Developmentof Karappatanng Bata Mobile App
Developmentof Karappatanng Bata Mobile App
Capstone Project
Submitted to the Faculty of the
College of Engineering and Information Technology
Cavite State University
Indang, Cavite
In partial fulfillment
of the requirements for the degree
Master in Information Technology
KLARENCE M. BAPTISTA
January 2022
BIOGRAPHICAL DATA
The researcher, Klarence M. Baptista was born on December 7, 1989 in Cavite City.
He is the youngest son of Mr. Demetrio K. Baptista, Jr. and Amelita M. Baptista. He presently
City in March 2002. He obtained his secondary education at San Sebastian College – Recoletos
de Cavite in March 2006. In the same year and school, he enrolled and earned the degree of
State University Main Campus, Indang, Cavite with the degree of Master in Information
Technology.
iii
ACKNOWLEDGEMENT
The author would like to extend his deepest gratitude to the following who contributed
Ms. Charlotte B. Carandang, Thesis Adviser, for the assistance and support from the
Mr. Victoriano N. Rodil, English Critic, for his patience in critically assessing the
manuscript;
Mr. Lambert M. Diokno, Statistician, for his unwavering support and assistance and
The members of the advisory committee, Ms. Aiza E. Bihis and Gladys G. Perey, for
The author’s fellow Master in Information, who were there to support and give
To the author’s loving parents, Mr. Demetrio K. Baptista, Jr. and Mrs. Amelita M.
Baptista, and sister, Kathleen Glaze M. Baptista, for their encouragement and unwavering
support;
To Ms. Angeline E. Neri, for always being there to motivate, care and offer prayers;
To his mentor, Mr. Efren G. Peñaflorida, Jr., for all his financial and moral support,
from the beginning of the author’s journey in graduate studies up until the end of its course;
And finally, to the Almighty Father, for the blessing of knowledge, health and guidance
that enabled the author to complete the study and for the opportunity to share it with others.
The author dedicates this humble piece of work to all those who help and contribute
KLARENCE M. BAPTISTA
iv
ABSTRACT
classroom through its Kariton Klasrum or Pushcart Classroom, which is a six month- long,
weekly intervention program that aims to bring back love for learning and interest of schooling
to every out-of-school and street child in a community through the use of pushcart. The
challenges of the organization were handling and storing of learning materials and visual aids,
as the organization are using handmade and tailor-fit bulky, heavy and space consuming
instructional materials, there were cases of damaged and misplaced files. The mobile
application is portable and will support the organization’s mission to promote literacy to the
disadvantaged. It will also provide them guidance until they progress in their career and be
productive contributors of society. This could be facilitated by utilizing the donated tablet
which at the same time would lessen the unproductive depreciation of the devices. Moreover,
the mobile application will encourage students to become more interested in learning through
the app activities. The child-beneficiary as a young learner will be more involved through the
app’s online assessment on right to express. Eventually, the result can be monitored by the
volunteer teacher through the organization’s website. The beneficiaries of Pushcart Classroom
do not understand English language very well and they are having difficulty expressing
themselves where most of them are neglected and abused as they are not aware of their basic
rights. The organization expands its reach through child-abuse, neglect, and exploitation
Scrum methodology was utilized in developing the mobile application which started
evaluation and prioritization from detailed requirements, analysis and design, quality and
assurance acceptance testing, and deployment of the system aligning with the software release
v
life cycle in ensuring the timely release of the software application from its coding to final
release.
The study suggests that the organization can easily impart children’s rights using
KarAppatan ng Bata mobile app through Godot Game Engine, accessing information needed
using Firebase and HTML. The evaluation proved that the system is a release candidate with
vi
DEVELOPMENT OF KARAPPATAN NG BATA (RIGHTS OF A CHILD) MOBILE
APPLICATION FOR DYNAMIC TEEN COMPANY – MAKING A DIFFERENCE,
INC
Klarence M. Baptista
INTRODUCTION
Mobile devices are “popular everyday tools and services that are also potential
or de facto resources for education” (Kukulska-Hulme, 2012). They have affected the
way people interact with each other, how people communicate, work and travel (Lam,
Yau, & Cheung, 2010). The functions of mobile devices and other technologies have
been amplified in the recent years because of their uses in different aspects of life. West
and Vosloo (2013) explained that students and teachers around the world are widely
utilizing the mobile technology in accessing learning materials, internet and facilitate
learning in innovative ways. Traditional courses and other activities can be easily
gamified and made interesting enough for the learners to invest their time and energy
classroom through its Kariton Klasrum or Pushcart Classroom, which is a six month-
long, weekly intervention program that aims to bring back love for learning and interest
7
of schooling to every out of school and street child in a community through the use of
student learning with at-risk children. The program, which started in 2007 catered 4,214
Cavite, 62 in NCR, six in Cebu, eight in Leyte, two in Cagayan de Oro and three in
Ilocos. Also, there are five international replications where there are two sites in Jakarta,
Indonesia, one in Kenya, Africa, and two in Sri Lanka. Pushcart Classroom focuses on
children’s rights, mainly with the right to education and right to play.
tarpaulins as visual aids and other learning workbook to teach the children. Volunteer
teachers observe children’s behavior and interview a child concerning their rights.
very well and the mobile application will help them comprehend their rights with the
language that they understand. Expressing themselves are difficult for the students of
Pushcart Classroom where most of them are neglected and abused as they are not aware
of their basic rights. With its partnership with different foundations, Dynamic Teen
Company expands its reach through child-abuse, neglect, and exploitation (CANE)
literacy to the disadvantaged. It will also provide them guidance until they progress in
utilizing the donated tablets which at the same time would lessen the unproductive
depreciation of the devices. Moreover, the mobile application is portable and will
encourage students to become more interested in learning through the app activities.
8
The child-beneficiary as young learner will be more involved through the app’s
online activity on right to express and online assessment on the basic rights. Eventually,
the result can be monitored by the volunteer teacher through the organization’s website.
9
Statement of the Problem
promoting children’s rights, aside from the fact that they only used newly made and
First, there were cases of damaged and misplaced tools and files due to the poor
handling and storage of learning materials and visual aids since the organization used
handmade, tailor-fit instructional materials and manual filing. Moreover, the materials
were also bulky, heavy and space consuming as the pushcart storage has limited
capacity therefore, volunteers tend to carry the materials. With this, group efficiency is
Second, the organization owns an inventory of computer and other devices, such
as tablet, that the group can use to educate the children during their outreach sessions.
However, the organization failed to use the devices since most of their volunteers were
taught to use handmade visual aids. With that, most of the devices were left depreciated
Volunteer educators reportedly observed that the learners exhibit lack of interest during
discussions while they only use visual materials all throughout the session compared to
when they use learning materials which needed learner’s involvement during the lesson
proper. As of the research completion, there were no available teaching material the
10
Theoretical Framework
The study was proposed to create a mobile application for Dynamic Teen
functionalities of playing the mobile application offline. An option to use the mobile
application online by login, post, update and view information and online assessment.
Uploading, updating and retrieving information from database by user and posting the
preview records from the database. Volunteer teachers can access assessment records
11
Significance of the Study
The main beneficiary of the study would be the Dynamic Teen Company –
Making a Difference, Inc. The Karappatan ng Bata mobile application would aid the
organization to reduce reproduction of damaged or lost materials. The study would also
help in maximizing the utilization of mobile devices and would give the students a new
Specifically, the study would provide solutions in making the rights of a child
And as for the future researchers, the study may serve as reference in developing
This study aimed to develop a mobile application for Dynamic Teen Company
tools;
12
5. evaluate the acceptability and performance of the developed system.
Inc., Cavite City. Preliminary data and information were gathered through interview of
the Administrative Operations Head of the organization. Secondary data were obtained
from published articles and journals. The Gantt chart in Appendix 6 illustrates the
This study focused on the transition from the organization’s manual system of
teaching children’s rights and observation into a more dynamic and efficient way of
The mobile application activities were offline, which included discussions and
combination of ways in which user engaged in the content using different method such
as text input, drawing and illustration, draggable objects and maze. The online option
was focused on promoting children’s right to freely express themselves, allowing the
user to login, post, update and view information and assessment which was recorded
through the database and on the organization’s website. The information was monitored
by the volunteer teacher which was accessed with secured login through the
organization’s website which was connected to the NoSQL database. The NoSQL
database which was Firebase Firestore allowed a maximum size of 1 MiB (1,048,576
13
Definition of Terms
NoSQL. NoSQL databases (aka "not only SQL") are non tabular, and store data
differently than relational tables.
primary input device. Most tablets are slightly smaller and weigh less than the average
laptop.
14
UML. It is a software application that supports some or all of the notation and
semantics associated with the Unified Modeling Language (UML), which is the
URL. It is an address that shows where a particular page can be found on the
15
REVIEW OF RELATED LITERATURE
Mobile Application
connected with our work and day-to-day lives. According to Jayatilleke et al., (2018)
Mobile application was accessible, appealing and pedagogically constructive for users.
Traxler (2009) has pointed out that mobile devices together with mobile
mobile era. He further stressed that most of these mobile devices are not designed
specifically for education or training but designed for personal or individual usage
Mobile Learning
production, circulation and consumption is the network while Pinkwart et al., (2003),
who defines m-learning as e-learning that uses mobile devices and wireless
transmission. Parsons and Ryu (2006) broadly defined M-Learning as the delivery of
"M-Learning", offers modern ways to support learning process through mobile devices,
such as handheld and tablet computers, MP3 players, smart phones and mobile phones
(Mehdipour & Zerehkafi, 2013). The mobile learning community may nevertheless
need the authority and credibility of some conceptual base. Such a base would provide
the starting point for evaluation methodologies grounded in the unique attributes of
16
learning, however, must recognize that mobile learning is essentially personal,
contextual, and situated; this means it is “noisy,” which is problematic both for
definition and for evaluation (Ally, 2009). Mobile learning technologies clearly support
the transmission and delivery of rich multimedia content. Mobile learning is a new form
of learning utilizing the unique capabilities of mobile devices (Cheon, et al., 2012). The
influenced their intention to adopt mobile learning. Regarding increased access, a recent
study (Valk, Rashid, & Elder, 2010) in the Philippines indicates the convenience of
greater flexibility of schedule that m-Learning affords and mobiles can reduce barriers
of the Philippines m-Learning revealed that the quality of the software and hardware is
cost remains a relevant factor. M-Learning is not always less expensive for the
individual learner, as the m-Learning literature might suggest, perhaps due to the fact
that most of the m-Learning literature addresses the developed world. The Philippines
indicates that m-Learning, and the new learning that it facilitates, affords great
Distance learning
national development and a primary avenue for social and economic mobility (Bernabe,
2016). A significant educational need or social problem in the Philippine public schools
include: the low quality of English, science and math education, high dropout rates and
17
the need to develop more effective tools for university students engaged in distance
Child’s Rights
children’s rights. The Convention explains who children are, all their rights, and the
responsibilities of governments. All the rights are connected, they are all equally
important and they cannot be taken away from children. The Convention is written in a
positive, forward spirit, asking the States which have ratified it to create conditions
enabling children to participate in the social and political life of their country. The first
article of the Convention stipulates that anyone below the age of 18 is to be considered
as a child. The text holds that the best interests of the child should be a primary concern
to each State. It encompasses all human rights: civil, political, economic, social and
cultural, and recognizes that the enjoyment of a right should not be separated from the
Godot
so users can focus on making games without having to reinvent the wheel. Games can
platforms (Linux, macOS, Windows) as well as mobile (Android, iOS) and web-based
(HTML5) platforms. Godot uses GDScript which designed to create games quickly and
efficiently. For games that are very computationally intensive and can't benefit from
18
the engine built-in tools (such as the Vector types, Physics Engine, Math library, etc),
the possibility of using C++ is present too. This allows to still create most of the game
in GDScript and add small bits of C++ in the areas that need a performance boost
Firebase Firestore
web applications. Firestore is a flexible, scalable database for mobile, web, and server
development from Firebase and Google Cloud Platform. It keeps data in sync across
client apps through real-time listeners and offers offline support for mobile and web so
you can build responsive apps that work regardless of network latency or Internet
inspire, inform and empower children and young people on their rights. The first-of-
its-kind game commemorates World Children’s Day and 30 years of the Convention on
the Rights of the Child – the most widely ratified human rights treaty in history. The
game created in collaboration with UNICEF, Nexus studios and young people across
Latin American and the Caribbean – is featured in an endless-runner format with five
levels. Each level focuses on a different right including rights to play, to learn, to live
in a clean and safe environment, to live free from violence and to be heard - all of which
are detailed in the Convention. Right Runner takes the player on a journey,
skateboarding through an obstacle ridden old town, parkouring their way to school,
19
running to safety during extreme flooding, jumping and sliding in a dangerous city,
before rising to the top of a mountain for the final level, which harnesses the player’s
own voice. In order for players to claim and defend their rights, the characters must
overcome barriers and engage with other characters in the game along the way. The
gameplay is set in countries across Latin America and the Caribbean (Reca & Ramirez,
2019).
Gamification
Gamification is related, but not identical, to the concept of game-based learning
which is about the use of game design elements in a non-game context, while game-
based learning refers to the use of actual games to acquire skills or knowledge. In game-
based learning, the skills that are put to the test in the game correspond to the learning
task (Gee, 2013), as is for instance the case in a game where medical students or
According to Hamari et al. (2014), most studies on the subject verified that gamification
can work, even though effects differ across contexts. Gamification for learning can only
be successful when students play for an extended amount of time, such that they process
enough or new information for learning to take place (Welbers, et al., 2019).
20
METHODOLOGY
This chapter discusses the materials and methods used in designing the
Difference, Inc.
Materials
The following are the hardware specifications of the computer used in the development
3.2, Wordpress and HTML, for programming; Firebase Firestore, for Database;
RedKoda 3.0, for diagram design; Adobe Photoshop 13, for interface design; and
The suggested minimum requirements used for the implementation of the software are
Android 4.4.4 (Kitkat) or later, 1GB storage, 1GB RAM, Kernel version 3.0.36+,
Methods
one or more cross-functional, self-organizing teams of about seven people each. Scrum
uses fixed-length iterations, called Sprints. Sprints are typically one to four weeks long.
Scrum teams try to build a potentially launchable (properly tested) product increment
every Sprint (James & Walter, 2010). Scrum is an effective Agile methodology for
mobile application development, can solve the time management problems (Patil,
Panicker, & Maitreyi, 2016). The end result of a scrum is called Increment. The aim of
should adhere to all the quality standards set by the product owner and team. Since
21
testing and quality assurance is integrated at every sprint throughout the agile scrum
process, the app is checked at all stages, ensuring that it is developed according to the
set quality standard, thus sealing its future in terms of high performance and acceptance.
Since Agile Method and with the integration of Software Release Life Cycle which is
shown in Figure 2 is based on involving the organization at every point and have a clear
access to the progress of the app, as the organization are given an app demo with every
set of newly added features after every sprint. Since the practice of agile methodology
is based on involving everyone who is a part of the mobile app development process
plus the client, everyone knows the exact work that is to be done and its status. All the
participants were given relevant information about the study and the data gathered were
kept confidential. To have all the information needed, the evaluation was also translated
The following statistical procedures were used to analyze the data gathered from
the software evaluation. Mean and standard deviation were used to present the general
22
A. Mean
∑𝑛𝑖=1 𝑥𝑖
µ=
𝑁
B. Standard Deviation
∑(𝑥 − 𝑚𝑒𝑎𝑛)2
δ=√
𝑁
∑= Sum of
23
RESULTS AND DISCUSSION
difficulties in promoting children’s rights and most of the devices were left depreciated
without being maximized on its outreach operations. Using Scrum methodology which
started evaluation and prioritization from detailed requirements, analysis and design,
quality and assurance acceptance testing, and deployment of the system, the researcher
developed mobile application for the organization, Dynamic Teen Company – Making
a Difference, Inc. The entire lifecycle was completed in fixed time called Sprints. Also,
the researcher ensures the timely release of the software application from its coding to
final release, in a well-defined manner using a software release cycle. The purpose of
development, at each level or stage of a lifecycle and accordingly develop the product
for the next subsequent level, until it finally releases. Generally, a software release life
cycle consists of five stages namely, Pre-alpha, Alpha, Beta, Release candidate and
General availability. However, the researcher aligned the Scrum methodology with the
software release cycle and identified Pre-alpha, Alpha and Beta stages in developing
PRE-APLHA PHASE
All the activities done prior to the alpha release of a software product, falls in
the phase of pre-alpha stage. These activities are the development process of a software
The researcher patterned the Scrum methodology with pre-alpha phase which
24
comprises of requirement gathering and analysis, designing, development and unit
testing.
Interviews were conducted and initial observation were done during the
children’s rights and tools to be used were identified. The result included were approval
letter in conducting of interview duly signed by the client, Ishikawa or fishbone diagram
interview.
After gathering the information during the detailed requirement phase, the
researcher work out the structural view of the mobile app and designing the architecture
and framework to use in developing and designing the mobile application. This design
Karappatan ng Bata, along with the need of certain hardware or software requirements,
required in its development. The use case diagram was the output on how the app
interacts with the users. Moreover, the materials in developing the app were prepared.
app and coding was established. Several testing and bug fixes or debug were done to
check for inconsistencies and errors. The result in this phase was the developer logs
which monitors and view of what went wrong during the development of the app.
Each scene from the app developed by the researcher, was evaluated by the
specifications by each individual unit, along with the app stability, for going through
the integration process and facing further testing techniques. The challenges
25
APLHA PHASE
After the initial development, Alpha release is the first type of testing performed
with the mobile app. The alpha version of the app does not ensure the compliance of all
specified requirements but covers the majority of requirements. Version 1.0.0 was
developed and exported to android package (.apk) format and several evaluations were
performed such as API integration test for the firebase database and website
connectivity.
BETA PHASE
The app was deployed on the client site, for getting tested by the intended users
in the real environment. The app was handed over to the targeted users, just before its
The researcher and client agreed to have a closed beta level where in the app is being
handed over to limited and specific users, to perform beta testing over a software
product. The result includes evaluation form. All diagrams were finalized and developer
logs were compiled. Beta phase was carried out for a maximum of seven days.
26
Mobile application Test
Manual application testing was done in order to validate the performance of the
mobile application for usability, functionality, and consistency glitches (see Appendix
13). Functional tests help assess whether the mobile application works as expected and
application offers convenient browsing to client and create an intuitive interface that
abides by industry standards. User Interface (UI) testing ensures that the application’s
validates the optimal performance of the application on different devices based on size,
compatibility on different devices based on device type such as smartphone, tablet, etc.
and device configuration such as processor type, RAM, battery capacity, screen
resolution, etc. Network configuration testing was done to ensure mobile application
helps test application reaction and constancy under the specific workload with
performance testing attributes such as load testing, stress testing, stability testing,
volume testing and concurrency testing. Load Testing is done to check the application’s
behavior under normal and extreme loads. Stress Testing is done to test the
application’s ability to sustain stress. It also ensures that the application is capable to
bear undue stress. Stability Testing validates if the application can work well for a
longer period within normal loads. Volume Testing is conducted to test the
27
application’s performance when subjected to a huge volume of data. Concurrency
testing checks the performance of the application when multiple users are logged in.
Security testing validates the security features of the application. Recovery testing tests
the ability of the application to withstand and successfully recover from possible and
problems. Localization testing tests the adaptability of the application for a specific
Test Cases
Test cases were also done in ensuring that the mobile app will be able to
The evaluation was conducted with the participation of the volunteers (63.33%),
including Board of Trustees (16.66%); IT experts (6.66%) and students (13.33%). All
the participants were given relevant information about the study and the data gathered
were kept confidential. To have all the information needed, the evaluation was also
translated for the participants with very limited English proficiency. Table 1 shows the
distribution of participants who evaluated the mobile application through printed and
online form using the following criteria based on ISO 9126-1 Quality Model, such as:
ratings ranging from 5-Excellent; 4- Very good; 3- Good; 2-Fair; to, 1- Poor (see
Appendix 14). The results of the evaluation were totaled and interpreted to ascertain
28
Table 1. Breakdown of the Participants
few students of Dynamic Teen Company – Making a Difference, Inc. The mobile
application was tested before accomplishing the given questionnaires. Using the ISO
9126 quality model for derivation of mobile application requirements brings clarity of
and security all of which with the descriptive interpretation as Excellent with the mean
of 4.83 and standard deviation of 0.37 which is relatively closer to the mean. This
indicates that the mobile application has all the features in terms of functionality.
29
Table 2. Evaluators’ assessment on the functionality of the mobile application
STANDARD DESCRIPTIVE
INDICATORS MEAN
DEVIATION INTERPRETATION
Suitability. 4.87 0.35 EXCELLENT
Accuracy 4.73 0.52 EXCELLENT
Interoperability 4.67 0.55 EXCELLENT
Compliance 4.93 0.25 EXCELLENT
Security 4.97 0.18 EXCELLENT
OVERALL
4.83 0.37 EXCELLENT
FUNCTIONALITY
Scale: 1.00 – 1.75 = Poor; 1.76 – 2.59 = Fair; 2.60 – 3.39 = Satisfactory; 3.40 – 4.19= Very Satisfactory;4.20 – 5.00 = Excellent
application, in terms of: maturity, fault-tolerance, and recoverability with the mean of
4.87 which is interpreted as Excellent and standard deviation of 0.39 which is relatively
closer to the mean. This means that the mobile application has all the features in terms
of reliability.
STANDARD DESCRIPTIVE
INDICATORS MEAN
DEVIATION INTERPRETATION
Maturity 4.83 0.46 EXCELLENT
Fault-tolerance 4.93 0.25 EXCELLENT
Recoverability 4.83 0.46 EXCELLENT
OVERALL
4.87 0.39 EXCELLENT
RELIABILITY
Scale: 1.00 – 1.75 = Poor; 1.76 – 2.59 = Fair; 2.60 – 3.39 = Satisfactory; 3.40 – 4.19= Very Satisfactory;4.20 – 5.00 = Excellent
in terms of: understandability, learnability, and operability with the mean of 4.90 which
the mean. This means that the mobile application has all the features in terms of
usability.
30
Table 4. Evaluators’ assessment on the usability of the mobile application
STANDARD DESCRIPTIVE
INDICATORS MEAN
DEVIATION INTERPRETATION
Understandability 4.93 0.25 EXCELLENT
Learnability 4.90 0.31 EXCELLENT
Operability 4.90 0.31 EXCELLENT
OVERALL
4.90 0.29 EXCELLENT
USABILITY
Scale: 1.00 – 1.75 = Poor; 1.76 – 2.59 = Fair; 2.60 – 3.39 = Satisfactory; 3.40 – 4.19= Very Satisfactory;4.20 – 5.00 = Excellent
application, in terms of: time behavior and resource behavior with the mean of 4.9
closer to the mean. This means that the mobile application has all the features in terms
of efficiency.
STANDARD DESCRIPTIVE
INDICATORS MEAN
DEVIATION INTERPRETATION
Time behavior 4.87 0.43 EXCELLENT
Resource
EXCELLENT
behavior 4.93 0.25
OVERALL
4.9 0.34 EXCELLENT
EFFICIENCY
Scale: 1.00 – 1.75 = Poor; 1.76 – 2.59 = Fair; 2.60 – 3.39 = Satisfactory; 3.40 – 4.19= Very Satisfactory;4.20 – 5.00 = Excellent
application, in terms of: analyzability, changeability, stability, and testability with the
mean of 4.87 which is interpreted as Excellent and standard deviation of 0.37 which is
relatively closer to the mean. This means that the mobile application has all the features
in terms of maintainability.
31
Table 6. Evaluators’ assessment on the maintainability of the mobile application
STANDARD DESCRIPTIVE
INDICATORS MEAN
DEVIATION INTERPRETATION
Analyzability 4.83 0.46 EXCELLENT
Changeability 4.80 0.48 EXCELLENT
Stability 4.87 0.35 EXCELLENT
Testability 4.97 0.18 EXCELLENT
OVERALL
4.87 0.37 EXCELLENT
MAINTAINABILITY
Scale: 1.00 – 1.75 = Poor; 1.76 – 2.59 = Fair; 2.60 – 3.39 = Satisfactory; 3.40 – 4.19= Very Satisfactory;4.20 – 5.00 = Excellent
application, in terms of: adaptability, instability, conformity, and replaceability with the
mean of 4.85 which is interpreted as Excellent and standard deviation of 0.39 which is
relatively closer to the mean. This means that the mobile application has all the features
in terms of portability.
STANDARD DESCRIPTIVE
INDICATORS MEAN
DEVIATION INTERPRETATION
Adaptability 4.90 0.31 EXCELLENT
Instability 4.70 0.53 EXCELLENT
Conformity 4.90 0.31 EXCELLENT
Replaceability 4.90 0.40 EXCELLENT
OVERALL
4.85 0.39 EXCELLENT
PORTABILITY
Scale: 1.00 – 1.75 = Poor; 1.76 – 2.59 = Fair; 2.60 – 3.39 = Satisfactory; 3.40 – 4.19= Very Satisfactory;4.20 – 5.00 = Excellent
32
SUMMARY, CONCLUSION, AND RECOMMENDATION
Summary
The Development of Karappatan Ng Bata (Rights of A Child) Mobile
Application for Dynamic Teen Company – Making A Difference, Inc was intended to
provide solutions in making the rights of a child learning material more interactive and
portable. Through this study, Pushcart Classroom volunteers will be at ease in using
built-in blackboard, manila paper, tarpaulins as visual aids and other learning workbook
to teach the children. This study aimed to eliminate mismanagement in handling and
storing of learning materials and visual-aids and reducing cases of damaged and
misplaced files. Moreover, the app was termed in Tagalog language to help children
better understand and identify their rights. This study can provide utilization of the
organization’s devices such as tablet for its outreach programs. Also, as an approach to
will encourage students to become more interested in learning through the app
activities. The students will be more involved through the app’s online activity on right
to express. Result of assessment will then be recorded on the website of the organization
started evaluation and prioritization from detailed requirements, analysis and design,
quality and assurance acceptance testing, and deployment of the system aligning with
the software release cycle in ensuring the timely release of the software application
from its coding to final release. Generally, a software release life cycle consists of five
stages namely, Pre-alpha, Alpha, Beta, Release candidate and General availability. The
mobile application was developed using Firebase Firestore, for Database; RedKoda 3.0,
33
for diagram design; Adobe Photoshop 13, for interface design and Godot Game Engine
Manual application testing was done in order to validate the performance of the
mobile application for usability, functionality, and consistency glitches. Test cases were
also done in ensuring that the mobile app will be able to withstand different cases or
security testing, recoverability testing and usability testing test cases. The overall rating
was Excellent having a general mean of 4.87 and standard deviation of 0.36 which is
relatively close to the mean. All of the feedback were Excellent which proved that the
34
Conclusion
from the organization’s manual system of teaching and observation into a more
The study suggests that the organization can easily impart children’s rights
through the evaluation of the system using test cases and application testing using
KarAppatan ng Bata mobile app through Godot Game Engine, accessing information
needed using Firebase and HTML. The performance and acceptability of the developed
objectives of this study. The evaluation proved that the system is a release candidate
with the general mean average of 4.87 and standard deviation of 0.36. It fully met the
with integration of software release cycle is a reliable process for mobile app
Following the guidelines of the methodology in this study improves the project for
future utilization.
enhanced mobile application for Dynamic Teen Company – Making a Difference, Inc.
Moreover, the study can be a utilizable reference for future users and developers.
35
Recommendations
different organizations in the near future with the use of different languages suitable for
developed. Furthermore, the 54 articles in the United Nations Convention on the Rights
of a child may be explored for possible integration. It is suggested to look into the
integration of other database which may use functions such as direct upload of
screenshots.
It is also suggested that the mobile app may incorporate 3D modelling and
graphics for user experience. Connecting with peers and working collaboratively with
the activities across different platforms and devices may be included in further
accessibility features that can be customized for individual needs of the disabled sector.
36
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