MERVIN JOMMEL T. DE JESUS DR.
HAROLD ORIGINES
MSIT 504 Student
ARTICLE 1
Title
Development of Faculty Profiling and Capability Enhancement Advisor System using Intelligent
Predictive String Search Algorithm
Abstract
Faculty personnel nowadays are faced with a change of roles and responsibilities. As a result, they
must involve themselves in the current trend of professional growth. Faculty development enables
personal and professional growth so there is a great need for faculty development plans. The authors of
this study developed a Faculty Profiling and Capability Enhancement Advisor System that can generate
a faculty development plan according to the profiles and qualifications of the faculty members based
on their individual Personal Data Sheets. The system can also recommend further trainings for faculty
members based on their specializations. These outputs are accurately generated by the system through
utilizing the Intelligent Predictive String Search Algorithm (IPSSA). The developmental and
descriptive methods of research were adopted in the study, both in the development and evaluation of
the system. The evaluation form included the following criteria, based on ISO 9126 standards:
Functionality, Reliability, Efficiency, Maintainability, and Portability. The overall evaluation of the
system was “Acceptable”, based on the combined inputs of the respondents comprised of faculty
members, school administrators, and ICT experts. Improvements to the code and security of the system
through implementation of Secure Socket Layer (SSL) encryption are recommended. Another
enhancement that can be added is a function that provides the system flexibility in updating forms as
they are amended.
Objective/s
Develop a system that can assist in the generation of faculty development plan aligned to the
qualification of a faculty.
Statistical Treatment
Mean, Rank, Likert Scale
Explanation
It is used to determine the level of acceptability of the system.
ARTICLE 2
Title
Informing the Design of a Game-Based Learning Environment for Computer Science: A Pilot Study on
Engagement and Collaborative Dialogue
Abstract
Game-based learning environments hold great promise for supporting computer science learning. The
ENGAGE project is building a game-based learning environment for middle school computational
thinking and computer science principles, situated within mathematics and science curricula. This
paper reports on a pilot study of the ENGAGE curriculum and gameplay elements, in which pairs of
middle school students collaborated to solve gamebased computer science problems. Their
collaborative behaviors and dialogue were recorded with video cameras. The analysis reported here
focuses on nonverbal indicators of disengagement during the collaborative problem solving, and
explores the dialogue moves used by a more engaged learner to repair a partner’s disengagement.
Finally, we discuss the implications of these findings for designing a game-based learning environment
that supports collaboration for computer science.
Objective/s
The article is about a project that aims to develop, implement, and evaluate a narrative-centered, game-
based learning environment that will help middle school for teaching computer science principles.
Statistical Treatment
Cohen’s Kappa
Explanation
It is used to measure the agreement between the two raters. They used it since it was all about
collaboration which composed of two students.
ARTICLE 3
Title
Affect and Engagement in Game-Based Learning Environments
Abstract
The link between affect and student learning has been the subject of increasing attention in recent
years. Affective states such as flow and curiosity tend to have positive correlations with learning while
negative states such as boredom and frustration have the opposite effect. Student engagement and
motivation have also been shown to be critical in improving learning gains with computer-based
learning environments. Consequently, it is a design goal of many computer-based learning
environments to encourage positive affect and engagement while students are learning. Game-based
learning environments offer significant potential for increasing student engagement and motivation.
However, it is unclear how affect and engagement interact with learning in game-based learning
environments. This work presents an in-depth analysis of how these phenomena occur in the game-
based learning environment, CRYSTAL ISLAND. The findings demonstrate that game-based learning
environments can simultaneously support learning and promote positive affect and engagement.
Objective/s
The study is all about the relationship within the game-based learning environment, Crystal Island.
Statistical Treatment
ANOVA
Explanation
It was used to identify if there’s a significant difference between the variables.
ARTICLE 4
Title
Self-Regulation and Gender Within a Game-Based Learning Environment
Abstract
In this study, we examined how self-regulated learning (SRL) and gender influences performance in an
educational game for 8th-grade students (N = 130). Crystal Island–Outbreak is an immersive, inquiry-
based, narrative-centered learning environment featuring a microbiology science mystery aligned with
8th-grade science curriculum. SRL variables predicted successful in-game performance even after
accounting for prior knowledge and perceived gaming skill. Content learning gains were found across
both genders, and girls performed at similar levels as boys in the game despite incoming disadvantages
for perceived skill and prior gaming experience. Boys were more effective than girls in using a
cognitive tool that was critical for solving the Crystal Island–Outbreak mystery; however, these
differences disappeared when prior gaming experience was taken into account. Overconfidence on
monitoring judgments for boys but not girls was predictive of in-game performance. Findings related to
motivational variables such as self-efficacy, situational interest, and goal orientation were mixed with
regard to their consistency across genders.
Objective/s
The study is to examine how self-regulated learning (SRL) and gender influences performance in an
educational game for 8th-grade students.
Statistical Treatment
Mean – Standard Deviation
Bivariate Correlations
Regression
Explanation
It is used to know if relationship exists between two continuous variables. The regression was used to
predict a continuous dependent variable from a number of independent variables.
ARTICLE 5
Title
3D Game-Based Learning System for Improving Learning Achievement in Software Engineering
Curriculum
Abstract
The advancement of game-based learning has encouraged many related studies, such that students
could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning,
this paper develops a 3D game-based learning system to assist teaching and assess the students’
motivation, satisfaction and learning achievement. A quasi-experimental design is based on the ARCS
Theory (Attention, Relevance, Confidence, and Satisfaction) to investigate the effectiveness of game-
based learning strategy in 3-dimension virtual reality scenario. The students are randomly assigned into
two groups for quasi-experimental design. In game-based learning, the curriculum content is mapped
into the game to provide a scenario learning environment. After implementation of quasi-experimental
design, the pre-test and post-test results shown that 3D game-based learning system with software
engineering curriculum could achieve a better learning achievement and motivation than using
traditional instruction. The statistical test displayed that learning motivations of students have
significant impact on learning achievement, and learning achievements of students with game-based
learning are better than those who use traditional face-to-face teaching. After re-checked the
questionnaire, this paper finds that game-based learning challenging and attractiveness can lead to
learners' curiosity and immersion in learning activity. And the results show that 80% students are
satisfaction, and 83% students are confidence for the course learning after use the game-based learning
system. Lastly, the research results could provide to related educators as references.
Objective/s
This study develops a 3D game-based learning system to assist teaching and assess the students’
motivation, satisfaction and learning achievement.
Statistical Treatment
ANOVA, T-test and Regression analysis to analyze whether the Achievement of the game-based
learning system have achieved
Explanation
It was used to identify if there’s a significant difference between the variables.