FEU Institute of Technology

Educational Innovation and Technology Hub

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Manuel B. Garcia

129 Publications
Handbook of Research on Instructional Technologies in Health Education and Allied Disciplines

Advances in Medical Education, Research, and Ethics, (2023), pp. 1-439

Manuel B. Garcia Manuel B. Garcia , Mildred Vanessa López Cabrera, ... Rui Pedro Pereira de Almeida

Book | Published: March 13, 2023

Abstract
Instructional technologies used to be optional and supplemental pedagogical tools until the global health crisis of 2020 compelled education systems to rely on digital devices and services to guarantee academic continuity. Suddenly, the contemporary principles and practices utilized in delivering health education curricula were insufficient and ineffective. Acknowledging the vital role of technology in shaping the future of education, there is now a greater demand to foster innovative interventions and continuous improvement in strategies, methodologies, and systems to empower learners, educators, and leaders in the digital age. This paradigm shift requires a fundamental transformation in the way we approach teaching and learning, and a willingness to embrace new approaches and tools that can enhance the quality of education and support student success. The Handbook of Research on Instructional Technologies in Health Education and Allied Disciplines provides comprehensive coverage of innovative methods and strategies to produce the next generation of health professionals. The book lays the groundwork for implementable teaching and learning models that facilitate knowledge acquisition, enhance perceptual variation, improve skill coordination, and develop a scientific and technological mindset. Each chapter provides an in-depth examination of instructional technologies contextualized in various medical and health domains, including nursing, physiotherapy, radiology, neurophysiology, physical health, dentistry, clinical medicine, and more. This reference work is a must-read for all stakeholders in health education and related fields, including educators, students, researchers, administrators, and healthcare professionals.
Scopus ID: 85159186261
Preface

Handbook of Research on Instructional Technologies in Health Education and Allied Disciplines, (2023), pp. xxii-xxix

Manuel B. Garcia Manuel B. Garcia , Mildred Vanessa López Cabrera, ... Rui Pedro Pereira de Almeida

Editorial | Published: March 13, 2023

Abstract
The book Handbook of Research on Instructional Technologies in Health Education and Allied Disciplines provides comprehensive coverage of innovative methods and strategies to produce the next generation of health professionals. It lays the groundwork for implementable teaching and learning models that facilitate knowledge acquisition, enhance perceptual variation, improve skill coordination, and develop a scientific and technological mindset. It is designed to provide an in-depth look at the latest advancements and best practices in the field, with a specific emphasis on improving student learning outcomes and professional development. Each chapter provides an in-depth examination of instructional technologies, including artificial intelligence (AI), machine learning, gamification, telemedicine, chatbots, virtual and augmented realities, bioprinting, computer-assisted instruction (CAI), mobile health, smart learning environments, intelligent tutoring systems (ITS), and more. In addition, these chapters illustrate how these educational technologies can be effectively developed and implemented in real-world settings that are contextualized in various medical and health domains, including nursing, physiotherapy, radiology, neurophysiology, physical health, dentistry, clinical medicine, and more.
A Playable 3D Virtual Tour for an Interactive Campus Visit Experience: Showcasing School Facilities to Attract Potential Enrollees

2023 9th International Conference on Virtual Reality (ICVR), (2023), pp. 461-466

Conference Paper | Published: January 1, 2023

Abstract
Advances in technology have revolutionized student recruitment strategies employed by educational institutions. These innovations led to the adoption of virtual campus tours to provide prospective students with an immersive expedition into the school facilities replicated in a digital environment. However, the existing virtual tour technologies pose challenges, including cybersickness in virtual reality and limited interactivity in 360-degree videos. In this study, we fill these research gaps by developing a playable and interactive campus virtual tour where potential enrollees can visit and tour the campuses remotely. In addition to a series of beta tests with enrolled students, we recruited students specializing in game development and their associates to evaluate the application using an extended Technology Acceptance Model (TAM) framework. In this evaluation, we found that the application was well-received by prospective students and was regarded as useful in delivering an immersive campus visit experience. From the TAM perspective, it was evident that there was a significant difference in how enrolled and potential students assess the application in terms of perceived usefulness and behavioral intention. The positive acceptance of the application led to the recommendation of playable campus virtual tours as a tool for improving student recruitment strategies.
Sprout it: A Data-Driven Approach to Mushroom Farming with Batch Tracking, Yield Calculation, and Harvest Optimization

2023 IEEE 15th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), (2023), pp. 1-6

Aris M. Pulumbarit, Felix Jerome P. Dela Fuente, ... Arlene Mae C. Valderama

Conference Paper | Published: January 1, 2023

Abstract
Sprout It is a data-driven web based system approach designed for E and B Farm to manage mushroom farming production, aiding farmers in recording, organizing, and analyzing production batch details. It utilizes visual elements and follows the Kanban Agile Model, with React JS for the front end, Express JS and Node JS for the back end, and MongoDB as the database. With scores of 98.88% in functionality and 97.48% in compatibility testing, it highlights its reliability and cross-browser compatibility as a valuable tool for E and B Farm. The testing results proved that Sprout It delivers a seamless user experience for tasks such as recording, gathering, and analyzing information about mushroom production, thus demonstrating its usefulness to users of E and B Farm. The web management system is compatible with Windows, Android, and iOS devices, requiring an internet browser and connectivity. The system was evaluated using ISO 25010 by a diverse group of users, resulting in an average mean score of 3.61 and a standard deviation of 0.10. The evaluation confirmed the system's usefulness as a valuable tool for E and B Farm mushroom farmers, aiding them in their farm-related tasks.
Maximizing Subscriber Base Growth Through Door-to-Door Sampling Caravan: A Case Study of DITO Telecommunication

2023 IEEE 15th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), (2023), pp. 1-6

Conference Paper | Published: January 1, 2023

Abstract
A case study of DITO telecoms is used to examine the effectiveness of door-to-door sampling caravans for telecoms firms to develop their subscriber base. The telecoms sector is changing; thus client acquisition strategies are being reconsidered. In this study, in- person engagement and personalized encounters are evaluated in the digital age. The mixed-methods research analyses quantitative and qualitative data. Customer comments and sales team observations during the door-to-door sample caravan provide qualitative data, while subscriber growth metrics, conversion rates, and demographic profiling provide quantitative data. Research shows that door-to-door sampling caravans may boost subscription growth. Personalized interactions build trust and rapport, which may overcome consumer skepticism about digital marketing. The technique also permits direct targeting of demographics and places to meet local requirements. However, scalability, resource allocation, and long-term effect must be considered. The research emphasizes strategic planning, training, and communication for caravan sales teams. The study found that although digital initiatives are important, offline approaches like door- to-door sampling caravans may provide a competitive edge. Telecommunications firms looking to vary their client acquisition techniques might learn from the research that in-person contact can maintain subscriber growth.
Stella Vee: An Isometric Action-Adventure Video Game Raising Awareness of Issues Surrounding Intellectual Property and Copyright

2023 IEEE 15th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), (2023), pp. 1-6

Isaac D. Isles, Armand Gabrielle T. Castro, ... Manuel B. Garcia Manuel B. Garcia

Conference Paper | Published: January 1, 2023

Abstract
The surge in the digital arts industry has brought forth critical challenges related to intellectual property (IP) and copyright protection. This paper introduces “Stella Vee,” an innovative isometric action-adventure video game developed to illuminate these pressing issues. Stella Vee immerses players in scenarios that mirror the trials faced by artists grappling with intricate IP dilemmas. This project not only presents Stella Vee but also extracts instrumental theoretical, practical, and technical insights cultivated from its evaluation. First, theoretical insights delve into player engagement and the role of visual aesthetics in gaming. Then, practical recommendations guide game developers in enhancing visual design as well as refining user interface (UI) and control mechanisms. Finally, on a technical level, implications extend to UI development and input method refinement. Within the confines of this game project, we aim to provide insights into the development of captivating, instructive, and user-centric video games poised to confront the paramount challenges surrounding IP and copyright preservation in our burgeoning digital epoch.
Exploring Student Preference between AI-Powered ChatGPT and Human-Curated Stack Overflow in Resolving Programming Problems and Queries

2023 IEEE 15th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), (2023), pp. 1-6

Conference Paper | Published: January 1, 2023

Abstract
Among computer programmers and developers, the user-oriented question-and-answer website of Stack Overflow is a useful platform for sourcing solutions to programming problems, exchanging insights, and accessing a wealth of shared knowledge. However, the timeliness of responses on this platform is frequently a limiting factor that ChatGPT could potentially address. The goal of this study was to explore the preferences of novice programmers between these platforms for finding answers to their programming questions. Anchored in the Technology Acceptance Model (TAM) and the Information Foraging Theory (IFT), the study investigates users' perceptions of usefulness, ease of use, information scent, cognitive effort, as well as overall preferences. Our findings show discernible variations in preferences within the group of students (i.e., application and website developers). In line with these results, we discussed theoretical and practical implications and suggested a dual-pronged approach to leverage both environments as coding assistants in computer programming education.
An Artificial Neural Network-Based Finite State Machine for Adaptive Scenario Selection in Serious Game

International Journal of Intelligent Engineering and Systems, (2023), Vol. 16, No. 5, pp. 488-500

Yunifa Miftachul Arif, Hani Nurhayati, ... Manuel B. Garcia Manuel B. Garcia

Journal Article | Published: January 1, 2023

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Abstract
Serious game is one of the pedagogical media capable of transferring knowledge to its players. This game genre requires a support system that adaptively selects the appropriate scenario for players to increase their interest and comfort. Therefore, this study proposed an adaptive scenario selection (ASS) system using a finite state machine based on an artificial neural network (ANN). The game scenario is selected by ASS based on five player preferences, including work, hobbies/interests, origin, group members, and repetition. Furthermore, the multi-layer perceptron (MLP) architecture was used in the scenario selection process for the proposed ANN method. The experimental stage was carried out using the theme of travel in several tourism destinations in Batu City, East Java, Indonesia. The experimental results show that ASS succeeded in generating adaptive game scenario choices for players based on their preference data with an accuracy of 67.25%.
Anito: Battle of the Gods - Exploring Philippines' Cultural Mythical Tales in a Cooperative and Competitive Fighting Video Game

2023 IEEE 15th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), (2023), pp. 1-6

Davine Kyle V. Dollente, Jasper Marck B. Labay, ... Manuel B. Garcia Manuel B. Garcia

Conference Paper | Published: January 1, 2023

Abstract
This study presents a profound exploration into the synthesis of cultural mythology and video gaming, epitomized by the creation of “Anito: Battle of the Gods.” With meticulous attention to detail, the game artfully merges immersive gameplay with the captivating narrative of the Philippines' rich cultural heritage. Grounded in the Scrum methodology, the project unfolded through iterative collaboration, ensuring both efficiency and alignment with player preferences. Extensive quantitative data was amassed through game evaluation sheets and purposive sampling, spotlighting the game's diverse aspects. Results unveiled resounding satisfaction among participants in categories spanning gameplay, aesthetics, user interface, player experience, and website usability. Theoretical implications accentuate the efficacy of cultural storytelling within games, while practical insights highlight the successful amalgamation of entertainment and education. Technically, the study underscores the potency of agile methodologies in crafting an engaging gaming experience. These findings hold far-reaching significance, demonstrating the power of culturally infused games to captivate and educate players. In this tapestry of research, the study signifies the convergence of creativity, culture, and technology, elevating gaming beyond leisure to an instrument of cultural exploration and enrichment.
HelpTech: Elevating School Operations with Automatic Ticket Categorization through Natural Language Processing

2023 IEEE 15th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), (2023), pp. 1-5

Conference Paper | Published: January 1, 2023

Abstract
Providing support is one thing, generating an automatic ticket category based purely on the textual data provided is another. This study is working towards encouraging the educational landscape to start integrating AI in further enhancing the way students learn and the way teachers are giving their lessons. The focus of this study is to use the subset of AI that concentrates on making machines understand how humans talk which is known as NLP. By using several Python libraries, 3 text classification algorithms – namely SVM, Naïve Bayes, and logistic regression were used to train the previously collected dataset and choose the model that will be integrated to the web-based helpdesk system called HelpTech. With the help of the model, the system instantly categorizes the issue submitted by the end users resulting to an easier way to use the educational tools available which assist the stakeholders in developing their digital literacy.

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