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Fel Mark P. Barcebal Research
Fel Mark P. Barcebal Research
An Action Research
Presented to
2019 Conference of Basic Education Reseachers (CBER)
by:
ACKNOWLEDGMENT
This study would not have been possible without the support of
many people.
confusion.
F. P. B.
iii
DEDICATION
I dedicate this research to God Almighty my creator, my strong
His wings only have I soared. I also dedicate this work to my parents;
Papa Felix and Mama Mavic who have encouraged me all the way and
whose encouragement have made sure that I give it all it takes to finish
Thank you and God bless you. My love for you all can never be
quantified.
iv
TABLE OF CONTENTS
Page
ABSTRACT
a. Purpose
To examine the effectiveness of using PicsArt in teaching Arts;
determine the level of performance of Grade 10 students after the
integration of this mobile art application; and conceptualize learning
activity to supplement the use of PicsArt.
b. Design/Methodology/Approach
The descriptive method of research is applied using
demonstration of the use of mobile applications to determine the
performance and effectivity of the application to students.
c. Findings
The results showed that some students are using mobile art
application to support their learning to an extent and also identified
some potential ways to use this to further support the student’s
learning process.
d. Research Limitations
The school-based study was focused on the use of mobile arts
application among the 35 grade 10 students of Sto. Niňo
National High School during the academic year 2018-2019.
e. Originality and Value
Over 1000 mobile applications can be downloaded in Google
Play Store and Apple Store. Indeed, the selection and integration
of mobile art application – PicsArt, provides the students an
opportunity to learn different Art features and skills compare to
other mobile art applications precisely.
f. Keywords
mobile art application, learning process, teaching strategies
I. CONTEXT AND RATIONALE
Modern technology can be the knowledge of techniques and
be used in teaching. Technology refers to all the ways people use their
better outcomes.
2
They have become ruggedized for mobile field management. The uses
barcodes. Smart phones can be used for many things including instant
personal and working lives. (Gaskin et al. 2015, 181.) For the
app development firms are booming and their services are catering
high profile gadgets has already led to the integration of the books in
applications which draw the students’ interest and at the same time, it
time with mobile devices and they must be bounded with high quality
resources.
devices for teaching and learning especially as mobile devices are very
popular with young people and the current generation of students and
research showing more students are owning them (Brown et al. 2015,
32).
4
experience for the student (Ali, 2017). They must also do collaborating
discuss new trends in teaching Arts require critical thinking and form
innovation.
6
modern arts topics such as Pop Art and photography through the use
learn in natural way; feel more relax and concentrate to the subject
more.
Section 14: Arts and Culture, where arts has been defined as the
of beauty.
7
Moreover, Arts are created for their own sake, to give pleasure, -
views that the integration of the mobile art applications in teaching will
lifelong appreciation and desire for it. This is where the learners are
and understanding.
in arts of SNNHS.
National High School during the academic year 2018-2019. The output
teaching Arts.
percentage and ranking are the statistical tools used in the study.
10
applications in teaching Arts. The result of the study will benefit the
To school head, the findings of the study will give them the idea
To teachers, this study will help them to realize that the utilization
of mobile applications will motivate the learners and uplift the learning
competencies.
To learners, the study will help them to realize that learning is fun
and enjoyable using modern tech tools. It will also help the students to
researchers, who will conduct the same or related study about using
mobile applications as tools for teaching. This may also assist future
modern teaching.
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Research Design
Descriptive method of research was employed in the study. The
students of Sto. Niňo National High School of the academic year 2018
– 2019. They comprised all the learners of the said students and
the researcher read books and other reference materials that helped
them find ideas related to their study. After reading some related
resources, the researcher made the first draft of the questionnaire that
questionnaire from the respondents and then the data were analyzed,
interpreted and compared. The researcher made the learning plan and
students.
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is used.
4 Highly Effective
3 Effective
2 Moderately Effective
1 Not Effective
studied. The data were presented in textual and tabulated forms with
the count.
learners with new opportunities and interests. Mobile learning can help
students to take control over their learning and optimize it inside and
satisfied in using the application which got the highest ranking with the
by item using the application; make both teaching and learning easier
Then, it came with the interest of the students about the service
Teaching Arts
16
Table 1.1
devices for teaching and learning especially as mobile devices are very
popular with young people and the current generation of students and
17
research showing more students are owning them (Brown et al. 2015,
32).
Table 1.2
use of mobile application obtained the weighted mean of 3.22 and got
which it gained the weighted mean of 3.19 and lastly, the improvement
of learning skills which gained the weighted mean of 3.17 and got the
lowest rank. Three of the items interpreted as effective. In total, the use
and interesting way; feel more relax and concentrate to the subject
Table 1.3
out that the mobile application is user-friendly in which it got the highest
then it followed by enjoying the editing tools and features which was
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The item, distinguishing the appropriate icon for the application for
All in all, the quality of the application got the composite mean of
They have become ruggedized for mobile field management. The uses
barcodes. Smart phones can be used for many things including instant
personal and working lives. (Gaskin et al. 2015, 181.) For the
app development firms are booming and their services are catering
Application
Arts got the highest rank with the weighted mean of 3.53 with the
which both obtained 3.39 and second in rank, then using the mobile art
application helped them to perform the learning tasks quickly got 3.14
weighted mean with the lowest ranking. All of them got the verbal
interpretation of effective.
grade level.
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Table 2.1
Application
Table 2.2
enjoyed using the mobile application which the item gained highest
Then, students used the application as part of the studies in which the
item obtained the second rank with the weighted mean of 3.08 and had
mobile application with the weighted mean of 2.42 and frequently used
of the mobile application with weighted mean of 2.33 and got the
All in all, the learners’ behavior towards the use of mobile art
effective.
Table 3
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classes.
3. Concept ideas creatively
and share it to the class
Point ‘n Shoot Activity 1. Present his/ her learnings Year - Round Teacher
by taking symbolic and
pictures in a form of learners
documentation.
2. Apply the basic principles
of Digital Arts
3. Utilize the features of
application such as
collage, frames etc.
26
27
CONCLUSIONS
Based on the findings presented, the following conclusions are
derived.
effectively.
interested in creatively.
was user-friendly.
RECOMMENDATIONS
The findings and conclusions made from this study gave rise to
application.
Nayebi, F., Desharnais, J.-M., and Abran, A. (2012). The state of the
art of mobile application usability evaluation. (pp. 1–4). UAE:
CCECE Publishing.
Brown, D., Ferguson, F., Grant, M., Jones, L., Sweeney, J. &
Tamim, S. (2015). Teaching and learning with mobile computing
devices: case study in k-12 classrooms. (vol.54). USA: TechTrends
Publishing House
B. Unpublished Materials
Maha, Alqahtani & Heba, Mohammad. (2015). Mobile applications’
impact on student performance and satisfaction. (volume 14. issue
4) Turkey: TOJET: The Turkish Online Journal of Educational
Technology.
C. Articles
Gaskin, J., Wang, H., Wang, J. & Wang, L. (2015). The role of stress
and motivation in problematic smartphone use among college
students. (vol.53). Journal of Computers in Human Behavior, 9, 21-
23.
Dawson, H., Edel-Malizia, S., Mockus, L., Shaffer, D., Sung An, J.
& Swaggerty, A. (2011). The impact of mobile access on motivation:
distance education student perceptions. Sloan C International
Conference for Online Learning.
D. Legal Documents
E. Electronic Resources
Delos Santos, Cynthia Joy. (2014). Descriptive method. Retrieved from
https://prezi.com/3rdptjum29u9/descriptive-method/
RACHEL L. TANGONAN
Coordinator, MAPEH
Sto. Nino National High School
Madam:
Respectfully yours,
Noted:
A. Content Standards The learner new technologies that allow new expressions in arts using art elements and
processes
B. Performance Standards The learner create a tech-based artwork (video clips and printed media such as posters,
menus, brochures etc.) relating to a selected topic from the different learning areas using
available technologies, e.g., food and fashion
C. Learning The learner The learner use The learner The learner
Competencies/Objectiv determine the artworks to derive compare the create artworks
es role or function the characteristics of that can be
of artworks by traditions/history of artworks in the locally
evaluating their a community (e.g., 21st century. assembled with
utilization and landscapes, local materials,
combination of images of people guided by 21st-
art elements and at work and play, century
principles. portrait studies, techniques.
etc.).
I. CONTENT TECHNOLOGY-BASED ART
I. Computer/Digital Arts 1. Cellular Phones (photos and videos) 2. Computer-generated
Images 3. Digital Photography (DLSR and Point-and-Shoot) 4. Video Games 5. Digital
Painting and Imaging Videos – TV & Film
II. Principles of Art 6. Rhythm, Movement 7. Balance 8. Emphasis 9. Harmony, Unity, and
Variety Proportion
III. Process: 10. computer manipulation 11. light setting 12. digital enhancements 13.
printing 14. digital circulation
II. LEARNING Arts Learner’s Guide
RESOURCES
A. References
1. Teacher’s Guide P133-142
Pages
2. Learner’s Materials P247-254
pages
3. Textbook pages
B. Other Learning Samples of Computer-generated Artworks in everyday life (posters, book/magazine
Resources covers, brochures, advertisements)/Gadgets/DSLR camera/Computer/Laptop
IV. PROCEDURES
A. Reviewing previous The teacher Let the learner Present the Allow learners
lesson or presenting the presents the relate artworks of characteristics of to explore
new lesson. function of modern times to artworks in the alternative
artworks history and 21st century. materials for an
combining art traditions. artwork.
elements and
principles.
B. Purpose of the Lesson Let the learner site significance of technology-based art.
C. Presenting Present more examples of artworks that expresses history and traditions.
examples/instances of
the new lesson.
G. Finding practical Allow the learners to relate the role of Technology-based art on a person’s life.
applications of concepts
and skills in daily living.
H. Making generalizations Let the learners formulate generalizations.
and abstractions about
the lesson.
I. Evaluate learning Graded performances/Customized Rubric System
J. Additional activities for Graded Performances/Customized Rubric System
application or
remediation.
V. REMARKS