Untitled

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 105

STI College Global City

i
Senior High School

A Correlational Study of the Satisfactory Rate in Using HTMLIFY as


Perceived by Selected Grade 11 and 12 Information Technology
Mobile Application and Web Development Students of STI
College Global City AY 2019 – 2020

A Research Study
Presented to the
Faculty of Senior High School Department
of STI College Global City
Taguig City

In Partial Fulfillment of the Requirements for the Subject


Inquiries, Investigation and Immersion

Ablen, Ysabelle Dannielle


Arroyo, Kurt Paul M.
Cabreros, Cloyd George C.
Ishiguro, Sherei Dane A.
Mequequeni, Louie Mar P.
Miguel, Valjoemari D.
Moratillo, Masi John T.
Paisano, Melchor R.
Salvador, Justin Seth E.

Ms. Stephanie B. Tabifranca, LPT


Research Adviser

March 2020
STI College Global City
ii
Senior High School
APPROVAL SHEET

This research entitled “A Correlational Study of the Satisfactory Rate in


Using HTMLify as Perceived by Selected Grade 11 and 12 Information
Technology Mobile Application And Web Development Students of STI
College Global City for A.Y. 2019 – 2020” has been prepared and submitted by
Ysabelle Dannielle Ablen, Kurt Paul M. Arroyo, Cloyd George C. Cabreros,
Sherei Dane A. Ishiguro, Louie Mar P. Mequequeni, Valjoemari D. Miguel, Masi
John T. Moratillo, Melchor R. Paisano and Justin Seth E. Salvador in partial
fulfillment of the requirements for the subject Inquiries, Investigations and
Immersion, are hereby recommended for oral examination.

MS. STEPHANIE B. TABIFRANCA, LPT


Inquiries, Investigations and Immersion
Adviser

Approved in partial fulfillment of the requirements for Inquiries, Investigations


and Immersion by the Committee on Oral Examination with a grade of 97.00 on 20th
of February 2020.

MS. STEPHANIE B. TABIFRANCA, LPT


Chairman

MR. MARK FREDERICK V. SALONGA MR. BENJIE D. GAYONDATO


Panel Member Panel Member

MR. CARLO P. CORTEZ ENGR. RENIA R. MATIRA


Assistant Principal Principal
Senior High School Department Senior High School Department
STI College Global City
iii
Senior High School
ACKNOWLEDGMENT

First and foremost, it must be made known that this study would not be made

possible without the guidance, support and counseling that our research adviser,

Ms. Stephanie B. Tabifranca, has provided throughout the course of the making of

this paper. She had always found ways to support us, keeping our morale in check

by motivating and inspiring us throughout our class sessions, and in some cases,

surrendering her own leisure time in order to give us guidance, advice, and even the

much needed proper permissions and clearance for the school’s facilities, needed

to complete our research paper. We express the greatest appreciation for the

endless bout of unsung sacrifices that you may have done for the sake of our 1 st

term prerequisite.

Secondly, we would like to extend our gratitude to all our subject teachers:

Mr. Christian Paul L. Tacsuan, our Physical Science teacher, for confirming any

inquiries related to the mathematical treatment of data and statistics. Mr. Mark

Frederick V. Salonga, our Computer Programming teacher, who served as the

shining beacon on giving feedback; suggesting improvements and going as far as

providing assistance by tackling the related lessons and capitalizing on its relevance

towards the conception of our product. Mr. Benjie D. Gayondato, also our

Computer Programming teacher, for always being available for questions and by

giving generously his indispensable support, time, and vast knowledge in website

user interface and database, which has helped us in improving our product.
STI College Global City
iv
Senior High School
Mr. Carlo S. Patricio, our Personal Development teacher, for using his own

resources in helping us further our own research paper whilst reminding us of

keeping our own health, physical and mental, in check.

To the governing principal of the senior high school department, Engr. Renia

R. Matira and assistant principal, Mr. Carlo P. Cortez, for generously and graciously

allowing us to use the school facilities in helping us conduct the survey needed to

acquire the data for our research paper.

Lastly, the researchers themselves who assisted each other which ultimately

made the conception of this paper: from the first word entered into the word editor

of their choice down to the last period of our preliminaries. The support that was

given to one another is one to remember which hopefully, one day, would serve as

a memory to treasure as part of our bonding during our time together as classmates.

The Researcher Team


STI College Global City
v
Senior High School
ABSTRACT

Students aspiring to become programmers with the intention of starting their

career upon its related fundamentals are introduced with one of the most basic

platforms to build their skills – HTML. With the implementation of the K-12 program,

students entering grade 11 are given options of multiple strands as preparation for

college. This study is geared towards Senior High School students who took the

course of Information and Communications Technology (ICT) under the Technical –

Vocational Livelihood (TVL) Track.

HTMLify is a visual-novel game which introduces the HTML platform to

students. It is used to correlate the satisfactory rate of the grade 11 and 12 students

during the game’s play-testing sessions. HTMLify must prove successful in

satisfying the students regarding content, usability, and aesthetics, all of which are

the fundamentals of user satisfaction. (Thielsch & Moshagen, 2015)

This study presents the quantitative method on the acquisition of the

necessary data, condensed into a sample size after being treated with the Slovin’s

formula. All respondents of this study hail from STI College – Global City and are

sampled randomly, with data sampling also being stratified per section in order to

assure that the data gathered is not biased.

The study aims to determine whether HTMLify is a feasible product to cater

for today’s aspiring IT students’ needs or not. Based on the feedback acquired from
STI College Global City
vi
Senior High School
the respondents, they are satisfied and willing to recommend the game to others

based on the experience they had during the play testing of the game.

As such, the general hypothesis is that HTMLify is indeed, able to satisfy and

enhance a student’s HTML programming skills. It could be a potential product to

satisfy a wider range of audience should further studies be conducted regarding the

use of HTMLify, as well as continuing its own development.


STI College Global City
vii
Senior High School
TABLE OF CONTENTS
TITLE PAGE ..................................................................................................................... i

APPROVAL SHEET ........................................................................................................ ii

ACKNOWLEDGMENT .................................................................................................... iii

ABSTRACT ..................................................................................................................... v

LIST OF FIGURES.......................................................................................................... ix

LIST OF TABLES ........................................................................................................... ix

CHAPTER 1: THE PROBLEM AND ITS BACKGROUND ............................................... 1

Introduction .................................................................................................................. 1

Background of the Study .............................................................................................. 3

Statement of the Problem ............................................................................................. 7

Significance of the Study .............................................................................................. 8

Conceptual Framework ................................................................................................ 9

Hypothesis ................................................................................................................. 12

Scope and Delimitation............................................................................................... 12

Definition of Terms ..................................................................................................... 13

CHAPTER 2: REVIEW OF RELATED LITERATURES.................................................. 14

Foreign Literatures and Studies .................................................................................. 14

Local Literatures and Studies ..................................................................................... 25

CHAPTER 3: RESEARCH METHODOLOGY ................................................................ 32

Research Method ....................................................................................................... 32

Research Design ........................................................................................................ 33


STI College Global City
viii
Senior High School

Population of the Study .............................................................................................. 34

Research Locale ........................................................................................................ 34

Sampling Technique ................................................................................................... 34

Research Instrument .................................................................................................. 39

Validation of Instrument .............................................................................................. 40

Data Gathering Procedures ........................................................................................ 40

Statistical Treatment of Data ...................................................................................... 42

CHAPTER 4: PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA ....... 46

CHAPTER 5: SUMMARY, CONCLUSIONS, AND RECOMMENDATIONS ...……….…65


Summary and Conclusion .......................................................................................... 65

Recommendation ....................................................................................................... 69

REFERENCES

APPENDICES
Appendix A: Letter for Validation

Appendix B: Letter for Respondents

Appendix C: Survey Questionnaire

Appendix D: Curriculum Vitae


STI College Global City
ix
Senior High School
LIST OF FIGURES
FIGURE 1: IPO MODEL................................................................................................... 9

FIGURE 2: FACTORS AFFECTING USER SATISFACTION ........................................ 11

LIST OF TABLES
TABLE 1.1: DEMOGRAPHIC PROFILE OF THE RESPONDENTS AS TO AGE .......... 46

TABLE 1.2: DEMOGRAPHIC PROFILE OF THE RESPONDENTS AS TO SEX .......... 47

TABLE 1.3: DEMOGRAPHIC PROFILE OF THE RESPONDENTS AS TO: SECTION. 48

TABLE 1.4: DEMOGRAPHIC PROFILE OF THE RESPONDENTS AS TO: GRADE


LEVEL ........................................................................................................................... 49

TABLE 2.1.1: SATISFACTION RATE OF GRADE 11 ITMAWE


RESPONDENTS:CONTENT .......................................................................................... 50

TABLE 2.2.1: SATISFACTION RATE OF GRADE 11 ITMAWE


RESPONDENTS:USABILITY ........................................................................................ 52

TABLE 2.3.1: SATISFACTION RATE OF GRADE 11 ITMAWE


RESPONDENTS:AESTHETICS .................................................................................... 54

TABLE 2.1.2: SATISFACTION RATE OF GRADE 12 ITMAWE


RESPONDENTS:CONTENT .......................................................................................... 56

TABLE 2.2.2: SATISFACTION RATE OF GRADE 12 ITMAWE


RESPONDENTS:USABILITY ........................................................................................ 58

TABLE 2.3.2: SATISFACTION RATE OF GRADE 12 ITMAWE


RESPONDENTS:AESTHETICS .................................................................................... 60
STI College Global City
1
Senior High School
CHAPTER 1

THE PROBLEM AND ITS BACKGROUND

This chapter is comprised by eight parts: the introduction, statement of the

problem, significance, scope and limitation, and background of the study,

hypothesis, conceptual framework and definition of terms that would support

credibility of the research.

Introduction

Hypertext Markup Language (HTML), is one example of a programming

language needed for web development and basic design. They are beneficial to

learn for developers, marketers, and people in many other disciplines. Learning

HTML and its additional components can prove to be an advantage for independent

entrepreneurs looking to save resources where possible.

Phelps (2018) stated that knowing how to use HTML can save you a sizable

amount of time from potential miscommunications or unsatisfactory designs with a

third-party design team, or even signing a contract with an external, independent

programmer. HTML has always been a handy programming language to learn for

designing the basic webpage. It stands true for individuals looking to save money

when making a personalized web design.

Students tend to turn towards third-party website generators because they

face difficulties in making a website themselves. This is done in order to save time
STI College Global City
2
Senior High School
and effort, to reduce the risk of making an unstable website and wading over

complex codes, all the while increasing the ease of use and aesthetic design of a

website. This study, entitled “A Correlational Study of the Satisfactory Rate in Using

HTMLify as Perceived by Selected Grade 11 and 12 Information Technology Mobile

Application And Web Development Students on STI College Global City for AY 2019

– 2020”, is conducted to assure the students that are using HTML, and possibly its

supplementary platforms, JavaScript and Cascading Style Sheets, are not difficult

to learn and use.

Visual novel is a genre of video games that typically have little game play

elements and a greater focus on the storyline (Amalo, Murdaningtyas, & Agusalim,

2017).

Visual novels typically offer basic decision-making as one of its core game

mechanics, as the story revolves around the decisions the player makes. This is so

that the player need not worry about sudden, erratic, and fast-paced nature of the

game, thus relieving the player of any potential risks typically found in actions games

and placing heavier emphasis on the story within the game. The current study shall

be conducted to acquire the students’ level of satisfaction when using the product,

HTMLify, with a visual story or novel approach.

A typical visual novel is set up as follows: a character is displayed with a box

of text below the character. This box of text holds the character’s dialogue, as well

as the protagonist’s speech and thoughts, depicted in first-person when more than

two characters are present. The character’s emotion may change depending on the
STI College Global City
3
Senior High School
scenario they currently face, the other characters the interact with, and the like.

Different characters’ names are denoted with different colors as to avoid confusion.

The protagonist is often not displayed, as the game would often portray them in the

first-person throughout the story.

Hung et al. (2015) emphasized that games effectively reduce gaps in terms

of students’ achievement as outside classroom, students can outperform

autonomously.

The researchers’ aim is that after the students use HTMLify, they will be

satisfied with the elements presented in the game. As a bonus, HTMLify could help

further improve their basic HTML skills, as the game’s moniker is derived from the

programming platform it represents.

Background of the Study

Experts in the field of Information Technology are currently in high demand,

especially with the rapid evolution of today’s technologies that presents innovative

and efficient solutions that would often prove better, if not more reliable, than

technologies presented in the past. Examples would be the phonograph, now

obsoleted by radio-based devices; the decline of mail caused by the advent of the

e-mail; and the library housing thousands of books, now slowly being replaced by e-

books which can perfectly fit into a pocket-sized machine. Therefore, it is no surprise
STI College Global City
4
Senior High School
that there lies a significant population of students looking towards the IT branch

willing to secure a stable career.

According to Schwalbe (2015), the future of many organizations depends on

their ability to harness the power of Information Technology. It can be concluded

that the field of Information Technology would be raising significant demands on the

market, as many corporations and companies are leaning towards electronic-based

systems. There lies a problem, however, with a select number of students who wish

to take IT courses who seem to be stuck in a perpetual loop of irresolution in whether

or not to take the course due to the stereotype of IT graduates finding their jobs

being 'too difficult’ or ‘time consuming’, thus ending up inconclusive with their

decisions. This could potentially disinterest a potentially skilled student from entering

IT courses.

Now, while it is true that, with the advent of the internet, access to virtual

libraries for open-source learning materials have become more readily accessible to

the worldwide academic world, it does not fully mitigate the stereotype behind the

fear of encountering the ‘wall of codes’ that new IT students may face. They still may

easily feel overwhelmed by the unfamiliar symbols and seemingly unintelligible

strings of words which may be met by an immediate discouragement by the student.

According to Bashova and Pachovski (2013), the visual novel is a multimedia

game, which is interactive and stimulates the player’s creativity, as well as making

decisions that affect the story that is being told.


STI College Global City
5
Senior High School
HTMLify is the proposed product to be used within this study for an attempt

to improve a student’s basic skills in programming. HTMLify is a website-based

visual story/novel that aims to show that programming is a subject not difficult to

learn in terms of logical prowess and application as it shares similar traits with

subjects learned beforehand, such as basic mathematical and basic algebraic

principles, and is not extremely exasperating as they anticipated it to be.

Ambalina (2019) defined visual novels as novels presented in digital format

and playable on video game consoles, smartphones or computers.

Ambalina further states that visual novels present their stories using text,

voice-overs, background music and pictures. In most, players take control of a main

character, see the story unfold through that character’s first-person perspective and

make decisions for them throughout the story.

HTMLify will contain parts of the aforementioned elements that comprise that

of a typical visual novel – parts which are deemed necessary as to give the visual

novel its distinctive genre: the narrative text, background music, and unique art-style

approached in the form of scenic backgrounds or photography including places and

people; thus invoking and stimulating imagination and potential outcomes based on

the events read throughout the visual novel's plot.

Sanford (2015) stated that video games are games that use electronic

systems (either personal computers or video game consoles) and involve interaction

with a user interface to generate visual feedback on a video device.


STI College Global City
6
Senior High School
Therefore, it should be noted that HTMLify can be classified as a video game,

for HTMLify satisfies all stated conditions. It uses an electronic medium, specifically

a web browser through a personal computer, to which where it can be played on. It

also provides an interactive user interface which generates feedback based on their

input by means of visual and/or auditory cues.

A study conducted by Cavallaro (2010) states that: to ensure the player’s

creative involvement, the visual novel seeks to draw the player into its textual skein

through immersive strategies. In doing so, it challenges the mimetic imperatives of

narrative absorption by self-consciously foregrounding its artificiality.

In accordance to the study above, HTMLify aims to first immerse the user into

its virtual world through immersive strategies. This includes the detailed story

elements, the materialization of visual scenes and imagery, auditory resources

(music, effects, soundbites, and the like). It should be noted that HTMLify’s content

should be naturally integral towards the overall package it bears as to ascertain the

elements needed to satisfy its audience.

HTMLify first introduces the basic ropes of HTML before delving into other

potential programming platforms which may come in useful as a supplement to the

HTML platform, depending on the user’s progress in the visual novel. The

respondents, the grade 11 and 12 ITMAWE students of STI College – Global City,

shall be given questionnaires and will be able to rate the game on a quantifiable

scale based on their satisfaction.


STI College Global City
7
Senior High School
Statement of the Problem

The research studied the satisfaction rate of HTMLify, an interactive visual novel

about HTML as perceived by the selected grade 11 and 12 ITMAWE students of STI

College – Global City. The data gathered were analyzed using correlational analysis.

The study will specifically determine the following:

1. The demographic profile of the respondents as to:

1.1. age;

1.2. sex;

1.3. section; and

1.4. grade level.

2. The satisfactory rate of the selected grade 11 and 12 ITMAWE students in

using HTMLify in terms of:

2.1. content;

2.2. usability; and

2.3. aesthetics.

3. If there is a significant relationship between the satisfactory rate of HTMLify

as an interactive HTML website in terms of grade level.


STI College Global City
8
Senior High School
Significance of the Study

This study is specifically significant to the following:

IT Students. This study could give IT students an insight into the ropes of

programming first by HTML. By constructing a website which could potentially

satisfy the students into playing the visual novel, it is expected that they

improve their skills in regards with the HTML language.

IT Teachers. This website could contribute to the IT teachers as well because

this could potentially simplify their work. Allowing the students to play the

visual novel for an allotted time could possibly help them grasp the basic

fundamentals of HTML.

Future Researchers. This study could be beneficial to other researchers in

conducting their own study in the form of related literature.

School. By conducting this research, the school may consider using HTMLify

as an alternative past-time activity for IT students and teachers who wish to

sharpen their HTML skills.

Web Developers. Programmers may take advantage of this study should

they consider building a website identical to HTMLify. This study could serve

as a form of guide, taking notes of the factors considered within this study in

order to further their own products.


STI College Global City
9
Senior High School
Conceptual Framework

Figure 1 below presents the IPO model used to conduct the study.

Input Process Output

Quantitative
Demographic method
A Correlational
profile:
Study of the
Slovin’s formula
Satisfactory Rate
age
Proportionate in Using
sex
stratified random HTMLIFY as
section
sampling Perceived by
grade level
technique Selected Grade
11 and 12
User
Survey via Information
satisfaction as
researcher-made Technology
to:
questionnaire Mobile
Application and
content
Likert Scale Web
usability
Development
aesthetics Frequency Students of STI
Distribution College Global
Significant
City AY 2019 –
relationship Percentage 2020
between the
satisfactory rate Weighted Mean
of HTMLify as an
interactive HTML Pearson’s R Test HTMLify
website in terms
of grade level Correlational
analysis

Feedback Loop
Figure 1. IPO Model
STI College Global City
10
Senior High School
The model above demonstrates the procedure of the correlational

investigation. The principal box shows the demographic profile of the respondents

as to their age, sex and grade level. The researcher explicitly chose the grade 11

and 12 ITMAWE students as the respondents, for the proposed item would

deliberately take into account their needs. It likewise incorporates HTMLify's user

fulfillment depending on the accompanying determinants: content, usability and

aesthetics. The researchers would scrutinize their agreeable levels as to HTMLify's

aforementioned determinants.

The second box demonstrates the process in conducting the study. The study

utilized the quantitative method of research through the use of researcher-made

survey questionnaires with a four-point Likert scale in order to gather data from the

respondents. To determine the sample size needed for each population, the

researchers used Slovin’s formula with proportionate random sampling. The data

accumulated from the survey will be measurably broken down by the researchers

using the frequency distribution, percentage, weighted mean, Pearson’s R Test and

correlational analysis. Based on the findings, the researchers will determine whether

the respondents were satisfied with using HTMLify. After acquiring the data from the

survey, the researchers can then make a conclusion if there is a significant

relationship between the satisfactory rate of the respondents of grade 11 ITMAWE

students and the satisfactory rate of the respondents of grade 12 ITMAWE students.
STI College Global City
11
Senior High School
The third box demonstrates the output of the study. Through the data

gathered from the survey which were answered by the respondents, the researchers

were able to come up with a product, HTMLify - a visual novel.

Figure 2 below presents the user experience factors which affects the overall

user satisfaction.

Aesthetics

Content Usability

User
Satisfaction

Figure 2. Factors Affecting User Satisfaction

The figure above presents the three factors of user experience which affects

the overall user satisfaction of website: content, aesthetics and usability.

Thielsch and Moshagen (2015) stated that content, usability and aesthetics

are fundamental principles of the perceptual organization of a website. Proper


STI College Global City
12
Senior High School
implementation of these principles will lead to immediate pleasurable subjective

experience which determines the user satisfaction.

The researchers of the current study decided to implement these fundamental

principles in order to provide the users of HTMLify a satisfactory experience while

using the website.

Hypothesis

Ho: There is no significant relationship between the satisfactory rate of grade

11 and 12 ITMAWE students in using HTMLify.

Ha: There is a significant relationship between the satisfactory rate of grade

11 and 12 ITMAWE students in using HTMLify.

Scope and Delimitation

This study entitled, ‘The Correlational Study of the Satisfactory Rate in Using

HTMLify as Perceived by of Grade 11 and 12 Information Technology Mobile

Application And Web Development Students of STI College Global City for AY 2019

– 2020’, is limited to Grade 11 and 12 ITMAWE students of STI College - Global City

in the Senior High School Department. This is made to be able to determine whether

there is a correlational relationship between the satisfactory rate of the Grade 11

and 12 students in order to produce output, HTMLify, an interactive website about

HTML programming.
STI College Global City
13
Senior High School
Definition of Terms

Aesthetics. The visual credibility of a subject topic.

Content. The elements which comprise a certain aspect of any object.

HTML. Stands for Hypertext Markup Language. A language used to create

webpages.

HTMLify. A visual novel about HTML programming.

ITMAWE. Information Technology in Mobile Application and Web

Development. STI College’s designation for Senior High School students who

took the Information-Communication Technology strand under the technical-

vocational-livelihood track.

Usability. Refers to the general ease-of-use of a certain product.

User Experience. It is the overall experience of a person using a product

such as a website or computer application, especially in terms of how easy

or pleasing it is to use.

User Satisfaction. It refers to the user's comfort and acceptability of a

website during the consumption of the content and the interaction with the

product.

Visual Novel. It is an interactive game genre featuring text-based story with

narrative style of literature and interactivity aided by static or sprite-based

visuals, most often using anime-style art.


STI College Global City
14
Senior High School
CHAPTER 2

REVIEW OF RELATED LITERATURE

This chapter includes the ideas, studies, researches, generalizations,

conclusions, and methodologies related to the present research for better

comprehension of the study.

Foreign Literatures and Studies

Visual Novel as a Visual Learning Tool

Stenliden (2014) argued that visual learning tools allow students to first

connect to and analyze the visualized content, then to investigate and decide what

matters to them. This leads them to translate with the object of knowledge, which in

turn enables them to evaluate and draw conclusions.

Visual novel is an example of visual learning tools as it encourages students

to analyze the plot within the game and by means of deduction, be able to ultimately

conclude and decide a path on which the story will flow. HTMLify aims to emulate

and immerse the environment of the HTML programming language wherein the

player must analyze, construct, and deduce on what block of codes is most

appropriate to use in order to produce the desired output in the most efficient method

possible whilst delivering satisfactory gameplay by means of aesthetics and content.

Geest (2015) explains that the narrative world in a visual novel can be built

not only by showing or notifying, but the information conveyed is very important. If it
STI College Global City
15
Senior High School
is well visualized, the reader or player can conclude the message in question, but

the reader or player has also built a more personal narrative world, which

encourages the desire to find out what is happening on the next page.

The above statement made by Geest explains how students can easily adapt

the content of the story through visualization. HTMLify also provides visual

illustrations and audio which could potentially attract ITMAWE students to participate

in the game and show interest in HTML.

According to Andalucía (2009), one of the most noteworthy contributions of

visual novel as an educational tool is to promote reading (a skill developed at

successive education levels, including the university level), and their huge

entertainment value.

The above statement talks about how visual novel as a tool can contribute to

the development of student’s skills. Using HTMLify in the classroom, like the use of

any new text or resource, involves teachers incorporating new technical techniques

with their current methods. If this is employed, it will benefit the students by engaging

at a more complex and interesting level.

Visual novels are heavy on text, but they generally have music, voice acting,

and character pictures to assist the reader in absorbing the information presented in

the story. It is a storytelling wise genre of video game that is very versatile. The

flexibility leads to a lot of visual novels having incredible stories and variety of

purposes (Mai, 2014).


STI College Global City
16
Senior High School
Mai’s statement further reinforces the idea of using visual novel as a platform

to share information as it helps readers absorb the information presented to them.

This is the reason as to why the researchers decided to develop and study HTMLify’s

impact - to provide a game which would prove a satisfactory HTML learning material.

According to Morrison (2017), over the last decade, visual novels have

become a popular format in classrooms, partly due to their appeal to reluctant

readers. Visual novels are also excellent resources for advanced learners. With

visual novels, students use text and images to make inferences and synthesize

information, both of which are abstract and challenging skills for readers. When

students read visual narratives, the activity in the brain is similar to how readers

comprehend text-based sentences. However, when students learn to read visual

novels with an analytical eye, depth and complexity are added to the reading

process. All of this experience developing textual and visual reading skills contribute

to students’ understanding.

Morrison’s findings above further supports Mai’s statement as it emphasizes

on the idea that visual novel can be utilized in educating students. Furthermore, it

stresses that the aesthetic content of visual novels can further contribute to the

student’s understanding of the topic, as it encourages visual reading alongside

textual reading skills.

Cavallaro (2010), stated that visual novel is a form of interactive fiction that

calls upon players to engage in the production of the text as integrated agents. By

placing the interactor in an imaginary setting wherein he/she needs to deploy text-
STI College Global City
17
Senior High School
analysis capabilities and puzzle-solving skills, the visual novel develops an

innovative way of presenting and receiving the narrative experience. The player is

urged to navigate the text in an attitude of sustained and conscious alertness in

exploring the visual novel’s simulated environment in order to discover and apply its

guiding rules while figuring out how to influence its events simultaneously.

Cavallaro’s statement above reinforces HTMLify’s potential to satisfy its

audience in terms of gameplay in visuals whilst helping convey information

containing HTML elements. Meaning to say, HTMLify is not only entertaining due to

its multimedia contents and story, but it is also educational due to the fact that HTML

lessons are incorporated in the storyline.

Lu (2014) studied that visual novels are a digital narrative-based medium

featuring interactive decision-making gameplay – much like that of choose-your-own

adventure books – which allows the player to decide how the visual novel

progresses and eventually how the visual novel will end. Visual novels’ stories vary

with the choices the player makes in each playthrough and so each story holds a

unique plot and multiple possible endings. The stories of visual novels are

communicated mostly via textual narration and dialogue and are complemented by

audio and digital imagery. Additionally, there are multiple possible paths that the

narrative can take based on the player’s choices.

Furthermore, visual novels should not be strictly limited to children’s literature.

It has the advantage to be adapted to any genre, from classical to contemporary

literature (Bashova & Pachovski, 2013).


STI College Global City
18
Senior High School
HTMLify ticks the boxes of the very basic criteria needed to be attained in

order to be classified as a visual novel – offering simple, intuitive controls, only being

halted once a decision-making stage is attained, invoking multiple choices affecting

storyline. HTMLify offers decision-making for the reader, bifurcating towards one of

multiple possible outcomes based on the player’s prior decisions. The content it

provides also satisfies the criteria stated above, showing ‘textual narration and

dialogue and are complemented by audio and digital imagery’. Aesthetical

elements, such as the narration of the text, audio which includes music and sound

effects, is also part of what was described as being ‘audio and digital imagery’.

HTMLify, cannot be classified as a visual novel unless it projects imagery

pertaining to the story such as the characters, scenery, and the like. Whilst the

description above may easily lean towards describing on what would appear to be

a child’s story-time book, visual novels must also appeal to people of greater ranges.

HTMLify’s target audience, the Grade 11 and 12 ITMAWE students of STI College

– Global City, must be presented a game whose elements directly appeal specially

towards their satisfaction in terms of content, aesthetics, and usability.

Pratama et al. (2017) conducted a study entitled “Designing Visual Character

of Raden Wijaya As Historical Figure In Visual Novel”, which shows that Wijaya's

visual character design as a historical figure in Visual Novel can be shaped through

line, shape, texture, and color elements, and potentially brings cultural messages.

The design elements are able to build the association of meaning and image of

Raden Wijaya character based on informative function, interactive function, and


STI College Global City
19
Senior High School
imaginative function. The entire interaction of these functions can be visualized

through illustrations of facial expressions, postures, costumes, and accessories

displayed. Discussion of the study of visual character design becomes important in

the visual novel game, because it can encourage creativity in creating similar visual

characters based on historical figures, thus potentially as a more informative and

entertaining educational media to meet the tastes of today's market.

Further solidifying HTMLify’s stance in being an informative game, it brings

the programming platform of interest – HTML, or Hypertext Markup Language – into

an entirely fantasy world of its own, featuring imagery which may cause the user to

interpret the story in a creative way supplicated by their own imagination. The

characters presented therein must accrue emotional reactions or, at the very least,

provide a directional sense of the plot for the audience in order to satisfy HTMLify’s

objective content-wise. Should HTMLify become a successful product, it should

satisfy the target audience as being an informative product, potentially surpassing

in satisfying the target audience intended.

Factors Affecting User Satisfaction

According to Thielsch and Moshagen (2015), content, usability and

aesthetics are the fundamental principles of the perceptual organization of a


STI College Global City
20
Senior High School
website. Proper implementation of these principles will result in immediate enjoyable

subjective experience which will determine user satisfaction.

The current study aims to utilize these fundamental principles in its output,

HTMLify, and make the respondents assess their satisfaction level after using the

product according to the stated principles.

A favorable user interface starts from understanding people, rather than

figures, as software is merely the tool for certain objectives. The better satisfaction

would please the users more. The systems designed by designers are often different

from the users’ imagination and understanding of such systems. Learnability,

efficiency of use, memorability, and subjective satisfaction are some factors to

consider when designing the user interface that would result in the user’s satisfaction

(Lee & Lin, 2014).

The study above states that as designers (or developers) perceive using the

user interface differently from the user’s perspective, they must understand how the

average user would be satisfied. All the factors stated above plays a role in satisfying

the user. HTMLify must present a user interface that is easy to learn and memorize,

simple to navigate, and would satisfy the average user in terms of design, as each

user’s perception of the user interface is different.

The results from a study by Stinson et al. (2010) found that user satisfaction

from their site was based on the overall design aesthetics of the user interface,

content, functionality and features.


STI College Global City
21
Senior High School
Stinson and his colleagues had observed that the aesthetics and the content,

as well as their functionality and their core features, all play a role in user satisfaction.

This would make sense as simplifying the usage of the website whilst presenting the

content in a pleasing manner encourages the user to further interact with the

website.

Usability

User’s perceived usability of the product facilitates interactions between the

parties and access to information and therefore, it may influence the levels of user

satisfaction (Corritore, et al., as cited in Akrimi & Khemakhem, 2014).

Corritore’s conclusion above affirms that the product’s usability affects the

user’s level of satisfaction. Therefore, the current study’s inclusion of usability

amongst the factors affecting user satisfaction to be assessed by the respondents

is a related and equally an important factor to consider.

A research conducted by Nitsch et al. (2016) found that the layout, navigation,

and content point to the usability aspect of their program’s theme.

In line with their research, HTMLify’s usability can therefore be defined by its

layout, navigation, and content of the website.

According to a study conducted by Kernot et al. (2014), ease of use and

navigation are key features of the usability aspect of the application. The key issues

are use of the application in multiple devices, operating systems, and software
STI College Global City
22
Senior High School
where user’s found inconsistencies with the application’s display and performance

across varied devices.

Navigation and ease of use are some of the factors considered during

HTMLify’s development, as other research has repetitively showed that these bear

weight in a program’s usability. As HTMLify is a website, accessible through any

browser of any medium, such as a smartphone or a computer, any inconsistencies

must be addressed and absolved as to assure its usability across platforms.

The results from an experimental research by Miller et al. (2017) regarding

health applications showed that the conception of a simple interface, language, and

audio narration assisted those with literacy barriers. They also found that other

health apps with complex navigational designs, denser text, and sophisticated

terminology showed lesser ease-of-use, or usability.

This study supports the studies stated above. Manifesting the consistent

factor that is to say, the navigation by implementing a simpler interface leading to

easier use, will become the ultimate deciding element in HTMLify’s usability. In

addition, they added simple language and audio narration to aid in such usability,

further stating that more complex navigational designs, compacted texts, and

heavier vocabulary showed lesser ease-of-use.

Aesthetics

Aesthetic appeal significantly influences satisfaction (Wang, Hernandez &

Minor, 2010).
STI College Global City
23
Senior High School
The statement of Wang et al. above reinforces Thielsch and Moshagen’s

argument that aesthetics is amongst the factors which determines the website user’s

satisfaction.

According to a study conducted by Garett et al. (2016) entitled “A Literature

Review: Website Design and User Engagement”, proper user interface design has

become a critical element needed to engage website and mobile application users.

This is most imminent with the modern generation, often opting for simple,

clean, and elegant interface designs as opposed to flashy, constricted, and overly

compacted user interface. HTMLify offers a relatively simple layout for an interface

design: buttons and clickable text. This is so the user need not worry about studying

the controls and would focus more on the game’s content itself.

Content

Kincl and Strach (2012) stated in the article Measuring website quality:

asymmetric effect of user satisfaction that content has been identified as one of the

key ingredients when users judged website quality.

HTMLify’s content must therefore be satisfactory and hold a certain,

consistent standard which would see students appreciate the quality of the game

itself. First from the visuals themselves, which must be consistent and stimulate

pleasurable visual contact. Second are the controls and its ease-of-use in interacting

with the game, as to not confuse the students when using the game. Lastly, the core
STI College Global City
24
Senior High School
part of any visual novel, the content. It must appeal to the students in a manner

corresponding to its genre.

Sindhuja and Dastidar (2009), conducted a study entitled “Impact of the

Factors Influencing Website Usability on User Satisfaction” which found that

information content is among the factors that is considered to be significant in

explaining the satisfaction level of the users.

As with the factors stated above, the ‘information content’ employed within

the game must be a factor to consider when developing HTMLify. This is due to the

fact that users already interested in the first visual contact with the website must

further be impressed with the matching content that it aims to deliver.


STI College Global City
25
Senior High School
Local Literatures and Studies

Visual Novel as a Visual Learning Tool

Detablan et al. (2013) conducted a study involving a project that has different

categories different shapes, math games, coloring games, typing games and

more. By creating various games that are fun yet educational, students can learn

skills like problem-solving and boosting creativity, so they’ll have advance learning

before they go to school.

Detablan’s statement above supports HTMLify’s purpose as a potential

informative/educational visual novel. As HTMLify aims to satisfy students via various

cognitive elements, such images, colors, and audio, related to HTML, it could boost

skills in terms of troubleshooting problems presented within the game as well as

giving students a chance to develop their creativity and assertive manner in

interpreting the code problems presented within.

Logarta (2014) wrote an article named "The gamification of education Why

playing is the future of learning", which stated that students can benefit more in

gamification of education rather than using traditional way of educating students.

Gamification means using game mechanics to make teaching more interesting,

motivating, casual and fun for students. So instead of restricting them from playing

games, why not use certain games that can increase their knowledge, memorization

and skills.
STI College Global City
26
Senior High School
Logarta’s statement above talks about how gamification and traditional

teaching differs. He elaborated that gamification is more helpful and an easy way to

help students enhance their knowledge and skills which is similar to HTMLify. When

images are used alongside text, students can more easily decipher the meaning of

the text, as well as retain elements of the story. If HTMLify proves satisfactory by

students, it could easily translate as a good game to teach HTML materials. By

providing students with tools to increase their reading and writing ability, teachers

can promote student success.

According to Logarta (2017), the most important feature of a title in the visual

novel is a branching storyline that evolves according to the choices of the player.

You will be with their innermost ideas, and the visual novel makes them more

related, while assisting them to believe it and make it relevant.

Visual novel encourages each student to evaluate each choice they make

and to think about the possible outcome of their choice. For every decision they

make in HTMLify, it should also invoke a sense of their presence or contribution

within the game. HTMLify aims to achieve this by immersing the player alongside

the characters in the story as well as helping them solve any problems they face

within the plot.

According to Duque (2017), a commercial on television once said that

learning is a visual process. This is in fact true as most teachers know that learning

is in fact 70 percent a visual experience. This is why it is essential to help learn

through visual aids. Using visual facilitation and pre-drawn flip charts not only helps
STI College Global City
27
Senior High School
draw in learners, so to speak, but makes it easier for them to remember the concepts

they’ve just learn. Visual learning often rates higher than audio or kinesthetic

learning for many people.

Learning through visual aids is much easier in helping students remember

their newly learned lessons. Visual learning has greater advantage to many

individuals than just listening to audios or the kinesthetic learning. If HTMLify can

satisfy visual learners by means of visual aids, they could vastly help in learning

HTML.

Palma (2016) stated that visual aids help learners comprehend theoretical

concepts and allow difficult data to be organized. Moreover, effective visual support

maintains learner’s attention and increases memory retention of the material being

presented. By merely choosing and using the appropriate visual aids, the learner

could potentially be attracted and be satisfied with the visual aids within the game.

Visual Novel is an example of a visual aid. It is much easier to learn something

if the content is organized and the learner’s interest will be awakened if there are

appropriate visual aids presented.

Abante et al. (2014) observed that many students discover that they are

visual learners. These learners commonly use visual aids, such as graphs and

diagrams, to assist them in putting material into perspective.

Visual novel is one of many forms of visual aids that can make it easier to

remember content later rather than if they had just heard the information. Visual

learners need to see material in order to understand it. If visual learners could be
STI College Global City
28
Senior High School
satisfied with HTMLify’s visual imagery such as film, graphic displays, or pictures, it

could invoke learning.

Visual aids are among the school-factors to consider with regards the

academic performance of the students (Flores, et al., 2015).

The statement above emphasizes on the impact of implementation and

utilization of visual aids such as visual novel on students’ academic performance.

A study conducted by Magulod (2019) found that the learning style

preferences, study habits and level of academic achievement of students enrolled

in applied science courses. Results of the study revealed that the students of applied

sciences courses preferred visual, group and kinesthetic as major learning styles

while they consider tactile, auditory and individual learning styles as minor learning

preferences. It was also revealed that they manifested a moderate level of study

habits and skills along with time management, concentration, note taking, reading

comprehension, test preparation, and test taking, reading speed, writing skill, and

managing test anxiety.

HTMLify is a type of website product which specializes in the visual category

of informative literature. With HTMLify being specially programmed towards

students enrolled in the Information Technology strand, the resulting visual aspects

must apply towards their topic being studied. HTMLify must also prove a satisfying

game and an adequate supplement as the study above found that, albeit in a

different course, students preferred ‘visual, group and kinesthetic as major learning

styles’.
STI College Global City
29
Senior High School
Content

Balatucan et al. (2015) states in their study that content published on a site

is often displayed in an inconsistent manner with varying layouts, confusing the

person using the site. They emphasized the use of a display standard that maintains

that consistent layout as to maintain the look and feel throughout the site in order to

leave an impression of the site bearing a professional image of uniformity for the site

visitor.

This is very much true to what HTMLify should be – offering simple controls

and layout as to provide a simple method of navigation within the site as to prevent

or minimize confusion for its use. HTMLify presents a straight-forward, simple-to-

use interface, featuring buttons engraved with texts or symbols which denotes their

function. It also maintains a consistent design throughout the game in terms of visual

and functional aspects, featuring identically sized buttons, dialogues, and text fonts

in displaying the character’s script within the game.

Evangelista et al. (2012) defined multimedia as computer software presenting

text, audio, video, animation, interactive features and still images in various ways

and combinations accessible through electronic means such as computers or other

electronic means. Multimedia can take on and work a with a variety of media forms

to get their content across. An example would be a website with the combination of

images, video, audio, and/or text.

HTMLify, in addition to being classified as a video game, also falls within the

category of a multimedia object. Multimedia can be seen as a broader term for


STI College Global City
30
Senior High School
distinguishing other forms of media such as written or printed media. HTMLify

satisfies the criteria of being accessible via computers and takes on the form of a

visual novel, displayed in a website, in order to present its content.

Aesthetics

Placia et al. (2012), in their study, found that multimedia systems enhance

text-only presentations by adding interesting sounds and compelling visuals. These

factors increase learning effectiveness. They further defined multimedia to be the

integration of animation, audio, graphics, text, and/or full-motion video through

computer hardware and software which possesses the capabilities to produce them.

As already stated above, HTMLify can be classified as a form of a multimedia

object, presenting sounds and visuals within the game. Interestingly enough, they

found that these factors help in ‘increasing learning effectiveness’. In regard to the

research above, the graphics and auditory elements which HTMLify presents should

produce correlational relationships in a marginal/significant scale in improving the

learning effectiveness proportional to the quality and quantity of the elements.

Usability

The study of Thowfeek and Salam (2014) revealed that there is a greater

expectation from students with regards to the usability characteristics of e-learning

websites.
STI College Global City
31
Senior High School
HTMLify is expected to produce the same behavior manifested by the

students. As HTMLify is already a simple, easy-to-use website, it is expected that

the students are able to grasp and assimilate the content presented therein –

spending lesser time analyzing and studying the game’s controls and mechanics

and focusing towards the core subject presented within the game.

Gano (2009) defines usability as the ease by which a student can navigate

and locate needed information. She measured usability in terms of appearance,

navigation, content, security, performance and efficiency, and interactivity.

As with other studies, usability goes hand-in-hand with navigation and content

and determines how users can interact with the website efficiently. Furthermore,

Gano measured usability in terms of appearance, interactivity, security and

performance, all pertaining to the responsiveness of a certain program which may

lead to user satisfaction.


STI College Global City
32
Senior High School
CHAPTER 3

RESEARCH METHODOLOGY

This chapter presents the methods used in this study for the acquisition of the

statistical data needed to produce the yield. This chapter consists of research

method, design and locale, population, sampling method, research instrument,

validation of instrument, data collection procedures, and the statistical treatment of

data.

Research Method

Bhat (2018) stated that research method are the tools or instruments used to

accomplish the goals and attributes of a study.

Since the study is based on finding the correlational satisfactory rate of grade

11 and 12 ITMAWE students, the researchers deemed that one of the appropriate

research methods is the quantitative method.

Babbie (2010) defines quantitative research as methods that emphasize

objective measurements and the statistical, mathematical, or numerical analysis of

data collected through polls, questionnaires, and surveys, or by manipulating pre-

existing statistical data using computational techniques.

The primary objective of this study is to determine whether or not the grade

11 and 12 ITMAWE students are satisfied in using HTMLify. By providing a

numerical, measurable scale for the respondents to fill in so that the data can be
STI College Global City
33
Senior High School
analyzed in a statistical manner, the researchers can conclude whether HTMLify is

successful or not in attaining its objective.

Research Design

According to Kerlinger in Kumar (2013), research design is the plan, structure

and strategy of investigation conceived so as to obtain answers to research

questions and to control variance. A research is the specification of methods and

procedures for acquiring the information needed.

The researchers determined, with the definitions given above, that the

research design used for this study shall be a correlational method.

Cherry (2019) stated that correlational studies are a type of research often

used as a preliminary way to gather information about a topic or in situations where

performing an experiment is not possible. The correlational method involves looking

at relationships between two or more variables. While researchers can use

correlations to see if a relationship exists, the variables themselves are not under

the control of the researchers. Hence, the researchers used the correlational

method.

Cherry’s statement above reinforces the use of the correlational method

because the study aims to determine whether or not there is a relationship between

the satisfactory rate of grade 11 and 12 ITMAWE in using HTMLify, based on the

data that the researchers would obtain.


STI College Global City
34
Senior High School
Population of the Study

The population of the study are the grade 11 and 12 ITMAWE students for

AY 2019-2020, as stated in the first chapter. The research shall be conducted in STI

College – Global City. Surveying will exclusively occur on-campus, meaning any

form of interaction with the respondents shall not extend beyond the school’s

jurisdiction. Surveying the respondents shall take place no later than the 3 rd quarter

of 2019.

Research Locale

The present study was conducted in STI College - Global City located in STI

Academic Center, University Parkway Drive, Taguig, Metro Manila. Specifically, the

study was conducted in the classrooms of grade 11 and 12 ITMAWE students. The

researchers roamed around these classrooms to distribute questionnaires.

Sampling Technique

Liu and Su (2018) used random sampling in their study to process a part of a

dataset, as they deemed that sampling the entire dataset may be considered too

expensive in terms of response time or resource usage. Furthermore, they defined

random sampling as a method to support statistical analysis of a dataset, either to

estimate parameters of interest or for hypothesis testing.


STI College Global City
35
Senior High School
As this study focused on the grade 11 and 12 students in the ITMAWE strand,

the random sampling technique was utilized in this study.

As the research problem is based on the satisfaction level of IT students, the

researchers deemed that all ITMAWE students of the Senior High School

department are the most optimal subjects to conduct a survey upon. Moreover, the

researchers selected the grade 11 and 12 ITMAWE students as the respondents as

the grade 11 students will most likely learn something new with HTMLify as HTML

is one of their major subjects. The grade 12 students already have prior experience

and knowledge with HTML, making their response and feedback a credible

reference for the improvement of the user’s satisfaction level whilst using the

website.

The study involved 141 respondents from grade 11 and 12 ITMAWE students

of STI College Global City AY 2019 - 2020. The sample size was determined using

the Slovin’s Formula.

Slovin's formula allows a researcher to sample the population with a

desired degree of accuracy and it gives the researcher an idea of how large the

sample size needs to be to ensure a reasonable accuracy of results (Ellen, 2018).

It was decided that the Slovin’s formula be used to determine the required

sample size whilst minimizing the margin for error in conducting the research. As

per default, the confidence level is set to 95%, leaving a 5% margin of error.
STI College Global City
36
Senior High School
Formula:

𝑁
𝑛=
1 + 𝑁𝑒 2

Where:

n = sample size
N = total population
e = margin of error

For grade 11, there are 39 students from ITMAWE101, 38 students from

ITMAWE102 and 30 students from ITMAWE103. For grade 12, there are 37

students from ITMAWE301, 30 students from ITMAWE302, 35 students from

ITMAWE303 and 9 students from ITMAWE304, making the total population 218

ITMAWE students.

218
𝑛=
1 + (218)(0.052 )

218
𝑛=
1 + (218)(0.0025)

218
𝑛=
1 + (0.545)

218
𝑛=
1.545

𝑛 = 141.10 𝑜𝑟 141

Therefore, the sample size needed for the study to have high level of

accuracy based on the total population of the grade 11 and 12 ITMAWE students

from STI College Global City is 141.


STI College Global City
37
Senior High School
As the researchers will further survey each ITMAWE sections from the grade

11 and 12 students, the researchers decided to use the proportionate stratified

random sampling method in order to find the required sample size per stratum.

Crossman (2019) states that stratified random sampling is a type of random

sampling method which is used when the researcher wants to examine subgroups

within a population. Researchers may also use this technique when they want to

observe relationships between two or more subgroups, or when they want to

examine the rare extremes of a population.

Furthermore, he defines that, in proportionate stratified sampling, the size of

each stratum is proportionate to the population size of the strata when examined

across the entire population. This means that each stratum has equal sampling

fraction.

Formula:
𝑛𝑡
𝑛𝑖 = ( )𝑁
𝑁𝑡 1

ni = stratum sample size


N1 = stratum size
nt = sample size
Nt = population size

For ITMAWE101:
141
𝑛𝑖 = ( ) 39
218

𝑛𝑖 = (0.65)39

𝑛𝑖 = 25.35 𝑜𝑟 25
STI College Global City
38
Senior High School
The stratum sample size needed for ITMAWE101 is 25.35. However, since it

refers to a sample size, 25.35 is not a valid number because it is not a whole number.

Instead, the stratum sample size for ITMAWE101 is rounded off to 25.

As the researcher’s objective is to produce an unbiased presentation of the

data whilst measuring the correlational satisfactory rate of the students, the reason

for using the stated methodology beforehand is then made clear - the data acquired

can be measured in a numerical scale between the two sections.

The table below shows the produced sample size required per section after

using the proportionate stratified random sampling formula. A sample of how the

formula was used has already been given above.

Population and Sample Size

Section Population (N) Sample Size (n)

ITMAWE101 39 25

ITMAWE102 38 25

ITMAWE103 30 19

ITMAWE301 37 24

ITMAWE302 30 19

ITMAWE303 35 23

ITMAWE304 9 6

TOTAL 218 141


STI College Global City
39
Senior High School
Research Instrument

A researcher-made questionnaire was used as the research instrument to

gather the data in conducting this study as the researchers believe that conducting

a survey by means of questionnaires can present the most accurate data within

reasonable balance of cost and time.

The questionnaire contains two distinctive segments where students must

appropriately fill in the required information: the first segment inquires about their

demographic profile; the second segment presents a numerical scale which

indicates their satisfaction.

First, the questionnaire obtains the student’s basic demographic profile, as stated

in the first chapter of the study. This segment contains their age, sex, section, grade

and year level. The students may optionally fill in the corresponding forms for their

name.

Second, the questionnaire shall present the Likert scale formatted in numerical

measurements which contains a range from 1 to 4, with each value representative

of their satisfaction level – one is the lowest, four is the highest. The scale will be

used to assess the following:

• Content

The respondents will indicate their satisfaction regarding the content

presented in the website.


STI College Global City
40
Senior High School
• Aesthetics

The respondents will indicate their satisfaction regarding the aesthetics

presented in the website.

• Usability

The respondents will indicate their satisfaction regarding the usability

presented in the website.

Validation of Instrument

The researchers sought assistance from their research adviser, Ms.

Stephanie B. Tabifranca, in order to validate the survey-questionnaire. Furthermore,

the researchers also consulted other faculty members, Mr. Mark Frederick V.

Salonga and Mr. Christian Paul L. Tacsuan, to assist in proofreading, checking the

questionnaires, and making necessary revisions. After the questionnaires were

approved for use, sufficient copies were produced and distributed to the

respondents.

Data Gathering Procedures

As seen in this chapter, the researchers stated the research design used for

this and the location and time of where the respondents shall be surveyed. The

researchers then determined the research instrument(s) to be used in conducting

the survey.
STI College Global City
41
Senior High School
After finalizing the instrument for data collection, the researchers determined

the number or respondents needed for every section by means of using the Slovin’s

formula and the proportional stratified random sampling formula. Then, the

researchers visited the area as stated previously in Research Locale, which is STI

College – Global City. The researchers then requested permission from the faculty

members of each classroom to conduct a survey in order to collect the necessary

data. The researchers discussed at length with the school’s faculty the motive

behind their study and sought their permission for collecting the necessary data.

After acquiring the necessary permissions, the researchers moved to the first

phase: surveying. The researchers went to the classrooms of their subjects, the

grade 11 and 12 ITMAWE students. The subjects were briefed about the nature and

purpose of the study. They were then given a quick demonstration of how to use the

website before allotting a time for them to use the proposed output, HTMLify, first-

hand. The time allotted shall exceed no more than 20 minutes. During this time, the

respondents were given a chance to interact with HTMLify. An integrated test is

included within the game to determine whether or not did the website enhanced their

skillsets in HTML.

In the second phase, the respondents were asked to fill out the researcher-

made questionnaire previously mentioned in Research Instrument. Again, time shall

be allotted in answering the survey questionnaire, as to avoid interfering with the

respondent’s schedule and ensuring efficiency and discipline when conducting the
STI College Global City
42
Senior High School
survey. After interviewing all prerequisite sections, the data gathered from the

respondents was then treated statistically using the Pearson’s R Test.

Statistical Treatment of Data

The quantitative data obtained through the survey conducted was analyzed and

evaluated using the following statistical treatment:

1. Frequency Distribution. This was utilized to facilitate the tallying and counting

of frequencies falling under the profile categories.

2. Frequency Percentage. This tool was used to find out the part of the whole

respondents’ assessment based on the frequency/tally gathered. The following

formula was used to determine the same based on the variables determined.

𝑓
𝑃= 𝑥 100
𝑁

Where:

f = Frequency
N = Total Population
P = Percentage

3. Four-point Likert Scale. This was used to determine the satisfaction rate of

grade 11 and 12 ITMAWE students in using HTMLify. The rating and verbal

interpretation used is presented below:


STI College Global City
43
Senior High School
Four-Point Likert Scale with Verbal Interpretation

Likert Scale Range Verbal Interpretation


Equivalent
1 (Strongly Disagree) 1.0 – 1.50 Very Unsatisfied
2 (Disagree) 1.51 – 2.50 Unsatisfied
3 (Agree) 2.51 – 3.50 Satisfied
4 (Strongly Agree) 3.51 – 4.0 Very Satisfied

4. Weighted Mean (WM). This was used to determine the satisfaction rate of grade

11 and 12 ITMAWE students based on the three factors that affects user

satisfaction: content, aesthetics, and usability.

𝑇𝑊𝐹
𝑊𝑀 = 𝑥 100
𝑁

Where:

WM = Weighted Mean
TWF = Total Weighted Frequency
N = Total Population

5. Pearson’s R test. This was used to determine if there is a significant relationship

between the satisfactory rate of grade 11 and 12 ITMAWE students in using

HTMLify. The formula is as follows:

𝑛(∑ 𝑥𝑦) − (∑ 𝑥)( ∑ 𝑦)


𝑟=
√[𝑛 ∑ 𝑥 2 − (∑ 𝑥 )2] [𝑛 ∑ 𝑦 2 − (∑ 𝑦)2]
STI College Global City
44
Senior High School
Where:
n = number of paired samples
x = first variable
y = second variable

Akoglu (2018), in his study entitled, “User’s guide to correlation coefficients”,

provided a table with the complete interpretation value for the Pearson’s R formula

alongside other methods of correlation.

Pearson’s R Test Interpretation

PEARSON’S R VALUE INTERPRETATION

+1 −1 Perfect relationship

+0.9 −0.9 Strong relationship

+0.8 −0.8 Strong relationship

+0.7 −0.7 Strong relationship

+0.6 −0.6 Moderate relationship

+0.5 −0.5 Moderate relationship

+0.4 −0.4 Moderate relationship

+0.3 −0.3 Weak relationship

+0.2 −0.2 Weak relationship

+0.1 −0.1 Weak relationship

0 0 No relationship
STI College Global City
45
Senior High School
The table above was utilized in the study to determine the corresponding

relationship with the projected value from the computation of Pearson’s R which will

also be the basis for accepting or rejecting the null hypothesis stated in the 1 st

chapter of the study.


STI College Global City
46
Senior High School
CHAPTER 4

PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA

This chapter comprises the analysis, presentation and interpretation of the

findings resulting from this study. This study focuses the correlational analysis of the

satisfactory rate of grade 11 and 12 ITMAWE students of STI College Global City in

using HTMLify.

It is necessary to analyze the data collected in order to test the hypothesis

and answer the research questions.

I. Demographic Profile of the Respondents

The first section of the questionnaire sought to determine the demographic

profile of the respondents from grade 11 and 12 ITMAWE students of STI College

Global City.

Table 1.1. Age

Age Frequency Percentage


15 – Below 3 2.13%
16 – 17 108 76.59%
18 – 19 29 20.58%
20 – above 1 0.70%
Total 141 100%
STI College Global City
47
Senior High School
The grade 11 and 12 ITMAWE students’ ages ranged from 15 - 20, with the

majority residing in the age bracket of 16 to 17 as 108 (76.59%) whilst respondents

aged 20 only contained 1 (.70%) respondent, the least of all age brackets.

The age bracket of 16 to 17 is expected for students entering their senior high

school years and is consistent with DepEd’s K-12 standard.

Table 1.2. Sex

Sex Frequency Percentage


Male 103 73%
Female 38 27%
Total 141 100%

The respondents were also asked to indicate their sex in the questionnaires.

Out of the 141 respondents, 103 (73%) were male and 38 (27%) were female.

The majority of the respondents are male due to the majority of IT sections

containing significantly more males than there are females, numbering them 3:1 on

average per section.


STI College Global City
48
Senior High School
Table 1.3. Section

Section Frequency Percentage


ITMAWE101 25 17.73%
ITMAWE102 25 17.73%
ITMAWE103 19 13.475%
ITMAWE301 24 17.02%
ITMAWE302 19 13.475%
ITMAWE303 23 16.31%
ITMAWE304 6 4.26%
Total 141 100%

Lastly, the sections from which the respondents belong to was also tabulated.

ITMAWE101 and ITMAWE102 had the highest frequency of 25 (17.73%) while

ITMAWE304 had the lowest frequency of 4 (4.26%).

The grade 11 ITMAWE students have the greatest number of respondents

per section due to the fact that they only comprise of three sections, whereas the

grade 12 ITMAWE students have lesser respondents per section as they contain

one section more than the grade 11 students.


STI College Global City
49
Senior High School
Table 1.4. Grade Level

Grade Level Frequency Percentage


Grade 11 69 48.94%
Grade 12 72 51.06%
Total 141 100%

69 out of 141 respondents (48.94%) were grade 11 students and 72 (51.06%)

were grade 12 students.

The respondents of grade 12 ITMAWE students are greater than grade 11

ITMAWE students. This is due to the fact that there are more grade 12 students then

there are grade 11.

II. Satisfactory Rate of Grade 11 and 12 ITMAWE Respondents

Criteria for Verbal Interpretation

Range Verbal Interpretation

1 – 1.50 Very Unsatisfied

1.51 – 2.50 Unsatisfied

2.51 – 3.50 Satisfied

3.51 - 4 Very Satisfied

The table above presents the criteria used in order to interpret the data

gathered by the researchers and shall be used as the basis for determining the
STI College Global City
50
Senior High School
equivalent verbal interpretation corresponding to their satisfaction based on their

weighted mean.

The margin given per criteria in the Likert scale is 1 (with the exception of 1

and 4). Exceeding lower or higher than the margin will classify it in a different verbal

interpretation. As 1 cannot fall short of its own value and with 4 being the highest

attainable value, their margins are halved.

Table 2.1.1. Grade 11 ITMAWE Respondents: Content


Questions Weighted Mean Verbal Interpretation

1.) The information appears factual 3.3333 Satisfied


and free of inaccuracies or grammar
errors.

2.) The information on the website is 3.5652 Very Satisfied


clearly presented.

3.) The content of the website is 3.6231 Very Satisfied


reliable.

4.) The information presented by the 3.4782 Satisfied


website is useful.

5.) The information provided by the 3.5652 Very Satisfied


website is easy to understand.
Total Average Weighted Mean 3.5130

Verbal Interpretation Very Satisfied


STI College Global City
51
Senior High School
Table 2.1.1 shows that a significant portion of the respondents are very

satisfied with the content HTMLify presented to them, producing an average

weighted mean of 3.51.

For the first question, the data has shown that the majority of the respondents

are satisfied (3.33) that the information presented in the game are factual and are

devoid of grammatical errors.

For the second and third question, the data has shown that the majority of the

respondents are very satisfied that the information of the website is clearly

presented (3.56) with the content presented also being perceived as reliable (3.62).

For the fourth question, the data has shown that the majority of the

respondents are satisfied (3.47) usefulness of the information presented within the

website.

For the fifth question, the data has shown that the majority of the respondents

are very satisfied (3.56) with the website is easy to understand.

Overall, the grade 11 ITMAWE students were very satisfied with HTMLify’s

content, which hints that the game delivered in terms of storyline and presentation.

The information content held weight in regards to satisfying the users

(Sanhuja and Dastidar, 2009). As the data shows that grade 11 students are very

satisfied with the content, it indicates that they might be satisfied with HTMLify’s

other two characteristics – usability and aesthetics.


STI College Global City
52
Senior High School
Table 2.2.1. Grade 11 ITMAWE Respondents: Usability

Questions Weighted Mean Verbal Interpretation

1.) I feel comfortable in using the 3.4492 Satisfied


website.

2.) I find the website easy to use. 3.4492 Satisfied

3.) The fonts are appropriate in size, 3.5797 Very Satisfied


color and style. The user can easily
locate and read the text.

4.) I find the website easy to 3.4347 Satisfied


navigate.

5.) The website can be used without 3.3043 Satisfied


any written instructions.
Total Average Weighted Mean 3.4434

Verbal Interpretation Satisfied

Table 2.2.1 shows that a significant portion of the respondents are satisfied

HTMLify’s usability, producing an average weighted mean of 3.44.

For the first and second question, the data has shown that the majority of the

respondents are satisfied (3.44) in regard to HTMLify’s attribute of being

comfortable and easy to use, respectively.

For the third question, the data has shown that the majority of the

respondents are very satisfied (3.57) with HTMLify’s presentation of textual motif,

offering the appropriate size, color, and styling thus making the story easy to read.
STI College Global City
53
Senior High School
For the fourth and fifth question, the data has shown that the majority of the

respondents are satisfied with HTMLify’s ease of navigation (3.43), and that it can

be used without any written instructions (3.30).

The grade 11 ITMAWE students has shown that they are satisfied with

HTMLify’s usability. This could hint that HTMLify presents a readily accessible, easy-

to-use interface with which the majority of students were satisfied. However, a small

population disagreed, signifying that HTMLify could do better in delivering its

controls towards the grade 11 students.

The usability of a product facilitates interactions between the user and their

accessibility to information, which may influence levels of user satisfaction

(Corritore, et al., as cited in Akrimi & Khemakhem, 2014). HTMLify has been

observed to satisfy the grade 11 students in regards to its usability, further proving

that the game must have satisfied the users in delivering game content, information,

and aesthetical design.


STI College Global City
54
Senior High School
Table 2.3.1. Grade 11 ITMAWE Respondents: Aesthetics

Questions Weighted Mean Verbal Interpretation

1.) The website has an attractive 3.4492 Satisfied


interface.

2.) The visual elements (text, image, 3.6086 Very Satisfied


font, etc.) are applied consistently
throughout the website.

3.) The design of the website is not 3.3478 Satisfied


overwhelming or confusing.

4.) The website’s user interface 3.3623 Satisfied


captures my interest.

5.) The position of messages on the 3.6086 Very Satisfied


screen is consistent.
Total Average Weighted Mean 3.4753

Verbal Interpretation Satisfied

Table 2.3.1 shows that a significant portion of the respondents are satisfied

HTMLify’s aesthetics, producing an average weighted mean of 3.47.

For the first question, the data has shown that the majority of the respondents

are satisfied (3.44) with HTMLify’s interface.

For the second question, the data has shown that the majority of the

respondents are very satisfied with HTMLify’s consistent presentation of visual

elements (3.60).

For the third and fourth question, the data has shown that the majority of the

respondents are satisfied that HTMLify’s design does not exhibit flairs which may
STI College Global City
55
Senior High School
impair attention towards the website’s core focus (3.34), thus leaving an impression

which captivates interest (3.36).

For the fifth question, the data has shown that the majority of the respondents

are very satisfied (3.60) with how HTMLify attains its consistent position of texts

on-screen.

Similar to the results above, the grade 11 ITMAWE students are satisfied with

how HTMLify presented its aesthetical content. This indicates that HTMLify

managed to entice and satisfy the majority of the students with its illustrative scenes

and characters, with only a small number of respondents finding the illustration

unsatisfactory.

As proper interface design is a critical element to engage users (Garett et al.,

2016) and with its aesthetic appeal significantly influencing satisfaction (Wang,

Hernandez, & Minor, 2010), HTMLify presented itself properly and aesthetically

pleasing. This has satisfied the grade 11 users in regards to aesthetics and possibly

affecting satisfaction in other key areas, as presented by the data.


STI College Global City
56
Senior High School
Table 2.1.2. Grade 12 ITMAWE Respondents: Content

Questions Weighted Mean Verbal Interpretation

1.) The information appears factual 3.7536 Very Satisfied


and free of inaccuracies or grammar
errors.

2.) The information on the website is 3.8115 Very Satisfied


clearly presented.

3.) The content of the website is 3.7826 Very Satisfied


reliable.

4.) The information presented by the 3.7391 Very Satisfied


website is useful.

5.) The information provided by the 3.7681 Very Satisfied


website is easy to understand.
Total Average Weighted Mean 3.7710

Verbal Interpretation Very Satisfied

Table 2.1.2 shows that a significant portion of the respondents are very

satisfied with the content HTMLify presented to them, producing an average

weighted mean of 3.77.

For the first question, the data has shown that the majority of the respondents

are very satisfied (3.75) that the information presented in the game are factual and

are devoid of grammatical errors.

For the second question, the data has shown that the majority of the

respondents are very satisfied (3.81) that the information presented within the

website is presented clearly.


STI College Global City
57
Senior High School
For the third question, the data has shown that the majority of the

respondents are very satisfied (3.78) that content presented within HTMLify is

reliable.

For the fourth question, the data has shown that the majority of the

respondents are very satisfied (3.73) that HTMLify presents useful information.

For the fifth question, the data has shown that the majority of the respondents

are very satisfied (3.76) that HTMLify provides information towards its audience in

a simple, easy-to-understand manner.

Overall, the grade 12 ITMAWE students showed that they are very satisfied

with HTMLify’s content. This signifies that HTMLify has properly presented the

storyline and the characters in it.

Seeing as how content is a factor in affecting satisfaction (Sindjhuja and

Dastidar, 2009), it is also identified to be one of the key ingredients when website

quality is judged. (Kincl and Strach, 2012). As HTMLify, based on the data, managed

to greatly satisfy the grade 12 students, it can be concluded that the game is

successful in presenting its content towards senior high school students as a whole.
STI College Global City
58
Senior High School
Table 2.2.2. Grade 12 ITMAWE Respondents: Usability

Questions Weighted Mean Verbal Interpretation

1.) I feel comfortable in using the 3.7826 Very Satisfied


website.

2.) I find the website easy to use. 3.8115 Very Satisfied

3.) The fonts are appropriate in size, 3.8985 Very Satisfied


color and style. The user can easily
locate and read the text.

4.) I find the website easy to 3.7536 Very Satisfied


navigate.

5.) The website can be used without 3.7101 Very Satisfied


any written instructions.
Total Average Weighted Mean 3.7913

Verbal Interpretation Very Satisfied

Table 2.2.2 shows that a significant portion of the respondents are very

satisfied with the HTMLify’s usability, producing an average weighted mean of 3.79.

For the first question, the data has shown that the majority of the respondents

are very satisfied (3.78) with how, with usage, comfortable HTMLify is.

For the second question, the data has shown that the majority of the

respondents are very satisfied (3.81) with HTMLify’s ease of use.

For the third question, the data has shown that the majority of the

respondents are very satisfied (3.78) with HTMLify’s presentation of text with the

proper integration of size, font, and color.


STI College Global City
59
Senior High School
For the fourth question, the data has shown that the majority of the

respondents are very satisfied (3.75) with how simple it is to navigate HTMLify.

For the fifth question, the data has shown that the majority of the respondents are

very satisfied (3.71) that HTMLify can be used beforehand without any written

instructions.

The grade 12 ITMAWE students were also found to be very satisfied with

HTMLify’s usability. This indicates that HTMLify was found to be usable and easy-

to-navigate even without introducing the controls in the game.

The layout, navigation, and content comprising the usability of a program’s

theme (Nitsch et al., 2016), as well as ease of use and navigation serving as key

features of an application’s usability aspect (Kernot et al., 2014), it can be deduced

that HTMLify managed a successful implementation of all four. This is proven by the

data presented as it greatly satisfied the grade 12 students, satisfying the entire

senior high school students as a whole.


STI College Global City
60
Senior High School
Table 2.3.2. Satisfaction Rate of Grade 12 ITMAWE Respondents: Aesthetics

Questions Weighted Mean Verbal Interpretation

1.) The website has an attractive 3.7826 Very Satisfied


interface.

2.) The visual elements (text, image, 3.9275 Very Satisfied


font, etc.) are applied consistently
throughout the website.

3.) The design of the website is not 3.7971 Very Satisfied


overwhelming or confusing.

4.) The website’s user interface 3.7536 Very Satisfied


captures my interest.

5.) The position of messages on the 3.8840 Very Satisfied


screen is consistent.
Total Average Weighted Mean 3.8289

Verbal Interpretation Very Satisfied

Table 2.3.2 shows that a significant portion of the respondents are very

satisfied with the HTMLify’s aesthetics, producing an average weighted mean of

3.87.

For the first question, the data has shown that the majority of the respondents

are very satisfied (3.78) with HTMLify’s attractive interface.

For the second question, the data has shown that the majority of the

respondents are very satisfied (3.81) with HTMLify’s consistent application of

visuals and scenery.


STI College Global City
61
Senior High School
For the third question, the data has shown that the majority of the

respondents are very satisfied (3.78) with HTMLify’s aversion towards ‘extreme’

designs, instead opting for a simple approach as to avoid confusion.

For the fourth question, the data has shown that the majority of the

respondents are very satisfied (3.75) with HTMLify can captivate the user.

For the fifth question, the data has shown that the majority of the respondents

are very satisfied (3.71) with HTMLify’s consistent positioning of narrative text.

The grade 12 ITMAWE students also found HTMLify’s aesthetical aspect to

be very satisfying. This indicates that HTMLify managed to present its visual

elements well in an orderly manner.

Interesting sounds and compelling visuals and the integration of animation,

audio, graphics, text, and full-motion video helps increase learning effectiveness

(Placia et al., 2012) and its overall aesthetic appeal significantly increases

satisfaction (Wang, Hernandez, & Minor, 2010). As HTMLify has greatly satisfied the

grade 12 students in terms of aesthetics, it can be said that HTMLify’s

implementation of the aforementioned elements is executed without much

compromise.

Furthermore, HTMLify has shown that its content, usability, and aesthetics –

the fundamental principles of a website’s perceptual organization (Thielsch and

Moshagen, 2015) – has been presented well and has satisfied most senior high

school students.
STI College Global City
62
Senior High School
III. Significant Relationship Between the Satisfactory Rate of the Grade 11

and 12 ITMAWE Respondents

Pearson’s R Test

With the average mean per grade level having been computed per question,

it is now possible to determine whether or not the acquired data have a significant

relationship with each other, which would indicate whether or not the researchers

should accept or reject the null hypothesis of this study. The Pearson’s R Test

formula found in the 3rd chapter of the study will be used in order to determine the

value of r for each sector. The computation for the r of content (one of the sectors),

is presented below.

Sample Computation for Pearson’s R Test: Content

x y xy x2 y2
3.3333 3.7536 12.51187 11.11089 14.08951
3.5652 3.8115 13.58876 12.71065 14.52753
3.6231 3.7826 13.70474 13.12685 14.30806
3.4782 3.7391 13.00534 12.09788 13.98087
3.5652 3.7681 13.43403 12.71065 14.19858
Σx = Σy = Σxy = Σx2 = Σy2 =
17.565 18.8549 66.24474 61.75692 71.10455

n = Number of Paired Samples


x = Weighted Mean of Grade 11 Students’ Satisfaction Rate
y = Weighted Mean of Grade 12 Students’ Satisfaction Rate
STI College Global City
63
Senior High School
𝑛(∑ 𝑥𝑦) − (∑ 𝑥)( ∑ 𝑦)
𝑟=
√[𝑛 ∑ 𝑥 2 − (∑ 𝑥 )2 ] [𝑛 ∑ 𝑦 2 − (∑ 𝑦)2 ]

5(66.24474) − (17.565)(18.8549)
𝑟=
√[5(61.75692) − (17.565)2 ][5(71.10455) − (18.8549)2 ]

331.2235 − 331.1863
𝑟=
√[308.7846 − 308.5292][355.5227 − 355.5073]

0.0372
𝑟=
√[0.2554][0.0154]

0.0372
𝑟=
√0.0039

0.0372
𝑟=
0.0624

𝑟 = 0.59

Pearson’s R Test Result

Sector Pearson’s R Value Relationship

Content 0.59 Moderately positive


relationship
Usability 0.95 Strong positive relationship

Aesthetics 0.91 Strong positive relationship

Average 0.85 Strong positive relationship

The table above shows the result and interpretation after finding the

Pearson’s R value for determining the comparative rate of the two means.
STI College Global City
64
Senior High School
With the data presented above, it can be seen that in terms of content, the

values produced only enough correlation to classify it as having a moderately

positive relationship. The usability, aesthetics, and overall satisfaction in HTMLify

have all returned a strong positive relationship.

On average, the Pearson’s R value of all elements presented returned 0.85,

which classifies it the relationship between the two variables as having a strong

positive relationship.

In regard to this, with the researchers indeed finding a relationship in the

comparative interests of the grade 11 and 12 ITMAWE students, the null hypothesis

is rejected.
STI College Global City
65
Senior High School
CHAPTER 5

SUMMARY, CONCLUSIONS, AND RECOMMENDATIONS

This chapter presents the summary, conclusions, and recommendations of

this study. The summary and conclusions show the verdict of the data gathered in

the 4th chapter of this study. The conclusion contains the general idea of what can

be drawn based on said data.

Summary and Conclusion

With the 1st chapter’s statement of the problem serving as the reason for

acquiring the data presented in the 4th chapter, the following statements summarizes

the findings presented in the latter chapter.

1.) Demographic profile of the respondents as to:

• Age

Table 1.1 shows that the majority of the respondents are within the age

bracket of 16 – 17, comprising 76.59% of the total population in terms of age. The

least number of respondents are found in the age bracket of 20 and above,

comprising only .70% of the population.

High school student’s expected age range is at least 14 for freshmen and 18

for seniors. The age range of 16 – 17 indicates that most of the students are in their

junior to senior year of high school.


STI College Global City
66
Senior High School
• Sex

The data shown in table 1.2 projects that the majority of the respondents are

male, comprising 73% of the population, with females filling in the remaining 27%.

The surveyed campus, STI College – Global City, has more males enrolled

in the ICT, or ITMAWE strand, than females.

• Section

The data from table 1.3 shows that a huge chunk of the respondents, in terms

of section, are from ITMAWE 101 and 102, both comprising 17.73% of the total

population size. On the other hand, ITMAWE 304 comprises only 4.26% of the

population size.

It can be expected that there are more students per section in grade 11

compared to grade 12 students. Though it should be noted that the grade 12 has

more sections than Grade 11.

• Grade Level

Table 1.4 shows that there are more grade 12 students than there are grade

11 students, with the former comprising 51.04% of the total population compared to

the latter’s 48.94%.

This is due to the fact that grade 12 has one more section than grade 11, thus

students in the higher enjoy more students uniformly distributed throughout each

section when compared to the lower levels.


STI College Global City
67
Senior High School
2.) The satisfactory rate of grade 11 and 12 ITMAWE students in using HTMLify in

terms of:

• Content

Table 2.1.1 shows that the grade 11 students produced a weighted mean of

3.51, indicating that they are very satisfied with HTMLify’s content. Table 2.1.2 also

shows similar results, with grade 12 students projecting a greater weighted mean of

3.77, which also indicates that they are also very satisfied.

Both grade levels are very satisfied with HTMLify’s content, showing

consistency in presenting the story and information without much errors.

• Usability

Table 2.2.1 and 2.2.2 shows different results regarding the grade 11 and 12’s

satisfaction rates, respectively. The grade 11 student’s weighted mean was

measured to be at 3.44, which interprets to them being satisfied. grade 12 students,

on the other hand, produced a weighted mean of 3.79, which shows that they are

very satisfied.

HTMLify’s usability appeals better towards students of higher-grade level. It

can be proposed that HTMLify’s interface be further simplified and better designed

in order to appeal towards those in lower-grade levels.


STI College Global City
68
Senior High School
• Aesthetics

Table 2.3.1 and 2.3.2 follow the same trend, with grade 11 students projected

as being lesser satisfied than grade 12 students. The grade 11 students’ average

weighted mean of 3.48 indicates that they were satisfied with HTMLify’s aesthetics,

while the grade 12 students’ weighted mean of 3.83 points to them as being very

satisfied.

HTMLify should also be further developed so that it’s aesthetics could be

found more appealing by grade 11 students. This means improving the interface

design and visual elements, all necessary components in capturing the respondent’s

interest.

3.) The significant relationship between the satisfactory rate of HTMLify as an

interactive HTML website in terms of grade level.

After computing the weighted mean of each satisfactory rate per grade level,

the resulting values were treated with the Pearson R formula. This produced a

resulting value of .89, which shows that there is a very strong positive correlation

between the satisfactory rate of grade 11 and 12 ITMAWE students, thus leading

the researchers to reject the null hypothesis.

From the statement above, the researchers can conclude that there is a

strong correlation between the satisfactory rate of grade 11 and 12 ITMAWE

students in using HTMLify.


STI College Global City
69
Senior High School
Recommendation

Following the outcome of the research, this study can be recommended, with

those found on the significance of the study, based on the elements presented under

the statement of the problem all found in the 1st chapter of this study.

1.) IT Students

With the grade 11 and 12 ITMAWE students having been the core subjects

of this study and them being the primary respondents, it is only appropriate that the

output of this study be recommended to them, especially after the results concluded

with them being satisfied with it.

• Content

HTMLify’s content left both grade 11 and 12 students very satisfied with how

the information is presented and its content is perceived as reliable and easy to

understand.

However, the grade 11 were only satisfied with how information appeared to

be factual whilst being free of grammatical errors and the usefulness of the website’s

information. It is suggested that HTMLify be proofread further and that the

information contained within be adjusted to be more appropriate towards the subject

to which HTMLify tackles.


STI College Global City
70
Senior High School
• Usability

HTMLify’s usability aspect left the grade 12 very satisfied in all aspects in

regard to the website’s comfort, ease of use, consistency, ease of navigation;

meaning that the use of any written manual could be deemed unnecessary. Grade

11 students, however, were only satisfied with HTMLify’s usability.

Improving HTMLify’s general ease of use and navigation to be more friendly

towards the lower grade levels could see the overall perception of its usability aspect

to be more positive.

• Aesthetics

HTMLify’s aesthetics managed to appease the grade 12’s satisfaction, with

the data showing that they are very satisfied with the website’s interface and overall

visual elements. They are also very satisfied with how HTMLify’s design was able to

capture their interest and was almost never found to be overwhelming and

confusing. It had always retained a consistent position of its messages on-screen

during the play-testing sessions.

The grade 11 students, however, were only satisfied with HTMLify’s interface.

This may indicate that they may have perceived the interface as less interesting or

confusing.

Working on a more simple, streamlined, and minimal interface could help

further satisfy the grade 11 student’s perception of the overall aesthetics of the

website.
STI College Global City
71
Senior High School
2.) IT Teachers

With the game satisfying IT students, it could be said that IT teachers may

also benefit with the content HTMLify presents.

• Content

It is expected that teachers be found satisfied with the game as its content

presents various topics useful towards improving one’s skills in the HTML

programming language.

• Usability

The researchers also expect that the teachers be satisfied with how

comfortable it is to use HTMLify’s throughout their play sessions – giving emphasis

on its feasibility in regard to its ease of use and navigation without any written

instructions.

• Aesthetics

Finally, it is expected that the teachers be satisfied with HTMLify’s user

interface, and that the arrangement of visual elements applied throughout the

website be perceived as consistent, and not too confusing/overwhelming.

It is further hoped that HTMLify captivates the teacher’s interest the same

way that it did towards its grade 11 and 12 respondents.


STI College Global City
72
Senior High School
3.) Future Researchers

Future researchers who aim to conduct a study involving a similar output and

structure with HTMLify could potentially find this study useful as some form of

reference, basis, or as a related literature to their own research.

The researchers may also find the correlative data pertaining to the content,

usability, and aesthetics aspect of this website useful to consider when determining

which give weight to a website’s overall satisfaction.

• Content

In terms of content, the researchers may probe into the data with how

grammatically correct/factual information may bear weight towards satisfaction,

alongside the usefulness of information and the reliability of the presented within the

website, as well as how easy it is to be understood.

• Usability

With usability, researchers may conduct studies with how a website’s ease of

use and navigation, and consistent text positioning, play a role in a website’s

perceived satisfaction in regard to comfort without the use of any written instruction.

• Aesthetics

Finally, in regards to aesthetics, researchers may see and use our study as

basis on what can be perceived as attractive with HTMLify – its interface, visual

elements, and the consistent positioning of messages leading to a non-


STI College Global City
73
Senior High School
confusing/overwhelming orchestra of elements – which all trickles down to how the

website may satisfy the subjects.

4.) School

As this study took place in a school setting, this study could be of use towards

not only students of higher-grade levels, but potentially towards those who aspire to

become an IT student in the future.

• Content

As HTMLify’s content satisfied its respondents, it is expected that the output

of this study will transition well into other grade levels.

• Usability

As per usability’s state, it is also expected that other grade levels be able to

adapt with HTMLify as it has been shown to be comfortable by higher grade levels,

as well as being easy to use and navigate without the aid of any written instructions.

• Aesthetics

In regards to aesthetics, students of other grade levels are anticipated to

similarly perceive HTMLify as its own respondents did, as the website managed to

prove that it has an attractive interface, a consistent positioning of text and visual

elements which manage to grasp the respondent’s interest without impacting the

website’s usability as to confuse or overwhelm the respondents.


STI College Global City
74
Senior High School
5.) Web Developers

The data presented within this study could be useful towards web developers

with intentions to create a website similar to HTMLify.

• Content

As the output of this study suggests potential improvement in the area of

giving off factual and useful information without grammatical fallacy, web developers

may take into consideration these elements as to improve their own product in terms

of content.

• Usability

HTMLify also saw room for improvement in building a comfortable website.

Web developers also need to consider the website’s comfort, ease of use and

navigation, and the degree of how it can be used without any further written

instructions as these are the aspects where HTMLify fell short of.

• Aesthetics

In terms of aesthetics, web developers must keep in mind to design an

interface which does not overwhelm or confuse their users whilst managing to

capture their interest. The interface and its perception of the written text of the story

is where HTMLify managed to satisfy but a few of its respondents.


STI College Global City
75
Senior High School
REFERENCES

Abante, M. R., Almendral, B. C., Manansala, J.-r. E., & Mañibo, J. (2014). Learning
Styles and Factors Affecting the Learning of General Engineering Students.
International Journal of Academic Research in Progressive Education and
Development, 16-27.
Akoglu, H. (2018). User's guide to correlation coefficients. Turkish Journal of
Emergency Medicine, 91-93.
Akrimi, Y., & Khemakhem, P. (2014). An Analysis of Perceived Usability,
Perceived Interactivity and Website Personality and their effects on
Consumer Satisfaction. International Journal of Management Excellence,
227-236.
Amalo, E. A., Murdaningtyas, C. D., & Agusalim, I. D. (2017). Developing Visual
Novel Game with Speech-Recognition Interactivity To Enhance Students’
Mastery On English Expressions. Jurnal Sosial Humaniora.
Ambalina, L. (2019, April 10). Japanese Visual Novels: What They Are, Plus 5
Reading Recommendations. Retrieved from GaijinPot Blog:
https://blog.gaijinpot.com/japanese-visual-novels-what-they-are-and-5-
recommendations/
Andalucía, F. d. (2009). El cómic como recurso didáctico en la educación primaria.
Temas para la educación.
Babbie, E. R. (2010). Empirical Political Analysis: Quantitative and Qualitative
Research Methods. The Practice of Social Research.
Balatucan, R. B., Factura, V. B., Javeluna, M. C., & Manuel, A. G. (2015). Web-
based Alumni Management Portal for St. Paul College of Makati.
Bashova, K., & Pachovski, V. (2013). Visual novel.
Bhat, A. (2018). WHAT IS RESEARCH – DEFINITION, METHODS, TYPES &
EXAMPLES. Retrieved from Question Pro.
Cavallaro, D. (2010). Anime and the Visual Novel: Narrative Structure, Design and
Play at the Crossroads of Animation and Computer Games. North Carolina:
McFarland & Company, Inc., Publishers.
Cherry, K. (2019, July 25). How Correlational Studies Are Used in Psychology.
Retrieved from Verywell Mind: https://www.verywellmind.com/correlational-
research-2795774
STI College Global City
76
Senior High School
Corritore, C. L., Kracher, B., & Wiedenbeck, S. (2003). On-line trust: concepts,
evolving themes, a model. International Journal of Human-Computer
Studies, 737-758.
Crossman, A. (2019, July 3). Understanding Purposive Sampling. Retrieved from
ThoughtCo.: https://www.thoughtco.com/purposive-sampling-3026727
Detablan, M., Ferolino, M. A., Villeta, J., Abiera, J., & Yasis, J. (2013). “Mixed Up
E-Games”.
Duque, K. S. (2017, June 12). Visual Learning and Visual Aids. Retrieved from
Press Reader:
https://www.pressreader.com/search?query=Khristina%20duque&language
s=en&groupBy=Language&hideSimilar=0&type=1&state=1&fbclid=IwAR3n8
SonINI02N3iMHsfqv7eyO7wDYFLoDu-8KUymOtvV_41Sz_tk0dz7hQ
Ellen, S. (2018, May 29). Slovin's Formula Sampling Techniques. Retrieved from
Sciencing: https://sciencing.com/slovins-formula-sampling-techniques-
5475547.html
Evangelista, R. B., Gestopa, P. L., & Manundan, C. C. (2012). Computer Aided
Instruction for Kinder I in Filipino Subject for Pasig Christian Academy.
Flores, J., Masangcay, R. M., Mendoza, M. P., Garcia, O. B., Aguado, C. L., &
Laguador, J. M. (2015). Attitude on School Facilities and Services of High
and Low Performing Marine Engineering Students. Asian Journal of Social
Sciences, Arts and Humanities, 1-8.
Gano, L. R. (2009). The University of the East Student Portal: A Usability
Assessment. Philippine E-Journals.
Garett, R., Chiu, J., Zhang, L., & Young, S. D. (2016). A Literature Review:
Website Design and User Engagement. Online Journal of Communication
and Media Technologies, 1-14.
Geest, D. v. (2015). The role of Visual Novels as a Narrative Medium.
Hung, H.-C., Young, S. S.-C., & Lin, C.-P. (2015). No Student Left Behind: A
Collaborative and Competitive Game-Based Learning Environment to
Reduce the Achievement Gap of EFL Students in Taiwan. Technology,
Pedagogy and Education, 35 - 49.
Kerlinger, F. N. (1986). Foundations of Behavioral Research. New York: Holt,
Rinehart and Winston.
STI College Global City
77
Senior High School
Kernot, J., Olds, T., Lewis, L. K., & Maher, C. (2014). Usability Testing and Piloting
of the Mums Step It Up Program - A Team-Based Social Networking
Physical Activity Intervention for Women with Young Children. Public Library
of Science One Journal.
Kincl, T., & Strach, P. (2012). Measuring website quality: Asymmetric effect of user
satisfaction. Behaviour and Information Technology, 647-657.
Kumar, R. (2011). Research Methodology: a step-by-step guide for beginners.
SAGE Publications Inc.
Lee, Y.-J., & Lin, C.-J. (2014). Evaluation and Satisfaction Survey on the Interface
Usability of Online Publishing Software. Mathematical Problems in
Engineering, 1-10.
Liu, W., & Su, J. (2018). Online digital library sampling based on query related
graph. The Electronic Library, 1082 - 1098.
Logarta, M. (2014, June 11). The gamification of education: Why playing is the
future of learning. Retrieved from GMA News Online:
https://www.gmanetwork.com/news/scitech/technology/365281/the-
gamification-of-education-why-playing-is-the-future-of-
learning/story/?fbclid=IwAR1ap7W7WmRAq7vBGRv3_xnaovWE6JKmpELE
sA-HR8MxMTCuwBJBcBl8aQ4
Logarta, M. (2017, August 10). Pinoy-made horror visual novel ‘The Letter’ earns
stellar ratings on Steam. Retrieved from GMA News Online:
https://www.gmanetwork.com/news/scitech/technology/621300/pinoy-made-
horror-visual-novel-the-letter-earns-stellar-ratings-on-steam/story/
Lu, B. (2014). Hikikomori: The Need to Belong and the Activation of Narrative
Collective-Assimilation through Visual Novels. Journal of Interpersonal
Relations, Intergroup Relations and Identity, 50-61.
Magulod Jr., G. (2019). Learning styles, study habits and academic performance of
Filipino University students in applied science courses: Impications for
instruction. Journal of Technology and Science Education.
Mai, K. (2014, March 12). Rockmandash's Beginner's Guide To Visual Novels.
Retrieved from Rockmandash Reviews:
https://rockmandash12.kinja.com/the-beginners-guide-to-visual-novels-
1541975662
STI College Global City
78
Senior High School
Miller Jr., D. P., Weaver, K. E., Case, L., Babcock, D., Lawler, D., Denizard-
Thompson, N., . . . Spangler, J. G. (2017). Usability of a Novel Mobile
Health iPad App by Vulnerable Populations. Journal of Medical Internet
Research.
Morrison, L. (2017, April 14). The Research Behind Graphic Novels and Young
Learners. Retrieved from Northwestern:
https://www.ctd.northwestern.edu/blog/research-behind-graphic-novels-and-
young-learners
Nitsch, M., Dimopoulos, C. N., Flaschberger, E., Saffran, K., Kruger, J. F., Garlock,
L., . . . Jones, M. (2016). A Guided Online and Mobile Self-Help Program for
Individuals With Eating Disorders: An Iterative Engagement and Usability
Study. Journal of Medical Internet Research.
Palma, A. S. (2016, September 19). Characteristics of Effective Visual Aids.
Retrieved from Press Reader:
https://www.pressreader.com/philippines/sunstar-
pampanga/20160919/281659664509164
Phelps, J. (2018, March 15). The Benefits of Learning HTML. Retrieved from TL
Winset Coding: https://www.tlwinset.com/the-benefits-of-learning-html/
Placia, K. C., Reposon, D. L., Reslin, J. V., & Santos, M. F. (2012). Web-based
Computer Aided Instruction Ibong Adarna - Grade VII for Pateros National
High School.
Pratama, D., Wardani, W. W., & Akbar, T. (2017). Designing Visual Character of
Raden Wijaya as Historical Figure in Visual Novel. International Journal of
Scientific & Technology Research, 207-210.
Sanford, K., Starr, L. J., Merkel, L., & Kurki, S. B. (2015). Serious games: video
games for good? E-Learning and Digital Media, 90 - 106.
Schwalbe, K. (2015). Information Technology Project Management. Boston:
Schwalbe Publishing.
Sindhuja, P. N., & Dastidar, S. G. (2009). Impact of the Factors Influencing
Website Usability on User Satisfaction.
Stenliden, L. (2014). Visual Storytelling Interacting in School - Learning Conditions
in the Social Science Classroom.
Stinson, J., McGrath, P., Hodnett, E., Feldman, B., Duffy, C., Huber, A., . . . White,
M. (2010). Usability Testing of an Online Self-management Program for
STI College Global City
79
Senior High School
Adolescents With Juvenile Idiopathic Arthritis. Journal of Medical Internet
Research.
Thielsch, M., & Moshagen, M. (2015). VisAWI Manual (Visual Aesthetics of
Websites Inventory) and the short form VisAWI-S (Short Visual Aesthetics
of Websites Inventory).
Thowfeek, M. H., & Salam, M. A. (2014). Students’ Assessment on the Usability of
E-learning Websites. Procedia - Social and Behavioral Sciences, 916-922.
Wang, Y., Hernandez, M. D., & Minor, M. S. (2010). Web aesthetics effects on
perceived online service quality ad satisfaction in an e-tail environment: The
moderating role of purchase task. Journal of Business Research, 935-942.
APPENDICES
Appendix A
Letter for Validation
STI College - Global City
University Parkway Drive
Taguig City, Metro Manila

Dear Teachers,

Good day!

We, the ITMAWE 301 students of STI College – Global City, would like to ask
for your permission to conduct our survey to your students for our study entitled “A
Correlational Study of the Satisfactory Rate in Using HTMLify as Perceived by
Selected Grade 11 and 12 Information Technology Mobile Application And
Web Development Students of STI College Global City for A.Y. 2019 – 2020”
as a partial fulfillment of our requirements for Practical Research 2 and Inquiries,
Investigations and Immersion. This survey will take 15 minutes of your time.

We are hoping that you would allow us to come in and let your students take
our survey.

Thank you very much!

Respectfully yours,

The Research Team

Noted by:

Ms. Stephanie B. Tabifranca, LPT

Research Adviser
Appendix B
Letter for Respondents
STI College - Global City
University Parkway Drive
Taguig City, Metro Manila

Dear Respondents,

Greetings! Attached herewith is a questionnaire to gather data and/or


information for our study entitled “A Correlational Study of the Satisfactory Rate
in Using HTMLify as Perceived by Selected Grade 11 and 12 Information
Technology Mobile Application And Web Development Students of STI
College Global City for A.Y. 2019 – 2020” as a partial fulfillment of our
requirements for Practical Research 2 and Inquiries, Investigations and Immersion.

In connection to this, may we solicit your kind indulgence and consideration


by answering every question included in the questionnaire. Rest assured that all
information you will provide will be treated with utmost confidentiality.

Thank you very much!

Respectfully yours,

The Research Team

Noted by:

Ms. Stephanie B. Tabifranca, LPT

Research Adviser
Appendix C
Survey Questionnaire
Survey Questionnaire

Name(Optional):______________________________________________ Date:___________________
Age: ____________ Sex:________________ Grade:________________ Section:_________________

Directions. Put check on the appropriate box that corresponds to your answer (1 –
Strongly Disagree, 2 – Disagree, 3 – Agree, 4 – Strongly Agree).

A. Content
1 2 3 4
1. The information appears factual and free of inaccuracies
or grammar errors.
2. The information on the website is clearly presented.

3. The content of the website is reliable.

4. The information presented by the website is useful.


5. The information provided by the website is easy to
understand.

B. Usability
1 2 3 4
1. I feel comfortable in using the website.

2. I find the website easy to use.


3. The fonts are appropriate in size, color and style. The
user can easily locate and read the text.
4. I find the website easy to navigate.
5. The website can be used without any written
instructions.

C. Aesthetics
1 2 3 4
1. The website has an attractive interface.
2. The visual elements (text, image, font, etc.) are applied
consistently throughout the website.
3. The design of the website is not overwhelming or
confusing.
4. The website’s user interface captures my interest

5. The position of messages on the screen is consistent.


Appendix D
Curriculum Vitae
Ysabelle Dannielle Ablen
18, Lot 1, Phase 3, Chavez St.,
Central Bicutan, Taguig City
09284163357
ysabelledannielleablen@yahoo.com

Personal Information

Birthday: May 5, 2002

Birthplace: Pasay City, Metro Manila

Age: 17 years old

Nationality: Filipino

Religion: Baptist

Civil Status: Single

Education
Elementary: Good Shepherd of Taguig Colleges, Inc.
Taguig City SY: 2013 – 2014

Junior High School: Dr. Arcadio Santos National High School


Taguig City SY: 2017 – 2018

Senior High School: STI College - Global City


SY: 2019 – 2020
Taguig City
Kurt Paul Mendoza Arroyo
168 Bato St. Western Bicutan,
Taguig City
09568471850
kurtarroyo6@gmail.com

Personal Information

Birthday: September 6, 2001

Birthplace: Taguig City, Metro Manila

Age: 18 years old

Nationality: Filipino

Religion: Members Church of God International

Civil Status: Single

Education
Elementary: Christian Light Academy
Taguig City SY: 2013 – 2014

Junior High School: Signal Village National High School


Taguig City SY: 2017 – 2018

Senior High School: STI College - Global City


SY: 2019 – 2020
Taguig City
Cloyd George Caseres Cabreros Jr.
296 Sampaloc St., Cembo,
Makati City
09283989316
cloyd329@gmail.com

Personal Information

Birthday: March 5, 2002

Birthplace: Makati City, Metro Manila

Age: 18 years old

Nationality: Filipino

Religion: Roman Catholic

Civil Status: Single

Education
Elementary: Cembo Elementary School
Makati City SY: 2013 – 2014

Junior High School: Fort Bonifacio High School


Makati City SY: 2017 – 2018

Senior High School: STI College - Global City


SY: 2019 – 2020
Taguig City
Louie Mar Pastor Mequequeni
#89 3rd Street Barangay Katuparan,
Taguig City
09361887850
lm.louiemar@gmail.com

Personal Information

Birthday: March 4, 2002

Birthplace: Bayombong, Nueva Vizcaya

Age: 18 years old

Nationality: Filipino

Religion: Roman Catholic

Civil Status: Single

Education
Elementary: SBP Child Learning Advancement School, Inc.
Taguig City SY: 2013 – 2014

Junior High School: Fort Bonifacio Elementary School


Makati City SY: 2017 – 2018

Senior High School: STI College - Global City


SY: 2019 – 2020
Taguig City
Valjoemari De Luna Miguel
23 P. Conducto St. Caniogan,
Pasig City
09453662639
miguelvaljomari@gmail.com

Personal Information

Birthday: December 24, 2001

Birthplace: Pasig City, Metro Manila

Age: 18 years old

Nationality: Filipino

Religion: Roman Catholic

Civil Status: Single

Education
Elementary: Arellano University Elementary
Pasig City SY: 2013 – 2014

Junior High School: Arellano University High School


Pasig City SY: 2017 – 2018

Senior High School: STI College - Global City


SY: 2019 – 2020
Taguig City
Sherei Dane Algura Ishiguro
#48 P. Lucas St. Napindan,
Taguig City
09453117667
sherei.ishiguro0712@gmail.com

Personal Information

Birthday: July 12, 2000

Birthplace: Pasig City, Metro Manila

Age: 19 years old

Nationality: Filipino

Religion: Roman Catholic

Civil Status: Single

Education
Elementary: Colegio de San Juan de Letran
Manila City SY: 2012 – 2013

Junior High School: Colegio de Santa Ana


Taguig City SY: 2017 – 2018

Senior High School: STI College - Global City


SY: 2019 – 2020
Taguig City
Masi John Tacurian Moratillo
77-29th Avenue, East Rembo,
Makati City
09453662639
miguelvaljomari@gmail.com

Personal Information

Birthday: November 10, 2001

Birthplace: Makati City, Metro Manila

Age: 18 years old

Nationality: Filipino

Religion: Roman Catholic

Civil Status: Single

Education
Elementary: Comembo Elementary School
Makati City SY: 2013 – 2014

Junior High School: Benigno Ninoy S. Aquino High School


Makati City SY: 2017 – 2018

Senior High School: STI College - Global City


SY: 2019 – 2020
Taguig City
Melchor Ruta Paisano
Bula St. Corner Iriga, Western Bicutan,
Taguig City
09357310261
melchorpaisano9@gmail.com

Personal Information

Birthday: January 31, 2000

Birthplace: Makati City, Metro Manila

Age: 19 years old

Nationality: Filipino

Religion: Roman Catholic

Civil Status: Single

Education
Elementary: Tenement Elementary School
Taguig City SY: 2013 – 2014

Junior High School: Western Bicutan National High School


Taguig City SY: 2017 – 2018

Senior High School: STI College - Global City


SY: 2019 – 2020
Taguig City
Justin Seth Estrada Salvador
Unit 252 Tenement Building, J. Posadas
Street, Manila City
09673006938
justinsethsalvador@gmail.com

Personal Information

Birthday: September 22, 2001

Birthplace: Riyadh, Kingdom of Saudi Arabia

Age: 18 years old

Nationality: Filipino

Religion: N/A

Civil Status: Single

Education
Elementary: Metropolitan International Christian Academy
Manila City SY: 2013 – 2014

Junior High School: Metropolitan International Christian Academy


Manila City SY: 2017 – 2018

Senior High School: STI College - Global City


SY: 2019 – 2020
Taguig City

You might also like