Eductainment: A Gamified Learning Management System for Senior High School Subjects with Randomized Algorithm

The study main objectives were to create a gamified mobile learning management system for senior high school subjects with a randomized algorithm entitled: EducTainment: A Gamified Learning Management System for Senior High School Subjects with Randomized Algorithm. Specifically, the goal of the res...

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Veröffentlicht in:2022 2nd International Conference in Information and Computing Research (iCORE) S. 110 - 114
Hauptverfasser: Polestico, Dariel T., Torotoro, Piolo N., Taytayon, Marcela Jane A., Astoveza, Zerah-Jane M.
Format: Tagungsbericht
Sprache:Englisch
Veröffentlicht: IEEE 01.12.2022
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Abstract The study main objectives were to create a gamified mobile learning management system for senior high school subjects with a randomized algorithm entitled: EducTainment: A Gamified Learning Management System for Senior High School Subjects with Randomized Algorithm. Specifically, the goal of the research was: 1) to create a gamified mobile application with motivational elements. 2) to develop an online learning management system (LMS) with collaborative features for senior high school subjects. 3) to implement a randomized algorithm in teacher quizzes and shops. 4) to evaluate the developed application using the standard (ISO 25010), in relations to; 4.1) functionality, 4.2) portability, 4.3) usability, 4.4) reliability, 4.5) security, 4.6) performance efficiency, 4.7) compatibility, and 4.8) maintainability. The researchers applied the descriptive and developmental methods as the study's research design. The methods were also used to evaluate the strengths and weaknesses of the application. Moreover, the researchers also used the Agile Software methodology as a method used in the development of the application. The researchers have fully developed the gamified application as the nature of the application running environment. The researchers successfully implemented motivational elements such as Pointing Scores, Quizzes, Ranking, Awards/Rewards, Group Activity, and Group Chat. The researchers also successfully implemented its collaborative feature which were Group Activity and Group Chat, and the randomized algorithm was successfully implemented in teacher quizzes. Furthermore, the researchers also have recommendation for future researchers and future use of the application. Future researchers should expand and complex its uniqueness, expand the target user so that everyone can install the application on their mobile phone, and add more relevant features for future use.
AbstractList The study main objectives were to create a gamified mobile learning management system for senior high school subjects with a randomized algorithm entitled: EducTainment: A Gamified Learning Management System for Senior High School Subjects with Randomized Algorithm. Specifically, the goal of the research was: 1) to create a gamified mobile application with motivational elements. 2) to develop an online learning management system (LMS) with collaborative features for senior high school subjects. 3) to implement a randomized algorithm in teacher quizzes and shops. 4) to evaluate the developed application using the standard (ISO 25010), in relations to; 4.1) functionality, 4.2) portability, 4.3) usability, 4.4) reliability, 4.5) security, 4.6) performance efficiency, 4.7) compatibility, and 4.8) maintainability. The researchers applied the descriptive and developmental methods as the study's research design. The methods were also used to evaluate the strengths and weaknesses of the application. Moreover, the researchers also used the Agile Software methodology as a method used in the development of the application. The researchers have fully developed the gamified application as the nature of the application running environment. The researchers successfully implemented motivational elements such as Pointing Scores, Quizzes, Ranking, Awards/Rewards, Group Activity, and Group Chat. The researchers also successfully implemented its collaborative feature which were Group Activity and Group Chat, and the randomized algorithm was successfully implemented in teacher quizzes. Furthermore, the researchers also have recommendation for future researchers and future use of the application. Future researchers should expand and complex its uniqueness, expand the target user so that everyone can install the application on their mobile phone, and add more relevant features for future use.
Author Taytayon, Marcela Jane A.
Torotoro, Piolo N.
Astoveza, Zerah-Jane M.
Polestico, Dariel T.
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  givenname: Piolo N.
  surname: Torotoro
  fullname: Torotoro, Piolo N.
  email: piolo.torotoro@lspu.edu.ph
  organization: Laguna State Polytechnic University College of Computer Studies,Siniloan,Laguna,Philippines
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  givenname: Marcela Jane A.
  surname: Taytayon
  fullname: Taytayon, Marcela Jane A.
  email: marcelajane.taytayon@lspu.edu.ph
  organization: Laguna State Polytechnic University College of Computer Studies,Siniloan,Laguna,Philippines
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  givenname: Zerah-Jane M.
  surname: Astoveza
  fullname: Astoveza, Zerah-Jane M.
  email: zerah-jane.astoveza@lspu.edu.ph
  organization: Laguna State Polytechnic University College of Computer Studies,Siniloan,Laguna,Philippines
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Snippet The study main objectives were to create a gamified mobile learning management system for senior high school subjects with a randomized algorithm entitled:...
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SubjectTerms Collaboration
gamified
ISO Standards
Learning management systems
LMS
Mobile applications
Mobile handsets
Mobile learning
randomized algorithm
Senior Highschool
Software reliability
Title Eductainment: A Gamified Learning Management System for Senior High School Subjects with Randomized Algorithm
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