Ronel F. Ramos
AssociateAssistant Professor 2
San Jose del Monte, Bulacan · FEU Institute of Technology
Personal Information
Short Biography
Hello everyone! I am Ronel F. Ramos, an educator and researcher with a passion for Artificial Intelligence in Education, Educational Technology, eLearning, and Gamification. I have presented research at international conferences and served as a reviewer and technical committee member for academic conferences in education and AI. Beyond teaching and research, I enjoy exploring new technologies and innovative ways to make learning more engaging and meaningful. I believe in fostering a classroom environment that encourages curiosity, critical thinking, collaboration, and lifelong learning. I look forward to learning and growing together with all of you this semester.
🛠️ Skills
Java
Expert (90%)
Video Editing
Expert (90%)
Adobe Photoshop
Expert (90%)
Python
Master (91%)
C++
Master (91%)
🎓 Educational Qualification
Doctoral · Aug 2020 - Present
Doctor in Information Technology
University of the East
Masteral · Jun 2013 - Mar 2016
Master of Information Technology
Technological University of the Philippines - Manila
Tertiary · Jul 1996 - Oct 2021
Bachelor of Science in Computer Science
Adamson University
📜 Licenses and Certifications
Adobe Certified Professional in Visual Design Using Adobe Photoshop
Issued by Adobe on March 28, 2024
View Credential
Microsoft Innovative Educator Expert 2023-2024
Issued by Microsoft on October 02, 2023
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Information Technology Specialist in HTML and CSS
Issued by Certiport on January 22, 2022
View Credential👨🏻🏫 Seminars and Trainings
Attendee
Innovation Ownership: AI-Generated Works, Capstone Projects, and the Future of Knowledge Commercialization in Education
Awarded by Educational Innovation and Technology Hub on April 08, 2025
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Speaker
Midterm Review Class in IT0011 Integrative Programming and Technologies (2T2425)
Awarded by iTamaraw Center for Academic Resources and Enrichment on February 07, 2025
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Attendee
National Cybersecurity Month: CyberTiwala, CyberHanda, CyberTatag
Awarded by FEU Tech Information Technology Department on November 07, 2024
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Attendee
AI in the Workplace: Practical Applications for Educators and Associates to Improve Teaching and School Management
Awarded by Educational Innovation and Technology Hub on August 14, 2024
View Credential
Attendee
Enhancing Physical and Mental Resilience in the Workplace
Awarded by FEU Tech Human Resources Office on August 05, 2024
View Credential👥 Organizations and Memberships
FIT iTamaraws Esports Club
Adviser · August 07, 2021 - Present
Research Publications
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Conference Paper · 10.1109/IC4e69618.2026.11631501
Achieving Quality Education (SDG 4) with Generative AI: Integrating Microsoft Copilot and Google Gemini in University Instructional Design2026 17th International Conference on E-Education, E-Business, E-Management and E-Learning (IC4e), (2026), pp. 175-179
Achieving Sustainable Development Goal 4 (Quality Education) requires innovative and ethically grounded integration of emerging technologies in higher education. This study developed and empirically validated an ethics-by-design AI-in-Instructional-Design Framework integrating Microsoft Copilot and Google Gemini into university course development workflows. Using a mixed-methods developmental research design guided by the ADDIE model, the framework was piloted with 12 educators and 180 students across blended and online courses. Quantitative analyses revealed statistically significant improvements in instructional quality (+10.44), UDL compliance (+15.21), workflow usability (+20.78 SUS), and reductions in faculty preparation time (-3.13 hours/week). Student engagement, AI literacy, integrity compliance, and accessibility adoption also increased significantly (p<.001). Thematic analysis of qualitative feedback confirmed enhancements in workflow efficiency, alignment, inclusivity, and ethical governance while emphasizing the importance of human oversight. Findings indicate that structured, ethics-governed AI integration enhances instructional quality, equity, and responsible innovation in higher education, thereby advancing SDG 4.

Conference Paper · 10.1109/IC4e69618.2026.11631566
Designing a Gamified Web-Based Platform for Teaching AI-Driven Prompt Engineering in Personalized E-Learning2026 17th International Conference on E-Education, E-Business, E-Management and E-Learning (IC4e), (2026), pp. 302-306
Early integration of Artificial Intelligence (AI) in education has introduced new learning paradigms including prompt engineering-a vital skill for effectively interacting with AI systems. Nevertheless, teaching prompt engineering in higher education continues to be challenging because it is very technical and doesn't have engaging ways to teach it. In this paper, we propose to develop a gamified web-based teaching and learning platform offering prompt engineering through interactive modules and personalized learning environments. The platform implements AI-driven feedback mechanisms to analyze students' prompts for learning and offers students real-time guidance. It also includes gamification elements such as points, badges, and leaderboards, to maintain students' interest and motivation. It combines personalization and gamification, aiming that students will improve their understanding of prompt engineering concepts, applying them with AI technology in their own environments. These mixed methods of research also take usability testing and measurements of learner performance and engagement surveys. This research enhances the emerging literature on AI in education by providing an innovative approach for the development of skills in the digital age.

Conference Paper · 10.1109/IC4e69618.2026.11631351
Gamified Learning Environments: Designing AI- Enhanced Gamemaker Modules for Stem Education2026 17th International Conference on E-Education, E-Business, E-Management and E-Learning (IC4e), (2026), pp. 357-361
Gamification has come up as a powerful tool in increasing learning engagement and motivation in online education. As a proposal in this article, the designing and developing of AI-powered game modules in GameMaker for STEM education with adaptive learning capabilities in a gamified setup is ideal. The proposed model can regulate AI in a controlled manner to personalize learning experiences based on game gameplay with adaptive difficulty levels, immediate feedback, and analysis of performance data of learners. Based on developing a game using GameMaker, this research utilizes AI analytical capabilities for achieving learning outcomes in STEM education by aligning game targets with learning in STEM education. A quasi-experimental design was utilized to assign 60 purposively sampled STEM students into experimental and control groups in equal measures. The data gathering methods used in this study include pre and post-tests, in-game engagement metrics and usability surveys based on SUS and TAM. Salient findings show that the AI-enhanced module produced significantly greater learning gains (M=19.80) than the non-adaptive module (M =11.10). Improvements within both groups were significant (p < 0.001), while between-group comparison favored the experimental group (p=0.002). Engagement metrics further revealed that the AI-adaptive group exhibited longer time-on-task, higher level-completion rates, and more active use of hints-indicating sustained engagement and effective utilization of adaptive support.

Conference Paper · 10.1109/IC4e69618.2026.11631622
Enhancing Visual Perception in AI-Powered Learning Systems for STEM Education Using Microsoft Copilot Vision2026 17th International Conference on E-Education, E-Business, E-Management and E-Learning (IC4e), (2026), pp. 604-608
The proliferation of artificial intelligence (AI) in schools like higher ed has largely been centered around learning through text-based sources, often lacking visual components, even though these are essential in many subjects (STEM): science, technology, engineering, and mathematics. In this paper, we propose an AI-focused learning framework that integrates Microsoft Copilot Vision to accelerate visual perception and understanding in university settings. The system will interpret pedagogical diagrams, charts, and handwritten notes to develop them into organized textual explanations and interactive learning materials. It aims at making text with natural language generation accessible and engaging as well as encouraging cognitive development in learners with image recognition. Experimental observation on open education datasets and real classroom resources show to better enhance learner understanding and lower the cognitive load than classical static visual aids. This study provides a foundation for intelligent, multimodal learning that closes the gap between visual and linguistic perception, leading to personalized and inclusive education in higher learning institutions.

Conference Paper · 10.1109/IC4e69618.2026.11631523
AI-Generated Visuals for Blended Learning: A Design Framework for Hybrid Classrooms2026 17th International Conference on E-Education, E-Business, E-Management and E-Learning (IC4e), (2026), pp. 519-523
This paper presents a design framework for integrating AI-generated visuals into blended and hybrid learning environments, based on the Cognitive Theory of Multimedia Learning and Dual Coding Theory. It emphasizes responsible AI practices following UNESCO guidelines. The framework was piloted in blended courses, showing notable benefits such as instructor time savings, enhanced student engagement, reduced cognitive load, and better comprehension. The study offers a validated and ethical method for employing text-to-image technologies in blended learning.