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Full-Text Articles in Education

Cognitive Load Scale In Learning Formal Definition Of Limit: A Rasch Model Approach, Rina Oktaviyanthi, Ria Noviana Agus, Mark Lester B. Garcia, Kornkanok Lertdechapat Feb 2024

Cognitive Load Scale In Learning Formal Definition Of Limit: A Rasch Model Approach, Rina Oktaviyanthi, Ria Noviana Agus, Mark Lester B. Garcia, Kornkanok Lertdechapat

Mathematics Faculty Publications

Constructing proofs for the limit using the formal definition induces a high cognitive load. Common assessment tools, like cognitive load scales, lack specificity for the concept of limits. This research aims to validate an instrument tailored to assess cognitive load in students focused on the formal definition of limits, addressing the need for diverse strategies in education. The research employs a quantitative survey design with a Rasch model approach, utilizing a data collection instrument in the form of a questionnaire. Subsequently, the data are analyzed by focusing on three aspects: (1) item fit to the Rasch model, (2) unidimensionality, and …


Smartphone-Based Approach To Demonstrating Relativistic Aberration Of Light Using Electronic Circuit Analogues For Undergraduates In The Philippines, Samuel Martirez, June Capin, Shayne Venancio, Perine Bianzon, John Gabriel Rivera, Benjamin Dingel, Clint Dominic Bennett Jan 2023

Smartphone-Based Approach To Demonstrating Relativistic Aberration Of Light Using Electronic Circuit Analogues For Undergraduates In The Philippines, Samuel Martirez, June Capin, Shayne Venancio, Perine Bianzon, John Gabriel Rivera, Benjamin Dingel, Clint Dominic Bennett

Physics Faculty Publications

Previously, we demonstrated an electronic circuit analogue of one of Special Relativity's (SR) phenomena called the Relativistic Aberration of Light (RAL) (European Journal of Physics, 42, 015605, 2021), which describes the change in the angle an observer sees a light source relative to their direction of motion at relativistic speeds. It used typical bulky laboratory equipment such as (i) function generators, (ii) oscilloscopes, and (iii) power supplies together with our all-pass filter (APF)-based electronic circuit analogue to perform experiments. In this paper, we present a novel smartphone-based experimental set-up performing the same experiment, but we replace the bulky and expensive …


The Impact Of Extreme Weather On Student Online Learning Participation, Ezekiel Adriel D. Lagmay, Maria Mercedes T. Rodrigo Jul 2022

The Impact Of Extreme Weather On Student Online Learning Participation, Ezekiel Adriel D. Lagmay, Maria Mercedes T. Rodrigo

Department of Information Systems & Computer Science Faculty Publications

In March 2020, the COVID-19 pandemic forced over 1 billion learners to shift from face-to-face instruction to online learning. Seven months after it began, this transition became even more challenging for Filipino online learners. Eight typhoons struck the Philippines from October to November 2020. Two of these typhoons caused widespread flooding, utilities interruptions, property destruction, and loss of life. We examine how these severe weather conditions affected online learning participation of Filipino students pursuing their undergraduate and graduate studies. We used CausalImpact analysis to explore September 2020 to January 2021 data collected from the Moodle Learning Management System data of …


Predicting Pair Success In A Pair Programming Eye Tracking Experiment Using Cross-Recurrence Quantification Analysis, Maureen M. Villamor, Maria Mercedes T. Rodrigo Jan 2022

Predicting Pair Success In A Pair Programming Eye Tracking Experiment Using Cross-Recurrence Quantification Analysis, Maureen M. Villamor, Maria Mercedes T. Rodrigo

Department of Information Systems & Computer Science Faculty Publications

Pair programming is a model of collaborative learning. It has become a well-known pedagogical practice in teaching introductory programming courses because of its potential benefits to students. This study aims to investigate pair patterns in the context of pair program tracing and debugging to determine what characterizes collaboration and how these patterns relate to success, where success is measured in terms of performance task scores. This research used eye-tracking methodologies and techniques such as cross-recurrence quantification analysis. The potential indicators for pair success were used to create a model for predicting pair success. Findings suggest that it is possible to …


Deployment Of Mathematical Resources To A Philippine High School Through A Community Lte Network, Ma. Louise Antonette N. De Las Peñas, Maria Alva Q. Aberin, Agnes Garciano, Juan Carlo F. Mallari, Jumela F. Sarmiento, Mark Anthony C. Tolentino, Debbie Marie Verzosa Jan 2022

Deployment Of Mathematical Resources To A Philippine High School Through A Community Lte Network, Ma. Louise Antonette N. De Las Peñas, Maria Alva Q. Aberin, Agnes Garciano, Juan Carlo F. Mallari, Jumela F. Sarmiento, Mark Anthony C. Tolentino, Debbie Marie Verzosa

Mathematics Faculty Publications

In the Philippines, one challenge that continues to be faced by the Department of Education in bringing educational content in a blended learning modality is the lack of internet access of the learners. This paper discusses the distribution, through a community LTE network, of mathematical resources for Grades 7 to 10 to teachers and students of a particular high school in the Philippines. It also gives details on particular technological tools (mathematical applications) that were created to help the mathematical learning of students in a remote setting.


Development Of An App And Videos To Support The Fraction Learning Trajectory From Grades 1-7, Debbie Marie Verzosa, Ma. Louise Antonette N. De Las Peñas, Maria Alva Q. Aberin, Agnes Garciano, Jumela F. Sarmiento, Juan Carlo F. Mallari, Mark Anthony C. Tolentino Jan 2022

Development Of An App And Videos To Support The Fraction Learning Trajectory From Grades 1-7, Debbie Marie Verzosa, Ma. Louise Antonette N. De Las Peñas, Maria Alva Q. Aberin, Agnes Garciano, Jumela F. Sarmiento, Juan Carlo F. Mallari, Mark Anthony C. Tolentino

Mathematics Faculty Publications

Lack of procedural fluency in fractions impedes access to advanced mathematical courses and limits opportunities for entry into STEM-related fields. This paper describes the design and pedagogical basis of the Moving Fractions app and supplementary fraction videos for promoting fraction learning. Moving Fractions utilizes game-design factors to draw students through a trajectory of fraction learning from part-whole comparisons to a more robust understanding of the measurement concept of fractions. The supplementary video immerses students in a broad range of fraction representations. The app and video are intended to form a fraction learning package for distribution in Philippine schools. Future work …


Forging Ahead And Adapting To Change: A Review Of The Initiatives Of The Isprs Student Consortium, Sheryl Rose C. Reyes, Charmaine A. Cruz Jan 2022

Forging Ahead And Adapting To Change: A Review Of The Initiatives Of The Isprs Student Consortium, Sheryl Rose C. Reyes, Charmaine A. Cruz

SOSE Affiliate: Manila Observatory

The International Society for Photogrammetry and Remote Sensing Student Consortium (ISPRS SC) is an international organization that represents a constituency of the students and the young professionals with common interests and goals within ISPRS in the areas of photogrammetry, remote sensing and spatial information science. The ISPRS SC Board of Directors strengthened the organization’s foundations and increased its engagement in the Society from 2016 to 2022. Given the current global health crisis, selected members of the Board of Directors continued to serve in the ISPRS SC for a two-year extension and developed creative strategies in navigating the new normal. Building …


Supporting Mastery Learning Through A Multiple-Submission Policy For Assignments In A Purely Online Programming Class, Joseph Benjamin R. Ilagan, Marianne Kayle Amurao, Jose Ramon Ilagan Jan 2022

Supporting Mastery Learning Through A Multiple-Submission Policy For Assignments In A Purely Online Programming Class, Joseph Benjamin R. Ilagan, Marianne Kayle Amurao, Jose Ramon Ilagan

Quantitative Methods and Information Technology Faculty Publications

The Learning Edge Momentum (LEM) theory suggests that once students fall behind, it gets more difficult to catch up with the course material. It then becomes increasingly more difficult to connect new, higher-level concepts to those solid edges of knowledge with mastery of basic concepts. Learning for Mastery (LFM) acknowledges that students learn at different paces by allowing students unable to master tests the first time to catch up eventually. This paper describes how an online introductory Python programming course offered to business students followed a multiple-submission policy for assignments to support LFM. The multiple submission policy contributed to the …


Teaching And Learning Under Covid-19 Public Health Edicts: The Role Of Household Lockdowns And Prior Technology Usage, Neil Guppy, David Boud, Tania Heap, Dominique Verpoorten, Uwe Matzat, Joanna Tai, Louise Lutze-Mann, Mary Roth, Patsie Polly, Jamie-Lee Burgess, Jenilyn L. Agapito, Silvia K. Bartolic Nov 2021

Teaching And Learning Under Covid-19 Public Health Edicts: The Role Of Household Lockdowns And Prior Technology Usage, Neil Guppy, David Boud, Tania Heap, Dominique Verpoorten, Uwe Matzat, Joanna Tai, Louise Lutze-Mann, Mary Roth, Patsie Polly, Jamie-Lee Burgess, Jenilyn L. Agapito, Silvia K. Bartolic

Department of Information Systems & Computer Science Faculty Publications

Public health edicts necessitated by COVID-19 prompted a rapid pivot to remote online teaching and learning. Two major consequences followed: households became students' main learning space, and technology became the sole medium of instructional delivery. We use the ideas of "digital disconnect" and "digital divide" to examine, for students and faculty, their prior experience with, and proficiency in using, learning technology. We also explore, for students, how household lockdowns and digital capacity impacted learning. Our findings are drawn from 3806 students and 283 faculty instructors from nine higher education institutions across Asia, Australia, Europe, and North America. For instructors, we …


The Incubation Effect Among Students Playing An Educational Game For Physics, May Marie P. Talandron-Felipe, Ma. Mercedes T. Rodrigo Jul 2021

The Incubation Effect Among Students Playing An Educational Game For Physics, May Marie P. Talandron-Felipe, Ma. Mercedes T. Rodrigo

Department of Information Systems & Computer Science Faculty Publications

The incubation effect (IE) is a problem-solving phenomenon composed of three phases: pre-incubation where one fails to solve a problem; incubation, a momentary break where time is spent away from the unsolved problem; and post-incubation where the unsolved problem is revisited and solved. Literature on IE was limited to experiments involving traditional classroom activities. This initial investigation showed evidence of IE instances in a computer-based learning environment. This paper consolidates the studies on IE among students playing an educational game called Physics Playground and presents further analysis to examine the incidence of post-incubation or the revisit to a previously unsolved …


Ethics Of Ai In Education: Towards A Community-Wide Framework, Wayne Holmes, Kaska Poraysa-Pomsta, Ken Holstein, Emma Sutherland, Toby Baker, Simon Buckingham Shum, Olga C. Santos, Ma. Mercedes T. Rodrigo, Mutlu Cukurova, Ig Ibert Bittencourt, Kenneth R. Koedinger Apr 2021

Ethics Of Ai In Education: Towards A Community-Wide Framework, Wayne Holmes, Kaska Poraysa-Pomsta, Ken Holstein, Emma Sutherland, Toby Baker, Simon Buckingham Shum, Olga C. Santos, Ma. Mercedes T. Rodrigo, Mutlu Cukurova, Ig Ibert Bittencourt, Kenneth R. Koedinger

Department of Information Systems & Computer Science Faculty Publications

While Artificial Intelligence in Education (AIED) research has at its core the desire to support student learning, experience from other AI domains suggest that such ethical intentions are not by themselves sufficient. There is also the need to consider explicitly issues such as fairness, accountability, transparency, bias, autonomy, agency, and inclusion. At a more general level, there is also a need to differentiate between doing ethical things and doing things ethically, to understand and to make pedagogical choices that are ethical, and to account for the ever-present possibility of unintended consequences. However, addressing these and related questions is far …


Cura Personalis: Institutionalizing Compassion During Emergency Remote Teaching, Ma. Monica L. Moreno, Ma. Mercedes T. Rodrigo, Johanna Marion R. Torres, Timothy Jireh Gaspar, Jenilyn L. Agapito Jan 2021

Cura Personalis: Institutionalizing Compassion During Emergency Remote Teaching, Ma. Monica L. Moreno, Ma. Mercedes T. Rodrigo, Johanna Marion R. Torres, Timothy Jireh Gaspar, Jenilyn L. Agapito

Department of Information Systems & Computer Science Faculty Publications

Faced with the fears and anxieties brought on by the COVID-19 crisis, educational institutions had to devise new compassion-based teaching and learning policies and approaches that recognized and provided for the pandemic’s psychological and emotional toll. This paper describes how the Ateneo de Manila University in the Philippines enacted its core value of cura personalis, care for the entire person, in the context of emergency remote teaching. We describe the circumstances that prompted the greater emphasis on compassion and the adjustments to classroom management, course content, class interactions, and assessment. Finally we describe the tradeoffs or costs of this …


Transactional Distances During Emergency Remote Teaching Experiences, Ma. Monica L. Moreno, Ma. Mercedes T. Rodrigo, Johanna Marion R. Torres, Timothy Jireh Gaspar, Jenilyn L. Agapito Jan 2021

Transactional Distances During Emergency Remote Teaching Experiences, Ma. Monica L. Moreno, Ma. Mercedes T. Rodrigo, Johanna Marion R. Torres, Timothy Jireh Gaspar, Jenilyn L. Agapito

Department of Information Systems & Computer Science Faculty Publications

The Transactional Distance Theory posits that successful remote learning occurs when teachers decrease psychological or transactional gaps. Narrowing the transactional distance can be achieved through a balance of appropriate course structure and dialogue, fostering healthy student autonomy in the process. This paper describes the Emergency Remote Teaching experiences of faculty and students of the Ateneo de Manila University in the Philippines. It examines these experiences in the context of the transactional distance framework. Findings show that a sudden shift to remote learning mandates greater student autonomy, which increases transactional distance. Because of this, efforts by faculty to increase student-teacher dialogue …


Xiphias: Using A Multidimensional Approach Towards Creating Meaningful Gamification-Based Badge Mechanics, Jonathan D.L Casano, Jenilyn L. Agapito, Nicole Ann F. Tolosa Jan 2021

Xiphias: Using A Multidimensional Approach Towards Creating Meaningful Gamification-Based Badge Mechanics, Jonathan D.L Casano, Jenilyn L. Agapito, Nicole Ann F. Tolosa

Department of Information Systems & Computer Science Faculty Publications

This paper shows the design and initial testing of three new Xiphias Badges --Presence; Mastery; and Antifragility – based on the merging of the salient features from James Clear’s Behavior Change model (2016); Johann Hari’s Lost Connections model (2018); and Jordan Peterson’s recent interpretation of the Big Five model of Personality Traits (2007). This multidimensional approach is an attempt to cater to the multidimensionality of a user and aims to be a more universal gamification approach that taps into internal motivations. The badge mechanics were tested on 69 undergraduate students using a Low-Fidelity Gamified Tracker. The results of a survey …


Development Of A Gamified Number Line App For Teaching Estimation And Number Sense In Grades 1 To 7, Debbie Marie Verzosa, Ma. Louise Antonette N. De Las Peñas, Maria Alva Q. Aberin, Agnes Garciano, Jumela F. Sarmiento, Mark Anthony C. Tolentino Jan 2021

Development Of A Gamified Number Line App For Teaching Estimation And Number Sense In Grades 1 To 7, Debbie Marie Verzosa, Ma. Louise Antonette N. De Las Peñas, Maria Alva Q. Aberin, Agnes Garciano, Jumela F. Sarmiento, Mark Anthony C. Tolentino

Mathematics Faculty Publications

Fraction knowledge is known to be a gatekeeper to more advanced mathematical learning. On the basis of the literature on early number learning, a number line mobile application called Catch the Carrot was designed to develop students’ knowledge of whole number and fraction magnitude. This paper aims to describe the design of the Catch the Carrot app and discusses the rationale for using number lines as representational scaffolds for developing children’s understanding of numbers, particularly their estimation and number sense skills. The gamification features of the app, as well as strategies for integration in a classroom are also presented. This …


Design And Deployment Of A Mobile Learning Cloud Network To Facilitate Open Educational Resources For Asynchronous Learning, Joselito Christian Paulus M. Villanueva, Mark Anthony V. Melendres, Catherine Genevieve B. Lagunzad, Nathaniel Joseph C. Libatique Jan 2021

Design And Deployment Of A Mobile Learning Cloud Network To Facilitate Open Educational Resources For Asynchronous Learning, Joselito Christian Paulus M. Villanueva, Mark Anthony V. Melendres, Catherine Genevieve B. Lagunzad, Nathaniel Joseph C. Libatique

Biology Faculty Publications

This paper describes the design and deployment of a mobile cloud network that facilitates open educational resource content distribution. The setup utilized clustered single board computers as content, communication and monitoring servers. It was installed in a Public High School where stakeholders, using their mobile devices, were given access to preloaded content via wireless local area network. Initial tests of the mobile cloud showed good network performance. Teachers were randomly selected to evaluate the content validity and delivery of the OER content. Results show that the quality of the network’s OER content is very satisfactory. This implementation shows the advantage …


Using Mobile Technology To Promote Higher-Order Thinking Skills In Elementary Mathematics, Debbie Marie Versoza, Ma. Louise Antonette N. De Las Peñas, Jumela F. Sarmiento, Maria Alva Q. Aberin, Mark Anthony C. Tolentino, Mark L. Loyola Jan 2021

Using Mobile Technology To Promote Higher-Order Thinking Skills In Elementary Mathematics, Debbie Marie Versoza, Ma. Louise Antonette N. De Las Peñas, Jumela F. Sarmiento, Maria Alva Q. Aberin, Mark Anthony C. Tolentino, Mark L. Loyola

Mathematics Faculty Publications

The problem of rote-based learning in mathematics is well documented. Mobile technology can provide a potential solution; especially when application (app) design is based on sound pedagogical principles and gamification elements. However; an inventory of available mobile apps for mathematics reveals that many of the available apps are guided by a behaviorist perspective that favors repetition over meaningful learning. This paper reports on the design of mobile mathematics apps that harness gamification techniques to promote higher-order thinking skills (HOTS) even in basic elementary school concepts such as number comparison; and addition and subtraction. The integration of these apps in the …


Comparison Of English Comprehension Among Students From Different Backgrounds Using A Narrative-Centered Digital Game, May Marie P. Talandron-Felipe, Kent Levi A. Bonifacio, Gladys S. Ayunar, Ma. Mercedes T. Rodrigo Jan 2021

Comparison Of English Comprehension Among Students From Different Backgrounds Using A Narrative-Centered Digital Game, May Marie P. Talandron-Felipe, Kent Levi A. Bonifacio, Gladys S. Ayunar, Ma. Mercedes T. Rodrigo

Department of Information Systems & Computer Science Faculty Publications

This paper reports the continuation of the field testing of a narrative-centered digital game for English comprehension called Learning Likha: Rangers to the Rescue (LLRR) with a two-fold goal: first, identify the differences in terms of usage, attitudes towards, and perceptions of the English language between students from southern Philippines and the National Capital Region, and second, to determine how the LLRR in-game performance, post-test comprehension scores, engagement, and motivation of students differ between the groups. The participants who are grade school students from a province in southern Philippines answered questionnaires about their attitude towards and perception of English, played …


For People And Planet: Teachers’ Evaluation Of An Educational Mobile Game And Resource Pack, Ma. Mercedes T. Rodrigo, Johanna Marion R. Torres, Janina Carla M. Castro, Abigail Marie T. Favis, Ingrid Yvonne Herras, Francesco U. Amante, Hakeem Jimenez, Juan Carlo F. Mallari, Kevin Arnel C. Mora, Walfrido David A. Diy, Jaclyn Ting Ting M. Lim, Ma. Assunta C. Cuyegkeng Jan 2021

For People And Planet: Teachers’ Evaluation Of An Educational Mobile Game And Resource Pack, Ma. Mercedes T. Rodrigo, Johanna Marion R. Torres, Janina Carla M. Castro, Abigail Marie T. Favis, Ingrid Yvonne Herras, Francesco U. Amante, Hakeem Jimenez, Juan Carlo F. Mallari, Kevin Arnel C. Mora, Walfrido David A. Diy, Jaclyn Ting Ting M. Lim, Ma. Assunta C. Cuyegkeng

Department of Information Systems & Computer Science Faculty Publications

For People and Planet: An SDG Adventure refers to a freely available Android-based narrative adventure game and teacher resource pack that helps learners see the United Nations Sustainable Development Goals (SDGs) in their day-to-day lives. In this paper, we describe the results of an evaluation of both the game and the resource pack by eight (8) middle school teachers. After playing the game and reading the resource pack, teachers gave their feedback about what they liked best and least about the materials, how they could use these resources for their classes, and how these resources could be improved further. Overall, …


Using Mobile Technology To Promote Higher-Order Thinking Skills In Elementary Mathematics, Debbie Marie Versoza, Ma. Louise Antonette N. De Las Peñas, Jumela F. Sarmiento, Maria Alva Q. Aberin, Mark Anthony C. Tolentino, Mark L. Loyola Jan 2021

Using Mobile Technology To Promote Higher-Order Thinking Skills In Elementary Mathematics, Debbie Marie Versoza, Ma. Louise Antonette N. De Las Peñas, Jumela F. Sarmiento, Maria Alva Q. Aberin, Mark Anthony C. Tolentino, Mark L. Loyola

Mathematics Faculty Publications

The problem of rote-based learning in mathematics is well documented. Mobile technology can provide a potential solution, especially when application (app) design is based on sound pedagogical principles and gamification elements. However, an inventory of available mobile apps for mathematics reveals that many of the available apps are guided by a behaviorist perspective that favors repetition over meaningful learning. This paper reports on the design of mobile mathematics apps that harness gamification techniques to promote higher-order thinking skills (HOTS) even in basic elementary school concepts such as number comparison, and addition and subtraction. The integration of these apps in the …


Designing Performance Tasks In Mathematics Using Technological Tools, Ma. Louise Antonette N. De Las Peñas, Debbie Marie Versoza, Maria Alva Q. Aberin, Agnes Garciano, Jumela F. Sarmiento, Mark Anthony C. Tolentino Jan 2021

Designing Performance Tasks In Mathematics Using Technological Tools, Ma. Louise Antonette N. De Las Peñas, Debbie Marie Versoza, Maria Alva Q. Aberin, Agnes Garciano, Jumela F. Sarmiento, Mark Anthony C. Tolentino

Mathematics Faculty Publications

In the Philippines, the performance task is one of the major summative assessments in the K to 12 curriculum. This paper discusses how performance tasks may utilize mathematical apps within the context of blended learning. Guidelines on designing performance tasks; as well as the GRASPS framework; are discussed. Performance tasks that cut across various grade levels and strands of mathematics are presented. These involve divisibility (Numbers); integer and polynomial operations (Algebra); triangle centers (Geometry); and statistics (Statistics). The performance tasks described in this paper can provide an initial idea for the design of other summative assessments and contribute to the …


Development Of A Mobile Ten Frames App For Philippine K-12 Schools, Debbie Marie Versoza, Ma. Louise Antonette N. De Las Peñas, Jumela F. Sarmiento, Mark Anthony C. Tolentino, Mark L. Loyola Nov 2020

Development Of A Mobile Ten Frames App For Philippine K-12 Schools, Debbie Marie Versoza, Ma. Louise Antonette N. De Las Peñas, Jumela F. Sarmiento, Mark Anthony C. Tolentino, Mark L. Loyola

Mathematics Faculty Publications

This paper reports on the Quick Images app, whose design framework is informed by research on ten-structured thinking and gamification principles. Inclusivity was also a major consideration, especially in the context of a developing country. Thus, the app was made freely available and required only moderate system requirements. Pilot studies revealed that the app has the potential to promote children’s ability to see two-digit numbers in relation to tens and ones, which is a major goal of elementary school mathematics. Collaborations with the Philippine Department of Education to ensure the app’s sustained use are also discussed.


Feasibility Of Modifying Existing Chemistry Demonstrations By Using Substitute Materials, Dane Mykel M. Quiambao, Armando M. Guidote Jr, Rhodora F. Nicdao Sep 2020

Feasibility Of Modifying Existing Chemistry Demonstrations By Using Substitute Materials, Dane Mykel M. Quiambao, Armando M. Guidote Jr, Rhodora F. Nicdao

Chemistry Faculty Publications

This study aimed to reiterate the use of Chemistry demonstrations as effective teaching tools to students while addressing some of its drawbacks, which discourages teachers from doing them such as cost and safety. Four chosen existing Chemistry demonstrations (Blue Bottle Experiment, Copper Sulfate Experiment, Blown Away, Dancing Flames) were modified by using substitute reagents, which are more accessible, relatively safer, and at lower cost. These demonstrations were chosen based on how easily the substitute reagents will be obtained. Afterwards, with the permission of a private junior high school, they were presented to a group of Grade 9 students of their …


Teaching College Chemistry In The Time Of Covid-19 Pandemic: A Personal Account Of Teaching In The Old Normal Vs. The New Normal, Armando M. Guidote Jr Jun 2020

Teaching College Chemistry In The Time Of Covid-19 Pandemic: A Personal Account Of Teaching In The Old Normal Vs. The New Normal, Armando M. Guidote Jr

Chemistry Faculty Publications

The SARS CoV-2 (Severe Acute Respiratory Syndrome CoronaVirus 2), cause of COVID-19 (CoronaVirus Disease 2019) has afflicted close to 10 million people all over the world resulting to almost half a million deaths. This disease is severely contagious and necessitates social or physical distancing between persons. As such, traditional face-to-face learning is not advised and teachers need to shift to online teaching. There are challenges to online teaching and learning for students, teachers, and the higher education institute, e.g. hardware, bandwidth, and software issues. These will be difficult but these can be overcome eventually. This work is a personal account …


Designing Mobile Apps To Promote Numeracy And Statistical Reasoning, Ma. Louise Antonette N. De Las Peñas, Mark L. Loyola, Jumela F. Sarmiento, Mark Anthony C. Tolentino, Debbie Marie Versoza Jan 2020

Designing Mobile Apps To Promote Numeracy And Statistical Reasoning, Ma. Louise Antonette N. De Las Peñas, Mark L. Loyola, Jumela F. Sarmiento, Mark Anthony C. Tolentino, Debbie Marie Versoza

Mathematics Faculty Publications

Developing countries typically do not perform well in international benchmarks of mathematics achievement. This may be partially explained by students’ immersion in classrooms characterized by superficial strategies or rote-learning methods. This paper reports on the design of mobile applications (apps) developed by the authors as part of an ongoing project funded by a national government agency and intended to promote structural thinking and statistical reasoning. It describes the general features of the apps, as well as the pedagogical principles upon which the apps’ designs were anchored on. These principles are grounded on research and established practices on number sense and …


Development And Field Testing Of A Narrative-Centered Digital Game For English Comprehension, Jenilyn Agapito, Dominique Marie Antoinette Manahan, Ma. Monica L. Moreno, Jose Isidro Beraquit, Ingrid Yvonne Herras, Kevin Arnel C. Mora, Johanna Marion R. Torres, Ma. Mercedes T. Rodrigo Jan 2020

Development And Field Testing Of A Narrative-Centered Digital Game For English Comprehension, Jenilyn Agapito, Dominique Marie Antoinette Manahan, Ma. Monica L. Moreno, Jose Isidro Beraquit, Ingrid Yvonne Herras, Kevin Arnel C. Mora, Johanna Marion R. Torres, Ma. Mercedes T. Rodrigo

Education Department Faculty Publications

This paper describes the development and field testing of Learning Likha: Rangers to the Rescue, a narrative-centered, mobile-based digital game for practicing English comprehension. Twenty-seven (27) student participants from Grades 4, 5, and 6 were invited to play the game and answer a comprehension test to determine their level of understanding of the game’s contents. Self-report questionnaires were also used to assess the extent to which they enjoyed playing the game. Three (3) teachers were likewise invited for a focus group discussion (FGD) to gather their insights about the game and how they may use it in their classes. Student’s …


Digital Simulations For Grade 7 To 10 Mathematics, Ma. Louise Antonette N. De Las Peñas, Debbie Marie Verzosa, Maria Alva Q. Aberin, Len Patrick Dominic M. Garces, Flordeliza F. Francisco, Evangeline P. Bautista, Mark Anthony C. Tolentino, Winfer C. Tabares Dec 2019

Digital Simulations For Grade 7 To 10 Mathematics, Ma. Louise Antonette N. De Las Peñas, Debbie Marie Verzosa, Maria Alva Q. Aberin, Len Patrick Dominic M. Garces, Flordeliza F. Francisco, Evangeline P. Bautista, Mark Anthony C. Tolentino, Winfer C. Tabares

Mathematics Faculty Publications

This article describes a Department of Science and Technology – Philippine Council for Industry, Energy and Emerging Technology (DOST-PCIEERD) project aimed to facilitate the implementation of the mathematical objectives raised by the Department of Education’s (DepEd) K to 12 program in the Philippines through the use of innovative digital technologies. In particular, a selection of application software (“apps”) were created for Grade 7 to 10 mathematics that covered topics indicated in the five strands outlined in the K to 12 program – namely (1) number, (2) geometry, (3) measurement, (4) patterns and algebra, and (5) statistics and probability. The design …


Characterizing Instructional Leader Interactions In A Social Learning Management System Using Social Network Analysis, Orven E. Llantos, Ma. Regina Justina E. Estuar Nov 2019

Characterizing Instructional Leader Interactions In A Social Learning Management System Using Social Network Analysis, Orven E. Llantos, Ma. Regina Justina E. Estuar

Department of Information Systems & Computer Science Faculty Publications

Online learning environments are designed with specific users and respective roles in mind. However, for social systems that thrive on the interaction between and among users, important features are developed based on relationships that evolve over time. Typical learning management systems are designed with the teacher and the student as primary users of the system. my.eskwela is a social learning management system that has been designed for use in public schools in the Philippines with the inclusion of an additional user, the school administrator. Although administrators influence on student learning through mediated effects of instructional leadership, pieces of literature are …


A Usability Study On Shape Shape Hooray: An Adaptive Educational Game Associating 3d Geometric Shapes To Daily Objects, Winna Mia Victoria D. Buenviaje, Ma. Anniela B. Dela Cruz, Ingrid Marie Therese P. Fadriquela Jan 2019

A Usability Study On Shape Shape Hooray: An Adaptive Educational Game Associating 3d Geometric Shapes To Daily Objects, Winna Mia Victoria D. Buenviaje, Ma. Anniela B. Dela Cruz, Ingrid Marie Therese P. Fadriquela

Goal 4: Quality Education

Situated learning theory argues that learning is embedded within an activity, context, and culture. It posits that students are more likely to learn if they have an exposure to the authentic context of the learning environment. Based loosely on this theory, Shape Shape Hooray is an adaptive educational game that aims to teach basic 3D geometric shapes by allowing basic education students associate 3D shapes to daily objects. As an adaptive game, this paper discusses the paths developed for different kinds of players (no prior/low prior, average, and high prior knowledge). A usability test was conducted to which a generally …


Designing An Intervention For Novice Programmers Based On Meaningful Gamification: An Expert Evaluation, Jenilyn L. Agapito, Ma. Mercedes T. Rodrigo Jan 2017

Designing An Intervention For Novice Programmers Based On Meaningful Gamification: An Expert Evaluation, Jenilyn L. Agapito, Ma. Mercedes T. Rodrigo

Department of Information Systems & Computer Science Faculty Publications

Gamification is defined as the addition of game-like elements and mechanics to non-game contexts to encourage certain desired behaviors. It is becoming a popular classroom intervention used in computer science instruction, including CS1, the first course computer science students take. It is being operationalized to enhance students' learning experience and achievement. However, existing studies have mostly implemented reward-based game elements which have resulted to contrasting behaviors among the students. Meaningful gamification, characterized as the use of game design elements to encourage users build internal motivation to behave in a certain way, is contended to be a more effective approach. The …