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174 research outputs found
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Digital Gaming: Implication to Undergraduate Students’ Study habits, Academic Achievement and Time Management
Digital technology had a huge impact on the lives of the younger generation, particularly the students. Mobile and internet involvement are used to facilitate their socialization process. Time spent on a digital device is an important component of their lives. Their attraction to the digital world prevents them from concentrating on their studies. The main aim of this study was to examine whether undergraduate students are engaged in digital gaming and its effect on their study habits and academic achievement with time management as a mediating variable. It employed a descriptive-correlational research design, utilizing questionnaires as an instrument in obtaining relevant data. The statistical treatment used were frequency, means, and Pearson r. Results showed that majority of the students spent high in digital gaming; had very good time management skills; good study habits and academic achievement. That is, frequency and length of time in digital gaming had no effect on students and academic achievement. Contributory of which is the students’ good time management, hence their academic achievement was significantly not affected. These results led the researchers to conclude the importance of time management among students. Generally, digital gaming cannot significantly affect the study habits and academic achievement of students especially those who possess good time management skills, this study can be investigated further to strengthen the findings
A Study of the Concepts and Design of Library Cloud with Security Features
The digitization of Library resources has been increasingly evolving as the Internet has taken over as the major means of communications and delivery of information. There has been an emerging proliferation of e-library services that has brought library resources to students and academicians prominent access. This paper deals with the analysis of the concepts and design of Library Cloud with security features to effectively provide library resources to academic institutions. It aims to design a Library Cloud which will be the consortium of various digital Libraries of different universities and academic institutions. It takes full advantage of the features of Cloud computing in order to optimize the provision of such library resources. The security features will be defined to provide the basis for the development of Library Cloud and its services
Analysis and Design of a Smart Meter Reader for Electricity Billing Systems
Electrical energy companies and consumers increasingly demand an accurate electrical meter which has been a continuous concern in the past. The traditional electricity meter reading is faced with inaccuracies and a number of disadvantages that need to be addressed to guarantee the consumer’s satisfaction as well as to provide convenience into electric billing systems. This paper deals with the analysis of the design of a smart meter reader for electricity billing systems that utilizes the features of RFID and GSM technologies. RFID technology is used in communicating the meter readings while GSM technology is used to convey the preprocessed meter reading to the electricity billing system application installed in the electric company’s central station
CORBA-Based Class Scheduling Framework Using Decorator and Facade Design Patterns
Class scheduling problem has been regarded as one of the most difficult yet important challenges for developers developing timetabling applications. Different algorithms or schemes were devised to address such problems. Yet, considering the growing complexity of the input factors, it contributes to difficulties in maintaining the said system. In order to aid in the development and maintenance of such a system, this paper presents an object-oriented approach to designing a class scheduling paradigm using decorator and facade design patterns with CORBA architecture. This technique was based on the concepts of several existing object-oriented components of Windows GUI platforms. The paradigm designs are expressed using Unified Modeling Language (UML) and illustrated in a Java programming environment. The result of the study is a simplified method for designing an efficient and reusable component for the class scheduling model
Design of a Mobile Game App in Information System Documentation to Improve ICT Learning of Business Students
Information system (IS) documentation education belongs under the topics of information and communications technology (ICT) is considered an important part of business education studies. Business students gain knowledge in this field in order to fully understand the things happening in different business processes, however, most of the time, this topic is often being neglected by students due to their lack of interest. Thus, in order to make this ICT learning more comprehensible, simple, and more enjoyable for business students, this paper proposes that IS documentation education would be integrated into a mobile game application
Wireless Sensor Networks: A Descriptive Study on its Types, Topologies and Applications
The rapidly increasing demand for the applications of Wireless Sensor Networks (WSNs) has attracted researchers from various fields to explore the opportunities that this technology can offer. This paper aims to provide a descriptive study on the overview of WSNs, to discuss their types, the common topologies for structured networks, and their application in various fields. WSNs can be generally classified into five types, namely, terrestrial, underground, underwater, multimedia, and mobile. The WSNs topological structure is classified into point-to-point, star, tree, mesh, and hybrid. Among the WSN applications to be discussed are in the environment, medical and healthcare, home, military, disaster relief operations, transportation, logistics, industrial control, security, education, and entertainment
A Study on the Development of Antique School Needs Management System (ASNMS)
This study deals with the development of an online Antique School Needs Management System (ASNMS), a system in the Department of Education (DepEd), Division of Antique, Office of Social Mobilization and Networking (SOCMOB), that can monitor the needs of every school in the province of Antique. It is a web-based system developed using an iterative model. The system was designed to have two (2) user types, which are the Administrator and the Head of every school. Each user has their own functions in every module. The Administrator authorizes the registration of new user accounts, while the head of every school can only request what the school needs. The system will be helpful to provide a faster assessment, monitoring, and procurement of the needs of every school under the supervision of DepEd, province of Antique
A Study on the Development of E-Learning System for Java Programming
Learning Java programming can be tedious and difficult for beginners. In addition, traditional teaching methods can be insufficient in acquiring an understanding of the entire Java programming concepts, enhanced coding abilities, and improved problem-solving skills. Lack of resources, files being easily deleted in computers, and poor academic performance were some of the identified problems that led to students’ very low competence in Java programming. This paper aims to develop an E-Learning system that would help solve or at least minimize the problems of students in learning Java programming. The expected users of the developed system are the students learning Java programming, the Instructors who will be managing the lessons, and the designated Administrator who will be in-charge in managing the accounts of students and instructors. The proposed E-Learning system for Java programming was evaluated by both the Information Technology (IT) experts and the students as the end-users. The evaluation results in general revealed that the developed E-learning for Java Programming is acceptable among IT experts and end-users
Cross-Crypto Algorithm: Leveraging the Features of the ROT13 and Vigenere Ciphers
Nowadays, the Internet has become the primary option for conducting business transactions, accessing various services, and communicating. Being online also brings cybersecurity threats that have been rapidly increasing. Various security techniques and cryptography schemes have been employed to safeguard our systems and online transactions; however, some of these techniques might be unreliable or insufficient. This paper deals with the integration of features of the ROT13 algorithm and Vigenère ciphers to form a cross-crypto algorithm for encrypting and decrypting the files or information that we intend to transmit online. The proposed technique employs a two-stage encryption process, leveraging the features of both the ROT13 and Vigenère cipher algorithms.
Forecasting Electric Substation’s Load Curve Using GMDH-type Neural Network
Electric load forecasting plays an important role in the planning and operation of the power system for high productivity in any province in the region. A short-term electrical energy forecast for Sibalom, Antique, Philippines Substation was carried out using a GMDH-type neural network as its core algorithm, and the result was compared to that of regression analysis. The GMDH-type neural network was used to train and test weekly energy consumed in the substation from July 2020 to August 2020. The neural network was trained using a quadratic neural function. Root mean square error (RMSE) and mean absolute percentage error (MAPE) were used as performance indices to test the accuracy of the forecast. The neural network model gave a root mean square error (RMSE) of 3.57177%, a mean absolute percentage error (MAPE) of 2.35499%, and a correlation (R) value of 0.983591 while the regression analysis method gave a standard error of 99.39524 and a correlation (R) value of 0.907673. Results obtained show the efficacy of the GMDH-type neural network model in forecasting over the regression analysis method