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Senior High School Department: San Gabriel, GMA, Cavite

This document appears to be a thesis submitted by 11 students to partially fulfill requirements for a research course. It examines the effectiveness of Quizoid, a mathematical assessment application, on grade 8 students. The thesis includes an introduction outlining the problem, framework and research questions. It also provides a literature review on related topics like mobile applications, educational games and the role of technology. The methodology discusses the research design, data sources, population, instrumentation and statistical analysis used to evaluate Quizoid.

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0% found this document useful (0 votes)
71 views93 pages

Senior High School Department: San Gabriel, GMA, Cavite

This document appears to be a thesis submitted by 11 students to partially fulfill requirements for a research course. It examines the effectiveness of Quizoid, a mathematical assessment application, on grade 8 students. The thesis includes an introduction outlining the problem, framework and research questions. It also provides a literature review on related topics like mobile applications, educational games and the role of technology. The methodology discusses the research design, data sources, population, instrumentation and statistical analysis used to evaluate Quizoid.

Uploaded by

John Isaac
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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University of Perpetual Help System GMA Campus

San Gabriel, GMA, Cavite

SENIOR HIGH SCHOOL DEPARTMENT

“THE LEVEL OF EFFECTIVENESS OF QUIZOID: A MATHEMATICAL


ASSESSMENT APPLICATION FOR GRADE 8 STUDENTS
OF UNIVERSITY OF PERPETUAL HELP SYSTEM -
GMA CAMPUS

A Quantitative Research
Presented to

THE FACULTY
SENIOR HIGH SCHOOL DEPARTMENT
UNIVERSITYOF PERPETUAL HELP SYSTEM JONELTA-GMA
San Gabriel, General Mariano Alvarez, Cavite

In Partial Fulfillment of
The Requirements for the Subject of
PRACTICAL RESEARCH 2

By:

Bien, Kenneth
Bituin, Prince
Cabañero, John Isaac
Castro, Ma. Fiel Alexa
dela Cruz, Angelo
Dumaquita, Shena Marie
Frando, Aldrin Russel
Manggis, Jamil
Salumbides, Rimuel
Solis, Carl Andrei
Talatala, Mark Joseph

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ICT 1 – SPECTRALITE
2017

RECOMMENDATION FOR ORAL EXAMINATION

This thesis, entitled“The Level of Effectiveness of Quizoid: A Mathematical

Assessment Application for Grade 8 Students of University of Perpetual Help System

GMA- Campus”prepared and submitted by Angelo dela Cruz, John Isaac Cabañ ero,

Ma. Fiel Alexa Castro, Carl Andrei Solis, Mark Joseph Talatala, Aldrin Russel Frando,

Kenneth Bien, Prince Patrick Bituin, Shena Marie Dumaquita, Jamil Manggis and

Rimuel Salumbides, in partial fulfillment of the requirements for RESEARCH IN

DAILY LIFE 2, has been examined and is recommended for Oral Examination.

CHARLYN A. MALIMATA, MAEd


Adviser

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APPROVAL BY THE PANEL OF EXAMINERS

Approved by the Panel on Oral Examination with a grade of __________%

THESIS COMMITTEE

Charlyn A. Malimata, MAEd


Chairman

Alvin E. Camacho Mariel Anne O. Cabrera


Member Member

FINAL APPROVAL

Accepted and approved in partial fulfilment of the requirements for Research


and Daily Life 2.

Charlyn A. Malimata, MAEdRacela S. Alora, MAEd


Chairman Senior High school Coordinator

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ACKNOWLEDGEMENT

The researchers warmly and modestly devoted this research to their family. Who

upheld them fiscally, to their companions and co-researchers, to their Professors, to the

Senior High school, who bolstered, guide, and roused them to influence this study to be

possible. Furthermore, ultimately, to our Almighty God, who gave us the wisdom and

guided us to complete this research and makes things conceivable.

KB

PPB

JIC

MAFC

ADC

SMD

ARF

JM

RS

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SENIOR HIGH SCHOOL DEPARTMENT

CAS

MJT

DEDICATION

This study will not made possible without support of number of people who gave

inspiration and assistance to the researchers. They give their utmost gratitude to the

following:

To God –

Racela S. Alora, MAEd –

Charlyn A. Malimata MAEd –

Grade 8 Students of University of Perpetual Help-System GMA Campus

And most of all, to our family –

KB

PPB

JIC

MAFC

ADC

SMD

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ARF

JM

RS

CAS

MJT

ABSTRACT

Title: The Level of Effectiveness of Quizoid: A Mathematical Assessment Application


for Grade 8 Students of University of Perpetual Help System GMA- Campus

Authors: KB

PPB

JIC

MAFC

ADC

SMD

ARF

JM

RS

CAS

MJT

School: University of Perpetual Help System GMA

Academic Year: 2017-2018

Adviser: Ms. Charlyn A. Malimata, MAEd

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TABLE OF CONTENTS

Pages
Title Page 1
Recommendation for Oral Examination 2
Approval Sheet 3
Acknowledgement 4
Dedication 5
Thesis Abstract 6
Table of Contents 7

Chapter

1 THE PROBLEM AND ITS SETTING

Introduction 9
Theoretical / Conceptual Framework 12
Conceptual Framework 14
Statement of the Problem 15
Assumptions of the Study 15
Scope and Delimitation 16
Significance of the Study 16
Definition of Terms 17

2 REVIEW OF RELATED LITERATURE AND STUDIES

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Education 20
Mobile application 21
Educational video games design 22
Development of the students using mobile phones 22
Widespread of technology and android game 23
The integrated development environment of android studio23
Technological equipped of mobile phones24
Programming language25
Database33
Graphics and design38
Hardware42
Blended learning44
3 RESEARCH METHODOGY

Research Design 46
Sources of Data 46
Population of the Study 47
Instrumentation and Validation 47
Statistical Treatment of Data 48
Evaluation and Scoring 50

4 PRESENTATION, ANALYSIS AND INTERPRETATION


OF DATA

Respondent’s Profile 51 Accuracy 52


Efficiency53
Reliability54
Security55
Flexibility 56
Validity 57
Ranking 59

5 SUMMARY OF FINDINGS, CONCLUSIONS AND RECOMMENDATIONS

Summary of Findings 61

Conclusions 62

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Recommendations 63

References 65

Appendices
Appendix A: Letters 68
Appendix B: Sample Questionnaire 70
Appendix C: Grammarian’s/Statistician’s Certification 73
Appendix D: Curriculum Vitae
76

Chapter 1

THE PROBLEM AND ITS SETTING

INTRODUCTION

According to www.businessdictionary.com,education is the process of acquisition

of knowledge, skills, values, habits; the process of learning something to enhance and

improve oneself. Education is one of the most important things that a person should

have. Education is not only taught in school thus life is a lifelong education whereas as

we live we continue to learn on our experiences. It does not only improve the

intellectual ability of an individual thus education enriches our inner self.“Education is

the most powerful weapon which you can use to change the world.” ― Nelson Mandela.

Aswhat Nelson Mandela stated that education can be our most powerful weapon in our

lives because with education we can achieve what we want in life.

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The ceaseless development and innovation of technology brought big help and

change to the way of how we live nowadays. Technology taught us to discover and

invent something new that may help us. Technology brought innovations and solutions

to the problem that is not answerable before. It made our lives today easier, faster and

comfortable. Technology brought innovations in different fields like in transportation,

communication, economically and in education n. According to Dean Kamen (2012),

“Every once in a while, a new technology, an old problem, and a big idea turn into an

innovation” according to him when there’s a problem and a new technology emerged

innovation will take place.

Technology truly innovated the way of educating by simply presenting lesson

using laptops and projector to easily present the lessons or presentations and other

innovations that technology brought that enhanced and improve the quality of

education nowadays.“We need technology in every classroom and in every student and

teacher’s hand, because it is the pen and paper of our time, and it is the lens through

which we experience much of our world.” -David Warlick as what he stated, technology

become the new pen and paper today because technology truly innovated and will

continue to innovate education as the technology develop.

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Android is a well-known mobile operating system which is developed by Google

that is primarily designed for touchscreen devices such as smart phones and tablets.

Android dominated the world, because most of all the people in the world now are an

android user. Android OS capable devices can be used in many things such as for playing

games, browsing internet, taking pictures, sending messages, for educational purposes

and other things that needs or can be used using Android. According to Sunder Pichai

(2010), “Android was intended to be very customizableand we welcome innovations”

based on what he said Android became very useful and powerful because it is open for

customizations that may bring innovations that may help us in our dailyliving.

Last school year (2016-2017), the University of Perpetual Help-System

JONELTA fully implemented the MOODLE (Modular Object-Oriented Dynamic Learning

Environment) for the senior high school students wherein the students can access their

lessons using their tablets and other kinds of gadgets. In addition, it also changed the

method of assessment wherein the students answer their quizzes and exams digitally.

In this study, the researchers will develop a quiz android application whereas it will

measure the level of effectiveness to the students when taking a quiz in android

application.According to the adviser of 8 th grade St. John, out of 8 subjects Mathematics

is the subject some of his students finds it difficult. 8% of the students had failed the

subject (Mathematics), while 22% of the students finds difficulty on some lessons and

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70% of the class had passed the subject. So the researchers decides that Mathematics

will be the main subject matter of the application that will be developed.

THEORETICAL FRAMEWORK

This portion discusses the theory that will provide the foundation of this study.

In this study, the researchers will discuss four theories.

Figure 1. Conceptual framework of Mobile Application as an Assessment medium

Cognitive Learning Theory

The Cognitive Learning Theory is a cognitive framework that emphasizes the learner’s

schema as an organize knowledge structure that is designed to interpret information.

The term schema was introduced and popularized through the work of Jean Piaget. Jean

Piaget suggested in his theory of cognitive development that children pass through a

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series of stages of intellectual growth. In Piaget’s theory, a schema can be identified as

both the category of knowledge as well as the process of knowledge acquisition. Jean

Piaget held the belief that as experiences happen and new information is presented,

new schemas are formed and developed and old schemas are changed or modified over

time. 

The Cognitive Learning Theory provides a foundation for understanding how to analyze

concepts and procedures in terms of the curriculum. The underlying theme identified in

the Cognitive Learning Theory is the idea of how to interpret information and construct

meaning through the organization and structuring of knowledge acquisition. Knowledge

acquisition can be identified as the outcome of interaction between new experiences

and knowledge that has already been obtained. In regards to blended learning, when

teachers apply a cognitive approach to the curriculum they are able to focus,

understand, and apply concepts in terms of their relationships. Learners are able to

understand the connections made between concepts, the breakdown of information

and the rebuilding of new information.

Constructivist Learning Theory

According to Garrison and Vaughn (2008), the theoretical foundation for blended

learning as outlined in this review of literature suggest that blended learning is

predicated on the recognition of unifying the public and private worlds, information and

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knowledge, discourse and reflection, control and responsibility with the process of

learning outcomes. 

The Constructivist theoretical perspective holds the assumption that understanding is

gained through an active process of creating hypotheses and building new forms of

understanding through activity. Jean Piaget has contributed to this approach to learning

through his view that conceptual development is stimulated through intellectual activity

rather than by the absorption of information.

The Constructivist Learning Theory views knowledge as a constructed unit comprised of

all learners. Constructivism is a framework that views learning as the product of passive

transmission rather than a process of active construction whereby the learners

construct their own representation of knowledge based upon their prior knowledge and

experience. Constructivist requires learners to demonstrate their skills by applying their

own knowledge when solving real-world problems. The constructivist model involves

learner-centered instruction. According to Koohang (2009), “the design of learning

activities in a constructivist model includes collaboration, cooperation, multiple

perspective, real world examples, scaffolding, self-reflection, multiple representations of

ideas, and social negotiation. The learning assessment elements consisted of instructor

assessment, collaborative assessment, self-assessment and the instructor’s role

consisted of coaching, guiding, mentoring, acknowledging, providing feedback, and

assessing student learning.”

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Socially Situated Learning Theory

The Socially Situated Learning Theory focuses on the way knowledge is distributed

socially. Research suggests when knowledge is seen as situated in the practices of

communities then the outcomes of learning involve the abilities of individuals to

participate in those practices successfully. This view of learning shifts right ways from

analyses of components of subtasks, onto the patterns of successful practices. The

Socially Situated Learning Theory can be viewed as the correction to theories of learning

in which both the behavioral and cognitive levels of analysis had become disconnected

from the social context.

Research suggest that the socially situated learning theory relies on environmental

variables which questions whether learning is fundamentally bound to a particular

context in time and further argues whether abstract knowledge can be gained through

concrete and abstract examples.

Social interaction and collaboration are key elements of the socially situated learning

theory. The literature suggests that learner become involved in a community of practice

which embodies certain beliefs and behaviors to be acquired. As the beginner or novice

transitions from the periphery of a community to its center, he or she becomes more

active and engaged within the culture and eventually assumes the role of an expert.

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According to Wenger (2007), “three elements are crucial in distinguishing a community

of practice from the other groups and communities.” The domain is referred to as a club

or network of connections between people. The community engages in joint activities

and discussions in an effort to help each other and share information and the practice is

commonly referred to practitioners who share resources, experiences, stories, and tools

in an effort to address recurring problems in a shared practice.

E-learning Theory

Beginning with cognitive load theory as their motivating scientific premise,

researchers such as Richard E. Mayer, John Sweller, and Roxana Moreno established

within the scientific literature a set of multimedia instructional design principles that

promote effective learning. Many of these principles have been "field tested" in

everyday learning settings and found to be effective there as well. The majority of this

body of research has been performed using university students given relatively short

lessons on technical concepts with which they held low prior knowledge.  However,

David Roberts has tested the method with students in nine social science disciplines

including sociology, politics and business studies. His longitudinal research programme

over 3 years established a clear improvement in levels of student engagement and in

the development of active learning principles among students exposed to a combination

of images and text, over students exposed only to text.  A number of other studies have

shown these principles to be effective with learners of other ages and with non-

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technical learning content.Research using learners who have greater prior knowledge in

the lesson material sometimes finds results that contradict these design principles. This

has led some researchers to put forward the "expertise effect" as an instructional design

principle unto itself.

CONCEPTUAL FRAMEWORK

Figure 2. Conceptual Framework of Effectiveness of Quizoid

The paradigm above shows the software effectiveness factors that will help to

determine the level of effectiveness of the application that will be developed by the

researchers which is the Quizoid.

STATEMENT OF THE PROBLEM

This study will determine the level of effectiveness and android application

based assessment. Specifically, this will seek answers to the following sub-problems:

1. What are the factors that affect the effectiveness of the android application ?

1.1 In terms of Security

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1.2 In terms of Validity

1.3 In terms of convenience

1.4 In terms of Efficiency

1.5 In terms of Accuracy

1.6 In terms of Reliability

1.7 In terms of Effectiveness

2. What is the percentage of boys and girls that have used the android application

3.

STATEMENT OF HYPOTHESIS

The following hypotheses are the tentative answers to the research problems.

The null forms will be subjected to statistical testing at .05 level of significance through

the corresponding appropriate statistical tests:

1. The android application shall be fully functional while checking the factors that can

affect the users experience on the android application

2. We shall conduct interviews base on the students on the section

3.

ASSUMPTIONS OF THE STUDY

The study will revolve around the following assumptions which are the givens of

the problems:

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1. This android application will be the innovation of teaching in the years to

come in the field of mathematics

2. Other developers will create same application while tackling other topics

3. Universities will use android application assessment in the days to come

SCOPE AND DELIMITATIONS

This project entitled“Quizoid: A Mathematical Assessment Application”.

Mathematics will be the main subject of matter of the android application that will be

developed by the researchers. The said application will only run on Android OS and will

not be compatible to other mobile platforms. A mathematics quiz application, will be

created by the researchers during the First Semester of School Year 2017 – 2018

inUniversity of Perpetual Help System - GMA Campus. The participants will be the Grade

8 St. John, composed of 13 boys and 11 girls, 24 students overall.

SIGNIFICANCE OF THE STUDY

The study is envisioned to make the students, teacher, readers and the future

researchers to know what the level of effectiveness of the application is.

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Students. This study will provide adequate information that will help them to

understand the effectiveness of using Android application as an assessment

medium instead of the traditional one.

Other students. This study will enlighten their minds of what is the edge of using

and combining the power of technology to the method of education specifically

on the method of assessment.

Teachers. This study will enlighten them to know and understand the

effectiveness of using an Android application as a method of assessment.

Parents. This study will inform them that technology can also be beneficial in

educating their children.

Future Researchers. This study can serve as a published reference for future

researchers who have related topic to this study. In addition, this study will

encourage future researchers to also develop an application for educational

purposes.

DEFINITION OF TERMS

This is a technology filled research study, there may be some words that is

difficult to understand for they are jargons and this chapter will define the following

terms:

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Android - is a mobile operating system developed by google, android is "open source”

meaning developers can modify and customize the OS for each phone.

Android Studio - it is a computer program used to make an android application.

Coding - is what makes it possible for us to create computer software, apps and

websites.

Customization - customization is a term that describes the customization of a

personalcomputer desktop environment.

E-Learning - learning conducted via electronic media, typically on the Internet.

Hardware - hardware is the physical parts or components.

Mobile Application - A mobile app is a software application developed specifically for

use on small, wireless computing devices, such as smartphones and tablets, rather than

desktop or laptop computers.

Operating system (OS) - is system software that manages computer hardware and

software resources.

Programming - is the process of taking an algorithm and encoding it into a notation, a

programming language, so that it can be executed by a computer.

Software - the programs and other operating information used by a computer.

Chapter 2

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REVIEW OF RELATED LITERATURE

This chapter presents the related literature and studies both local from foreign

and local sources. It is composed of computer programming, mobile operating system,

database, graphics and design, and hardware. In order to review of related system, the

study is composed of reviewing the similarities of the project system to other related

system. Lastly, operational definition of terms which defines all the terms used in the

project.

This work deals with development of android-based multiple-choice question

examination system namely Quizoid. This application is developed for educational

purpose, allowing the users to prepare the multiple choice questions for different

examinations conducted on elementary students of Perpetual Help System GMA

Campus. The main goal of the application is to enable users to practice their knowledge

with related topics. Development of android-based Quiz application is mainly required

by students and learners to prepare themselves for different examinations directly

through smart phones and tablets in hands.

One of the major goal of our project is to facilitate students in learning, gaining

and improving their knowledge skills. At the meantime, our application provides them

fun so that the users can prepare for interviews, entrance tests or any other

corresponding purposes in a fresh mood and can’t get bored or frustrated due to

dullness of application. We designed the application to facilitate the users to be able to

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take short quizzes using portable devices such as smart phones and tablet. As Android is

rapidly getting famous day by day and the number of its users are increasing with every

blink of an eye, because it is easy to access the necessary android based applications on

smart phones and tablets in your hands. Therefore, we found this idea interesting, easy

and time efficient to facilitate the users in this way without any difficulty.

A. EDUCATION

CONTINOUS PROCESS OF HUMAN INTELLECT

According to a research conducted by Mark Bryan Bautista and Ronnie Maulio

(2010),stated that the innovation of teaching methods lead teaching process to a more

effective and efficient results in addition to their study, education is a continuous

proccess of human intellect in defying the mysteries of the universe.

MOBILE APPLICATION: GAMES THAT TRANSFORM EDUCATION

According to a research conducted by Lorie Loeb (2013), stated that

breakthrough development in the crossing of education and technology has long been a

subject of heated debate. The possibility of combining machine learning and attention

grabbing graphics to not only make learning easy and interesting, but personalized, was

the original impetus for gratifying education. They investigate the history of technology

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and media through the lens of education, and attempt to apply the principles, practices,

and insight there within to an educational mobile games.

EDUCATIONAL VIDEO GAMES DESIGN

According to a research conducted by Mary Jo Dondliger(2009), stated that

much attention has been directed to the use of videogames for learning in recent years,

in part du to the staggering amounts of capital spent on games in the entertainment

industry, but also because of their ability to captive player attention and hold it for

lengthy periods of time as players learn to master game complexities and accomplish

objectives.

B. DEVELOPMENT

DEVELOPMENT OF THE STUDENTS USING MOBILE PHONES

According to the Phonetown.com (2013), stated that mobile phones nowadays

are quite useful in studies. In fields, the mobile phone has become like compulsory

gadget. Students can access Internet on their mobile phones while on the go, and thus

can get knowledge of any topic they wish to. The students can keep updated with their

lessons, can stay in touch with their teachers and classmates.

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WIDESPREAD OF TECHNOLOGY AND ANDROID GAME

A thesis entitled “ Technological Widespread of Technology and Android Game” at

AMA Computer Colleges, authored by Ms. Rica, Mr. Xannie, and Mr. Dacel (2010), stated

that technology and android game nowadays really improve where it incorporates with

the in demand platform in the world. The in demand use of computer system software

has been implemented from PC, mobile and even other means of technology.

C. ANDROID

THE INTEGRATED DEVELOPMENT ENVIRONMENT OF ANDROID STUDIO

According to a research conducted in University of Perpetual Help System – GMA

Campus authored by Alyssa Jean C. David, Giamae L. Montebon and Jean Claude M.

Uriarte (2012), stated that the Visual basic is a Microsoft programming environment, the

programmer uses graphical user interface they use basic programming language. The

Microsoft Windows operating system developed platforms.

ADVANTAGE OF MOBILE APPLICATION

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According to a research conducted by Martin Bailey (2011), more and more of

our interaction online occurs on mobile devices. Over five billion mobile subscribers -

about 77% of the world's population. This new type of simple access for consumers is

catching on with staggering amount of Smartphone owners purchasing goods and

services from their phone - 41% to be exact.

Mobile Apps are internet application designed to run on Smartphone's and other

mobile devices. According to webopedia, mobile applications help users by connecting t

hem to Internet services more commonly accessed on desktop or notebook computers.

While opportunities abound, we have indentified three advantages of using mobile apps

for your business: speed, volume of information and advertising.

TECHNOLOGICAL EQUIPPED OF MOBILE PHONES

A thesis entitled “Where in the Philippines is Eliza?” at San Diego Carmen,

authored by Mr. Mar Lanz (2012), stated that Playing games is fun and exciting, it helps

us relief from stress and unwind from our stressful works. High technological equipped

with these mobile phones, mobile games become robust and attract many people

nowadays.

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PROGRAMMING LANGUAGE

According to Vangie Beal a programming language is a vocabulary and set of

grammatical rules for instructing a computer or computing device to perform specific

tasks. The term programming language usually refers to high-level languages, such

as BASIC, C, C++, COBOL, Java, FORTRAN, Ada, and Pascal. Each language has a unique

set of keywords (words that it understands) and a special syntax for organizing

program instructions. (Source: www.webopedia.com)

Figure 2. The structure of Programming Language

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HIGH-LEVEL PROGRAMMING LANGUAGES

High-level programming languages, while simple compared to human languages,

are more complex than the languages the computer actually understands,

called machine languages. Each different type of CPU has its own unique machine

language.

Lying between machine languages and high-level languages are languages

called assembly languages. Assembly languages are similar to machine languages, but

they are much easier to program in because they allow a programmer to

substitute names for numbers. Machine languages consist of numbers only.

Lying above high-level languages are languages called fourth-generation

languages (usually abbreviated 4GL). 4GLs are far removed from machine languages and

represent the class of computer languages closest to human languages. (Source:

http://www.webopedia.com/TERM/P/programming_language)

C++. The C++ is a general-purpose object-oriented programming (OOP) language,

developed by BjarneStroustrup, and is an extension of the C language. It is therefore

possible to code C++ in a "C style" or "object-oriented style." In certain scenarios, it can

be coded in either way and is thus an effective example of a hybrid language.

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C++ is considered to be an intermediate-level language, as it encapsulates both

high- and low-level language features. Initially, the language was called "C with classes"

as it had all the properties of the C language with an additional concept of "classes."

However, it was renamed C++ in 1983.

(Source:https://www.techopedia.com/definition/26184/c-programming-language)

Figure 3.The basic interface of C++.

B. Android Studio. Android studio is used to develop mobile applications with an

intelligent code editor capable of advanced code completion, refactoring, and code

analysis. The powerful code editor helps you be a more productive in terms of

Developing Android Application. It came from optimizing emulator image. The Android

Studio is the official integrated development environment (IDE) for Google's Android

operating system, built on JetBrains' IntelliJ IDEA software and designed specifically for

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Android development. It is available for download on Windows, macOS and Linux based

operating systems. It is a replacement for the Eclipse Android Development Tools (ADT)

as primary IDE for native Android application development.

Android Studio was announced on May 16, 2013 at the Google I/O conference. It

was in early access preview stage starting from version 0.1 in May 2013, then entered

beta stage starting from version 0.8 which was released in June 2014. The first stable

build was released in December 2014, starting from version 1.0. The current stable

version is 2.3.3, released in June 2017. Next major update, version 3.0, is in preview

stage as of August 2017. (Source:

https://developer.android.com/studio/intro/index.html)

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Figure 4. Basic Interface of Google’s Android Studio.

C. Basic4Android is an IDE (integrated development environment) and ‘RAD’ tool

(rapid application development). As that title suggests, the aim is to facilitate the fast

and easy creation of apps. At the same time, it tries to do this without limiting you in

any way as far as what your programs are capable of.

Figure 5.The Basic Interface of Basic4Android.

MOBILE OPERATING SYSTEM

A. Windows OS is a proprietary mobile operating system developed by Microsoft.

Windows Phone introduced a new design language, previously called Metro UI, but later

renamed to simply Modern,. Microsoft licenses the software to third-party hardware

manufactures, but keeps a stringent list of minimum requirements for the hardware it

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runs on to ensure the best user interface. (Source : www.gsmarena.com/term-

windows-phone-os)

Figure 6.The Operating System (OS) of Windows Phone.

B. Symbian OS. This is an operating system designed for smart phones. Symbian

is open source so developers and any individual can design applications for the

operating system. The operating system enables multitasking and increased memory

protection. It targeted at mobiles phones that offers a high – level of integration with

communication and personal information management (PIM) functionality. (Source:

www.webopedia.com/term/s/symbian.html)

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Figure 7.The Symbian Operating System (OS).

C. iOS. This is Apple’s propriety mobile operating system (OS) for its handheld

version devices, such as the iPhone, iPad, and iPod Touch. It is based on the Macintosh

Operating System X. It is also best known for serving as the underlying software that

allows iPhone users to interact with their phones using gestures such as swiping,

tapping, and pinching. (Source: www.techopedia.com/definition/25206/ios)

Figure 8. The Operating System (OS) of iPhone.

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D. Android OS. This is primarily used in touch screen mobile devices, such as cell

phones and tablet. Their designs allow users to manipulate mobile devices intuitively,

with phone interactions following common motions such as pinching, swiping, and

tapping. (Source: www.investopedia.com/terms/a/android-operating-system.asp)

Figure9.The Operating System (OS) of Android Phone.

E. Blackberry OS. This is a proprietary mobile operating system designed

specifically for Research in Motion’s (RIM) Blackberry Devices. The Blackberry OS runs

on Blackberry variant phones. The Blackberry OS is designed for smart phones

environments and is best known for its robus support for push Internet Email. (Source:

www.techopedia.com/definition/blacberry-os)

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Figure 10.The Operating System (OS) of Blackberry.

DATABASE

A Database is a collection of information that is organized so that it can be easily

accessed, managed and updated. Data is organized into rows, columns and tables, and it

is indexed to make it easier to find relevant information. Data gets updated, expanded

and deleted as new information is added. Databases process workloads to create and

update themselves, querying the data they contain and running applications against it.

Computer databases typically contain aggregations of data records or files, such as sales

transactions, product catalogs and inventories, and customer profiles.

A.SQLite is an in-process library that implements a self-

contained, serverless, zero-configuration, transactional SQL database engine. The code

for SQLite is in the public domainand is thus free for use for any purpose, commercial or

private. (Source:https://www.sqlite.org/about.html)

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Figure 11.The Environment of SQLite 3.3.3.

B. LevelDB is an open-source library (written at Google) that implements a key-

value store, where keys and values are byte arrays, and data is stored ordered by key

(based on some, probably custom, comparison function). LevelDB supports atomic batch

updates, forward and backward iteration over the contents of the store, snapshots (i.e.

consistent read-only views of the entire store), caching, data integrity (using

checksums), and automatic data compression (using the Snappy compression library).

An important limitation imposed by the library is that at any moment at most one

process can have access to a specific database. “LevelDB has good performance across a

wide variety of workloads” state its authors, and here are the results of a benchmark

they put together to prove their claim by comparing LevelDB with SQLite and Kyoto

Cabinet (another key-value store implementation). (Source

https://www.developereconomics.com/five-popular-databases-for-mobile)

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Figure 12.The Environment of LevelDB 0.2.4.0.

C. Couchbase Lite is a document-oriented database: data is stored as JSON

documents. Each document may have one or more attachments, which are essentially

uninterpreted binary data that is stored and loaded separately from the document

itself. Couchbase Lite supports persistent indices (called views), and uses map-reduce to

manage and query them.

Couchbase Lite, together with Couchbase Sync Gateway and Couchbase Server,

are the three components of the NoSQL JSON mobile database solution offered by

Couchbase called Couchbase Mobile. One of the key features of Couchbase Mobile is

built-in synchronization (through Couchbase Sync Gateway) between local databases

(Couchbase Lite) and databases in the cloud (Couchbase Server), which relieves the

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developer from the burden of writing their own sync code. In order to support this

feature, Couchbase Lite comes with a conflict resolution mechanism that is quite similar

to the one used by Git.

Couchbase Lite provides a Native API for both Android and iOS, as well as plug-

ins for two widely used cross-platform tools for mobile

development: PhoneGap and Xamarin. (Source

https://www.developereconomics.com/five-popular-databases-for-mobile)

Figure 13.The Environment of CouchbaseLite

D. SQLite is an open-source C library for managing relational databases that can

be stored both on disk and in memory. It supports dynamic typing (types are assigned to

values, rather than to columns), transactions, full-text search, single-writer/multiple-

reader access, efficient range queries (useful when storing geographical data), and

shared caching (across connections opened by a single thread to the same database).

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SQLite stores each database as a single disk file in a cross-platform format. This implies

that you can create a SQLite database on one machine and then use it on another

machine with an entirely different architecture by simply copying the corresponding file.

The authors of SQLite believe that it is “the most widely deployed SQL

database”. Bindings for SQLite are available in most mainstream programming

languages. SQLite is also included in both iPhone and Android operating systems.

(Source https://www.developereconomics.com/five-popular-databases-for-mobile).

Figure 14.The Environment of SQ Lite.

E. There are a lot of people that incorrectly believe that UnQLite is the NoSQL

counterpart of SQLite, although the two products are completely independent. UnQLite

is an open-source database that exposes both a key-value and a document store

interface. It supports both in-memory and on-disk databases, transactions, multiple

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concurrent readers, and cursors for linear traversal. Like SQLite, UnQLite uses a cross-

platform file format, and stores each database in a single file on disk.

No matter which store interface you use,UnQLite’s storage engine works with

key-value pairs. A distinctive feature of UnQLite is that you can change at run-time the

storage engine that is used. At the moment, UnQLite comes with two built-in storage

engines, one for on-disk and one for in-memory databases. UnQLite is written in C, and

can thus be used in both iOS and Android applications (in the latter, through JNI).

(Sourcehttps://www.developereconomics.com/five-popular-databases-for-mobile)

Figure 15. The Environment of UNQLite

GRAPHICS AND DESIGN

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A graphic design is the art and practice of planning and projecting ideas and

experiences with visual and textual content. The form of the communication can be

physical or virtual, and may include images, words, or graphic forms.

A. Adobe Photoshop is the predominant photo editing and manipulation

software on the market. Its uses range from full featured editing of large batches of

photos to creating intricate digital paintings and drawings that mimic those done by

hand.

Figure 16. The Environment of Adobe Photoshop

B. Paint provides easy ways to draw common shapes such as straight lines,

rectangles, circles, and ovals. These applications support many of the features of draw

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programs such as the ability to work with objects. Each object, however, is represented

as a bit map rather than as vector image. (Source:

www.encyclopedia2.thefreedictionary.com/paint)

Figure 17. The Environment of Paint 7.1

C.Pencil is a free and open-source GUI prototyping tool that is quick, easy and

works across multiple platforms. Pencil provides various built-in shapes collection for

drawing different types of user interface ranging from desktop to mobile platforms.

Starting from 2.0.2, Pencil is shipped with Android and iOS UI stencils pre-installed. This

makes it even easier to start prototyping apps with a simple installation. The list of built-

in collection also includes general-purpose shapes, flowchart elements, desktop/web UI

Shapes, Android and IOS GUI Shapes (Source: www.filehippo.com/downlod_pencil)

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Figure 18. The environment of Pencil 3.0.4

D.Five years in the making, Affinity Photo redefines the boundaries for

professional photo editing software. With a meticulous focus on workflow it offers

sophisticated tools for enhancing, editing and retouching your images in an incredibly

intuitive interface, with all the power and performance you need.

Figure 19. The environment of Affinity Photo

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E.withLight room, your photography goes where you go. Organize, edit, and

share your photos from anywhere — on your computer, on the web, on your iPad, and

on your iPhone or Android device. It’s all your photography. All in one place.

Figure 20. The environment of Adobe Lightroom

HARDWARE

Hardware is the physical aspect of computers, telecommunications and other

devices. The term arose as a way to distinguis the “box” and the electronic circultry and

components of a computer from the program you put in it to make it do things.

A. Android Phone is a phone running the Android OS. A typical Android cell

phone is a smartphone with a touch screen interface, multiple connectivity options,

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internet browsing capabilities, support for video playback and a camera. (Source:

www.techopedia.com/definition/25100/android-cell-phone)

Figure 21.The Environment of Android Phone.

B. iPhone runs the Apple’s IOS mobile, operating system. Its user interface is

built around the device’s multi-touch screen, including avirtual keyboard. The iPhone

has Wi-Fi and can connect to cellular netwroks. An iPhone can shoot video (through this

was not a standard feature until the iPhone 3GS), take photos, play music, send and

receive email, browse the web, send texts, GPS navigation and many more. (Source:

www.en.wikipedia.ord/wiki/iphone)

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Figure 22.The Environment of iPhone.

BLENDED LEARNING

Blended learning is a term increasingly used to describe the way e-learning is

being combined with traditional classroom methods and independent study to create a

new, hybrid teaching methodology. It represents a much greater change in basic

technique than simply adding computers to classrooms; it represents, in many cases, a

fundamental change in the way teachers and students approach the learning

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experience. It has already produced an offshoot – the flipped classroom – that has

quickly become a distinct approach of its own.

According to edutopia.org, blended learning is a core part of P.K. Yonge

Developmental Research School. Since 2010, the school has taken a schoolwide

approach to integrating digital content as part of their instructional framework. Driven

by changes already happening at the higher education levels and the need to prepare

students for the 21st century workplace, blended learning provides the school with a

variety of ways to address student needs, differentiate instruction, and provide teachers

with data for instructional decision-making.

The teaching landscape is rapidly changing, the technological rise of the

21st century and widespread integration of those technologies into our society, combined

with access to the internet has integrally changed teaching in just a few years.

Our children, and their following generations are already and will continue to grow up in

a world that’s a stark reminder of how rapidly the human civilization has changed, a

society and world where smartphones and tablets are widespread, affordable, and

replacing most computers and laptops.The rapidly changing landscapes should be a

marker to show that teaching methods need to evolve to keep up with the times and

incorporate integrated technologies into the learning modal, these technologies aren’t

going to go away, they’ll continue to be integrated into our society and it’s time to

embrace them for the advantages they bring (April Giarla, 2015)

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According to Michigan Virtual School, the program lets students increase their

course load and adjust scheduling options by taking one or more classes online.

Students take MVS courses remotely while attending a traditional middle or highschool

for other courses.

In summation, blended learning is already widely used by different countries in

the world including Philippines. Blended learning truly innovated the kind of education

nowadays. It made education more accessible that it is before. According to statistics of

different schools abroad, 70-95% of their students passed and entered college. It means

blended learning urged the students to study more and it improved the performance of

the students as well.

Chapter 3

RESEARCH DESIGN AND METHODOLOGY

This chapter discusses the research design, research locale, and

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population/respondents of the study, data gathering procedure, statistical treatment.

Research Design

This study will utilize the descriptive experimental design of research. Through

this research design, this study will revolve around the Android application that the

developers will develop which will be made to know what is more effective and

convenient between papers based and app based assessment. According to Glass &

Hopkins (1984), Descriptive research involves gathering data that describe events and

then organizes, tabulates, depicts, and describes the data collection. Wherein the

researchers will conduct a survey to know what is the level of effectiveness and

convenience of the android application that will be developed by the researchers.

Descriptive studies are aimed at finding out "what is," so observational and survey

methods are frequently used to collect descriptive data (Borg & Gall, 1989).

Sources of Data

This study has two sources of data, namely; primary and secondary sources. The

primary sources of data are the surveyquestionnaires that will be made by the

researchers to know what and measure the feedback of the respondents of the study

which are the Grade 8 students of University of Perpetual Help-System GMA-Campus,

theexperiment wherein the researchers will experiment the level of effectivity and

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convenience of android application assessment. The researchers will prepare the

android application assessment and they will answer it.

The secondary sources of data include the related literatures that is related to

the study which is stated in Chapter 2, articles and web information from the internet,

previous research conducted by Alyssa Jean C. David, Giamae L. Montebon and Jean

Claude M. Uriarte of College of Computer Studies of University of Perpetual Help

System-GMA Campus, books, journals and other references.

Population/ Respondents of the study

The target respondents of the study will be the Grade 8 St. John Section, 13 boys

and 11 girls, 24 students overall of University of Perpetual Help System GMA-Campus

Basic Education Department.

The researchers decided to develop a quiz android application and conduct an

experiment to the Grade 8 students of the University of Perpetual Help-System GMA

Campus to measure the effectiveness of the application developed.

Instrumentation and Validation

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To test if the system is effective, the researchers will administer a survey which is

composed of three parts. First is the Respondent’s Profile in terms of name & gender.

Second is the Android Application Effectiveness, which shows the function on system’s

level of content and design, function on system’s level usability and technical

performance and its user-friendliness. Last part is the Respondent’s Suggestions or

Recommendation that will help for the enhancement of the application.

Statistical Treatment

This part presents the statistical tool used to evaluate the project. The

descriptive study which is used mean, standard deviation, percentage was employed to

present the demographic characteristics of the respondents and the level of the system

effectiveness.

Mean – The mean describes the central location of the date, and the standard deviation

described the spread:

Mean = x/n

Where:

X = sum of ratings

N = number of respondents

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Standard Deviation – The standard deviation was the measure of variable used to

identify the computed value (SD) if homogenous or heterogeneous.

The formula for standard deviation was:

Where:

X = mean

N = total numbers of respondents

Percentage – The percentage defined as the part expressed in hundredths.

The formula for percentage was:

P = n x 100 over t

Where:

P = percentage

N = number of respondents

T = total number of percentage

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Evaluation and Scoring

In order to scale the level of effectiveness and convenience of application based

assessment, the researchers will use Likert-type scale. Likert-type or frequency scales

use fixed choice response formats and are designed to measure attitudes or opinions

(Bowling, 1997; Burns, & Grove, 1997)

Assigned Points Numerical Range Interpretation


5 (4.51-5.00) Strongly Agree
4 (3.51-4.50) Agree
3 (2.51-3.50) Slightly Agree
2 (1.51-2.50) Disagree
1 (1.00-1.50) Strongly disagree

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Chapter 4

PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA

This chapter disccusses the presentation, analysis, and interpretation of data

that gathered from the results of the distributed surveys. This chapters also shows the

expectations and observations of each respondent towards quiz android application.

Respodent’s Profile

This part of the study helped the researcher to determine the respondent’s

profile to ensure the authenticity of responses in terms of gender.

a. Gender

This part shows the respondent’s gender either male or female in terms of

percentage.

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Figure 23. The percentage of the respondents.

Figure above presents the gender of the respondents. It indicates the 13 male

with the percentage of 54% of the respondents and the 11 female with the percentage

of 46% of the respondents. As shown in the figure the percentage of the male and

female is close to each other. The figure above merely means that male pupils dominate

the Grade 8 St. John Section of University of Perpetual Help System - GMA Campus.

Convenience and Effectiveness

This part of the study helped the researcher to measure the convenience and

effectiveness in the terms of Accuracy, Effectiveness, Reliability, Security, User

Friendliness, Flexibility and Validity.

Table 1. The mean, standard deviation, and interpretation in Accuracy.

No. System’s Accuracy Mean Standard Interpretation


Deviation
1 The application have accurate 4.42 0.50 Acceptable
questions and answers.
2 The application can give correct 4.58 0.50 Strongly
output. Acceptable
3 The application is Error – free. 3.92 1.18 Acceptable

Total : 4.31 0.83 Acceptable

This part will illustrates the android system’s accuracy, it will accurately test the

knowledge of the user in terms of Mathematics.

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Table 1. Results in terms of Accuracy

Legend:

Range Equivalent Interpretation


4.50 – 5.00 Strongly Agree Strongly Acceptable
3.50 – 4.49 Agree Acceptable
2.50 – 3.49 Slightly Agree Slightly Acceptable
1.50 – 2.49 Disagree Unacceptable
1.00 – 1.49 Strongly Agree Strongly Unacceptable

The table above shows the level of Accuracy. The accuracy attains the average of

4.31 mean and 0.83 standard deviation which were interpreted as acceptable. The

application have accurate questions and answers, it can give correct output, and the

application is error – free.

Table 2. The mean, standard deviation, and interpretation in Efficiency.

This part will illustrate the system's efficiency, it will be efficient in utilizing all of its

capability to ensure testing of the users.

No. System’s Efficiency Mean Standard Interpretation


Deviation
4 The application is able to accomplish the 4.42 0.58 Acceptable
task.
5 The application can maximize its full 4.33 0.64 Acceptable
utility.
6 The application have efficient data 4.29 0.55 Acceptable
input.
Total : 4.35 0.59 Acceptable

Table 2. Results in terms of Efficiency

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Legend:

Range Equivalent Interpretation


4.50 – 5.00 Strongly Agree Strongly Acceptable
3.50 – 4.49 Agree Acceptable
2.50 – 3.49 Slightly Agree Slightly Acceptable
1.50 – 2.49 Disagree Unacceptable
1.00 – 1.49 Strongly Agree Strongly Unacceptable

The table above shows the level of Efficiency. The efficiency attains the average

of 4.35 mean and 0.59 standard deviation which were interpreted as acceptable. The

system is able to accomplish the task, it can maximize its full utility, and have efficient

data input.

Table 3. The mean, standard deviation, and interpretation in Reliability.

This part will illustrates the system’s reliability, it is a reliable source of information and

mathematical problems in order to improve the student’s mathematical knowledge.

No. System’s Reliability Mean Standard Interpretation


Deviation
7 The application is credible to the user. 4.42 0.72 Acceptable

8 The application is capable to the desired 4.54 0.51 Strongly


task. Acceptable
9 The application provides the actual 4.25 0.61 Acceptable
information system.
Total : 4.40 0.62 Acceptable

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Table 3. Results in terms of Reliability

Legend:

Range Equivalent Interpretation


4.50 – 5.00 Strongly Agree Strongly Acceptable
3.50 – 4.49 Agree Acceptable
2.50 – 3.49 Slightly Agree Slightly Acceptable
1.50 – 2.49 Disagree Unacceptable
1.00 – 1.49 Strongly Agree Strongly Unacceptable

The table above shows the level of Reliability. The reliability attains the average

of 4.40 mean and 0.62 standard deviation which were interpreted as acceptable. The

application is credible to the user, it is capable to the task, and it can provides the actual

information of the system.

Table 4. The mean, standard deviation, and interpretation in Security.

This part will illustrates system's security, it will have a secure source of privacy which

will help the users in terms of privacy.

No. System’s Security Mean Standard Interpretation


Deviation
10 The application protects the user’s 4.04 0.95 Acceptable
information.
11 The application can give protection on its 4.04 0.95 Acceptable
data.

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Total : 4.04 0.94 Acceptable

Table 4. Results in terms of Security

Legend:

Range Equivalent Interpretation


4.50 – 5.00 Strongly Agree Strongly Acceptable
3.50 – 4.49 Agree Acceptable
2.50 – 3.49 Slightly Agree Slightly Acceptable
1.50 – 2.49 Disagree Unacceptable
1.00 – 1.49 Strongly Agree Strongly Unacceptable

The table above shows the level of Security. The security attains the average of

4.04 mean and 0.94 standard deviation which were interpreted as acceptable. The

system is secured, it protects the user’s information and it can give protection on its

data.

Table 5. The mean, standard deviation, and interpretation in User - Friendliness.

This system illustrates how user-friendly is the system. A user-friendly graphical

user interfaces can help from having difficulty in navigating the system.

No. System’s User – Friendliness Mean Standard Interpretation


Deviation
12 The application design is satisfying. 4.25 0.74 Acceptable

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13 The application provides understandable 4.17 0.70 Acceptable


questions.
14 The application provides understandable 4.33 0.48 Acceptable
answers.
Total : 4.25 0.65 Acceptable

Table 5. Results in terms of its User-friendliness

Legend:

Range Equivalent Interpretation


4.50 – 5.00 Strongly Agree Strongly Acceptable
3.50 – 4.49 Agree Acceptable
2.50 – 3.49 Slightly Agree Slightly Acceptable
1.50 – 2.49 Disagree Unacceptable
1.00 – 1.49 Strongly Agree Strongly Unacceptable

The table above shows the level of User - Friendliness. The User - Friendliness

attains the average of 4.25 mean and 0.65 standard deviation which were interpreted as

acceptable. The application’s design is satisfying to the user, it provides understandable

questions and answers.

Table 6. The mean, standard deviation, and interpretation in Flexibility.

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This part will illustrate how flexible is the system. It is flexible on the matter of changing

questions to test the user’s capabilities.

No. System’s Flexibility Mean Standard Interpretation


Deviation
15 The application have educational 4.67 0.56 Strongly
information. Acceptable
16 The application is well organized. 4.50 0.66 Strongly
Acceptable
17 The application is accessible for the 4.50 0.66 Strongly
student. Acceptable
Total : 4.56 0.60 Strongly
Acceptable
Table 6. Results in terms of Flexibility

Legend:

Range Equivalent Interpretation


4.50 – 5.00 Strongly Agree Strongly Acceptable
3.50 – 4.49 Agree Acceptable
2.50 – 3.49 Slightly Agree Slightly Acceptable
1.50 – 2.49 Disagree Unacceptable
1.00 – 1.49 Strongly Agree Strongly Unacceptable

The table above shows the level of Flexibility. The flexibility attains the average

of 4.25 mean and 0.60 standard deviation which were interpreted as acceptable. The

application have educational information, it is well organized, and accessible for the

student.

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Table 7. The mean, standard deviation, and interpretation in Validity.

This part will illustrates the system’s validity, it will have validprocedures which will

determine the level of the convenience and effectivity of the application.

No. System’s Validity Mean Standard Interpretation


Deviation
18 The application Input meets the true 4.29 0.55 Acceptable
actual procedure on “Quizoid: A
Mathematical Application for Grade 8
Student”.

19 The application Process meets the 4.50 0.51 Strongly


“Quizoid: A Mathematical Application for Acceptable
Grade 8 Student”.

20 The application Output meets the true 4.50 0.51 Strongly


actual procedure on “Quizoid: A Acceptable
Mathematical Application for Grade 8
Student”
Total : 4.43 0.53 Acceptable

Table 7. Results in terms of Validity

Legend:

Range Equivalent Interpretation


4.50 – 5.00 Strongly Agree Strongly Acceptable
3.50 – 4.49 Agree Acceptable
2.50 – 3.49 Slightly Agree Slightly Acceptable
1.50 – 2.49 Disagree Unacceptable
1.00 – 1.49 Strongly Agree Strongly Unacceptable

The table aboves shows the level of Validity. The validity attains the average of

4.43 mean and 0.53 standard deviation which were interpreted as acceptable. The

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application’s input, process and output meets the true actual procedure of the

application.

Table 8. The Summary of level of convenience and effectivity of the system.

This summarizes the level of accuracy, efficiency, reliability, security, user-friendliness,

flexibility, and validity of the system.

Level of convenience and Mean Standard Interpretation Ranking


effectivity of the system Deviation
Accuracy 4.31 0.83 Acceptable 6

Efficiency 4.35 0.59 Acceptable 4

Reliability 4.40 0.62 Acceptable 3

Security 4.04 0.94 Acceptable 7

User-Friendliness 4.25 0.65 Acceptable 5

Flexibility 4.56 0.60 Strongly 1


Acceptable
Validity 4.43 0.53 Acceptable 2

Total 4.33 0.68 Acceptable


Table 8. Overall ranking of the results

The table above illustrate the whole findings of the system and the summary of

mean, standard deviation, and interpretation of the level of convenience and effectivity

of the system. The overall average of the man is 4.33 while the standard deviation is

0.68, it was interpreted as acceptable. The flexibility of the system ranked first with the

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mean of 4.56 and 0.60 standard deviation. The security is the lowest in raking with the

mean of 4.04 and 0.94 standard deviation but it was interpreted as acceptable. This

means that we need to improve our system in terms of security.

PAKI PALITAN YUNG SA TABLES NG AGREE/DISAGREE BASE KA SA EVALUATION AND

SCORING SA CHAPTER 3.

Chapter 5

SUMMARY OF FINDINGS, CONCLUSIONS AND RECOMMENDATIONS

This chapter summarizes the findings of the study on problem investigated and

presents the conclusions formulated based on the findings arrived at the course of

investigation as well the recommendation.

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This study was conducted for the purpose of determining what is the

convenience and effectiveness to the 8th Grade St. John section from the University of

Perpetual Help System GMA Campus when taking a quiz in android application. The

experimental research design was utilized in the gathering of data. Twenty four (24)

respondents from the school year of 2017 – 2018 were involved. The research was

conducted during the school year of 2017 – 2018.

In the relation to this, the researcher wants to answer the following question:

1. What are the factors that affect the effectiveness of the android application ?

1.1 In terms of Security

1.2 In terms of Validity

1.3 In terms of convenience

1.4 In terms of Efficiency

1.5 In terms of Accuracy

1.6 In terms of Reliability

1.7 In terms of Effectiveness

2. What is the percentage of boys and girls that have used the android application

3. What is the level of convenience of the android application?

Statement of Hypothesis

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1. The android application shall be fully functional while checking the factors that

can affect the users experience on the android application

2. We shall conduct interviews base on the students on the section

3. The level of convenience of the application is high because it won’t consume too

much time.

The Findings of the Study

It has been proved that the application is effective based on our finding by

conducting a survey to the grade 8 students of the university of perpetual help system it

has also been tested that the 7 factors that affect the effectiveness of the application

has been graded well by the students attaining each of them a mean score of 4 and

above with this said we can conclude that the android application has been effective on

its purpose to give mathematical quizzes to the students and it can be used further to

upgrade to serve more purpose in the near future

Conclusions

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Based on the aforementioned results of the study the following conclusions are

drawn:

1. The developed application by the researchers which is the “Quizoid App” that is

designed and developed for the 8th grade students to be used in their mathematics

subject as an alternative way of having an assessment or quiz. The said

application has been developed successfully.

2. The level of effectiveness and of the application is measured by the survey and

the feedbacks of the respondents towards the application developed by the

researchers.

3. According to the survey conducted by the researchers majority of the respondents

gave the application which is the “Quizoid App” nice reviews which means that

the level effectiveness and the convenience of the said application is high.

4. All of the software project evaluation criteria which are the Accuracy, Efficiency,

Reliability, Security, User-friendliness, Flexibility, and Validity the application

had attained 4.33 which is Agreeable.

Recommendations

Based on the survey and demonstration of the application developed by the

researchers, the following recommendation are made:

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1. Improve the graphic design of the application to make the application more

appealing to the end-users.

2. Apply sounds to the application to make it more fun to use.

3. Provide explanation whenever the users’ answer is wrong.

4. Make the application a cross-platform application so that not only android

users can use the application thus it can be also used in IOS and other operating system.

5. Put a back option, so that the user can change his/her answer whenever

he/she wants to change his/her answer.

6. Provide an admin feature, so that the teacher can put or change his/her

questions freely to the application.

7. Provide a scoreboard section, so that the user could his/her scores from the

previous quizzes that the application is used.

8. Randomize the questions whenever the game will restart.

9. Add log-in feature for the teachers and students.

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REFERENCES

● Alyssa Jean C. David, Giamae L. Montebon, Jean Claude M. Ularte. (2016)


Thesis. “What’s My Name?” : A Grade 4 Science Mobile Learning Application
● https://techterms.com/definition/android
● https://developer.android.com/studio/intro/index.html
● www.dictionary.com/browse/coding
● www.looselycoupled.com/glossary/customization
● https://www.virtual-college.co.uk
● searchnetworking.techtarget.com › Network Design › Computing fundamentals
● https://www.techopedia.com/definition/2953/mobile-application-mobile-app
● www.webopedia.com › TERM › O
● http://interactivepython.org/courselib/static/pythonds/Introduction/WhatIsProgra
mming.html
● searchmicroservices.techtarget.com/definition/software

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● Loeb, Larie (2013) “Mobile Application: Games That Transforms Education”


● Dondliger, Mary Jo (2009) “Educational Video Games Design”
● www.Phonetown.com
● Bailey, Martin (2011) “Advantage of Mobile Application”
● www.Webopedia.com
● Lanz, Mar (2012) “Where in the Philippines is Eliza?”
● http://www.webopedia.com/TERM/P/programming_language
● https://www.techopedia.com/definition/26184/c-programming-language
● Beal, Vangie (2015) “Programming Language”
● https://developer.android.com/studio/intro/index.html
● www.gsmarena.com/term-windows-phone-os
● www.webopedia.com/term/s/symbian.htm
● www.investopedia.com/terms/a/android-operating-system.asp
● www.techopedia.com/definition/blacberry-os
● https://www.sqlite.org/about.html
● https://www.developereconomics.com/five-popular-databases-for-mobile
● www.encyclopedia2.thefreedictionary.com/paint
● www.filehippo.com/downlod_pencil
● www.techopedia.com/definition/25100/android-cell-phone
● www.en.wikipedia.ord/wiki/iphone
● www.edutopia.org
● https://www.mindflash.com/elearning/what-is-blended-learning
● Giarla, April (2015) “Blended Learning”
● https://www.youtube.com/watch?v=4g1_UH_6VQc
● https://www.youtube.com/watch?v=JA9s_Fntg_4

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APPENDICES

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APPENDIX A
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APPENDIX B

CERTIFICATION

To Whom It May Concern,

This is to certify that the undersigned has reviewed and went through all the pages
of the Research entitled “The Level of Effectiveness and Convenience of Quizoid: A
Mathematical Assessment Application for Grade 8 Students of University of Perpetual
Help System GMA- Campus” as against theset of structural rules that govern the
composition of sentences, phrases, and words in the English language.

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This certification is credited upon the request of the researchers. Given this
November 24, 2017 in University of Perpetual Help Sysytem-JONELTA Campus.

MRS. ROSITA ISORENA


GRAMMARIAN

CERTIFICATION

To Whom It May Concern,

This is to certify that the research study entitled, “The Level of Effectiveness and
Convenience of Quizoid: A Mathematical Assessment Application for Grade 8 Students
of University of Perpetual Help System GMA- Campus” has been reviewed and edited by
the undersigned. During its period, his services were found to be satisfactory in carrying
out the following duties:

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● Plans and analyzes data collection and numerical data from experiment plus
applies statistical methodology to provide for experimental research statistical
analysis
● Evaluates reliability of source information; organizes results into form compatible
with the type of research

This certification is credited upon the request of the researchers. Given this
November 24, 2017 in University of Perpetual Help Sysytem-JONELTA Campus.

MR. JEROME LACERNA


STATISTICIAN

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APPENDIX C

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APPENDIX D

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Kenneth R. Bien
Block 1 Lot 1
GMA, Cavite
09183923821
[email protected]

Personal Information
Date of Birth: February 18,2000
Place of Birth: Cavite
Age: 17
Sex: Male

Research
Title: “A qualitative analysis of the influences of using internet to the intellectuality of
the students.”
University of Perpetual Help System JONELTA GMA-Cavite (2016-2017)

Educational Attainment
Secondary:
University of Perpetual Help System GMA Campus
Brgy San Gabriel GMA Cavite
Senior high school- (2016-2018)

Grace Baptist Christian School


GMA Cavite
Junior High school- (2012-2016)
Primary:
Area K Elementary School

Professional Qualification
Language skills
Filipino/English

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Interest
Mobile Games
Web Browsing

Prince Patrick R. Bituin


Block 1 Lot 1
GMA, Cavite
09553102738
[email protected]

Personal Information
Date of Birth: October 10, 1998
Place of Birth: Cavite
Age: 19
Sex: Male

Research
Title: “A qualitative analysis of the influences of using internet to the intellectuality of
the students.”
University of Perpetual Help System JONELTA GMA-Cavite (2016-2017)

Educational Attainment
Secondary:
University of Perpetual Help System GMA Campus
Brgy San Gabriel GMA Cavite
Senior high school- (2016-2018)

Kaong National High School


GMA Cavite
Junior High school- (2012-2016)
Primary:
Kaong Elementary School

Professional Qualification

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Language skills
Filipino/English

Interest
Mobile Games
Drawing

Cabañero John Isaac M.


Block 5 Lot 1 Denmark Dr. Franceville Homes
BulihanSilang, Cavite
09260915240
[email protected]

Personal Information
Date of Birth: July 13, 1999
Place of Birth: Las Piñas City
Age: 18
Sex: Male

Academic position:
With Honors (2016-2017)
University of Perpetual Help System GMA Campus

Research
Title: “An In-depth Analysis to the Aftermath of Martial Law”
University of Perpetual Help System JONELTA GMA-Cavite (2016-2017)

Educational Attainment
Secondary:
University of Perpetual Help System GMA Campus
Brgy San Gabriel GMA Cavite
Senior high school- (2016-2018)

Bulihan National Highschool


Bulihan, Silang Cavite
Junior High school- (2012-2016)
Primary:
Bulihan Sites and Services Project Elementary School
Bulihan, Silang, Cavite (2009-2012)

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Professional Qualification
Language skills
Filipino/English
Interest
Photography
Videography

Castro, Ma. Fiel Alexa L.


Blk 33 Lot 8 Phase V-A Narra 1
Silang Cavite
09758859820
[email protected]

Personal Information
Date of Birth: October 31 1999
Place of Birth: Silang Cavite
Age: 18
Sex: Female

Research
Title: “Muslim Life: An Exploratory Study on Preservation of the Muslim Culture”
University of Perpetual Help System JONELTA GMA-Cavite (2016-2017)

Educational Attainment
Secondary:
University of Perpetual Help System GMA Campus
Brgy San Gabriel GMA Cavite
Senior high school- (2016-2018)

Bulihan National High School


Bulihan Silang Cavite
Junior High school- (2012-2016)
Primary:
Bagong Buhay Elementary School
Bulihan Silang Cavite (2009-2012)

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Professional Qualification
Language skills
Filipino/English

Interest
Browsing Internet
Photograpy
Sports
Dumaquita , Shena Marie T.
Block 18 Lot 1151 Brgy Pulido
GMA Cavite
09093819954
[email protected]

Personal Information
Date of Birth: June 21 2000
Place of Birth: Balanga Bataan
Age: 17
Sex: Female

Academic position:
N/A

Research
Title: “An In-depth Analysis to the Aftermath of Martial Law”
University of Perpetual Help System JONELTA GMA-Cavite (2016-2017)

Educational Attainment
Secondary:
University of Perpetual Help System GMA Campus
Brgy San Gabriel GMA Cavite
Senior high school- (2016-2018)

General Mariano Alvarez Technical High School


688 Congressional Road, GMA Cavite
Junior High school- (2012-2016)
Primary:

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San Gabriel I Elementary School


Brgy Dacon, Cavite (2006-2012)

Language skills
Filipino/English

Interest
Reading fictional and non-fictional books
Surfing Internet
Photograpy
Listening music
ANGELO D. DELA CRUZ
Block 7 Lot 24 Franceville Homes
Bulihan, Silang, Cavite
(046) 460 4436 / 0916 461 6056
[email protected]

Personal Information
Date of Birth: November 16, 1999
Place of Birth: Dasmarinas Cavite
Age: 18
Sex: Male

Academic position:
With Honors (University of Perpetual Help System GMA Campus)
Valedictorian (Franceville Academy)

Research
Title:“A Qualitative Analysis of the Influences of Using Internet to the
Intellectuality of the Students” (2016-2017)
\
Educational Attainment
Secondary:
University of Perpetual Help System- JONELTA
San Gabriel, Gen. Mariano Alvares, Cavite
Senior High school (2016-2018)
Child of Zion Academy
Tatic Homes, Zone 11, Bulihan, Silang, Cavite
Junior High school (2012-2016)

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Primary:
Franceville Academy
Franceville Subd. Bulihan, Silang, Cavite
2009 - 2012

Professional Qualification
Language skills
Filipino/English

Interest
Computer Hardware
Computer Programming

Frando, Aldrin Russel D.


Block 21 Lot 5 Barangay Poblacion3
GMA, Cavite
09129070569
[email protected]

Personal Information
Date of Birth: December 11, 1999
Place of Birth: Dasmarinas, Cavite
Age: 17
Sex: Male

Research
Title: A Qualitative Analysis on the Experience of a Policeman (2016-2017)

Educational Attainment
Secondary:
University of Perpetual Help System GMA Campus
Brgy San Gabriel GMA Cavite
Senior high school- (2016-2018)

General Mariano Alvarez Technical High School


General Mariano Alvarez, Cavite
Junior High school- (2012-2016)
Primary:

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San Gabriel II Elementary School


General Mariano Alvarez, Cavite (2006-2012)

Professional Qualification
Language skills
Filipino/English

Interest
Photography
Videography
Browsing Internet
Sports

Manggis, Jamil P.
Blk 7 Lot 48 Phase 3 Fvr Pob. 5
GMA Cavite
09559036814
[email protected]
Personal Information
Date of Birth: November 10 1995
Place of Birth: Lalabuan Lanao Del Sur
Age: 22
Sex: male

Research
Title: “Muslim Life: An Exploratory Study on Preservation of the Muslim Culture”
University of Perpetual Help System JONELTA GMA-Cavite (2016-2017)

Educational Attainment
Secondary:
University of Perpetual Help System GMA Campus
Brgy San Gabriel GMA Cavite
Senior high school- (2016-2018)

Bulihan National High School


Bulihan Silang Cavite

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Junior High school- (2011-2016)


Primary:
Family village resources Elementary School
FVR Gma Cavite (2006-2012)

Professional Qualification
Language skills
Filipino/English

Interest
Browsing Internet
Automotive
Sports

Rimuel L. Salumbides
705 Block 46 Lot 21 Brgy. Memije
GMA, Cavite
09126317964
[email protected]

Personal Information
Date of Birth: August 21, 2000
Place of Birth: Dasmarinas Cavite
Age: 17
Sex: Male

Research
Title: “An In-depth Analysis to the Aftermath of Martial Law”
University of Perpetual Help System JONELTA GMA-Cavite (2016-2017)

Educational Attainment
Secondary:
University of Perpetual Help System GMA Campus

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Brgy San Gabriel GMA Cavite


Senior high school- (2016-2018)

Bulihan National Highschool


Bulihan, Silang Cavite
Junior High school- (2012-2016)
Primary:
San Gabriel Elementary School

Professional Qualification
Language skills
Filipino/English

Interest
Video Games
Web Browsing

Carl Andrei L. Solis


Block 194 Lot 1 Afp Housing Zone 6
Bulihan Silang, Cavite
09087277833
[email protected]

Personal Information
Date of Birth: March 13, 1999
Place of Birth: Makati City
Age: 18
Sex: Male

Research
Title: “A QUALITATIVE ANALYSIS OF THE INFLUENCES OF USING THE INTERNET TO
THE INTELLECTUALITY OF THE STUDENTS”
University of Perpetual Help System JONELTA GMA-Cavite (2016-2017)

Educational Attainment

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Secondary:
University of Perpetual Help System GMA Campus
Brgy San Gabriel GMA Cavite
Senior high school- (2016-2018)

Bulihan National Highschool


Bulihan, Silang Cavite
Junior High school- (2012-2016)
Primary:
Bangkal Elementary School 1 Makati City (2005-2010)
Bagong Buhay Elementary School
Bulihan, Silang, Cavite (2009-2012)

Professional Qualification
Language skills
Filipino/English

Interest
Competitive Gaming
Football
Watching Movies and Anime
Browsing Internet
Mark Joseph Talatala
Mangaldan, Block 1 Lot 9 Area K
GMA, Cavite
09100069300
[email protected]

Personal Information
Date of Birth: January 14, 1999
Place of Birth: Cavite
Age: 18
Sex: Male

Research
Title: “An In-depth Analysis to the Aftermath of Martial Law”
University of Perpetual Help System JONELTA GMA-Cavite (2016-2017)

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Educational Attainment
Secondary:
University of Perpetual Help System GMA Campus
Brgy San Gabriel GMA Cavite
Senior high school- (2016-2018)

Bulihan National Highschool


Bulihan, Silang Cavite
Junior High school- (2012-2016)
Primary:
Bulihan Elementary School

Professional Qualification
Language skills
Filipino/English

Interest
Mobile Games
Web Browsing

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