FEU Institute of Technology

Educational Innovation and Technology Hub

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Manuel B. Garcia

124 Publications
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

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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

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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

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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

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

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.
Manufacturing Design Thinkers in Higher Education Institutions: The Use of Design Thinking Curriculum in the Education Landscape

2020 IEEE 12th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), (2020), pp. 1-5

Conference Paper | Published: December 3, 2020

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Abstract
Design Thinking is commonly used by businesses as a mindset and approach for problem-solving, learning, and collaboration. Such methodology is a beneficial addition to the pedagogy selections used in the education landscape especially to fields that build products (e.g., computer systems) requiring significant considerations to its functional designs. In this study, the use of Design Thinking Curriculum was explored in Higher Education Institutions particularly on Information Technology and Computer Science programs to determine its impact to the skills and abilities of future computing professionals. To do this, a self-assessment scale that comprises of 31 measurement items divided into seven dimensions was given to computing students. Findings establish that computing students enrolled in a Design Thinking Curriculum have significantly improved in all scales compared to those who are not. Therefore, this study validates the application of Design Thinking Curriculum in education as an approach to encourage innovation in the computing field.
Sentiment Analysis of Tweets on Coronavirus Disease 2019 (COVID-19) Pandemic from Metro Manila, Philippines

Cybernetics and Information Technologies, (2020), Vol. 20, No. 4, pp. 141-155

Journal Article | Published: November 1, 2020

Abstract
From the outbreak of a novel COronaVIrus Disease (COVID-19) in Wuhan to the first COVID-19 case in the Philippines, Filipinos have been enthusiastically engaging on Twitter to convey their sentiments. As such, this paper aims to identify the public opinion of Filipino twitter users concerning COVID-19 in three different timelines. Toward this goal, a total of 65,396 tweets related to COVID-19 were sent to data analysis using R Statistical Software. Results show that “mask”, “health”, “lockdown”, “outbreak”, “test”, “kit”, “university”, “alcohol”, and “suspension” were some of the most frequently occurring words in the tweets. The study further investigates Filipinos’ emotions regarding COVID-19 by calculating text polarity of the dataset. To date, this is the first paper to perform sentiment analysis on tweets pertaining to COVID-19 not only in the Filipino context but worldwide as well.
Augmented Reality in History Education: An Immersive Storytelling of American Colonisation Period in the Philippines

International Journal of Learning Technology, (2020), Vol. 15, No. 3, pp. 234

Journal Article | Published: January 1, 2020

Abstract
History education ordinarily faces a relativist slant, if not by the monotonous nature of the course. Hence, educators are continuously in pursuit for a better teaching strategy to keep the class interesting. The main goal of this study was to 'bring history to life' through a mobile application powered by augmented reality that can provide an immersive storytelling experience on the American colonisation period in the Philippines. Outlined as a second quarter lesson in K to 12 Basic Education Curriculum for Social Studies by the Department of Education, the historic augmented reality application (HARA) depicts the: 1) Battle of Manila Bay; 2) Mock Battle of Manila; 3) First Shot in Philippine-American War. Through a participatory approach, co-designers evaluated HARA in terms of pedagogical value (knowledge acquisition, acceptability, motivation, and attitude), and quality standards (effectiveness, satisfaction, and efficiency) through a usability inspection method. The iterative nature of the project development via a co-design approach with end users revealed early bugs, shortcomings, and possible improvements on the app. The rest is history!
Kinder Learns: An Educational Visual Novel Game as Knowledge Enhancement Tool for Early Childhood Education

The International Journal of Technologies in Learning, (2020), Vol. 27, No. 1, pp. 13-34

Journal Article | Published: January 1, 2020

Abstract
Because of its potent force within the educational settings, digital game-based learning is considered as a methodological means to keep up with the changing pedagogical landscape precipitated by technological developments. While educational technology has already established its presence in most parts of the education sector, it is still under-used in kindergarten level. The purpose of this study is to develop a digital educational game called “Kinder Learns” by using visual novels as the game design and K to 12 Kindergarten Curriculum Guide of the Department of Education as the game content, and to investigate its impact as an educational tool for preschoolers and educators. A digital educational game development methodology was employed to sensibly plan, design, develop, and implement Kinder Learns. The game impact was then evaluated by 243 preschoolers and 29 preschool teachers from the Pasay Schools Division of the Department of Education using the Serious Game framework, which is composed of learning and pedagogy theory in combination with gaming requirements. The result supports the acceptance of the game as an educational tool for knowledge enhancement in preschool. Kinder Learns shaped a novel realization that technology has a place in the early education landscape. Consequently, the game has successfully reinforced the positive influence of employing a digital educational game into the classroom curricula of preschool education and the unequivocal stakeholders’ perceptions towards technology use in early education years.
Scopus ID: 85083836423
Towards the Development of a Personalized Nutrition Knowledge-Based System: A Mixed-Methods Needs Analysis of Virtual Dietitian

International Journal of Scientific & Technology Research, (2020), Vol. 9, No. 4, pp. 2068-2075

Manuel B. Garcia Manuel B. Garcia , Joel B. Mangaba, ... Albert A. Vinluan

Journal Article | Published: January 1, 2020

Abstract
Albeit the potent association between nutrition and health has been repeatedly corroborated in the field of nutrition science through evidence-based approaches, the prevalence of inadequate nutrition among Filipino households is still too high. Therefore, the goal of this study was to pinpoint nutrition challenges faced by Filipino young adults and evaluate whether a personalized nutrition knowledge-based system is a potential nutrition intervention tool. A mixed-methods needs analysis approach was operated to arrive at a panoramic profile of a nutrition knowledge-based system through the participation of respondents in an online survey (n = 85) and focus groups (n = 4). The assessment was grounded from the influencing factors of health and nutritional status such as food selection, nutrition barriers, poor eating habits, nutrition knowledge, and with the inclusion of nutrition application for technical feedback. The findings exploited the fact that people do not track what they eat, let alone the nutrients it contained, which eventually leads to undereating or overeating. There was also a commonness in lack of nutrition knowledge to make healthier food choices. Fortunately, the willingness of participants to point their directions towards a healthier lifestyle through the use of a nutrition knowledge-based system was evident. The paper then concluded with recommendations for future studies and how its findings might be utilized for the development of a personalized nutrition system.

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