elementary School


2017 – 2011

PERSONAL INFORMATION
84

Date of Birth: August 24, 2004


Place of Birth: Liliw, Laguna
Age: 18
Height: 154 cm
Religion: Roman Catholic
CZEANNE P.Marra
Parents: PARADO
P. Joya and Carmelo P. Joya
Contact Number: 09554870548
E-mail: czeanne07@gmail.com
Address: Barangay Sampaloc Pagsanjan, Laguna
EDUCATIONAL ATTAINMENT
OBJECTIVES
Senior
To High:
deepen my understanding of information and communications
technology to discover my personal best and aid others in doing
the same.
Junior High:

Elementary:

I hereby attest that, to the best of my knowledge and belief, the


statement is true and accurate.

Laguna State Polytechnic University


2021 – 2023
Mazel Catherine P. Joya
Calumpang National High School
2017 – 2021

Calumpang Elementary School


2017 – 2011
85

EDUCATIONAL BACKGROUND

CZEANNE P. PARADO
TRAININGS AND SEMINARS ATTENDED
Contact Number: 09554870548
E-mail: czeanne07@gmail.com
Address: Barangay Sampaloc Pagsanjan, Laguna

OBJECTIVES
To deepen my understanding of information and communications
technology to discover my personal best and aid others in doing
the same.IMMERSION
WORK

Senior High: Laguna State Polytechnic University


2021 – 2023
Junior
SKILLSHigh: Pedro Guevara Memorial National High School
2017-2021

 Career Guidance and Employment Coaching


February 7, 2023
LSPU Main Campus
I hereby attest that, toSkills
 Employability the best of my Program
Training knowledge and belief, the statement is
(ESTP)
true and accurate.
March 21, 2023
LSPU Main Campus
Czeanne P. Parado
Researcher
 Rural Health Unit (RHU)
May 2-15, 2023
Nagcarlan, Laguna

 Microsoft Word
 Canva
 Creative
 Can communicate effectively through written
86

EDUCATIONAL BACKGROUND

TRAININGS AND SEMINARS ATTENDED

WORK IMMERSION

Senior High: Laguna State Polytechnic University


2021 – 2023
Junior
SKILLSHigh: Pedro Guevara Memorial National High School
2017-2021

 Career Guidance and Employment Coaching


February 7, 2023
LSPU Main Campus
I hereby attest that, toSkills
 Employability the best of my Program
Training knowledge and belief, the statement is
(ESTP)
true and accurate.
March 21, 2023
LSPU Main Campus
Czeanne P. Parado
Researcher
 Rural Health Unit (RHU)
May 2-15, 2023
Nagcarlan, Laguna

 Microsoft Word
 Canva
 Creative
 Can communicate effectively through written
87

JOHN VINCENT L. TUBINO


Contact Number: 09707620433
E-mail: vincenttubino@gmail.com
Address: Barangay Calumpang Nagcarlan, Laguna

OBJECTIVES
To become successful and achieve goals in life and to inspire and
be a model to others to strive in life

Laguna State Polytechnic University


2021 – 2023

EDUCATIONAL BACKGROUND
88

Senior High:

Junior High:

TRAININGS AND SEMINARS ATTENDED

SKILLS

Calumpang National High School


2017 – 2021

I hereby attest that, to the best of my knowledge and belief, the statement is
true and accurate.
 Career Guidance and Employment Coaching
February 7, 2023
LSPU Main Campus
John Vincent L. Tubino
 Employability Skills Training Program (ESTP) Researcher
March 21, 2023
LSPU Main Campus

 HTML
 Microsoft Word
 Canva
 Creative
 Can communicate effectively through written

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