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For Real Nagyud Samok
For Real Nagyud Samok
Research 4
Research Department
CERTIFICATE OF INSTITUTION REVIEW COMMITTEE APPROVAL
_______________________________
Research 4 Teacher
_____________________________ ____________________________
Chair, Research Panel Research Teacher
ELIZER O. TERUEL
School Principal
FEBRUARY 2024
ii
Abstract
The School Canteen is a place full of students during recess and lunch, which can
students hence almost every student has one. This project was made possible
because of the MIT app inventor. The remarkable thing of this study is how it
focuses on the local school canteen to help step up the experience of students,
teachers and even workers. The SMS feature is used to integrate to the system,
which will be used to ask the admin (school canteen) if the item is available. This
allows to diminish the amount of students that will go to the canteen to check
what's available there. On testing, there were some bugs on the mobile app and the
researchers found some problems that can interrupt the interface. At the end of the
testing, the researchers concluded that this application was a successful project
and can possibly help stabilize the flow of the canteen. This application could be
improved by working in direct partnership with the school canteen and to possibly
integrate an ordering feature to further lessen the crowding and for possibly more
profit as well.
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ACKNOWLEDGEMENT
Above all, the researchers are grateful to God Almighty for without his blessings
We would also like to thank our dear parents Asnaira A. Macarampat, Gina
E. Bayer, Roel M. Bayer, Louella C. Lagumen and Al Stephen R. Lagumen for their
sheer dedication and unwavering support, without which this research would not have
been possible.
We are also grateful to Sir Adam Manlunas, Sir Aris Mabale, and Sir Nolan
Alvear for their support, advice, valuable comments, suggestions, and provisions that
Lastly, We would like to express our gratitude to our family, friends, and
supporters for their encouragement and support during this difficult chapter in our
TABLE OF CONTENTS
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Page
COVER PAGE
CHAPTER
v
3 METHODOLOGY …………………………………………….. 26
5 CONCLUSION…………………………………….. ……………33
REFERENCES …………………………………………………… 36
APPENDICES
vi
LIST OF TABLES
LIST OF FIGURES
Figure # Page
School – X . … … ….. . .. . . . . .. . . . . .. . . . . .. .. . . . . .. . . . . . . . . . …… 25
3 Actual layout of MIT-App-inventor and the format of the app that the
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CHAPTER 1
Introduction
Smartphone ordering apps began entering the quick-service market in the mid-
2010s. Fast food restaurants like Chick-fil-A, Starbucks, and McDonald's have developed
specialized applications that allow customers to browse menus and order meals from the
comfort of their smartphones. Customers gain from this technological approach since it
Restaurant businesses can get paid through online transactions thanks to these platforms'
M-commerce functionality. Since 2014, mobile sales have climbed 300% quicker
compared to dine-in and factors for 40% of restaurant revenues. Quick-service sectors
can adapt to the digital age by using mobile ordering apps (bippermedia.com, 2023).
By enabling customers to place orders from a variety of restaurants with just one
In the restaurant industry, mobile food ordering apps (MFOAs) have received a
lot of attention as creative ways to connect with clients and offer them high-quality
services (Ali Abdallah Alalwan, 2019). Considering all this information, the researchers
took inspiration and decided to try and make an app that can possibly be integrated into
the school canteen, providing a promising solution to the crowding and ruckus of the
canteen.
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Conceptual Framework
The idea of making a digital app for the school canteen has been long wanted.
Bringing the idea into life will be very beneficial for the whole school of GRSHS-X
(GUSA REGIONAL SCIENCE HIGH SCHOOL). The crowd and ruckus at the canteen
mostly happening at the time of the scheduled break for the school is very much noisy
and confusing for the school canteen workers and also the students. This may very well
help the workers to be more organized and be able to carefully work out the orders from
the students. Oftentimes, the students go down to the school canteen to search for
something/have something in mind to buy and not find such, hence this app will help
lessen the efforts that the students will have to make. The students will be able to find
what and what are not available in the school canteen making the process more quiet,
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The diagram above depicted the study's schematic diagram. It includes the
research probation's input, process, and output. The App serves as the Input, App Testing
as its Process, and the Data Gathered for the Output. This study helps in upping the
convenience for both the students and school canteen workers. This will also lessen the
Research Objective
This study aimed to develop an MFOA that can possibly be integrated into the
school canteen of GRSHS-X. This study also aimed to know the User-Admin and
The general goal of this research is to improve the school canteen’s ability to deal
with crowding and ruckus as well as the convenience for the app’s users after integrating
the app into the school. The researchers will gather data through app testing. The scope of
the tests only focuses on enhancing the app through the testing of the efficiency of the
app in regards to the real time delay and the processing delay of the app to the School
canteen . There are some limitations of the app that should be noted. The app will not
integrate a delivery system, self pick-up and product viewing only. Also, the app requires
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a third-party app, MIT App Inventor, in order to access the food viewing app. It also
requires a stable internet connection. This app is not able to use online transactions. And
The study has identified strategies using mobile app for the benefit and
convenience of the involved parties. As a result, the study has assisted the following:
Students. Through this study, students can be served equally while not overcrowding
Teachers. The study can help the teachers that buy food from the canteen themselves.
Utility and staff. The study will be able to help the workers by reducing their need to
Canteen. This study helps people save time and space. Hence, the productivity and
Future Researchers. This study can serve as a guide and reference to the future
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Convenience. The state of being able to proceed with something with little effort or
difficulty.
result; success.
registered within a Local Area Network, to exchange Data over the public Internet.
Profit. A financial gain, especially the difference between the amount earned and the
Smartphones. A cell phone that includes additional software functions (such as email
or an Internet browser).
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User. Refers to the person who makes use of a computer or network service.
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Chapter II
“Mobile App Usage in the Food Service Industry: A Review of Literature” (Guo et
al.,
2018)
This article provides an overview of mobile app usage in the food service industry. The
increasing restaurant revenue, and reducing wait times. The authors conclude that mobile
app development is a necessary step for restaurants looking to remain competitive in the
industry.
“The Impact of Mobile Ordering Apps on the Fast Food Industry: A Review of
This article explores the impact of mobile ordering apps on the fast food industry. The
authors note that mobile ordering apps have become a necessity for fast food restaurants,
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providing customers with an easy way to order food and avoid long lines. The study also
are more likely to use apps that are user-friendly and efficient.
should reevaluate their competitive advantages and look for ways to work together.
Mobile applications are a unique kind of online shopping that save customers time and
effort and offer convenience. During the COVID-19 epidemic, people prefer to use
mobile applications, specifically, to purchase meals from restaurants and stay healthy.
The antecedents of mobile app adoption have been studied, despite the fact that there
have been several prior research on the usage of mobile applications. Although customers
have already embraced them, it is still important to comprehend the effects of using
mobile applications, particularly those that order meals on the go (MFOAs). In order to
close this gap, this study first compares the business models of the MFOAs and other
mobile food applications. The results of MFOA usage were then the subject of the
development and testing of a structural model. Partial least squares path modeling was
used to examine the data from a survey that was completed by 217 participants (PLS-
PM). The discovery that MFOA satisfaction is essential to the growth of restaurants'
brand satisfaction and loyalty is the primary contribution of the results. Therefore,
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“The Benefits and Challenges of Mobile App Development for Small Restaurants”
This article focuses on the benefits and challenges of mobile app development for small
restaurants. The study notes that mobile app development can provide small restaurants
with a competitive edge, as customers increasingly expect easy access to food ordering
and delivery services. However, the authors also highlight the challenges of mobile app
development, such as high development costs and the need for ongoing maintenance.
“The Impact of Mobile Apps on Customer Loyalty in the Food Service Industry: A
This article explores the impact of mobile apps on customer loyalty in the food service
industry. The study notes that mobile apps can improve customer loyalty by providing
customers with personalized offers, rewards, and discounts. The authors also highlight
the importance of collecting and analyzing customer data to develop effective loyalty
programs.
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This article examines the impact of mobile app development on customer satisfaction in
the food service industry. The study finds that customers are more satisfied with
restaurants that offer mobile app ordering, delivery, and payment services. The authors
also highlight the importance of app features such as menu customization and order
“The Impact of Mobile Apps on Food Waste Reduction in the Restaurant Industry”
This article explores the impact of mobile apps on food waste reduction in the restaurant
industry. The study notes that mobile apps can help restaurants better manage their
inventory and reduce food waste by allowing customers to order only what they need.
The authors also highlight the importance of developing sustainable food service
“The Role of Mobile Apps in Improving Food Safety in the Food Service Industry”
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This article examines the role of mobile apps in improving food safety in the food service
industry. The study notes that mobile apps can help restaurants monitor food quality,
track food sources, and improve communication among staff. The authors also highlight
the importance of incorporating food safety regulations and guidelines into mobile app
development.
“The Benefits of Mobile App Development for Online Food Ordering in the
COVID-19
This article focuses on the benefits of mobile app development for online food ordering
during the COVID-19 pandemic. The study notes that mobile apps have become a crucial
tool for restaurants to continue serving customers while adhering to social distancing
guidelines. The authors also highlight the importance of integrating contactless payment
options and implementing health and safety measures in mobile app development.
“The Impact of Mobile Apps on the Employment of Food Service Workers” (Park &
Choi, 2018)
This article explores the impact of mobile apps on the employment of food service
workers. The study notes that mobile apps can improve restaurant efficiency and reduce
labor costs by allowing customers to order and pay through the app. The authors also
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highlight the need for restaurants to balance the benefits of mobile app development with
“Mobile food ordering apps: An empirical study of the factors affecting customer e-
The majority of kids are quickly distracted during learning when they see anything. They
would put aside their studies in favor of the more enjoyable activity. instead. Since most
kids can't learn on their own, they typically turn to their parents or other adults for help.
seek their parent's guidance to learn more about the subject they are studying
Edition (UTAUT2), and the Extended Unified Theory of Acceptance and Use of
Technology, Online review, online rating, and online tracking are MFOA features. The
users of MFOAs. The primary findings are supported by structural equation modeling
expectations, and hedonic motivation, the cost associated with e-satisfaction, and the
(MFOAs)”
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significant impact on the restaurants and the hospitality industry in general, specifically
in the context of placing a food order. Despite using a smart device to purchase food
Apps viewed as participating actively in the Little is known about the whole restaurant
study assesses response from clients ordering food online applications for mobile devices
to suggest some factors, enabling the restaurant industry Identify your areas of weakness
and improve changes to improve client satisfaction when placing a food order using a
restaurant order. The survey has eight constructs, including "control; comfort; delight;
worry about technology; perceived utility, security, and simplicity of usage payment;
Mansour, 2020)
develop the application, which would have been thought of as a successful way to attract
potential clients.
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“Design and development of food ordering mobile application” (Lim & Fudzee,
2021)
In many Malaysian eateries, you can still place your order by writing it down on a
piece of paper, standing in line at the counter, or having a waiter serve you. The
coronavirus pandemic has forced people to keep their social distance from one another as
well. In addition, during the past few years, the prevalence of obesity or overweight
among Malaysian individuals has continued to rise. As a result, this food ordering
application has evolved by adding calorie counting options to the menu, giving the user a
faster food ordering experience, and reducing face-to-face interaction. Additionally, this
project used the Software Development Life Cycle (SDLC) approach and the Waterfall
paradigm to create the meal ordering application. This project is divided into various
modules: menu and order management, food ordering, food cart, user registration and
login, and payment. The programming languages Java and Android Studio were used to
create this application. This food ordering app was created for Owl City Cafe Melaka,
and after unit testing and user acceptance testing, it delivered the desired outcome.
Mobile applications (apps) are now a part of everyday life and have significantly
changed a variety of sectors, including business, education, and healthcare. The creation
of mobile-focused online communities and applications (MFOAs) has also been made
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possible by mobile apps. Online communities known as MFOAs are created with the goal
of being accessed and used on mobile devices like smartphones and tablets.
revealed that MFOAs were successful in fostering user engagement and boosting user
It has been demonstrated that mobile apps can effectively promote healthy habits
and enhance health results. A meta-analysis on "Increasing physical activity with mobile
devices: A meta-analysis" by (Fanning et al. 2012) revealed that a mobile app created to
encourage physical activity was successful in boosting daily step counts and enhancing
Mobile apps have made it possible for companies to communicate with clients in novel
and creative ways in the context of business. discovered that companies with mobile apps
were more likely to draw in and keep clients than those without.(Yan, Gaurav, and
Pandey 2019)
For a business to survive and remain competitive in its sector, customer retention and
loyalty are crucial. With the development of smartphones and advancements in digital
marketing, businesses and marketers now have more opportunities to improve their
download and utilize. As this research is simply a pilot study, only 60 sets of
questionnaires were sent. According to the findings of this study, there are strong,
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application cues (such as layout, information, and privacy). Generation - Y was the
chosen population for this study, and questions were drawn from earlier research.(Bahtar,
2018).
The creation of the app concept presents the first difficulty. There are many
different ways to deliver the game, from an interesting story to straightforward trivia.
The following factors were taken into consideration: our target audience, the game's
attraction to the target audience, ease of upkeep, scalability, and the time and expense
required to construct the app (Wong, 2016). We need to confirm that the readings are
appropriate for the course. Students must be able to acquire the information necessary
Finding the initial participants was the most difficult aspect of the endeavor.
Some of my employees were reluctant to take part out of fear that they would be
people that the game was really about mingling, having fun, and picking up new
The difficulties that the industry of game production encounters can be overcome.
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benefits will outweigh the initial expense of solving current issues (Kanode, 2009).
Developers face the issue of being knowledgeable about all platforms and
technologies because the evolution of native software requires a specific set of tools
and knowledge for each platform (Ahmad, 2017). Additionally, this challenge ranks
among the literature's least addressed challenges (5%). But finding skilled coders
platform hopping without compromising the caliber of the program. Hence, not only
a range of platforms but also tools, do not require specialized knowledge (Ahmad,
Over the past ten years , the mobile telecommunications sector has
experienced fast expansion and has emerged as a highly competitive, unstable, and
and aroused worry in both business and academia. Mobile applications are developed
differently than traditional software because customers demand capabilities that are
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Security and application testing are more stimulating and interesting in mobile
progresses rapidly and developers must stay in touch with the latest developments,
news and trends in their area of work. With the rising competence of software
market, researchers are seeking more flexible methods that can adjust to dynamic
situations where software system requirements are changing over time, producing
valuable software in short duration and within low budget.(Flora, Chande 2013)
The development of mobile technology in recent years has drastically altered peoples'
daily lifestyles. Mobile gadgets, such as smartphones, are widely used in all facets of
human existence. Due to this, there is an extremely high demand for software that
works on mobile devices. Due to the tremendous demand, the developers must
continue to produce high-quality apps on schedule and within budget. App testing
and development estimation are essential for this. (Park, Malavolta, 2022) Estimates
of development and testing for these Apps have a crucial role. In order to emphasize
development, a Systematic Literature Review (SLR) is carried out in this work. and
literature review is to recognize and compare the current test estimates methods for
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in this literature review are noted. Additionally, agile software development is the
current trend, which is why this study Infographic displays and contrasts estimating
and the traits that set them apart from game consoles or desktop PCs. Students must
understand that the types of programs and their functionality are significantly
influenced by the device's limited CPU, battery, and small screen. that work well on
mobile devices (Kurkovsky, 2009). Students agree that the majority of their mobile
phones have computing capabilities comparable to those of PCs made 10–15 years
ago. For creating software that runs on modern mobile devices, there are numerous
platforms accessible. These include Microsoft Windows Mobile, Symbian, Palm OS,
Qualcomm's BREW, Sun's Java 2 Platform Micro Edition (J2ME), and Windows
customized emulator that is available for Windows and Linux, Sun Java Wireless
Toolkit offers a versatile environment for testing, debugging, and deploying J2ME-
based mobile apps. For the development of mobile games, J2ME offers a number of
(Kurkovsky, 2009).
Software Development Kits (SDK) are a group of environments and tools for
developing software that are made accessible by companies and platform developers
that are tailored and optimized for that platform. Because some functionality might
not be available in all operating systems, the choice of a platform depends on how
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tightly developers want to connect their application with the underlying operating
specific operating system and make use of its unique features (Amatya, 2014).
Such native applications or native apps are connected to a particular platform against
which they were designed, but they guarantee the best usability, the finest
programming languages are needed for various platforms, such as Objective-C for
iOS, Java for Android, C# for Windows Phone, Java for BlackBerry OS, and C++ for
for each of them and necessitates having a variety of skill sets and platform-specific
experience (Kurti, 2014). Creating a concept is the first step in game creation.
Information gathering comes next. The third step entails starting the game
development process. Developing your notion further is the fourth phase. The fifth
stage is testing your prototype after it has been created. Publication is the last step.
(Serdar Aslan, 2015) states that the game software design specification document is
the input for the programming process, which results in executable game software
software design into executable code. distinct teams may create distinct portions of a
huge, intricate game design, resulting in the creation of numerous executable game
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challenging topic for those studying C. Finally, students who use App Inventor to
learn by copying and reusing code examples may run into issues when they need to
The program was created in Java and was crafted to meet the desired application
program interface level requirements to be included on the Google Play Store for
Android Lollipop, and minimum SDK target 28, corresponding to Android Pie]. To
view real-time updates to the News area, users of the application must have Internet
access. It's not necessary to have access to the contacts, camera, location, or storage
This project used the Game Development Life Cycle (GDLC) model as a
technique to achieve its goal. The Initiation phase, Pre-production phase, Production
phase, Testing phase, Beta phase, and Release phase are the six phases of the GDLC
The first stage in creating an App is to lay out a broad concept for the kind of game
that will be created. The project's goal, problem statement, and scope have all been
An alpha test would be performed by internal testers during the testing phase. Alpha
testing's main goal is to assess the game prototypes developed in the earlier stage and
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identify any bugs or flaws. This stage will help the App developers by giving them a
better grasp of the actual and expected outcomes (Tian, 2022). The button's
functioning is tested in alpha testing. To ensure that the buttons perform as planned,
any problems encountered during alpha testing will be fixed (Suparjo, 2022).
The process for creating an Android application is multi-layered, with the HTTP
layer serving as the web server's interface at the bottom of the hierarchy. The API
layer then analyzes the server response to produce a query. The HTTP layer is then
contacted in response to these queries. The general data layer implements the
necessary functions after which the API layer parses the response string to the thread
Apps, also known as smart phone apps, Android apps, or web apps, are small
software applications designed to specifically meet the needs of consumers. There are
some differences between application software and apps. Iphone apps because they
Android phones, iPhones, and Microsoft Surfaces. Forrester Research app developer
Michael Facemire compares app development tools to paintbrushes for artists, saying
the most popular, and I really like Android Studio since it makes it easy for me to
that uses SDKs, which are dependable and effective application programming
interfaces (API). After the SDKs have been installed, applications can use the
device's native features. The Android development platform offers the following
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and Android provides a free and open environment for developers as a result.
both the safety and development speed of Android applications. The primary causes
of hazardous Android software are the software development process's disregard for
Phan, 2021) Given how quickly Android applications are created and released, those
dangerous apps have a lot of security holes and a significant potential of disclosing
user data. To mitigate the risk of data leakage or access control vulnerabilities in
Duy Tran, 2021 ) To protect the software development life cycle, security must be
included throughout the application development process. The two primary research
contributions presented in this paper are the development of the 9Fix plug-in for
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to offer various platform-specific features. The Android SDK and IDEs, such
Android Studio, can be used to develop Android apps, or a browser-based tool called
App Inventor can be used.(Allison,2016) When apps are produced utilizing the two
communication; instead, these two platforms offer their own approach for inter-app
communication inside the same platform. This paper explains the method for sending
and receiving arguments between apps produced in these two platforms, as well as
fills in the gaps in the information needed for app communications. The importance
of the findings is also discussed, and their limits are looked at.(Fuad, 2021)
Despite being one of the most widely used computer languages, JavaScript is
infamous for having a poor design. Despite JavaScript's design defects, developers
strive to adhere to unofficial code quality guidelines to help prevent issues with
limited.(Pradel, 2015) This work introduces DLint, a dynamic analysis method for
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characterize and put into practice 28 checkers that tackle issues overlooked by the
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CHAPTER III
Methodology
Research Design
is observed after a study has been applied to see if the technique has the potential to
induce change. The study’s goal was to see if the application, ORDERS, lessen the
students that are waiting in line to get snacks or lunch. The primary purpose of this
research is to improve the service of the GRSHS-X’s school canteen and to lighten the
crowdedness of the canteen. During this time, users are expected to be viewing their
preferred products through the app while they are still in their respective classrooms. It is
also a way to view snacks or lunch more efficiently as students tend to use cell phones
nowadays.
Research Setting
The study area is located in the Northeastern part of the city of Cagayan de Oro.
Four kilometers and 800 meters (4.8km) away from the city proper. It is bounded by
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Tablon in the east, Cugman in the south and Lapasan in the west. Gusa Regional Science
Sampling Procedure
The researchers tested the app on their own. This study’s sampling procedure is
recruited merely asking people who are present in the street, in a public building, or in a
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Development of the Mobile Application. The researchers will use MIT App Inventor, a
tool that enables people new to computer programming to create applications for the
Android operating systems. This allows users to design applications that can run on
Android devices. In the app, the researchers included 3 categories The researchers
created the app format using main menu with buttons where the participants of the study
Figure 3. Actual layout of MIT-App-inventor and the format of the app that the researchers
developed.
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Process delay testing. The participants of the study inquired 15 different times 5
times per category, the researchers then timed the process delay of the user of the app to
Data Analysis
The collected data will be analyzed using statistical methods such as descriptive
statistics and inferential statistics. Descriptive statistics will be used to summarize and
present the data in a meaningful way, while inferential statistics will be used to test the
hypotheses and determine the significance of the results. The data will be analyzed using
statistical software such as SPSS (Statistical Package for the Social Sciences) to ensure
accuracy and reliability of the results. The results of the analysis will be presented in
tables, graphs, and charts, and will be interpreted in the discussion section of the study.
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CHAPTER IV
Introduction
order to test the hypothesis and answer the research questions. As already indicated in the
findings resulting from this study. The analysis and interpretation of data is carried out in
two phases. The first part, which is based on the results of the questionnaire, deals with a
quantitative analysis of data. The second, which is based on the results of the interview
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1. What is the efficiency of the Mobile food app in receiving inquiries (Time Wise)?
15 14.24 4.03
Table 1 represents an extensive summary of the time it takes for the inquiry of
the user to reach the admin and update the information of the app. The table shows a
It can be seen to have an average time of 14.24s which is a relatively good process delay
from the users to the admin. Suggesting that this app is quite efficient in receiving
inquiries in the school canteen which also suggests to be a possible solution to the
potential remedy for the prevailing issues of overcrowding and ruckus in the canteen. By
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facilitating a smoother and more efficient process, the app contributes to creating a more
orderly and pleasant experience for both students and staff during peak hours.
2. What is the efficiency of the Mobile food app in updating information specifically
15 3.30 0.44
Here in Table 2, when compared to Table 1, the time it takes (Time Delay) between User-
Admin and Admin-User is vastly different. The Table 1, User-Admin time delay, as
While in Table 2, Admin-User time delay is: Average — 3.30s, Median — 3.16s, Range
— 2.66s - 4.08. This shows that the User-Admin process takes way longer in reaching the
Its average time of 3.30s shows that this app is highly efficient in updating the
information in the app which is the number of items available in the school canteen menu
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as the processing time is quick, this shows that the app is a very promising solution in
CHAPTER V
Conclusion
Based on the findings from the study, the following conclusions are found:
average time delay of 14.24s. Despite the seemingly extended duration, this phase
reflects a commitment to addressing user needs thoroughly. On the other hand, the
admin-user process boasts a swift response time of 3.30s, showcasing the efficiency of
administrators in promptly handling user requests. The strategic balance between these
processes is intentional; the longer time delay in the user-admin phase ensures
comprehensive and thoughtful interactions, while the quick 3.30s response time in the
admin-user process compensates for any initial delays. The overall interaction time for
dedication to providing users with a thorough and efficient service. This duration not only
reflects the commitment to resolving user inquiries comprehensively but also contributes
to a seamless user experience. The expected 17.54s interaction time exempts the exact
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Recommendations:
For those interested in enhancing school canteen apps, exploring relevant research
can offer valuable insights. This research provides ideas on creating user-friendly apps by
considering effective communication between users and administrators, the app's visual
appeal, and its potential to improve overall canteen functionality. Utilizing MIT App
Inventor for app development requires a close examination of time delays within user-
app in real school canteens involves thoughtful planning to make canteen information
easily accessible. A key focus in app creation should be user satisfaction, evaluating the
app's ease of use and helpfulness through user feedback and testing. Additionally,
nutritional information, and engaging features, making it more interesting and enjoyable
for users. The goal is to create apps that not only streamline canteen processes but also
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Inventor. Massachusetts Institute of Technology, Department of Electrical Engineering
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APPENDIX B
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APPENDIX C
Documentation
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APPENDIX D
Curriculum Vitae
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Email: carlfrancisbayer8@gmail.com
PERSONAL INFORMATION
Date of Birth: June 11, 2007
Place of Birth: Cagayan de Oro City
Age: 16
Gender: Male
Nationality: Filipino
Civil Status: Single
EDUCATION
Secondary: GUSA REGIONAL SCIENCE HIGH SCHOOL-X
Purok 4-A, Gusa, Cagayan de Oro, Misamis Oriental
2020-2024
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Cell Number:
09063018867
Email: iandib718@gmail.com
PERSONAL INFORMATION
EDUCATION
ACHIEVEMENTS
● Consistent Honor Student
PERSONAL INFORMATION
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EDUCATION
MONTESSORI DE ORO
Tiamo Echem St. Address Barangay. Brgy 20
2017-2018
ACHIEVEMENTS
● Consistent Honor Student
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