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STEM12 CAPSTONE GROUP10 Checked 1 With Poster
STEM12 CAPSTONE GROUP10 Checked 1 With Poster
A Capstone Project
Presented to
PALAHANAN INTEGRATED NATIONAL HIGH SCHOOL
Palahanan 2nd, San Juan Batangas
In Partial Fulfillment
of the Requirements for the Subject
INQUIRIES, INVESTIGATIONS, AND IMMERSION
STEM-EINSTEIN
July 2023
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ABSTRACT
Effective research and writing skills are essential for students to succeed
academically and professionally in the digital age. This study aims to address the
the research and writing journey. This research adopts a systematic approach to
writing. Interviews and surveys are conducted with students and academic
research data collected for application features, interface design, and content
provided to guide students through the research writing process. It also includes
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practical and accessible tool that empowers students in research writing. The mobile
application bridges the gap between traditional classroom instruction and modern
students' research writing challenges. The findings of this study will guide further
development and refinement of the mobile application, ensuring its relevance and
extend beyond the academic sphere, as strong research writing skills are essential
research writing tools and skills, the mobile application has the potential to enhance
achievements.
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I. Introduction
of human life, including education. With the growing demand for quality education,
students are expected to produce quality research output. However, not all students have
the necessary skills and resources to produce such output. The integration of technology in
education has provided opportunities for learners to access and use digital tools for
academic research. In the Philippines, there is a need for an efficient and effective way to
mobile application and web platform that can assist students in their research activities is
necessary.
The Integration of technology in education has been a growing trend in recent years,
as it provides a wide range of benefits to students and educators alike. According to a study
conducted by Almendras et al. (2019), the use of technology in the classroom can improve
such as mobile applications and web platforms have become essential in assisting students
produce quality research output that can contribute to the advancement of various fields.
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However, many students lack the necessary skills and resources to conduct research
efficiently. A study by Tandoc et al. (2015) shows that the lack of resources and training
conducting research.
assist students, researchers, and academics in conducting efficient and effective academic
research. This project is particularly relevant in the Philippines, where academic research
has become an integral part of the education system and the country's development goals.
Thus, the proposed project of developing a Research Assistance Mobile Application and
Web Platform for Efficient Academic Research is significant in addressing the challenges
faced by Filipino students in conducting research. By providing access to digital tools annd
resources, students can produce quality research output that can contribute to the
These studies and others have highlighted the potential of mobile applications in
Laborte (2017), the integration of digital tools in academic research can improve the quality
of research output and increase the efficiency of the research process. Therefore, the
Research Assistance Mobile Application and Web Development for Efficient Academic
Research is a timely and relevant project that can contribute to the advancement of
academic research in the Philippines. This project has the potential to improve the
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platform that streamlines the research process, making it easier for researchers to access
relevant materials, organize their research, and collaborate with others. Similarly, a study
by Alcantara and Liwanag (2019) emphasized the need for a user-friendly mobile
application that can assist students in their research activities. These studies support the
importance and relevance of this study in addressing the challenges faced by students in
In this study, the researcher aims to help students to increase information and make
3. What does this mobile application can provide for the possible researchers?
Hypothesis
research assistance mobile application will help students in conducting academic research
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comprehensive platform that enables users to access reliable resources and references for
their research. The mobile app offers various features, such as tools for research such as
research notes, must watch videos in conducting research and a database of scholarly
articles that can aid students in finding related review of literature in their research. The
tool that can contribute to improving the research skills of students. By using this app,
students can save time and effort, making research less stressful and more efficient. It is
also expected that Research Buddy will provide an opportunity for students to produce
quality research output. In conclusion, Research Buddy is a valuable project that can help
address the challenges faced by students in conducting research. With its user-friendly
features, the mobile app can significantly contribute to improving research skills and
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Mobile application has been part of daily life of people that it can be useful in
education. According to Harrison et. Al (2013), the range and availability of mobile
portable devices, developers are increasing the range of services that they provide.
Furthermore, according to Jayatilleke et. Al (2018), the developed mobile application was
generally efficient, simple to learn, easy to navigate, appealing and engaging. It was also
pedagogically constructive as the content and the tools used in the application were useful
from the perspective of both the content experts and the educational technologists.
Mobile application has been used for educational learning. According to Oliveira
(2021), the use of mobile devices by higher education students has grown in the last years
(GMI, 2019). Technological advancements are also pushing society with consequent
rapidly changing environments. Higher Education Institutions (HEIs) are not exempted
from these technological changes and advancements, and it is compulsory that they follow
this technological evolution so that the teaching-learning process is improved and enriched.
According to Babalala and Omolafe (2022), the mobile application has a positive effect on
teaching.
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undermined educational material in today’s education system. Based on the findings, the
study recommended that students are free to use their mobile phones to enhance their
academic performance. With the advantages given by the educational mobile applications,
acquiring knowledge is just one tap away. According to Tolentino et. al (2022), the
information processing quicker. Through this, lessons can be visualized in real-time on the
student mobile devices but employing this at large may still require a considerable degree
appropriate methods of study and learning had a positive impact on students' academic
achievement, since it increased their final scores. Learning the appropriate methods of
study and learning for students in the form of a curriculum or holding workshops and, of
course, with regard to the popularity of smartphones among students, one benefit of mobile
et. Al (2018), The results showed that most students responded positively to using mobile
applications in teaching and learning processes. In addition, all students had smart phones,
and they used varied brands applications in the learning process. Moreover, the results
indicated that students understand and learn better through using the applications.
According to Ababa et. al (2021), educational apps can become more obliging and
useful to by considering EA as a regular tool to excel more with their education. In addition,
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for the improvement of EA, most students are accidentally becoming forgetful because of
bunch of activities, by putting and providing notification on EA’s before the deadline can
serve as their reminder and lastly is by providing personalization to EA’s that is suitable
and much more refreshing and can make the student’s working process much smoother.
learning, allowing learners to access information, resources and perform learning activities
anytime and anywhere with the assistance of mobile computing devices and information
(2017), with the rapid development of mobile applications and online educational
resources, mobile learning applications play a crucial role in today’s education. According
to Hwang & Wu (2014), Mobile learning can effectively improve learners’ achievement,
According to HInze et. Al (2022), Mobile apps were used by academics and
students for both teaching and research, primarily in the form of document and data storage
and exchange, and communication. Furthermore, according to Romerde et. Al (2021), the
mobile application is easy to use, interactive, has functional features and can accommodate
multiple responses. Students also had an overall positive perception of the application.
Students find the application useful when integrated as part of their tests as stipulated in
their perception statement. In recent years, there has been a growing interest in the use of
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In a study conducted by Lendio et al. (2019), it was found that mobile devices are
becoming increasingly popular among Filipino students for conducting research. The study
reported that 86% of Filipino students use mobile devices to access research materials, and
70% use mobile devices for note-taking and organizing research materials.
pandemic. The study found that mobile applications can help overcome these challenges
with peers and mentors, and improving time management and organization. Furthermore,
according to Mengorio and Dumblao (2019), researchers found out that some students had
a fun Experience in using the app, while some students at first said that it’s quite hard to
deal with.
According to Tuliao et. al (2015), Mobile learning provides the ability to use mobile
devices to support teaching and learning. Its mobility makes it stand apart from other types
of learning, particularly designing learning experiences that make the most of the
opportunities that can offer us. Although some say that physical books count as mobile
devices too, mobile devices have distinct features and functionality for supporting learners.
Moreover, its convergence with the internet further offers potential opportunities to support
teaching.
designed for mobile devices. This paper reports on the results of an online survey about
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app use for teaching and research by students and academic staff at the University of
Waikato. The questionnaire had 138 respondents. The results of the data analysis indicate
that among respondent apps are primarily used for communication, data storage, and
collaborative work. Nearly a third of respondents reported not using any apps for academic
purposes, with almost half that number citing a lack of knowledge about possible uses. In
teaching practice, apps were reported to be used as a means to push information to students,
e.g., for distributing reading materials and other teaching resources. In research, apps
and to stay current with research. This paper concludes with a list of implications through
students’ learning in anytime and anywhere. It led to mobile learning principle, which has
and Mathematics (STEM). The results revealed that the application of mobile learning
technology in STEM disciplines have been increased in the past decade. In addition the
review articles reported subject areas in social science has the highest number of using
mobile technology in STEM learning. The findings of this study encourage more
According to Demir and Akpinar (2018), The findings suggest that mobile learning
may promote students' academic achievement. Both groups had significantly high attitude
scores toward mobile learning. Furthermore, the students appreciated mobile learning as
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an approach that may significantly increase their motivation. Researchers and practitioners
should take into consideration that mobile learning can create positive impact on academic
convenience and social influence were the significant predictors of the intention to use
educational apps. The current research also identified the moderating effect of gender in
selecting educational apps. One of the most significant contributions of the present study
is that it extended the uses and gratification theory applications beyond the traditional
Based to our analysis and research, mobile learning may help keep students interested
in and motivated to learn, as suggested by the literature. The use of mobile applications by
students can improve their access to information and academic success. Enhancing
access to online study resources, making communication easier, and most significantly,
remote access are all made possible by mobile applications. Students frequently struggle
to locate reliable websites that can help them to obtain some of the data they need for their
application to provide aid with verified and certified resources for students' study.
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III. Methods
The participants in this study will be the students in Grade 12 students in Palahanan
Integrated National High School. The concept of this study is to lessen the burdens of the
students in making their own research papers. This research mobile application will help
them to find some related review literature easily that based on their research topics and
guide them by providing different examples of research paper and provide them a must
watch videos collections in the internet and also notes for research that will help them to
The data will be collected using both qualitative and quantitative approaches.
Qualitative data will be collected through observations with participants based on our
observation students are struggling in making their own research as they do not have any
idea to create one while quantitative data will be collected through testing of the
Laptop and Cellphone – devices used for coding, layout the design and was
card that allows devices such computer or cellphone to interface with internet
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Step 1: Planning of the name and the features that will be included in the app.
Step 2: Designing the app. Includes the layout of our whole app, the colors, fonts that
will be used and the splash screen, homescreen and the layout features of the app.
Step 3: On the Thunkable website, the process of creating the app began with the placement
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Step 4: Program the apps by connecting all the blocks after laying out each screen.
Step 5: Use the Thunkable app to test the progress after creating it. This will allow us to
see if there are any bugs that need to be fixed right away.
Step 6: The mobile app can now be installed and tested in the actual app after it has finally
been completed. Since there is a price associated with installing the app, we decide to
download it just for Android rather than the Play Store in order to avoid having to pay
before publishing. This allows us to install the software for free on Android only. Students
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can download this program by sharing the file via Bluetooth or the Share It app, but you
should disable Play Protect in your Play Store beforehand before doing so.
As you can see this IPO are provide to make the user see the process that we do in
this mobile application, and we put there our title of the project, process and input that we
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The data was collected through observation in doing testing. The information is
being used to see if there's needed to change or fix in features, design, or function of
application. Also, the data was examined whether or not the appllication can be used or
not. The set of testing in application was collected for the information that can be uses for
1.1. Testing 1
1.2. Testing 2
1.3. Testing 3
fix, added or enhance in our application. The information was collected through
observation in testing.
1.1. Testing 1
1.1a Procedure
A mobile application was called "Research Buddy'' was designed and develop
specially for the android mobile devices to guide and helping tool for the researcher for
their research. In order to develop the research mobile application, the first meeting was
based on deciding the design of the application that the researcher discussed the ideas that
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can be used for the design of application. The researcher plan to put to features of
application are the resources, that was trusted cited for the research paper. Chatbot that
can be use by the user to ask a question about the research that they are struggling to
understand and it will reply an answer for their questions. A mini quiz, which focused on
part of research which the user should determine the parts of research. We add a different
trial of mobile
application
The homescreen was connected to the features screen which the user select feature
they wanted to see. After they click the features like resources, it automatic connect to
trusted websites to find some related literature review. You can turn it back, if you click
The "chatbot" features was still on going and same with the "mini quiz" features.
They are still in planning process which the researcher wanted to put in the features for the
better use of application. The resources feature is the only one presented in the testing, the
researcher gives a different websites for getting a related review of literature such as
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1.1b Recommendations
The design color should change into color blue. It was look suitable of the features
design of the application. The scholarly website should be categorized so the user will
determine if the related review of literature was a local or foreigner. The researcher should
create their own splash screen for the opening of the application that it did not see in the
first testing. Test it on the actual application so they see if the application they make in
1.2 Testing 2
1.2a Procedure
The researcher re-design the application which was recommended in the testing 1.
The researcher changed the design color of application into color blue. The researcher
makes a new set of features because unfortunately the "chatbot and mini quiz" features are
failed. The researcher struggle in putting block for the function of features. Through this,
the researcher makes new set features which is Researchnotes, a collection of different
of Youtube tutorials or tips video in doing research that was big help to a researcher and
Researchhub, a feature where students can find any related review literature. The
researcher categorized the resources consist of local, journal and general with the total of
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Figure 1.2.
Testing 2
The homescreen was connected to the features screen. When the ResearchHub is
will automatic connect it to screen which have a tutorial or tips video. They can turn it back
anytime the user wants, as long as they click back button. The ResearchNotes features is
still on process because the researcher still did not put the data that needed information for
the features. The researcher is still on process of finding an information that was needed
1.2b Recommendations
The application should test on the actual app so that developer can identify if there
an error or none. It was important to test it actual app so the developer can look if the data
they put was readable, the color was change, the feature can use or not or some the function
of application. If the actual app have an error, the developer will give an quick solution for
the error that was encounter when it test on the actual app.
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1.3 Testing 3
1.3a Procedure
The researcher categorized the notes by chapter that needed to include in research
notes to make it easier for the user to use. The researcher also put some examples of
research paper so the user have a guide and can take a look of what research paper look
like. The splash screen is also presented, by making the mobile application better screen to
make it look presentable in the eyes of the user. The splash screen was put to make the
Figure1.3.
Testing 3
The splash screen was connected to homescreen and at the same time to feature
screen. If the user clicks the Research notes, the notes will appear that can help and guide
them in making research. It can also help them to understand about the research and gain a
knowledge. The categorized notes can help the to find easily the notes they wanted to know
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The researcher cannot present their logo because they still thinking of what suitable
logo that was match on the mobile application that was focus on research. Logo was needed
because it was the one who will present that application to the user and make it easier the
user to find it. Logo should base on what topic or focus the mobile application that was
making of a researcher.
1.3 b Recommendation
The layout on the ResearchHub features is should change into a simple one to make
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Conclusion
researcher make mobile application that was called Research Buddy that was
2. Research Buddy is a mobile application design to assist the students who will be
needed to conduct a research to find some related review literature based on their
research topics. Also, it was also open to those a researcher who was struggling to
find some certified and verified sites that they can look for some related review
3. Research Buddy is a valuable application that help to address the challenges that
Recommendations
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web platform.
research in the school that should be used for educational purposes for the student
who will needed in making their own research and improve their research skill but
3. This mobile application should provide the student a comprehensive platform the
enables users to access reliable resources and reference materials for their research.
The teacher can save time and effort teaching a student where they can find some
verified literature review and making research less stressfully on their student.
Also, this application helps the students to produce a quality research output.
Applications
The Research Buddy used for finding some related review literature with certified
and varied websites that can help the students for making their own research. This mobile
application was also help for gaining their knowledge and understanding in subject
research. This application can also give them some tips and tutorial on making research.
Through this application, the students can easily find some resources and improve their
research skills.
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VI. References
A. INTERNET SOURCES
Performance.https://www.researchgate.net/publication/348930098_The_Us
e_of_Educational_Applications_on_the_Student's_Academic_Performance
https://files.eric.ed.gov/fulltext/EJ1115632.pdf
https://ojs.aaresearchindex.com/index.php/aasgbcpjmra/article/view/1073
Chang Lui and June Wei (2016). The use of mobile applications in higher education
classes: a comparative pilot study of the students’ perceptions and real usage.
https://www.tandfonline.com/doi/abs/10.1080/08874417.2016.1181463
http://dx.doi.org/10.17220/mojet.2018.04.004
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https://www.researchgate.net/publication/257884698_Usability_of_mobile
_applications_Literature_review_and_rationale_for_a_new_usability_mode
HInze, A (2022). A Study of Mobile App Use for Teaching and Research in Higher
Education. https://link.springer.com/article/10.1007/s10758-022-09599-6
communication. https://www.researchgate.net/publication/359466486_
THE_IMPACT_OF_THE_USE_OF_ASSISTANT_APPLICATION_ON_
COMMUNICATION_WITH_STUDENTS%27_PARENTS_IN_INCLUSI
ON
2019.https://apsce.net/icce/icce2020/proceedings/W1-13/W9/ICCE2020-
Proceedings-Vol2-W9-7.pdf
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Oliveria, DMD et al. (2021). The use of mobile applications in higher education
classes: a comparative pilot study of the students’ perceptions and real usage.
https://slejournal.springeropen.com/articles/10.1186/s40561-021-00159-6
89796_Use_and_Perceptions_of_Students_of_a_Mobile_Application_as_a
_Classroom_Response_System
https://www.researchgate.net/profile/ManuelRosales/publication/33044744
0_CompetencyBased_Learning_for_Motivation_and_Academic_Performan
ce_in_a_Pre-calculus_Course
https://www.researchgate.net/publication/362746742
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journals.org/index.php/i-jim/article/view/26447
https://ijodel.com/index.php/ijodel/article/view/7
Ulla, Mark (2018). The use of mobile applications in higher education classes: a
https://www.researchgate.net/publication/326833978_Benefits_and_challen
ges_of_doing_research_Experiences_from_Philippine_public_school_teach
ers
Students.https://www.researchgate.net/publication/367371423_Developing
_ELearning_Courses_in_a_Gaming_Environment_with_an_Integrated_Ass
istant_Bot_for_Secondary_School_Students
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