FEU Institute of Technology

Educational Innovation and Technology Hub

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Manuel B. Garcia

129 Publications
Cooperative Learning in Computer Programming: A Quasi-Experimental Evaluation of Jigsaw Teaching Strategy with Novice Programmers

Education and Information Technologies, (2021), Vol. 26, No. 4, pp. 4839-4856

Journal Article | Published: March 24, 2021

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Abstract
Computer programming education is often delivered using individual learning strategies leaving group learning techniques as an under-researched pedagogy. This pose a research gap since novice programmers tend to form their own group discussions after lecture meetings and laboratory activities, and often rely on peers when a topic or activity is difficult. Thus, this study intends to evaluate the impact of cooperative learning using jigsaw technique when teaching computer programming to novice programmers. A quasi-experimental research using a nonequivalent control group pretest-posttest design was adopted to examine the impact of jigsaw teaching strategy. After a 14-week programming course, pre- and post-test results revealed a significant increase in terms of attitude and self-efficacy, and the experimental group demonstrated significantly higher scores than in the control group. Therefore, it was concluded that cooperative learning using Jigsaw technique is a valid and effective teaching strategy when handling novice programmers in an introductory programming course.
Mobile Bookkeeper: Personal Financial Management Application with Receipt Scanner Using Optical Character Recognition

2021 1st Conference on Online Teaching for Mobile Education (OT4ME), (2021), pp. 15-20

Conference Paper | Published: January 1, 2021

Abstract
Personal financial management is undeniably a worthwhile practice to establish a financial security during a struggling economy and make intelligent monetary decisions regardless of the plethora of spending temptations. Monitoring personal cash flow is part of achieving financial independence, and it is now undemanding to perform because of the available personal budget apps and finance tools. Nevertheless, a missing feature of these technology-driven innovations is the recording, tracking, and monitoring of receipts as well as the generation of personal expenses reports based on these collected pieces of papers. With this application, “Mobile Bookkeeper”, financial enthusiasts can just scan the receipt using the inbuilt camera of any smartphone and details will be automatically transcribed using Optical Character Recognition (OCR). To measure the satisfaction and test the usability of the mobile app, subjective and objective measures via ISO 25062 and ISO 9241 standards were collected, and QUIS 7.0 questionnaire, respectively. The testing results established Mobile Bookkeeper particularly on its receipt scanner feature as a needed mobile finance app. Together with this acceptance is the report highlighting issues and challenges in developing such mobile application especially with OCR integration and its accuracy in text recognition.
Intention to Utilize Mobile Game-Based Learning in Nursing Education From Teachers’ Perspective: A Theory of Planned Behavior Approach

2021 1st Conference on Online Teaching for Mobile Education (OT4ME), (2021), pp. 103-107

Manuel B. Garcia Manuel B. Garcia & Ryan Michael F. Oducado

Conference Paper | Published: January 1, 2021

Abstract
With the significant adverse impact of a pandemic like coronavirus disease 2019 (COVID-19) towards the teaching and learning experience, numerous educational institutions are looking for ways to improve their current practices and meet the challenges of this global threat. Despite the recommendations of applying Information and Communications Technologies (ICT) like video games to alleviate the negative effects of the pandemic, it is still not clear whether nursing teachers are willing to use it. Consequently, this study explored nursing teachers’ behavioral intention to employ mobile game-based learning (MGBL), and its relationship amongst core factors of the Theory of Planned Behavior (i.e., perceived behavioral control, subjective norms, and, attitude). Descriptive statistics revealed that most of the nursing teachers were female, a master’s degree holder, with an academic rank of instructor, not a licensed professional teacher, and a permanent and full-time employee at private institutions in the Visayas region of the Philippines. Moreover, they do not play mobile games and do not have an experience when it comes to MGBL. Lastly, Spearman’s correlation analysis revealed that Theory of Planned Behavior factors correlated positively with the intention of nursing teachers to use MGBL. This descriptive-exploratory study serves as a preliminary exploration of MGBL in nursing education and a future study will cover the prediction of nursing teachers’ intention to use MGBL in the classroom.
Theories Integrated With Technology Acceptance Model (TAM) in Online Learning Acceptance and Continuance Intention: A Systematic Review

2021 1st Conference on Online Teaching for Mobile Education (OT4ME), (2021), pp. 68-72

Abdulsalam Salihu Mustafa & Manuel B. Garcia Manuel B. Garcia

Conference Paper | Published: January 1, 2021

Abstract
Since its inception, Technology Acceptance Model (TAM) has been a commonly adopted theory for understanding users’ acceptance of various types of information systems (e.g., online learning systems). Over the years, different information systems theories have been integrated into TAM to further the understanding of users’ intention to accept online learning. To examine the literature, four databases were utilized to discover research articles examining the online learning acceptance and continuance intention of users (e.g., students and teachers). The findings of the systematic review revealed that Task Technology Fit and Theory of Planned Behavior are the most integrated and educationally successful theories into TAM. Meanwhile, course information, satisfaction, perceived usefulness, attitude, system quality, perceived ease of use, and academic performance are the essential drivers for the acceptance or continuance usage of online learning systems. These findings serve as an evidence and reference for educational institutions in developing policies and strategies for the implementation of an online education.
Hand Alphabet Recognition for Dactylology Conversion to English Print Using Streaming Video Segmentation

Proceedings of the 9th International Conference on Computer and Communications Management, (2021), pp. 46-51

Conference Paper | Published: January 1, 2021

Abstract
Assistive technologies gained traction in the medical field over the last few decades. Novel approaches have been developed in order to support people with disability to communicate effectively. However, little research has been conducted on the other side of the coin, that is, assistive technologies to help people who do not have a disability to understand and comprehend the language of disabled. This study describes the early development of a hand alphabet recognition that intends to accomplish a functioning dactylology conversion from sign language to English print in a live streaming video. Through a video analysis, each frame is processed using a segmentation technique to partition it into different segments (e.g., pixels of hand gesture). The dactylology conversion algorithm was implemented in a mobile application where users can watch video containing an on-screen sign language interpreter and understand fingerspelling used as a communication by hearing- and speech-impaired people. Through the sample dataset of 13 videos of American Sign Language manually collected (N=10) and recorded (N=3), the application was tested for its accuracy in detecting the alphabet in a video (94.16%), and the correctness of conversion of the detected alphabet into English print (89.65%). This study contributes to the list of existing novel approaches that aims to promote social positive effects as well as improve the quality of life for both disabled and all the people they socialize with.
Assessing the Role of Python Programming Gamified Course on Students’ Knowledge, Skills Performance, Attitude, and Self-Efficacy

2021 IEEE 13th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), (2021), pp. 1-5

Conference Paper | Published: January 1, 2021

Abstract
Coding is widely regarded as a fundamental skill of the 21st century. Yet, there is still a shortage of programmers worldwide which disproportionately affect the innovation goals of many sectors. In this study, we evaluated the installment of a Python programming gamified course in higher education, and measure its effect on students’ knowledge, attitude, self-efficacy, and skills performance. Two sections with 50 students each were randomly assigned to experimental or control groups. After one semester, the experimental group exhibited significantly higher scores in laboratory activities (skills performance) compared to the control group. Furthermore, they demonstrated a significant improvement with reference to attitude and self-efficacy before and after intervention. Therefore, we concluded that the use of a Python programming gamified course was an effective method for students to learn coding and programming concepts. The use and installation of a gamified course in learning other computer programming languages is highly recommended.
Designing Human-Centered Learning Analytics Dashboard for Higher Education Using a Participatory Design Approach

2021 IEEE 13th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), (2021), pp. 1-5

Conference Paper | Published: January 1, 2021

Abstract
Higher education institutions (HEIs) are looking for new methods to assess and monitor student learning outcomes, as well as objectively determine the circumstances that contribute to their growth in different courses. Advances in new analytics tools that put visualizations and dashboards on top of live student data are making learning analytics more powerful than ever. This study utilized a participatory design (PD) technique to formulate an analytics dashboard intended for higher education. The rationale behind the study lies on the belief that an information system must be designed for users, rather than users having to accommodate a wide range of adjustments just to utilize such application. Students and teachers were recruited for their feedback and observations, respectively. After multiple PD sessions, four main crucial factors were derived: (1) who has access to data, (2) importance of time, (3) learning analytics should help students make the transition to university life, and (4) it should be discipline-specific. This study opens up a discussion on the importance of human-centered design through the use of PD and how learning analytics dashboard can be maximized to its potential when deployed in the academe.
iVital: A Mobile Health Expert System with a Wearable Vital Sign Analyzer

2021 IEEE 13th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), (2021), pp. 1-5

Conference Paper | Published: January 1, 2021

Abstract
Vital sign monitoring is a core component of nursing care as information regarding ‘vital functions’ strengthen medical diagnoses. Consequently, various measurement devices have been proposed and utilized from wearable devices to custom engineered equipment. To contribute to the existing innovations of monitoring devices for vital signs, this study proposed a different variation of such a medical device by incorporating the principles of an expert system together with its own wearable vital sign analyzer. At this stage of the project, the device (subsequently referred to as iVital) was a proposal with a prototype as final the product. The primary goal of iVital is to provide both patients and healthcare experts to continuously monitor vital sign measurements remotely. Further, and most importantly, it integrated an expert system where other important data (e.g., patient history and medical records) detectearly signs of clinical deterioration. This work, albeit prefatory, is evidence of how expert systems can be used in healthcare.
Acceptability, Usability, and Quality of a Personalized Daily Meal Plan Recommender System: The Case of Virtual Dietitian

2021 IEEE 13th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), (2021), pp. 1-6

Manuel B. Garcia Manuel B. Garcia , Joel B. Mangaba, ... Celeste C. Tanchoco

Conference Paper | Published: January 1, 2021

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Abstract
Nutrition research is now entering the subfield of personalized nutrition, where dietetics professionals are using it as an approach to support individuals in formulating unique dietary interventions and guidelines. Despite a large number of meal recommender systems that endeavors to incorporate the concept of personalized nutrition, the existing artifacts remain preliminary in the nutritional health context largely due to lack of integrated nutrition knowledge. Hence, a nutrition system called Virtual Dietitian (VD) was developed and grounded on the Nutrition Care Process and Model. Unfortunately, the beta evaluation (Phase 1) revealed some vital modifications that are needed to accomplish as per the feedback from experts. Hence, another sprint of development was achieved to comply with the requirements set forth by experts. This study reports the alpha evaluation (Phase 2) of 397 non-expert users on the revised VD on three factors: acceptability, usability, and quality. Using the scores from these factors, statistical analyses were performed to determine if there were significant differences between these scores and variables linked to users’ profile. Results show that VD passed on all factors, and there were significant differences between the scores and users’ profile (living condition, current physical activity, nutritional status, monthly household income, and average daily meals). Several recommendations were still offered on how to move beyond the existing features of VD and with considerations to relevant modern technologies.
Beast Chasers: A 3D PC-Based Third Person Action RPG Game used to Spread Societal Issue Awareness

Proceedings of 2021 The 11th International Workshop on Computer Science and Engineering, (2021)

Tyrone N. Luluquisin, Krizza Mae D. Castillo, ... Maria Rona L. Perez Maria Rona L. Perez

Conference Paper | Published: January 1, 2021

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Abstract
In the video game industry, games are purposely developed and designed for entertainment, but with the innovative technology we have right now, various video games have been created that are not just for entertainment. Nowadays there are video games for education, medical rehabilitation, awareness campaigns, and applications that target a specific type of illness or impairment or simply to enhance the way of life. To motivate people with these predicaments, gaming has been modified to offer not only entertainment but also a way to help others. The proposed game entitled Beast Chasers — an Action Role Playing Game (ARPG) for PC Platform will make use of symbolism and deep storyline as an instrument to deliver societal issue awareness. The proponents used the Analysis of Variance (ANOVA) to figure out which age group, gender, or economic level will be most interested in the game as the project's target audience. The proponents used Convenience Sampling because it is considerably faster and easier to get findings. To assess the game impact, a questionnaire based on the Likert Scale was given to 30 people and it is used to measure opinions or perceptions about the game and it can also identify where the areas of the game can improve. The results of the game evaluation received a total of 5.54 mean implying that the game was quite satisfying and that the sample was enthusiastic about the game. Therefore, Beast Chasers has promoted and raised an awareness about the Societal Issues that the world is dealing with also making it into a form of ARPG Video Game.

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