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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ItemON-THE-JOB TRAINING REPORT: UI/UX DESIGN INTERNSHIP( 2024-12-26)This report documents the comprehensive learning and experiences gained during my On-the-Job Training (OJT) as a UI/UX Design Intern at Universal Access and Systems Solutions Philippines Inc. (UAS) from August 19 to December 4, 2024. It provided a platform to bridge academic theories with real-world applications. Key responsibilities included developing user-centered designs, creating prototypes using Figma, and building responsive web pages through tools like WebFlow. The experience facilitated acquiring technical and soft skills, such as problem-solving, teamwork, and adherence to accessibility standards like WCAG. Challenges encountered during the internship, such as balancing aesthetics with functionality, were addressed through innovative problem-solving strategies. The report reflects on the growth achieved and offers recommendations to enhance future OJT programs, ensuring career preparedness and professional development.
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ItemExploring The Gamification Of Combined Pomodoro Strategy And Eisenhower Matrix In Assisting The Learning Productivity Of UPOU Students( 2024-09-05)Distance learning currently faces many challenges that directly affect the learning productivity of the students. Research has shown that using time management strategies and gamified interventions improve the attitudes of students towards academic learning. This study aims to explore the gamification of two different time management strategies and its contribution towards improving the learning productivity of distance learners. Based on the literature on time management and the theory of gamification, an app prototype was created followed by the distribution of an online survey questionnaire. Respondents from UPOU were asked to respond to time management-related questions and their feedback on the app prototype as well. The results revealed that the practice of time management has an effect on the learning productivity of the students. The gamification of two different time management strategies improved the attitude of students towards productivity, and positively anticipates the completion of the app prototype. Further research is needed to identify other factors that could improve the user experience of the application.
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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.