Reference
Reference
Department
STEM COMPUTING
By:
Tolentino, Renzo G.
Vitusis, Jazel A.
MAY 2024
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Chapter 1
Introduction
2014). Assessment in the online context means the use of technology to evaluate, in
design, to make feedback, and to keep results (Bahar and Asil, 2018). According to
Clariana and Wallace (2002), online assessment has recently become popular in higher
education. Due to the current COVID-19 pandemic, it has compelled higher education to
implement online teaching, learning, and ways to give assessments to allow continuous
social, emotional, and physical factors, as well as how they comprehend new information.
On the other hand, academic performance is defined as a complex student's behavior that
inspires a variety of talents such as memory, prior knowledge, or skills, as well as cognitive
factors. The academic performance of most university students is now an important topic
The technology advantages are consistent with learning environments; from the
collection of data and information to the sharing of instant access and interaction with
faculty and peers, it appears probable that students may be using various technologies to
facilitate and improve their learning experiences and effectively meet their educational
needs. However, opinions differ from one another: on one end of the range, there are
those who believe that digital technology improves and has already ‘transformed’ teaching
and learning in higher education (Beetham & Sharpe, 2013); on the other, there are those
who see these technologies as ‘harmful’ and ‘abused’, which makes them an issue for
schools to deal with. According to Losh (2014), “not all modes of digital engagement are
penetrated the higher education ecosystem and has appropriately established the
According to Drain, Grier, and Sun (2012), they concluded from the results of their
study on high school students that “intelligent use” of electronic devices improves
scores; specifically, students who reported spending more time using their electronic
devices for academic purposes performed better in school than those who stated they
used technology for other purposes. Technology may foster engagement and self-directed
learning by providing an appealing source of interactive tools for academic purposes such
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(Fried, 2008; Hyden, 2005; Juniu, 2006; Rust et al., 2005; Weaver and Nilson, 2005;
White and Robertson, 2015; Williams et al., 2011). Students who use information
technology for educational purposes, according to Nelson Laird and Kuh (2005), are more
likely to participate in active and intellectual collaboration with other students. Promoting
a deeper connection between students, educators, and course content, such collaboration
student growth and development, as they become more engaged with the subject matter
(Carini et al., 2006; Kuh, 1993; Kuh, 2009; Kuh et al., 2008; Pike et al., 2011).
online—share the potential to hold students’ attention for extended periods of time. Since
gaming has embedded itself in everyday life, some have questioned whether it may be
used for motivation in a variety of contexts (Hamari & Koivisto, 2014). The goal of
elements of games into the classroom to stimulate and engage students (Cheong,
Seaborn, & Fels, 2015; Cheong, Filippou, & Cheong, 2014). According to Hanus & Fox
(2015), there are several ways to use gamification; however, the most popular and well-
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known are points, medals, and leaderboards. When technology arrives, educators have
and quizzes and get instant feedback (Faiella & Ricciardi, 2015). But technology serves as
a tool for gamification; however, gamification is more than just the application of a tool;
it’s an educational approach (Dichev & Dicheva, 2017). Gamification experts concur that
appropriate use of technology and design features are necessary for gamification to be
Therefore, this study aims to address the problem regarding the impact of online
chose to conduct this study to understand, as students themselves, the extent of the
to broaden our study by introducing innovation in creating a website for our capstone
project. Our educational website contains a compilation of learning materials for Grade 12
STEM computing, but aside from this, it has an online assessment wherein students can
try and make it a review tool for their learning. This will allow us to apply our knowledge
related to our academic strand, benefiting not only the target respondents but also
educational website, and evaluating its impact on the academic performance of Grade 12
In classroom activities, Philippine schools currently use a modular and online approach
enrichment during lessons to help students acquire new concepts and skills, or they may
be employed to offer assistance with learning for slow learners and advance instruction
for quick, highly motivated students. New solutions are needed in today’s education
systems for educators to raise and keep the interest of young people (Bencsik et al.,
2021).
Quizmos, our educational website, is one of the gamified learning approaches used in
educating and analyzing students’ learning scope. The method of converting common
Gamification tries to convert learning into a game by thematizing each component of the
There are research studies indicating that gamification may successfully increase student
engagement, whereas various studies indicate that gamification can contribute to student
distraction. Moreover, the problem is that there aren’t enough research studies to measure
students. It is more likely to focus on the gamification features. To address these issues,
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gamification must be appropriately developed to fit the needs of learners (Borges et al.
2019).
It is necessary to research the problem of gamification to enhance not only the features
but also the accuracy and effect it has on students’ academic performance. Studies that
are related to this subject emphasize how gamification affects students’ attitudes,
behaviors, and motivations due to the features it provides. Many researchers have
effects that game elements can have. These studies have produced positive outcomes,
(Hakulinen and Auvinen 2014; Tvarozek and Brza 2014). There are mixed results about
how gamification affects learning environments, which raises questions about the benefits
gamification features affect students’ learning, involvement, and other outcomes. The goal
should be limited to what game components work well for a specific kind of student
to promote engagement and learning for a group or type of user performing a specific
action is hampered by the different layouts of game elements that are used to add
gamification to diverse activities (Dichev and Dicheva 2017). The purpose of this study is
to quantify the evaluation performance of each learning tool. The efficiency of the
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test. Thus, the effect of Quizmos on the academic performance of STEM computing
Theoretical Framework
This study was primarily based on Elger’s Theory of Academic Performance, Siemens
and Downes’s Connectivism Theory, Winfrey’s Assessment Theory, and Astin’s Student
Involvement Theory.
Elger (2007) created the theory of academic performance. To create a framework that
can be utilized to both explain results and make improvements, the theory places a focus
indicates where it is on the path to improving performance. The six elements that make
up the current level of performance are as follows: personal factors, fixed factors, identity,
knowledge, skills, and context. Three effective performance enhancement concepts are
suggested. These include the mindset of the performer, being immersed in a dynamic
own application, we enable ourselves to support the growth and learning of others.
According to Wiske (1998), learning for understanding and performance are strongly
related. This is supported by Harvard’s Project Zero. People are enabled to produce
outcomes that have an impact when they continue to learn and develop. Throughout
history, one of the main objectives of higher education has been to enable people to work
and study together in ways that improve society as a whole. According to Romerhausen
of students, thereby nurturing their academic skills. Through evaluating and measuring
their progress, assessments provide valuable insights and opportunities for growth,
some children seem to be underachievers while others flourish academically are a subject
determine the key indicators of each student’s academic success. Exam performance is
the outcome of interactions between several factors, including learning. Students’ lives
are significantly impacted by learning (Mangal & Mangal, 2009). It refers to behavior
Individuals differ in their learning styles, which are mirrored in their academic ability,
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primarily described by elements like excellence, responsibility, and dedication (Timothy &
Kammeyer-Mueller, 2007).
selected Grade 12 STEM computing students. Our research study aims to uncover several
elements that may be impacted by the educational website that we, the researchers, have
established and that influence students’ academic achievement. Our goal is to assist
students in improving their academic performance. Consequently, our study and this
Connectivism Theory
The usage of technology these days has increased. People have been using different
ways and methods to learn, find answers, and gather information, and it’s due to
technology. Many people, like students, teachers, and other people, use the ability of
technology when it comes to studying and learning because it provides instant answers
and information, and the theory of connectivism serves as the solution for gaps in
The Connectivism Learning Theory forms the basis of this study. George Siemens and
Stephen Downes, two theorists, first presented connectivism theory in 2005. In 2004,
The next year saw the publication of Downes’ article, An Introduction to Connective
Knowledge. A learning theory called connectivism places a strong emphasis on the role
that networks and connections play in the process of learning. It emphasizes how
technology aids in learning and acknowledges the rapid growth of information and
including finding appropriate knowledge, assessing sources, and working with others.
emphasizes how important it is for learners to modify and advance their learning
strategies.
process of turning tasks and assignments into competitive games in order to make
technological tools, including the ability to integrate gamification into the classroom
experience. This is one of the online learning resources that uses engaging, game-like
lessons to support students’ learning and skill development. As students progress through
the lessons, they can earn points that teachers can use to track their progress.
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The Connectivism Theory, which pertains to the use of technology in the learning of
performance of selected Grade 12 STEM computing students. Our research study aims to
the learning progress of the students on our website. With this, our objective is to help
students develop another way of studying that will help them in their academic
performance. Therefore, our study and this theory are interconnected to assess the
effectiveness of our online website with the use of technology, the quizmos, on the
Cabuyao.
This theory aims to provide additional approaches to enhance the academic skills of
insights into our academic strengths and areas for improvement. The assessment
comprises four levels, each offering informative feedback. Within each level, students gain
knowledge and are able to measure their progress within the program. By incorporating
this comprehensive assessment, we can effectively measure the success of the academic
The Assessment Theory was proposed by Winfrey (1999). It holds the potential to
enhance the learners’ academic skills by expanding their knowledge. The underlying
concept of this theory suggests that by engaging with the assessment, learners can
acquire a sufficient level of proficiency in their academic pursuits. The various levels of
the assessment aim to measure the extent of learners’ knowledge and understanding. In
line with this theory, it delves into how our thinking can be further developed, placing
the assessment. This approach elucidates the significance of continuous cognitive growth,
The second theory that supports this study is the Student Involvement Theory proposed
meet the student’s maximum level of learning, they need to be engaged or involved on
their campus. The quality and quantity of a student’s involvement on their campus have
a big impact on the amount of learning and personal development that the student
experiences. There are three main concepts that are proposed by this theory: firstly, the
experiences. Second is the students “environment”, which are the experiences they have
during college. Lastly, the third one is the “outcomes,” which cover the student’s
characteristics, knowledge, attitudes, beliefs, and values that exist after a student
graduates college. According to Astin (1999), student involvement on their campus has a
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holistic impact on their lives throughout their career. Involvement can be generalized,
The Assessment Theory and Student Involvement theory will support the purpose of
the study, which focuses on the effects of online assessments on the academic
supporting theories state that giving assessments to students will have a big impact on
their academic performance, and when students are involved, they can develop their own
skills and can test their own ability. With that, students are able to identify the areas
Conceptual Framework
The figure 1 presents the conceptual paradigm of the study indicating the variables of
input, process, and output of the study. On the left hand side of the framework includes
the input of the study, namely the pretest and post-test of computing students, and the
quizmos which is the intervention of this study. On the middle side of the framework
includes the process of the study, namely the pretest and post-test results. On the right
hand, the output of the study is the effects of Quizmos on the Academic Performance of
Feedback
Study
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The figure above illustrates the input, process, and output variables of the study. In
the input, the pretest or initial assessment of selected computing sections is included, as
well as the post-test. Additionally, it encompasses the experimental group and the control
group, where the experimental group receives intervention through our educational
website, Quizmos. The control group, on the other hand, does not experience our
educational website. Quizmos contains learning materials and online assessments for
students’ study. The next box is the process, involving data collection through pretests
and post-tests results of the two groups of respondents. These data undergo analysis
using various formulas to obtain results sought by the researchers. The final box is the
output, containing the desired results and conclusions about the study’s effectiveness. It
includes the interpretation of pretests and post-tests results for both control and
experimental groups. Ultimately, this will help assess the effectiveness of Quizmos in the
of Cabuyao.
performance of senior high school STEM computing students at the University of Cabuyao
during the Academic Year 2023-2024. Specifically, it address to answer the following
questions:
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1. How did the experimental group of respondents perform in the selected web
2. What were the results for the control group’s performance in the selected web
Hypothesis
Ho:
Ha:
In general, the focus of this study is on the academic performance of Grade 12 stem
computing senior high school students at the University of Cabuyao on our educational
website. The scope of this study is grade 12 stem students in the computing strand
because they have knowledge about the use of learning in making a website, which is the
focus of the computing strand. In gathering data, we will be conducting a pretest and
post-test for our target respondents. This will be done by selecting two sections in stem
computing sections to know their different way of studying that affects their academic
performance. With that, as researchers, we can evaluate the effectiveness of our study,
which will benefit them if the outcome of the study is become very well and reflects their
learning experiences. It will also take a month to collect and evaluate the results of
the survey. Furthermore, the research locale is located at the University of Cabuyao at
For the delimitations of the study, this study is limited to other senior high school
strands, levels, and other schools. As a matter of fact, we, the researchers, do not have
enough time to go to different schools just to collect their data and information. Moreover,
we are not surely assured that there’s a computing strand in other schools, so, we chose
University of Cabuyao. We, the researchers, perceived that there’s a computing strand in
this school, and as computing students, it will be easier for us to gather data and make
students at the University of Cabuyao. Furthermore, the study is limited to other senior
high school strands, as we all know that different strands have their own specialized
subjects and fields that they focus on. Given that our website primarily covers web
directed towards STEM computing sections as our target respondents. Moreover, we, the
researchers, chose only the level of grade 12, since there’s no senior high school student
The researchers will be better able to collect the correct and most exact data for the
study, and as a result, it will be easier to identify the effectiveness of our educational
website. In addition, the researchers believe that Grade 12 stem computing students are
enough to apply their knowledge in web development subject through the use of our
educational website based on their learning experiences and the content that website
provided.
STEM computing senior high school students at University of Cabuyao based on their
experiences and perceptions about on our educational website, and it would be a great
University of Cabuyao. This study will benefit the school, especially the University of
addition, the use of quizmos or the educational website for other study references that
Teachers. This study will benefit the teachers from the University of Cabuyao, as it will
be very helpful to the teachers or educators in terms of having additional alternatives for
teaching. Moreover, it will also be used to assess their students’ level of learning in the
Students. This study will benefit the students, especially those from the University of
Cabuyao, as it offers insights into how Quizmos engage their interest and cultivate a
academic performance.
Researchers. This study will benefit researchers, as they can use it as a reference for
their study if they are going to conduct a study aligned with this topic. Furthermore, this
research study will help them to easily identify some of the research gaps that they will
Definition of Terms
The key terms in the study are given the following operational definitions.
Connectivism. This term refers to a new learning theory that suggests students should
combine thoughts, theories, and general information in a useful manner. This term is used
as a theory wherein technology in education combines and emphasizes the role networks
Enormous first-person simulation. This term refers to something very large in size,
This term is used for gamification that changes into an enormous first simulation; it
includes assessment that can serve as a testing method for students’ academic
something offered as a special attraction. This term is used to describe the unique
elements that the quizzes have, and it shows how these features affect the academic
Gamification. This term refers to the process of adding games or game-like elements
to something (such as a task) to encourage participation. This term is used to refer term
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that adding game elements to our educational website, the quizzes, to get the interest of
Gaming. This term refers to playing an electronic video game, which is often done on a
dedicated gaming console, PC, or smartphone. This term is used as a gaming technology
that can be used in the educational environment; it involves changing the elements from
Leader boards. This term refers to a large board for displaying the ranking of the leaders
in a competitive event. This term is used as one of the features of the quizzes; it shows
the rank of students who answered based on their scores in the online assessment or test
provided.
Level of Proficiency. This term refers to what individuals can do with language in terms
non-rehearsed context. This term is used as a level of assessment to measure the extent
Quizmos. This term refers to educational websites that provide learning materials and
online assessment for students. This term is used for a website that uses a gamified
learning approach and has game elements, features, and wholesome content.
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CHAPTER 2
In this chapter, researchers used relevant literature and studies to support the
and studies, aiming to enhance understanding of the research for better comprehension
of the study.
Higher education institutions (HEIs) began to favor online learning as a substitute for
traditional classroom instruction during the COVID-19 epidemic. When practices were
evaluated, the positive aspects frequently took the place of the unfavorable ones. Online
a topic. This study investigated the impact of various assessment methods, such as
quizzes, on students' motivation to learn, their attitudes toward learning, and their ability
to self-regulate their learning process. Platforms like Quizmos, with their online
assessment feature, reveal students’ scores and responses, reflecting what they have
learned or retained on the assessed topic. These scores provide insights into students’
The success of transitioning to online learning relies significantly on students, but certain
challenges related to learners could impede this process. To address assessment needs in
this new context, students must possess adequate IT and time-management skills.
Proficiency in IT is crucial for managing online learning effectively, yet recent studies
(Adedoyin & Soykan, 2020; Tuah & Naing, 2021) reveal a deficiency in many students’ IT
competencies. This shortfall may slow down assessments and create a digital divide
between experienced and new IT users. Our study focuses on computing students who
already possess IT skills, aligning with the notion that students need these skills to
navigate online learning. This proficiency enables them to enhance Quizmos features and
integrated into online course activities to enhance the overall assessment process’s
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validity and reliability. It is recommended that educators create and adapt assessment
tools that prompt students to showcase skill and knowledge acquisition. When designing
resources and activities for online courses, instructional designers should take into account
students is essential for designing the necessary features. Moreover, Quizmos serves as
a tool for educators to employ alternative teaching approaches and analyze students’
academic performance. The pandemic has compelled educators and experts to creatively
Emphasizing the need for a comprehensive program, Kong, S. C., Lai, M., & Sun, D.
(2020) advocated for an extended period of classroom practice and reflection on teaching
methodologies for teachers. This immersive learning experience not only enhances
thinking (CT) into programming tasks, thereby advancing their programming skills.
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This article is in line with our study as it presents various teaching approaches that can
may experience an increase, decrease, or remain unchanged once these approaches are
introduced in schools.
Improving programming skills: the use of learning style theory and the instant
In the context of a programming course, students frequently rely on tutors for support
in completing learning activities, as they often lack the necessary background knowledge
According to Lai, C. F., Jeng, Y. L., & Huang, S. B. (2020), using the instant response
performance, especially among those with lower scores. They stressed the importance of
teachers expanding their focus beyond syntax improvement to also enhancing students'
This article is consistent with our study as it demonstrates how the utilization of a
institutions across all class levels in many nations. According to Baneres et al. (2019), one
learning process, which comes in the form of formative and summative types (Adanir et
al., 2020). Additionally, Adanir et al. (2020) mentioned that learners' perceptions of online
exams have not been widely studied, despite their potential to contribute to more effective
This article is aligned with our study as it states gaps about the effectiveness of online
was directed only towards their perception of online assessments within the context of
their mathematics class. Therefore, this study did not investigate the effectiveness of the
mathematics classes but focused on their correlation only. Considering the current
situation in most countries, the use of online assessments in evaluating students and
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Philippines must double their efforts in setting up infrastructure and learning management
systems, formulating policies, training teachers in the use of ICT, and designing online
materials, including online assessments. As a result, the focus of our study will be on
efficient and precise online assessment methods. Our study examines the best methods
for delivering online assessments to optimize their usefulness and advantages. With the
use of Quizmos, our website, students can better understand how it affects their academic
performance and develop structural models that show what other elements influence the
Zainuddin et al. (2020), the use of a modern kind of learning methodology known as
leader boards, challenges, points, badges, and instant feedback with immersive
quizmos provide features that can boost the motivation of students and influence their
academic performance. With those features, we can assess if the gamified website
As stated by Baydas and Cicek (2019), the purpose of the gamified learning application
outcomes and higher academic achievement by using the quiz features while having fun.
Therefore, gamification helps students stay focused and motivated, which improves
this popular educational tool utilizes technology to improve learning and make it engaging
and dynamic. This feature mimics real-life situations where time management skills are
essential and improves the integrity of the learning process. In our study, quizmos
functions will help students be engaged in an online learning environment and will not
only enhance their academic performance but also their opportunity to improve online
students’ learning outcomes, such as achievement, motivation, and satisfaction. The study
confirmed that the gamification strategy has a positive effect on students’ motivation and
satisfaction, which is an important and desirable outcome because of the strong influence
of these two elements on students’ learning. However, the results of this study did not
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have any effect on students’ achievement. Therefore, our study and this article are
relevant to each other as they are both assessing the effects of gamification on students'
academic performance, which can be based on their pre- and post-test results. So, as per
the results of the previous study, for our study, we will filter out gaps wherein we assess
among students. According to Arufe Giráldez, et al. (2020), gamification in the educational
the traditional learning process. One of the key benefits of gamification in education is not
only its ability to enhance the academic performance of students but also its ability to
enhance student motivation and engagement. As stated by Arufe Giráldez, et al. (2020),
et al. (2021), this study aims to create an interactive learning process. Additionally, the
develop academic skills, which are crucial for academic success across various disciplines.
In this article it is clearly states that gamification elements can increase students'
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A particular preference for tasks implying the use of social networks and for ongoing
training through conferences and courses was noted in the examination of the tasks that
students completed the most to earn points. Analyzing the reasons behind the students’
selection of certain options over others to get points might be a good idea for future
research. Their inclination to choose two activities that entailed using social networks to
acquire health points may be due to our doubts that using social networks increases their
motivation. Utilizing a virtual world can be motivational in and of itself. Given that many
of the courses and congresses the students attended were conducted virtually, it was clear
that they were seeking the same kind of incentive when it came to the duties related to
points of experience. Thus, we proposed carrying out a study to examine how students’
Academic performance refers to how well students perform in their studies and
as it serves as the foundation for higher education (Brew, E.A. et al., 2021). The good
their educational success and is influenced by various factors, including parental education
provision, and truancy. In our study, we will determine if quizzes affect students' academic
performance and if the content and features, they have will address some of the factors
influencing students' educational success, such as whether the teacher can use quizmos
One factor that affects academic performance is the quality of teaching. Teachers who
have a strong knowledge of the subject matter and effective teaching methods can greatly
impact students’ learning outcomes. As stated by O’Leary, E.S. et al. (2020), libraries also
play a crucial role in education and knowledge acquisition as they provide students with
access to textbooks, periodicals, and other printed materials that are relevant to their
studies. Students who receive positive exposure to these factors tend to perform better
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than those who are less exposed. As the library functions in our study, our quizzes have
the same function: they will provide learning materials that will be accessible for students
and educators.
Indeed, the article aligns well with our study, both emphasizing alternative learning
departure from traditional learning methods. This innovative approach has the potential
alternative strategies, aiming to assess and support students in achieving better academic
outcomes.
School
School’s minority students. The main objective was to assess factors influencing their
and analyze the age, gender, and grade distribution of participants, as well as the
connections between academic success and age, gender, and educational environment.
According to Capinding A (2021), it is stated that minority students face school failure due
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to multiple intricate factors. These factors include insufficient support from teachers, a
experience and future success. For minority students, the challenges they face can be
more complex due to various factors such as socioeconomic status, motivation, family
proposed a study that can help students overcome barriers and achieve academic success
This article supported our research since it suggests that educators can employ a range
innovative, student-centered ideas into practice, teachers can innovate and improve their
academic performance. Teachers should also focus on the needs of their students. As a
result, we carried out research and developed a teaching and assessing strategy, the
Quizmos, that will assist students in raising their academic achievement. Our research has
yielded strategies that educators can apply to motivate their students to attain higher
levels of academic success. Additionally, by putting new ideas into practice that will satisfy
the needs of students’ academic achievement, teachers can innovate and improve their
teaching skills.
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Synthesis
The cited articles collectively demonstrate that exploring alternative teaching methods
has an impact on students' academic performance. While some studies have not delved
into the influence of gamification on academic performance, the creation and adaptation
engagement. However, some studies suggest that gamification may not significantly
findings from these articles, our study aims to investigate the effects of our website,
Chapter 3
Research Methodology
The methodology of the study is presented in this section, which also serves as a
comprehensive guide for the research process. It covers topics such as research design
and location, population and sampling methods, study participants, research tools,
methods for collecting quantitative data, instrument validation, ethical considerations, and
Research Design
The study seeks to identify the impact of gamification or quizmos on the academic
insights, quantitative research entails the collection and analysis of numerical data. Page 43
Numerical data is processed and interpreted using statistical approaches in quantitative
data analysis. To optimize precision and derive conclusions about a hypothesis statement,
research must be conducted objectively and under control. This is known as experimental
ease of using the knowledge provided during a class or when introducing new concepts,
pretest and post-test designs are also employed. It stands to reason that improved
Utilizing purposeful sampling within a pretest and post-test framework facilitates the
examination of specific individuals in a chosen group. For instance, assessing the impact
employing a simulation game with a pretest and post-test. However, it’s essential to
recognize that the conclusions drawn are confined to the tested group or strands and do
not generalize to other strands within the senior high school context.
As a result, the researchers opted for this particular research design within the
pretest and post-test research methodologies. The study seeks to determine the potential
website, encompassing learning materials and assessments. Employing the pretest and
post-test sequence, evaluations will be conducted both before and after students engage
with our educational platform, aiming to gauge its effects on written assignments, practical
technology, engineering, and math) computing students for the academic year 2023–
2024. As they had already completed three semesters as senior high school students and
therefore had a specialized subject in what the website contains, grade 12 stem computing
The research will also make use of relational purposive sampling. To find and choose
cases that will make the most use of the limited research resources, purposeful sampling
is “used to select respondents that are most likely to yield appropriate and useful
information” (Palinkas et al., 2015). There are eight sections at the University of Cabuyao’s
Science, Technology, Engineering, and Mathematics Computing strand for 12th grade with
a total of 361 populations. We will select 2 sections of stem computing strand to test their
ESTEM Computing-Section 3 are the sections we chose as our sample. It will help us to
make sure a smooth collection of information and that the outcomes or findings would be
ESTEM C1 45 45
ESTEM C2 47 0
ESTEM C3 45 47
ESTEM C4 45 0
ESTEM C5 44 0
ESTEM C6 44 0
ESTEM C7 45 0
ESTEM C8 44 0
361 92
Thus, 92 respondents are needed in total for the sample size for a population size of
361. The sample population required for each section of the 12th grade of STEM computing
at University of Cabuyao is also shown in the table. The respondents of the study will
Research Instrument
pretests and post-tests were created. Additionally, questions that included in the pretest
To ensure validity and reliability, the questionnaire intended for filling in the gaps in
research has been validated by one (1) evaluator, the field expertise of the study. The
key ideas of validity (truthfulness of findings) and reliability (stability of findings) should
be concisely addressed in the study approach section, according to Altheide and Johnson
(1994). In order to meet the specific demands of the study’s target group, it is essential
to emphasize quality and effectiveness. The validator is: 1.) Mr. Benjamin Delos Santos.
Participants will go through online tests. First, the pretest will be answered by the two
groups based on the specific schedule that the researchers stated. With their permission,
participants will be asked for personal information, such as name and strand, that is also
being collected for profiling. After completing the pretest of the two groups, the
experimental group will start to use the website we created. It will last 14 days of trial or
2 weeks. While the control group will receive the normal kind of teaching that the teacher
does, therefore, after two weeks of intervention, the two groups are going to answer the
focus on computing have to be enrolled entirely in the computing strand as per the
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specifications of their selected course; students are not compelled to take the computing
strand. In order to help researchers do a more thorough study and discussion of the
findings, this criterion attempts to categorize academic achievements and the students’
An Academic Performance Rating Scale are valuable tools for assessing students’
academic achievements and behaviors. These scales help researchers and educators
SCORES INTERPRETATION/PERFORMANCE
41-50 EXCELLENT
21-30 AVERAGE
1-10 POOR
The figure above illustrates respondents’ levels of performance with the researchers’
tests.
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With regard to the questionnaires that the researchers provided, sections one and two
will inquire about some topics of web development. The participants’ answers will based
on their sufficient knowledge in pretest, and in post-test will based on their usage of
website and normal way of teaching that the teacher does. The researchers’ pretests and
post-tests results will be evaluated using the 5-point rating scale in Figure 3. The 5-Point
Rating Scale is an academic performance approach that uses five descriptions to measure
Purposive sampling is used in the data collection process to choose participants from
the University of Cabuyao’s grade 12 STEM computing students. In this study, purposeful
sampling is used to select the most eligible study participants that are motivated
computing students. The researchers plan to collect the desired data by conducting a
pretest and post-test about one of the specialized subject of the respondents.
Before conducting a pretest and post-test, the researchers would initially approach
their research professor or any other authorized school official for permission to conduct
a pretest and post-test for the University of Cabuyao’s grade 12 STEM computing students.
Ahead of the tests/assessments method, the participants will receive a consent message
from the researchers validating their involvement in the study and asking consent to
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submit personal information in response to the pretest and post-test. The agenda that the
researchers intend to accomplish while carrying out their study will be covered in full in
Respondents involvement with this study is limited; the researchers aim to identify
students who may have an impact, particularly regarding the study’s results. After being
briefed about the study’s details, the respondents will feel free to ask the researchers any
questions they may have. Data about those who participated would be kept private and
secure, with a guarantee of protection. After then, the test will begin with a set of inquiries
about their personal details, such as their strands and names, which are required to be
filled out. The questions that followed are focused on some topic in one of their specialized
subjects. In general, protecting the privacy of people who engage in tests or assessments
The statistical analysis refers to the process of collecting, interpreting, and analyzing
the data obtained from the information gathered by the researchers in the questionnaire
to discuss discern patterns and trends and to measure the relationships between the
this study, Mean, Frequency, Percentage, and Independent T-Test will be used to
measure, organize, and summarize the data using descriptive statistics. Accordingly,
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inferential statistics will be used to assess the hypothesis and make conclusions of the
general findings.
Mean
The mean, which is also known as average, is a sum of a set of data divided by the
total amount of data. It is also great help in comparing different sets of data. Studies
calculate the population means from the sample mean of the population. In addition, it
will be used to measure the average from SOP 1 and 2 which are the results of the pretest
Percentage
advancements, serving as vital tools for comparing and contrasting different subjects. In
SOP 1 and 2, percentages will be derived from frequency data. The calculation involves
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dividing the frequency in each category by the total number of participants and multiplying
by 100%.
Independent T-test
The independent samples t-test is used to compare two sample means from unrelated
groups. This means that there are different people providing scores for each group. The
purpose of this test is to determine if the samples are different from each other. The t-
test compares the means of two groups, such as a control group and a treatment group,
to determine if the difference between the groups’ means is statistically significant or due
to random chance. Therefore, in SOP 3, independent sample t-test was used to determine
if there is a significant difference between the performance of control group and the
Chapter 4 Page 46
Presentation of Data, Analysis, and Interpretation
This study is geared towards achieving these specific aims: (a) to determine the
development in terms of their pretest and post-test; (b) to determine the academic
terms of their pretest and post-test; and (c) to identify if there is a significant difference
between the academic performance of the experimental group and the control group of
1. How did the experimental group of respondents perform in the selected web
TABLE 1.1
Development Topics
1-10 0 0% Poor
n 45 100%
TOTAL 1508
SCORES
MEAN 33.51 or 34 Above Average
Table 1.1 presents the pretest scores of the experimental group of respondents on the
selected topics of web development. In the pretest of the experimental group, there is a
As shown in Table 1.1, 19 or 42.2% of students from the experimental group obtained
scores in the pretest ranging from 31 to 40, interpreted as above average. There were 14
students, or 31.1%, from the experimental group who obtained scores in the pretest
the experimental group obtained scores in the pretest ranging from 41 to 50, which were
average. There are no students from the experimental group who obtained scores in the
pretest ranging from 0 to 10, interpreted as poor. The total score of the experimental
group of respondents is 1,508. That leads to the computation of the mean, or average, of
the results on the performance of the experimental group of respondents in the selected
topics of web development in pretest, which is 33.51, or 34. Therefore, the pretest scores
development in the pretest are interpreted as above average. The experimental group of
respondents performance in the subject of web development in the pretest was above
average.
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When online learning were start to practice, the positive aspects frequently took the
place of the unfavorable ones. Online assessments act as a reflection of students’ progress
using web-based tools. Therefore, online assessments measure students’ abilities or skill
(Khan and Jawaid 2020). Online assessment plays a crucial role in gauging students’ prior
experimental group, their utilization of prior knowledge in web development led to above-
TABLE 1.2
1-10 0 0% Poor
n 45
TOTAL 1823
SCORES
MEAN 40.51 or 41 Excellent
Table 1.2 presents the post-test scores of the experimental group of respondents
on the selected topics of web development. In the post-test of the experimental group,
obtained scores in the post-test ranging from 41 to 50, interpreted as excellent. There
were 10 students, or 22.2%, from the experimental group who obtained scores in the
post-test ranging from 31 to 40, interpreted as above average. Moreover, there were 5 or
11.1% of students from the experimental group who obtained scores in the post-test
ranging from 21 to 30, interpreted as average. And, there were 1 student, or 2.2% of
interpreted as below average. There are no students from the experimental group who
obtained scores in the post-test ranging from 0 to 10, interpreted as poor. The total scores
of the experimental group of respondents in the post-test are 1,823. That leads to the
experimental group of respondents in the selected topics of web development in the post-
test, which is 40.51 or 41. Therefore, the post-test scores or results of the experimental
excellent after the intervention that the group received. The experimental group of
The intervention that has been received by the experimental group of respondents
is a type of gamification. Hong et al. (2021) state that gamification aims to create an
students to experiment, explore, and develop academic skills, which are crucial for
academic success across various disciplines. Moreover, according to Baydas and Cicek
(2019), the purpose of the gamified learning application is to improve students’ academic
performance. This is done by making learning more appealing and inspiring students to
apply their knowledge to improve educational outcomes and higher academic achievement
by using the quiz features while having fun. Therefore, gamification helps students stay
focused and motivated, which improves academic performance by making learning more
interactive and pleasurable. In our study, quizmos functions will help students be engaged
in an online learning environment and will not only enhance their academic performance
but also their opportunity to improve online learning by having a gamified approach to
education. Furthermore, it clearly states that gamification elements can increase students'
engagement and motivation as well as their academic performance, which shows in the
results of the post-test of the experimental group of respondents that Quizmos has been
respondents got an excellent result after answering the post-test about selected topics of
web development.
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2. What were the results for the control group’s performance in the selected web
TABLE 2.1
Development Topics
1-10 0 0% Poor
n 47
TOTAL 1559
SCORES
MEAN 33.17 Above Average
Table 2.1 presents the pretest scores of the control group of respondents on the
selected topics of web development. In the pretest of the control group, there is a total
As shown in Table 2.2, 18 or 40% of students from the control group obtained
scores in the pretest ranging from 31 to 40, interpreted as above average. There were 16
students, or 35.6%, from the control group who obtained scores in the pretest ranging
from 21 to 30, interpreted as average. Moreover, 10 or 22.2% of students from the control
group obtained scores in the pretest ranging from 41 to 50, which were interpreted as
excellent. And there were 3 students, or 6.7% of students in the control group, who
obtained 11 to 20 scores in the pretest, which were interpreted as below average. There
are no students from the control group who obtained scores in the pretest ranging from 0
to 10, interpreted as poor. The total scores of the control group of respondents in the
pretest were 1,559. That leads to the computation of the mean, or average, of the results
on the performance of the control group of respondents in the selected topics of web
development in the pretest, which is 33.17. Therefore, the pretest scores or results of the
control group of respondents in the selected topic of web development are interpreted as
above average. The control group's performance in the subject of web development in the
Emphasizing the need for a comprehensive program, Kong, S. C., Lai, M., & Sun,
teaching methodologies for teachers. This immersive learning experience not only
programming skills. According to the findings in Table 2.1, control group participants with
teachers.
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TABLE 2.2
Development Topics
1-10 0 0% Poor
n 47
TOTAL 1707
SCORES
MEAN 36.32 Above Average
Table 2.2 presents the post-test scores of the control group of respondents on the
selected topics of web development. In the post-test of the control group, there is a total
As shown in Table 2.2, 21 or 46.7% of students from the control group obtained
post-test scores ranging from 31 to 40, interpreted as above average. There were 16
students, or 35.6%, from the control group who obtained scores in the post-test ranging
from 41 to 50, which were interpreted as excellent. Moreover, there were 7 or 15.6% of
students from the control group who obtained scores in the post-test ranging from 21 to
30, interpreted as average. And there were 3 students, or 6.7% of students in the control
group, who obtained 11 to 20 scores in the post-test, which were interpreted as below
average. There are no students from the control group who obtained scores in the post-
test ranging from 0 to 10, interpreted as poor. The total scores of the control group of
respondents in the post-test are 1,707. That leads to the computation of the mean, or
average, of the results on the performance of the control group of respondents in the
selected topics of web development in the post-test, which is 36.32. Therefore, the post-
test scores or results of the control group of respondents in the selected topic of web
development are interpreted as above average after taking the normal way of teaching
from their teachers. The control group's performance on the subject of web development
According to Lai, C. F., Jeng, Y. L., & Huang, S. B. (2020), using the instant
response learning supplement tool (IRLST) has significantly improved students' academic
performance, especially among those with lower scores. They stressed the importance of
teachers expanding their focus beyond syntax improvement to also enhancing students'
Results from Table 2.2 further indicate that some students, based on their pretest scores,
were able to improve their programming skills in web development but still remained
3.Is there a significant difference between the performance of the two groups of
TABLE 3
DF 90 90
significance; Accept Ho
If the computed t-value > t-critical value at (df = n1 + n2 -2) and level of
significance; Reject Ho
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Table 3 presents the difference between the post-test scores of the control group and
experimental group and 47 total respondents from the control group. In the post-test, the
total scores of the experimental group were 1823, while those of the control group were
1707. The mean or average results in the post-test of the experimental group are 40.51
or 41, while the control group is 36.32. The calculated degree of freedom for both groups
is 90, and we used it to see the value of the t-critical on the table. The total sum of squares
from the post-test scores of the experimental group is 77267, while the control group is
6536. Through the totals, means, sum of squares, and sample size, we calculate the t-
value, which is equal to 2.3155 or 2.32. With 90 degrees of freedom and a 0.05 alpha, we
found that the t-critical value is equal to 1.987. Therefore, the t-value, 2.32, is greater
than the t-critical, 1.987. The decision will be Reject Ho, and the interpretation will have
a significant difference. Therefore, the difference between the post-test results of the
the control group of respondents that only took the normal teaching of teachers.
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can improve students’ motivation and increase their academic achievement. By combining
components such as leader boards, challenges, points, badges, and instant feedback with
study, quizmos provide features that can boost the motivation of students and influence
tool to improve academic performance among students. With the features and content of
the website or the intervention, we can assess if the gamified website quizmos influence
students' academic performance based on the results of the post-test of the experimental
group. The result of the post-test between the experimental group and the control group
Chapter 5
This chapter outlines the findings and conclusions drawn from the research, which
aimed to investigate the effectiveness of Quizmos as a review tool among selected Grade
The study took place at the University of Cabuyao, with participants drawn from
Grade 12 STEM computing students in sections C1 and C3. Purposive sampling was
post-test assessments, with statistical analysis conducted using measures such as mean,
SUMMARY OF FINDINGS
The findings of the study were summarized according to the statement of the problem
stated in Chapter 1.
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1. How did the experimental group of respondents perform in the selected web
1508 and a mean of 33.52 in their pretest on selected topics in web development. This
of the experimental group of respondents was above average, with 42.2% of this group
1823 and a mean of 40.51 or 41 in their post-test on selected topics in web development
after undergoing the intervention. This mean was interpreted as excellent. Therefore, the
academic performance level of the experimental group of respondents was excellent, with
2. What were the results for the control group's performance in the selected
and a mean of 33.17 in their pretest on selected topics in web development. This mean
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control group of respondents was above average, with 40% of this group scoring above
The control group of respondents, also comprising 47 students, scored a total of 1707
and a mean of 36.32 in their post-test on selected topics in web development after
receiving the normal way of teaching from their teacher. This mean was interpreted as
respondents was above average, with 46.7% of this group achieving an above-average
level of scores.
test?
The control group and experimental group both received post-tests on selected topics
in web development. The experimental group of respondents scored a total of 1823 in the
post-test, while the control group of respondents scored a total of 1707. The mean
obtained by the experimental group of respondents from their total scores was 41, and
the control group scored 36.32. In the computed t-test, the value was 2.32, and the t-
critical had a value of 1.987, or 2.00. The t-test value was higher than the t critical value,
so the null hypothesis was rejected, indicating a significant difference in the post-test
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scores between the experimental group and the control group, which was influenced by
the intervention received by the experimental group of respondents and the normal way
CONCLUSIONS
pretest. They are utilizing their sufficient knowledge about the subject of web development
intervention, as evidenced by the noticeable difference between their pretest and post-
pretest, which is almost similar to what the experimental group achieved in their pretest.
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The control group is merely using their sufficient knowledge of web development to answer
the pretest and yet haven’t received a lessons from their teachers.
4. Despite a slight increase compared to the control group pretest results, the control
suggests that they already possess knowledge about the subject, likely acquired through
their teachers' instruction. This outcome reflects their comprehension of the material
taught by their teachers. The marginal improvement in scores from pretest to post-test
indicates progress in the learning of the students in the control group, while they
5. The control group and experimental group achieve different levels of academic
performance in the results of their post-test. The control group is above average, while
the experimental group is excellent. The difference in the results of the two groups shows
the effect of their different ways of learning. The experimental group used quizmos as
their intervention, while the control group relied on their teacher's instruction. Both groups
are affected by their performance through the difference between their pretest and post-
test, as well as their different ways of learning in terms of answering and the results of
the post-test. The intervention received by the experimental group has an effect on their
post-test compared to the control group. While the control group also had an effect on
their way of learning in their post-test from their own pretest results.
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The researcher's conclusion was that Grade 12 STEM computing students significantly
improved their academic performance in the subject of web development through the use
of Quizmos as a review tool. During this intervention, the STEM computing students were
provided with interactive quizzes and modules to grasp the concepts of web development.
This approach fostered a learning atmosphere that was more engaging and motivating for
RECOMMENDATIONS
This study revealed the effectiveness of Quizmos as a review tool in web development.
both pretest and post-test assessments, educators must integrate interactive quizzes and
materials into their classroom activities. This approach not only sustains quality education
2. For control groups, the conventional method of teaching must continue, and the
comparing their pretest and post-test results, if the control groups receive the combination
of conventional teaching and gamification tools similar to the experimental group, they
can also achieve the performance level of the experimental group respondents.
Furthermore, this approach may assist students in accessing innovative learning methods
3. The variance in pretest and post-test outcomes between the control and experimental
groups suggests that teachers should introduce interactive quizzes and learning materials
similar results are obtained. Moreover, researchers should refine certain aspects of the
website, particularly its responsiveness and the color scheme of various elements, to
enhance the user experience and facilitate clear identification of its purposes.
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APPENDIX A
References
308. https://www.scirp.org/(S(lz5mqp453edsnp55rrgjct55))/reference/referencespap
ers.aspx?referenceid=2686703
Borges, S.S., Mizoguchi, R., Durelli, V.H.S., Bittencourt, I.I., Isotani, S. (2016). A Link
between Worlds: Towards a Conceptual Framework for Bridging Player and Learner
319-52039-1_2
Technology 53(2)https://www.researchgate.net/publication/357727496_Developmen
t_and_validation_of_an_instrument_to_measure_online_assessment_acceptance_in_
higher_education
https://www.webpages.uidaho.edu/ele/scholars/results/workshops/facilitators_institut
e/theory%20of%20Performance.pdf
Senior High School Department Page 70
https://files.eric.ed.gov/fulltext/ED607091.pdf
https://www.researchgate.net/publication/304989961_Academic_Performance_of_Sen
ior_Secondary_School_Students_Influence_of_Parental_Encouragement_and_School_
Environment
Education.https://www.sciencedirect.com/topics/computer-science/online
assessment
https://www.wgu.edu/blog/connectivism-learning-theory2105.html
Smiderle, R., Rigo, S.J., Marques, L.B. et al. (2020) The impact of gamification on
students’ learning, engagement and behavior based on their personality traits. Smart
Tabassum, R., Hanan, M.A. (2016) Technology use, self-directed learning, student
pages604612. https://www.sciencedirect.com/science/article/abs/pii/S074756321630
4204
https://schnauber.com/Free%20Stuff/training-effectiveness-Kirkpatrick-levels.doc
Related Articles
Adanır, G., İsmailova, R., Omuraliev, A. and Muhametjanova, G., (2020). Learners’
Learning http://www.irrodl.org/index.php/irrodl/article/view/4679/5331.
Adedoyin, O. B., & Soykan, E. (2020). COVID-19 pandemic and online learning: The
https://doi.org/10.1080/10494820.2020.1813180
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Al-Maqbali, A. H., & Raja Hussain, R. (2022). The impact of online assessment challenges
Baneres, D., Whitelock, D., Ras, E., Karadeniz, A., Guerrero-Roldan, E., and Rodriguez,
Education.https://educationaltechnologyjournal.springeropen.com/articles/collections
/telleteditorial.
https://doi.org/10.12669/pjms.36.COVID19-s4.2795
Kong, S.-C., Lai, M., & Sun, D. (2020). Teacher development in computational thinking:
https://doi.org/10.1016/j.compedu.2020.103872
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Lai, C. F., Jeng, Y. L., & Huang, S. B. (2020). Improving programming skills: the use of
learning style theory and the instant response supplement tool. Library Hi Tech, 41(4),
1084–1098. https://doi.org/10.1108/lht-03-2020-0059
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9468254/
Online Assessments and its Relation to Motivation Towards Mathematics Learning. The
publishing.org/index.php/ejel
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Gamification
https://doi.org/10.1016/j.heliyon.2022.e10249
(2022) Can Gamification Influence the Academic Performance of Students? 14, 5115.
https://doi.org/10.3390/su14095115
Hong, J.; Hwang, M.; Liu, Y.; Tai, K. (2021) Effects of gamifying questions on english
https://www.tandfonline.com/doi/full/10.1080/09588221.2020.1803361
https://doi.org/10.1016/j.edurev.2020.100326
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Baskerville, D.J. (2020) Mattering; Changing the Narrative in Secondary Schools for
https://doi.org/10.1080/13676261.2020.1772962
https://www.scirp.org/journal/paperinformation?paperid=109636
02 https://files.eric.ed.gov/fulltext/ED611431.pdf
O’Leary, E.S., Shapiro, C., Toma, S., Sayson, H.W., Levis-Fitzgerald, M. and Johnson, T.
APPENDIX D
Questionnaire
NAME SCORES
SECTION
I. Multiple Choice
Directions: Read the following questions carefully, select one letter for your answer,
and write your answer in the blank provided.
A. <script> C. <js>
B. <scripting> D. <javascript>
___ 2. What is the correct JavaScript syntax to change the content of the HTML element
below?
<p id="demo">This is a demonstration.</p>
A. The <head> section C. Both the <head> and the <body> section
___ 4. What is the correct syntax for referring to an external script called "xxx.js"?
A. if i == 5 then C. if (i==5)
B. if i = 5 D. if i = 5 then
___ 9. How to write an IF statement for executing some code if "i" is NOT equal to 5?
A. if i <> 5 C. if (i != 5)
Correct answer: C. if (i != 5)
___ 13. How to insert a comment that has more than one line?
___ 15. How do you round the number 7.25, to the nearest integer?
A. round(7.25) C. rnd(7.25)
B. Math.rnd(7.25) D. Math.round(7.25)
___ 16. How do you find the number with the highest value of x and y?
A. Math.max(x,y) C. Math.ceil(x,y)
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B. top(x,y) D. ceil(x,y)
___ 17. What is the correct JavaScript syntax for opening a new window called "w2" ?
A. w2 = window.new(“http://www.w3schools.com’’);
B. w2 = window.open(“http://www.w3schools.com’’);
C. w2 = window.open(http://www.w3schools.com);
D. w2 = window.new(http://www.w3schools.com);
___ 18. How can you detect the client's browser name?
A. navigator.appName C. client.navName
B. browser.name D. nav.appName
___ 19. Which event occurs when the user clicks on an HTML element?
A. onmouseclick C. onchange
B. onmouseover D. onclick
A. x C. *
B. – D. =
Correct answer: D. =
A. <?php…?> C. <&>…</&>
B. <?php>…</?> D. <script>…</script>
A. & C. $
B. ! D. #
Correct answer: C. $
A. . C. </php>
B. New line D. ;
Correct answer: D. ;
___ 28. How do you get information from a form that is submitted using the "get"
method?
A. $_GET[]; C. Request.Form;
___ 29. What is the correct way to include the file "time.inc" ?
A. create myFunction()
B. new_function myFunction()
C. function myFunction()
D. create_new myFunction()
___ 31. What is the correct way to open the file "time.txt" as readable?
A. open(“time.txt”,”read”); C. fopen(“time.txt”,”r”);
B. fopen(“time.txt”,”r+”); D. open(“time.txt”);
___ 32. Which superglobal variable holds information about headers, paths, and script
locations?
A. $_SERVER C. $_GET
B. $GLOBALS D. $_SESSION
___ 33. What is the correct way to add 1 to the $count variable?
A. $count++; C. ++count
B. $count=+1 D. count++;
A. /*…*/ C. <comment>…</comment>
B. *\...\* D. <!--…-->
A. $my-Var C. $my_Var
A. setcookie() C. makecookie()
B. createcookie() D. s.cookie()
___ 38. Which operator is used to check if two values are equal and of same data type?
A. == C. !=
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B. = D. ===
_____ 1. The external JavaScript file must contain the <script> tag.
_____ 5. When using the POST method, variables are displayed in the URL:
_____ 6. In PHP you can use both single quotes ( ' ' ) and double quotes ( " " ) for
strings:
_____ 10. The die() and exit() functions do the exact same thing.
_____ 11. In PHP, the only way to output text is with echo.
_____ 12. The if statement is used to execute some code only if a specified condition is
true.