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Developmentof Karappatanng Bata Mobile App

The document outlines the development of the 'Karappatan ng Bata' mobile application aimed at supporting the Dynamic Teen Company in promoting children's rights and literacy among disadvantaged youth. The application addresses challenges faced by the organization, such as the management of learning materials and the need for engaging educational tools, by utilizing mobile technology for interactive learning. The project, developed using Scrum methodology and various programming tools, aims to enhance the educational experience for out-of-school children and facilitate better communication of their rights.

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0% found this document useful (0 votes)
27 views38 pages

Developmentof Karappatanng Bata Mobile App

The document outlines the development of the 'Karappatan ng Bata' mobile application aimed at supporting the Dynamic Teen Company in promoting children's rights and literacy among disadvantaged youth. The application addresses challenges faced by the organization, such as the management of learning materials and the need for engaging educational tools, by utilizing mobile technology for interactive learning. The project, developed using Scrum methodology and various programming tools, aims to enhance the educational experience for out-of-school children and facilitate better communication of their rights.

Uploaded by

Joshua Nañar
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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DEVELOPMENT OF KARAPPATAN NG BATA (RIGHTS OF A CHILD) MOBILE

APPLICATION FOR DYNAMIC TEEN COMPANY – MAKING A DIFFERENCE,


INC

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

resides in 1119-B J. Felipe Blvd. Caridad, Cavite City.

He completed his elementary education at Ladislao Diwa Elementary School, Cavite

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

Bachelor of Science in Computer Engineering in April 2011. In 2017, he enrolled at Cavite

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

much for the success of the study:

Ms. Charlotte B. Carandang, Thesis Adviser, for the assistance and support from the

start of the Capstone Project until the completion of the study;

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

careful evaluation of the data in the manuscript;

The members of the advisory committee, Ms. Aiza E. Bihis and Gladys G. Perey, for

their patience and valuable input, motivation and guidance;

The author’s fellow Master in Information, who were there to support and give

encouragement all throughout the graduate studies;

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

in making this study possible.

KLARENCE M. BAPTISTA

iv
ABSTRACT

BAPTISTA, KLARENCE. Development of Karappatan ng Bata (rights of a child) mobile


application for Dynamic Teen Company – Making a Difference, Inc. Graduate study
capstone project. Masters in Information Technology. Cavite State University, Indang, Cavite.
January 2022. Adviser: Ms. Charlotte B. Carandang.

Dynamic Teen Company – Making a Difference, Inc. (DTC) pioneered mobile

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

(CANE) prevention and management, promoting children’s rights to the community.

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

the general mean average of 4.87 and standard deviation of 0.36.

vi
DEVELOPMENT OF KARAPPATAN NG BATA (RIGHTS OF A CHILD) MOBILE
APPLICATION FOR DYNAMIC TEEN COMPANY – MAKING A DIFFERENCE,
INC

Klarence M. Baptista

Graduate study capstone project submitted to the faculty of the Department of


Information Technology, College of Engineering and Information Technology, Cavite
State University, Indang, Cavite in partial fulfillment of the requirements for the degree
Masters in Information Technology with Contribution No. ________. Prepared under
the supervision of Ms. Charlotte B. Carandang.

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

in an activity that they traditionally don’t enjoy (Kumar, 2018).

Dynamic Teen Company – Making a Difference, Inc. pioneered mobile

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

pushcart. As educational service provider, the organization focuses on volunteer-to-

student learning with at-risk children. The program, which started in 2007 catered 4,214

disadvantaged children. Since 2007, the replication is composed of 109 Pushcart

Classroom programs in the Philippines where there are 28 pushcart replications in

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.

Pushcart Classroom volunteers uses built-in blackboard, manila paper,

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.

The beneficiaries of Pushcart Classroom do not understand English language

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)

prevention and management, promoting children’s rights to the community.

The mobile application 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 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

Dynamic Teen Company’s Administrative Operations Unit and its volunteers

encountered numerous challenges impressing the researcher to develop a mobile

application. Based on the initial observation, volunteers have had difficulties in

promoting children’s rights, aside from the fact that they only used newly made and

refurbished visual materials during outreach sessions.

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

affected as volunteers needed to reproduce damaged or lost materials.

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

without being maximized on its outreach operations.

Third, the generation of learners needs a different approach for learning.

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

educators can use specially to teach children’s rights.

10
Theoretical Framework

The study was proposed to create a mobile application for Dynamic Teen

Company – Making a Difference, Inc. The theoretical framework shows the

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

information on the organization’s website. Administrator can retrieve accounts and

preview records from the database. Volunteer teachers can access assessment records

retrieved from the mobile application through the database.

Figure 1 Theoretical framework of KarAppatan ng Bata Mobile Application

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

approach for learning.

Specifically, the study would provide solutions in making the rights of a child

learning material more interactive and portable.

The study would serve as an opportunity for enhancing the researcher’s

technical competences, social communication and system analysis.

And as for the future researchers, the study may serve as reference in developing

similar types of study.

Objectives of the Study

This study aimed to develop a mobile application for Dynamic Teen Company

– Making a Difference, Inc.

Specifically aimed to:

1. identify the common problems that the organization encountered in

conducting their child’s rights outreach sessions;

2. analyze the possible cause of the problems of the organization and

represent it through fishbone diagram;

3. design a mobile application using Unified Modeling Language (UML)

tools;

4. develop an application using Godot Game engine, Firebase and

Hypertext Markup Language (HTML) for website integration; and

12
5. evaluate the acceptability and performance of the developed system.

Time and Place of the Study

The study was conducted at Dynamic Teen Company – Making a Difference,

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

development of the study over time.

Scope and Limitation of the Study

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

teaching and promoting children’s rights using gamification.

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

bytes) for a document.

13
Definition of Terms

API. An application programming interface is a computing interface that


defines interactions between multiple software intermediaries. It defines the kinds of
calls or requests that can be made, how to make them, the data formats that should be
used, the conventions to follow, etc.

Database. It denotes the storage of a virtual file that is capable of managing,


editing and retrieving, if needed.

Distance Learning. A method of studying in which lectures are broadcast or


classes are conducted by correspondence or over the Internet, without the student's
needing to attend a school or college.

Gamification. Game based learning, the application of typical elements of


game playing (e.g. point scoring, competition with others, rules of play) to other areas
of activity, typically as an online marketing technique to encourage engagement with a
product or service.

GDScript. GDScript is a high-level, dynamically typed programming language


used to create content. It uses a syntax similar to Python

Kernel. A kernel in an operating system—in this case Android—is the


component responsible for helping applications communicate with hardware.

NoSQL. NoSQL databases (aka "not only SQL") are non tabular, and store data
differently than relational tables.

Programming language. It is a programming language and artificial language

designed to communicate instructions to a machine, particularly a computer.

Tablet. Or tablet PC, is a portable computer that uses a touchscreen as its

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

industry standard general-purpose modeling language for software engineering.

URL. It is an address that shows where a particular page can be found on the

World Wide Web. URL is an abbreviation for 'Uniform Resource Locator'.

15
REVIEW OF RELATED LITERATURE

Mobile Application

Mobile technology is an exceptionally fast-growing field that is closely

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

communication technologies have influenced all fields including education and

currently undergoing a transformation. In fact, he called this transformation period as

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

which mainly used for one-to-one social interaction.

Mobile Learning

Polsani (2003) defines mobile learning as a form of education whose site of

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

learning content to learners utilizing mobile computing devices. Mobile learning, or

"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

mobile learning. Attempts to develop the conceptualizations and evaluation of mobile

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

researcher’s findings showed that the acceptance of m-learning is reasonably well.

More specifically, attitude, subjective norm, and behavioral control positively

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

to education while attaining educational outcomes that are, at minimum, comparable to

those of traditional educational methods. Technical problems experienced in the rollout

of the Philippines m-Learning revealed that the quality of the software and hardware is

instrumental to the success of m-Learning modalities and as Ramos (2008) suggest,

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

opportunities for such learners (Valk et al., 2010).

Distance learning

Education in the Philippines has always been strongly viewed as a pillar of

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

learning in the Philippines (Deriquito & Domingo, 2012).

Child’s Rights

According to “UNICEF” (1990), the United Nations Convention on the Rights

of the Child is an important agreement by countries who have promised to protect

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

enjoyment of other rights.

Godot

Godot Engine is a feature-packed, cross-platform game engine to create 2D and

3D games from a unified interface. It provides a comprehensive set of common tools,

so users can focus on making games without having to reinvent the wheel. Games can

be exported in one click to a number of platforms, including the major desktop

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

(Linietsky & Manzur, 2014).

Firebase Firestore

“Firebase” (2020) is a platform developed by Google for creating mobile and

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

connectivity. Complex, hierarchical data is easier to organize at scale, using

subcollections within documents in Firestore.

Implementation of Right Runner Rights of a Child Mobile App by UNICEF

UNICEF launched Right Runner, a fast-paced mobile game application to

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

personnel perform surgical procedures in a simulated environment (Kapp, 2012).

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

Karappatan ng Bata mobile application for Dynamic Teen Company – Making a

Difference, Inc.

Materials

The following are the hardware specifications of the computer used in the development

of the software: Intel®Core™i5-2520M processor, 8.0 GB RAM; Godot Game Engine

3.2, Wordpress and HTML, for programming; Firebase Firestore, for Database;

RedKoda 3.0, for diagram design; Adobe Photoshop 13, for interface design; and

Microsoft Word 2016, for the documentation.

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+,

1.6GHz Quad core processor

Methods

Scrum is a management framework for incremental product development using

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

everyone involved in a scrum is to deliver an increment that is complete on its own. It

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

for the participants with very limited English proficiency.

Figure 2 Software release life cycle

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

perception of the participants on the software. The formula is written below:

22
A. Mean

∑𝑛𝑖=1 𝑥𝑖
µ=
𝑁

Where: µ = the mean

∑Xi = the individual observation of the participants

N = total number of population / participants

B. Standard Deviation

∑(𝑥 − 𝑚𝑒𝑎𝑛)2
δ=√
𝑁

Where: δ = Standard Deviation

∑= Sum of

x = individual observation of participants

mean = the average of the individual observation

N = total number of participants

23
RESULTS AND DISCUSSION

Dynamic Teen Company – Making a Differenc, Inc. volunteers have had

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

defining a software cycle is to assess the stability of a software product under

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

the Karappatan ng Bata mobile application.

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

product, consisting of several milestones, where each milestone reflects the

achievement of successful implementation and execution of the certain specific tasks.

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

evaluation and prioritization phase. Gathering of pushcart classroom curriculum for

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

for graphical representation of the challenges, interview report and certification of

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

helps the development team in visualizing and understanding the overview of

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.

Designing phase is followed by the development phase wherein layout of the

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

researcher himself, to assess the compliance of specified requirements and

specifications by each individual unit, along with the app stability, for going through

the integration process and facing further testing techniques. The challenges

encountered were also included in the developer logs.

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

release, so as to assess the usability and performance features of a software product.

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

in accordance to the requirement specifications. Usability testing ensures that the

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

GUI meets all the required specifications. Compatibility (Configuration) testing

validates the optimal performance of the application on different devices based on size,

screen resolution, version, hardware, etc. Cross-platform testing checks mobile

application compatibility with different Android operating systems. Cross-browser

testing ensures mobile application compatibility in different web browsers. Testing

mobile application with Database Testing authenticates compatibility in specific

database configuration. Device Configuration testing ensures mobile application

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

compatibility in different network configurations and standards. Performance testing

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

potential failures caused by software issues, hardware failures, or communication

problems. Localization testing tests the adaptability of the application for a specific

target audience based on cultural specifics.

Test Cases

Test cases were also done in ensuring that the mobile app will be able to

withstand different cases or scenario which includes performance testing, functional

testing, compatibility testing, security testing, recoverability testing and usability

testing test cases.

Mobile App Evaluation

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:

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

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

the acceptability of the system.

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Table 1. Breakdown of the Participants

PARTICIPANTS FREQUENCY PERCENTAGE


Board of Trustees 5 16.66
IT Experts 2 06.66
Students 4 13.33
Volunteers 19 63.33
TOTAL 30 100.00

Acceptability and Performance of the Mobile Application


The Karappatan ng Bata mobile application was evaluated by the volunteers and

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

definition of purpose and operating capability. It classifies software quality in a

structured set of characteristics such as functionality, reliability, usability, efficiency,

maintainability and portability.

The summary of results and interpretation are as follows:

Table 2 shows the result of the evaluator’s assessment on the functionality of

the mobile application, in terms of suitability, accuracy, interoperability, compliance

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

Table 3 shows the evaluator’s assessment on reliability of the mobile

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.

Table 3. Evaluators’ assessment on the reliability of the mobile application

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

Table 4 shows the evaluator’s assessment on usability of the mobile application,

in terms of: understandability, learnability, and operability with the mean of 4.90 which

is interpreted as Excellent and standard deviation of 0.29 which is relatively closer to

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

Table 5 shows the evaluator’s assessment on the efficiency of the mobile

application, in terms of: time behavior and resource behavior with the mean of 4.9

which is interpreted as Excellent and standard deviation of 0.34 which is relatively

closer to the mean. This means that the mobile application has all the features in terms

of efficiency.

Table 5. Evaluators’ assessment on the efficiency of the mobile application

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

Table 6 shows the evaluator’s assessment on maintainability of the mobile

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

Table 7 shows the evaluator’s assessment on portability of the mobile

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.

Table 7. Evaluators’ assessment on the portability of the mobile application

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

avoid unproductive depreciation of the devices. Furthermore, the mobile application

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

for the monitoring of the volunteer teacher.

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 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

3.2, WordPress and HTML, for programming.

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

scenario which includes performance testing, functional testing, compatibility testing,

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

mobile application fully met the expectations of the evaluators.

34
Conclusion

The integration of mobile application using gamification provides transition

from the organization’s manual system of teaching and observation into a more

dynamic and efficient way of teaching and promoting children’s rights

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

mobile application evaluation were successfully accomplished, achieving the

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

expectations of the evaluators and it is ready for implementation. Scrum methodology

with integration of software release cycle is a reliable process for mobile app

development and thus helped the study in crafting a better-quality application.

Following the guidelines of the methodology in this study improves the project for

future utilization.

The study can be improved through associated recommendations for an

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

The Karappatan ng Bata Mobile application may be used and applied by

different organizations in the near future with the use of different languages suitable for

the understanding of children. Moreover, incorporation to IOS software may be

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

development of the mobile application. Furthermore, it is also recommended to have

accessibility features that can be customized for individual needs of the disabled sector.

36
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