FICS Student Papers
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Research outputs by graduate students and selected Capstone Project Reports by undergraduate students of the Faculty of Information and Communication Studies.
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ItemA Study of Filipino Gen Zs Residing in the Greater Manila Area’s Perception of P-Pop’s Potential as a Global Phenomenon( 2024)Utilizing a quantitative-descriptive research design, this study determines the significant relationship between the level of activeness on social media platforms and the level of awareness and familiarity with P-Pop, determines the significant difference between the perceived P-Pop's ability to achieve global recognition and its factors, and determines the significant difference between the perceived P-Pop's ability to achieve global recognition and its cultural showcase, innovation and representation elements. It surveyed 385 Filipino Gen Zs residing in the Greater Manila Area about their perceptions of P-Pop and its potential to become a global phenomenon. The findings of this study revealed that Gen Zs view P-Pop’s potential to become a global phenomenon positively. In addition, they find that social media presence is the most important factor for P-Pop to achieve such status. Furthermore, cultural representation and innovative elements were also viewed positively and important factors as well. With these findings, the researcher gave recommendations of potential strategies and insights for P-Pop industry stakeholders and future interested researchers.
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ItemANALYZING THE ACCEPTANCE OF COLLABORATIVE LEARNING TOOLS AMONG ONLINE STUDENTS USING THE TECHNOLOGY ACCEPTANCE MODEL( 2024)Information and Communication Technologies, such as collaborative learning tools, were used in educational institutions to alleviate geographical restrictions and facilitate easier collaboration in education. This study used the Technology Acceptance Model (Davis, 1989) to investigate the relationship between online students and their use of collaborative learning tools using a semi-structured survey questionnaire using Google Forms. A convenience sampling technique was used to identify the target participants, and the data from the 67 respondents were analyzed using a combination of data analysis methods. Results showed that online students’ Perceived Usefulness (PU), Perceived Ease of Use (PEOU), Attitude Toward Using (AT), and Behavioral Intention to Use (BI) positively influence each component that predicts and confirms the Actual Usage (AU) of collaborative learning tools. Among the six types of collaborative learning tools, the most used is communication, and the least used is consensus building. For advantages, three themes were established from the online students’ responses: workflow, usability, and social. For disadvantages, there are four themes established from the responses of online students: workflow, technical, usability, and none. There are concerns regarding the accessibility and usability of the general collaborative learning tools. This study recommended investigating the workflow and usability concerns about using collaborative learning tools as it further understands the user experience (UX) and Human-Computer Interaction (HCI), as not all students can keep up before developing learning technologies that guarantee their future usage.
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ItemSEA: A Game-Based Approach in Promoting Southeast Asian Cultural Awareness Through Southeast Asian Folktales( 2024)As stated in the Socio-Cultural pillar of the Association of Southeast Asian Nations (ASEAN), the regional organization aims to promote and foster a regional identity that acknowledges the cultural heritage of the Southeast Asian people and the importance of the region. A regional Southeast Asian identity is essential for the member states and their people because it offers a non-nation-centric perspective on Southeast Asian decolonization. It fosters a stronger form of regional solidarity, benefiting member states’ developing economies through reduced conflicts, increased social acceptance for people's mobility, and enhanced information sharing and exchange (Fabrian, 2016; Noor, 2020; Prana, 2017). As mentioned by ASEAN (2020), Farid (2020), and Fabrian (2016), one avenue that can help foster this identity is through cultural awareness facilitated by the creative and digital media. In this special project, the researcher developed SEA, a digital media designed to promote cultural awareness by creating mini-games based on Southeast Asian folktales. The methodological framework Agile-Extreme Programming was used in developing the video game because it allows for continuous testing and iteration. Based on the user feedback survey, it was found that SEA is an effective platform enabling users to enhance their awareness and knowledge of the diverse cultures across Southeast Asia.
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ItemLiving in Two Worlds: A Documentary on Balancing Life with an Autistic Child( 2024-08-31)“Living in Two Worlds: A Documentary on Balancing Life with an Autistic Child” is a video documentary that tells the stories of four (4) Filipino mothers as they navigate their daily lives, careers, and roles as parents to children diagnosed with Autism Spectrum Disorder (ASD). In this documentary video, they discuss their personal experiences upon noticing their children’s signs or symptoms and how they were diagnosed. They also share their initial questions and concerns, how they came to accept the situation, the interventions their children undergo, their children's unique traits, advice for fellow parents, ways to educate the public, and the challenges they face during interventions, in educational settings, and social situations. The rationale behind this video is the lack of documentaries about ASD in the Philippines. It aims to raise societal awareness, promote inclusivity, and empower individuals with ASD— children and adults alike.
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ItemDevelopment of "Kalasag": A Modern Security Jacket for Persons with Disability( 2024-10-08)The increasing need for enhanced safety and security for persons with disabilities (PWDs) has prompted the development of specialized assistive technologies, also categorized as wearable technologies. This thesis presents the design, development, and evaluation of "Kalasag", which is a modern security jacket for PWDs, specifically for the Deaf, who currently face language barriers amidst verbal and non-verbal communication. The jacket integrates a range of features, including a help caller, security alarm system, and digital health record, embedded in a multifunctional jacket to address various safety challenges faced by individuals with sensory impairments. Employing a user-centered design approach, the project involved consultation with PWDs and experts in clothing and assistive technology to ensure that the jacket meets practical needs while maintaining comfort and ease of use. The development process of the prototype utilized materials and technologies that enhance durability, functionality, and user comfort, including non-static fabrics and the use of basic electronics. Evaluation results from the creative project involving a target group of three Deaf participants demonstrate that Kalasag has shown potential to improve users' confidence in their personal safety and facilitate efficient emergency response. This thesis concludes with recommendations toward the incorporation of more advanced technology and in-depth research towards the creation of the jacket for other PWD classifications for further refinement of the jacket’s features and potential pathways for commercial production and broader dissemination. The findings contribute to the ongoing efforts to enhance the quality of life for PWDs through innovative assistive solutions.