Proj Datamanuscript g2
Proj Datamanuscript g2
Department of Education
Region V– Bicol
Division of Camarines Sur
Pili National High School
La Paz Subd., Pawili, Pili, Camarines Sur
Balidoy, Ariane P.
Daliva, Jiana Ezeikel
Garbiles, Brenan A.
Morallo, Vincent Andrei D.
Olavario, Ellaine A.
Pacardo, Yellena Ysa Anya D
11 – STEM PASCAL
II
APPROVAL SHEET
Daliva, Jiana Ezeikel, Garbiles, Brenan A. ,Morallo, Vincent Andrei D., Olavario,
Ellaine A., and Pacardo, Yellena Ysa Anya D. in partial fulfillment of the
Date signed
REYNALDO P. LOPEZ
Secondary Principal III
Pili National High School
Date signed
I
Republic of the Philippines
Department of Education
Region V– Bicol
Division of Camarines Sur
Pili National High School
La Paz Subd., Pawili, Pili, Camarines Sur
————————————————————————————————————
CERTIFICATION
PROJECT DATA (Digital Arduino Training Activities) at Pili National High School
in partial fulfillment of the requirements in Practical Research has been examined, edited,
and found to be in accordance with the suggestions and recommendations bye the
REYNALDO P. LOPEZ
Secondary School Principal III
I
ACKNOWLEDGEMENT
The researchers would like to express our deepest gratitude to everyone who
First and foremost, we thank the Almighty God for granting us the strength,
knowledge, and continuous support. His insights and recommendations played a crucial
Mr. Reynaldo Lopez, for his leadership and dedication to providing a conducive
Mrs. Sherlina H. Dela Torre, Assistant School Principal, for the continues
Ma’am Abegail Perez, for her support and encouragement throughout our
academic journey.
To our Parents for their unconditional support—not only financially but also
emotionally and morally. Their love and understanding served as our motivation
remained dedicated to completing this study. The teamwork and commitment of each
The researchers
II
ABSTRACT
TITLE: IMPROVING THE SKILLS OF GRADE 11 STEM IN PRACTICAL
Activities)
This study was entitled Improving the Skills of Grade 11 STEM in Practical
Research 1 Through Project DATA (Digital Arduino Training Activities). Many students
struggle with practical research and technological applications due to a lack of hands-on
experience and structured learning modules. To address this gap, Project DATA was
designed as an intervention program integrating Arduino based activities into the research
curriculum. The effectiveness, efficiency, and design of Project DATA along the
following aspects were evaluated: (a) Research skills, (b) Innovation, (c) Hardware
The study aimed to answer the following research questions: (1)What is the
baseline status of Grade 11 STEM students before the implementation of Project DATA
in terms of: [1.1 Research skills, 1.2 Innovation, 1.3 Hardware circuit design, 1.4
implementation of Project DATA in terms of: [ 2.1 Research skills, 2.2 Innovation , 2.3
Hardware circuit design , 2.4 Programming skills] (3)What are the challenges
DATA?(4)How precise and accurate are the skills demonstrated by Grade 11 STEM
III
students during the implementation of Project DATA? (5) What is the intervention to be
enhanced of project DATA after the results findings and significant evaluation in
modernization of technology?
and thematic analysis to gain in-depth insights into students’ learning experiences.The
their research skills, critical thinking, and technical problem solving abilities. Findings
indicated increased precision and accuracy in executing hardware and software tasks.
constraints were identified during implementation. These were mitigated through guided
learning strategies, peer collaboration, and iterative testing. The combined weighted
mean for functionality and structural design yielded a result of [insert numerical result na
lang ], suggesting that Project DATA effectively addressed its objectives. Consequently,
the researchers concluded that Project DATA successfully enhanced the research and
education.
IV
TABLE OF CONTENTS
PRELIMINARIES PAGE
Title page i
Approval sheet ii
Certification iii
Acknowledgement iv
Abstract vii
Table of contents
Introduction 1
Definition of Terms 9
End Notes 12
Synthesis/State-of-the-Art 37
V
Theoretical Framework 39
Conceptual Framework 42
End notes 44
Research Design 45
Gathering Materials 47
Block Diagram 48
Circuit Diagram 49
Prototype Design 52
Algorithm 52
Flow Chart 53
Programming 54
Respondent 57
Research Instrument 57
Data Gathering 58
Data Analysis 59
Gantt Chart 73
VI
implementing the project data.
of project data.
Summary 98
Conclusion 99
Recommendations 100
BIBLIOGRAPHY 103
APPENDICES 105
VII
CHAPTER 1
THE PROBLEM
INTRODUCTION
In the current world have where become technology an important other part
advancements of learning are increasing. This paper focuses at a very fast rate, STEM
research strand skills because these skills help learners to solve complex problems and
be part of creating new developments. Practical Research 1 is the initial course that helps
to develop the essential critical thinking, analytical and problem solving skills that are
crucial for students who pursue STEM fields. Nevertheless, there are numerous issues
that students face in understanding research methods which affect their performance in
this subject. This study presents Project DATA (Digital Arduino Training Activities) as a
new, active approach that can enhance students performance in Practical Research 1.
With the help of Arduino based activities, this approach aims at connecting the dots
between the theoretical framework and real life applications. With this initiative, the
procedures in a real sense which will help them in their future academic as well as
professional life.
science concepts, which impacts their ability to formulate research questions, conduct
experiments, and analyze data effectively. These struggles often lead to poor academic
Furthermore, this issue hampers their readiness for college programs and future careers
1
Traditional teaching methods contribute to the problem by presenting research
concepts in complex and abstract ways, making it difficult for students to engage and
learn effectively. This creates a gap between the theoretical knowledge taught in schools
and the practical skills needed for real-world applications. To address this, Project DATA
integrating technology and interactive teaching methods, the project seeks to make
learning research skills more accessible and engaging. Its goal is to improve students'
understanding of science, boost their academic performance, and prepare them for future
The use of technology in education has proven to significantly enhance the learning
experience by making abstract or complex concepts more concrete and engaging. For
students, especially in STEM fields, technology serves as an effective tool to bridge the
excellent option for such integration because it is user-friendly, cost-effective, and has
immense potential to bring science concepts to life in an interactive and practical way. To
help students overcome their struggles with understanding research concepts and
Research 1 course, ensuring that learning is not only more practical but also exciting and
practice essential research skills such as data collection, analysis, and interpretation.
help students build a solid foundation in research, the project enables them to work with
2
sensors, acquire data, and interpret results, which strengthens their ability to conduct
research and apply scientific methods. These activities not only improve their
understanding of research but also nurture key skills such as creativity, critical thinking,
and problem-solving. These are essential qualities for success in the rapidly evolving
teamwork and collaboration, as students work together on group research exercises. This
collaborative approach mirrors the professional environments they will encounter in their
future academic careers and employment, where the ability to work well in teams is
responsibility toward achieving a common goal. Moreover, Project DATA aligns with the
world increasingly demands these competencies, integrating technology into the research
process ensures that students are not only prepared for academic success but also for the
challenges and opportunities that await them in the global workforce. This approach
ensures that students gain a well-rounded education, one that will enable them to adapt to
and feedback moments throughout the program. This allows instructors to closely
3
monitor students’ progress, providing timely guidance and support to address any
difficulties that may arise. By offering continuous feedback, students can reflect on their
learning, adjust their approach, and continuously improve their research skills. This
system of evaluation not only helps students stay on track but also encourages them to
take ownership of their learning and develop the self-discipline necessary for academic
traditional teaching methods and addresses the challenges Grade 11 STEM students face
creativity, and develops critical problem-solving abilities. These outcomes will help
courses, and better prepare them for both their academic careers and future professional
to the issues that Grade 11 STEM students face in grasping research concepts. Through
the integration of technology, practical activities, and collaborative research projects, the
program fosters an environment where students not only gain a deeper understanding of
research but also develop the necessary skills and confidence to succeed in their
academic pursuits and beyond. By equipping students with the tools they need to excel in
both their studies and future careers, Project DATA contributes to the development of
well-rounded, capable individuals who are ready to meet the demands of the modern
world.
4
STATEMENT OF THE PROBLEM
1. What is the baseline status of Grade 11 STEM students before implementing Project
1.2. Innovation
2. What is the status of Grade 11 STEM students after the implementation of Project
2.2. Innovation
3. What are the challenges encountered during the pre-implementation and post-
4. How precise and accurate are the skills demonstrated by Grade 11 STEM students
5. What is the intervention to be enhanced of project DATA after the results findings
5
OBJECTIVES
hardware circuit design, and programming prior to the implementation of Project DATA.
DATA.
5. To propose potential future projects based on the findings and outcomes of this study.
will improve their research abilities, critical thinking, and technical skills. This approach
helps make research learning more practical and prepares students for future academic
To Our Beloved Teachers, they will benefit from the integration of Arduino-based
projects in their curriculum, allowing them to adopt more interactive and student-centered
teaching methods. This will also offer professional development opportunities, helping
6
educators improve their instructional strategies and incorporate modern technology into
their lessons.
can be supported by the findings of this study. It will add to current knowledge about
excellence and fosters ongoing learning and development will be advantageous for the
school as a whole.
To Our Community, A more proficient and inventive STEM workforce will benefit
the broader society. This can stimulate technological progress, encourage economic
To the Department of Science and Technology (DOST), The findings of this study
align with DOST’s goal of promoting innovation in STEM education, offering insights
into hands-on learning approaches and their impact on skill development. To the
STEM education and integrate technology into the curriculum, providing data-driven
7
To Future Researchers, The findings of this research may be used by future
researchers who want to explore new teaching methods, educational tools, and project-
The study will mainly focus on Grade 11 students that aims to incorporate
Arduino-based learning through Project DATA. Its goal is to develop and to enhance
students research abilities. Students are trained in critical thinking data analysis, and
research involves devising and executing tasks that utilize Arduino technology in the
current STEM curriculum. Students engage in activities that involve data collection,
system automation and programming exercises to enhance the technical skills for the
demands of modern technology. During the academic semester, study is granted enough
time to complete the project, collect data, and evaluate its effectiveness. The study
subject to several limitations, despite its potential benefits the limited access to advanced
technological resources, such as specialized modules and additional sensors can limit the
complexity of tasks that students can perform Infrastructure constraints and budgetary
limitations may also impact the supply of essential equipment, and other materials such
as; Arduino, Rtc 1307, 1602 LCD Module, ac buzzer, male-male jumper cable, Relay
module, power supply, Resistors, 3-4 buttons, digital multi meter, breadboard.
data collection tools that may have inherent biases of limitation in capturing all relevant
8
difficulties such as hardware failures or software compatibility issues. While conducting
the research, attention will be directed towards improving and defining the academic
performance of participants. The project will be conducted in Pili National High School,
year 2024-2025.
DEFINITION OF TERMS
In this study, the terms used are conceptually and operationally defined as follows:
students develop technical and research skills by creating, coding, and testing circuits.
Arduino
this study, it is the primary tool used to teach students about electronics and programming.
Practical Research I
A Grade 11 STEM course designed to build research and analytical skills. This study
uses Arduino tools to assist students in collecting and analyzing data and solving real-
world challenges.
STEM Education
Problem-Solving Skills
The ability to identify, analyze, and overcome obstacles. In this study, students develop
these skills by troubleshooting and resolving issues with their Arduino circuits and
programming.
9
Research Skills
The ability to methodically gather, analyze, and evaluate information. This study helps
students refine these skills by conducting experiments using Arduino to solve practical
problems.
Technical Skills
Practical abilities like designing circuits and writing code. In this study, students use
Data Analysis
Students analyzed Arduino experiment data to gain insights and enhance design and
problem-solving skills.
The process of building effective electronic circuits. In this study, students design and
Computer Programming
Writing instructions to control devices. In this study, students learn to program Arduino
Servo
A type of motor that provides precise control of movement. In this study, students
integrate servos into their Arduino projects to carry out specific tasks such as rotation and
positioning.
Input
The data or signals received by a device. In this study, inputs like sensor readings or
10
Output
The actions or responses produced by a device based on input. In this study, outputs like
Researcher
The Grade 11 STEM students who conduct research, identify problems, and create
11
END NOTES
Education. https://www.deped.gov.ph/wp-content/uploads/2016/06/DO_s2016_014.pdf
Republic of the Philippines. (2019). Republic Act No. 10912: Continuing Professional
https://www.officialgazette.gov.ph/2019/07/21/republic-act-no-10912/
competency-framework/
http://www.apdip.net/publications/iespprimers/eprimer-ict.pdf
https://www.deped.gov.ph/
12
CHAPTER II
REVIEW OF RELATED LITIRATURES AND STUDIES
After the researchers conducted a comprehensive and in-depth search, this chapter
covers the relevant literature and studies. The studies and material reviewed for this
research cover the various theories, conclusions, and advancements pertaining to the
topic from the past to the present. This also involves the condition of the arts, the gap that
scientific concepts tangible and engaging for learners. Studies by Monk (2022), Taylor
and Gomez (2021), and Chen et al. (2020) collectively highlight how Arduino bridges the
gap between theoretical knowledge and practical application, fostering a dynamic, hands-
and test functional prototypes such as robotic arms, automated systems, and
environmental sensors, promoting active learning and skill development. Taylor and
Gomez (2021) documented high school students using Arduino to measure environmental
variables like temperature and humidity, while Patel (2019) showcased middle schools
reinforcing STEM principles and encouraging critical thinking. Chen et al. (2020)
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students debug and refine their designs, mirroring real-world engineering practices. This
process enhances technical understanding and critical thinking while fostering creativity
and innovation. Students gain firsthand experience with complex concepts such as
electrical current and data acquisition, making them more accessible and relatable.
Beyond technical skills, Arduino promotes soft skills like collaboration and
communication. Lin and Roberts (2021) noted how group-based Arduino projects require
students to articulate ideas, share responsibilities, and build consensus, essential for
academic and professional success. Arduino’s inclusivity, with its user-friendly interface
and extensive resources, ensures accessibility for students of all expertise levels,
engaging underrepresented groups in STEM fields. Studies argue that Arduino prepares
learning and adaptability. Taylor and Gomez (2021) suggest that widespread Arduino
complex challenges through innovation. Its integration into education equips learners
with the skills needed to thrive in technological landscapes, emphasizing its potential to
STEM education. Studies by Erdemir and Arslan (2020), Reyes et al. (2019), and Ahmed
and Patel (2021) collectively explore the educational impact of Arduino, emphasizing its
versatility and relevance. Erdemir and Arslan (2020) highlighted projects that address
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real-world challenges like smart irrigation and automated systems, enabling students to
approach problems creatively and critically. These activities foster analytical thinking as
students troubleshoot and optimize prototypes, with Reyes et al. (2019) observing marked
improvements in critical thinking skills. Ahmed and Patel (2021) noted that iterative
design processes encourage growth mindsets, enabling students to refine their solutions
through repeated testing and modification. Beyond technical skills, Arduino cultivates an
strategic thinking. For example, developing a smart irrigation system involves assessing
preparing students to address modern challenges. Reyes et al. (2019) highlighted how
and Patel (2021) noted that interdisciplinary projects integrating physics, mathematics,
and programming provide a holistic understanding of STEM fields. Erdemir and Arslan
opportunities to apply abstract concepts, bridging the gap between theoretical and
practical learning. Reyes et al. (2019) and Ahmed and Patel (2021) emphasized
15
Using Arduino to Develop Research Competencies of Students in School
Physics Education
Kuznetsov, Ivanov, and Lebedev (2020) explored the integration of Arduino
and motion while developing essential research skills like data collection, analysis, and
processes, students utilized sensors to monitor heat dissipation, study variations in light
intensity, and analyze forces affecting motion. They designed experimental setups,
developed hypotheses, and refined their methods to ensure accurate results, which
actively engaged them in the scientific method. Kuznetsov et al. (2020) emphasized that
projects also played a critical role in fostering essential soft skills like teamwork and
present findings, mirroring the dynamics of professional research teams. The cooperative
nature of these activities provided students with a realistic and enriching educational
interpersonal skills, which are vital for success in scientific and engineering fields.
16
students demonstrated ingenuity by modifying standard setups to examine external
understanding of underlying concepts. The study concluded that integrating Arduino into
high school physics education not only enhanced students’ grasp of scientific principles
but also prepared them for future STEM careers by cultivating research and inquiry skills.
the ability to analyze and present findings effectively. Supporting studies by Rodriguez
and Gomez (2019) and Li and Chen (2021) corroborated these findings, highlighting
contemporary research and industry. Arduino thus emerges as an indispensable tool for
equipping students with the skills and mindset required to excel in scientific and
technological fields.
support teaching and learning in natural sciences. The system was designed to facilitate
core of this approach was the use of open-source hardware and software, which the
interactive. The universal nature of the system allowed educators to adapt it for a range of
17
students were empowered to design and execute experiments, bridging the gap between
abstract scientific theories and their practical applications. The study highlighted key
features of the system, such as its modularity, affordability, and user-friendly interface,
which made it suitable for both high school and university-level education. Gingl et al.
noted that this platform encouraged students to engage in hands-on learning, fostering
critical thinking and problem-solving skills. By integrating Arduino into their curricula,
arguing that direct interaction with scientific concepts promotes deeper comprehension
and innovation, allowing students and teachers to share projects and ideas. This
communal aspect of the platform aligned with the broader goals of modern education,
which emphasize creativity, adaptability, and teamwork. Gingl et al. concluded that their
more dynamic and inclusive. They advocated for the widespread adoption of similar
affordability, educators could inspire the next generation of scientists and engineers while
Mário José Silva and colleagues (2018) explored the potential of Arduino to foster
18
constructivist theory. Their research emphasized that STEM education must
socioeconomic backgrounds, and learning styles. The study focused on how the Arduino
platform could serve as a unifying tool to create engaging, hands-on learning experiences
that appeal to a broad range of learners. By integrating Arduino into the curriculum,
their approach, which centered on active student participation and experiential learning.
The study demonstrated that Arduino projects allowed students to construct their
understanding of STEM concepts by designing, testing, and refining their own creations.
fostering an engaging and inclusive learning environment. For instance, the researchers
which required them to combine programming, engineering, and design skills. These
projects were adaptable to different skill levels, enabling educators to tailor activities to
individual or group needs. The affordability and versatility of Arduino were also critical
to its success in promoting inclusion. Silva et al. emphasized that the low cost of Arduino
the sharing of teaching materials and project ideas among educators worldwide. The
study also addressed the role of collaboration in inclusive education, as Arduino projects
often required students to work in teams. This teamwork fostered communication, mutual
19
environments. Silva et al. concluded that Arduino’s adaptability, affordability, and
collaborative potential made it a powerful tool for inclusive STEM education. They
recommended its widespread integration into curricula, arguing that it could bridge
based projects could provide a hands-on platform for developing these essential skills.
The research involved students engaging in robotics projects, such as building and
concepts like algorithms, loops, and conditional statements. Yılmaz et al. found that these
technical skills. The study also explored how these projects influenced students’
their problem-solving skills and a greater appreciation for the interdisciplinary nature of
STEM fields. For example, students described how they had to integrate knowledge from
20
approach not only strengthened their understanding of individual subjects but also
demonstrated the inter connectedness of STEM disciplines. Yılmaz et al. emphasized the
role of collaboration in these projects, as students often worked in teams to design, test,
and refine their robots. This teamwork fostered interpersonal skills like communication,
leadership, and adaptability, which are crucial for success in modern STEM careers. The
making such projects feasible for a wide range of schools, including those in
underprivileged areas. They argued that Arduino’s open-source nature allowed educators
to customize projects to suit their students’ needs, ensuring that all learners could benefit
from the platform. Yılmaz et al. concluded that project-based Arduino robotics activities
were highly effective in enhancing computational thinking and STEM skills. They
recommended integrating such projects into STEM curricula to prepare students for the
challenges of the 21st century, emphasizing their potential to inspire innovation and
creativity.
STEM activities into biology education, focusing on teaching human body systems. The
study aimed to make complex biological concepts more accessible and engaging for high
school students by combining coding, engineering, and biology. Yılmaz et al. developed
and implemented five STEM activities that utilized Arduino technology to simulate and
study biological processes, such as heartbeat regulation and respiratory functions. These
21
Arduino could simplify abstract biological concepts by allowing students to visualize and
interact with the processes they were studying. For instance, one activity involved
creating a model of the circulatory system that used sensors to monitor and regulate flow
rates, mimicking the function of the human heart. Through such projects, students gained
a deeper understanding of biological principles while also learning how to use technology
to analyze and solve real-world problems. Yılmaz et al. emphasized the interdisciplinary
nature of these activities, which required students to apply coding, engineering, and
collaborative aspect of these projects, as students worked in teams to design, build, and
refine their models. This teamwork helped develop essential interpersonal skills, such as
professional STEM environments. The authors noted that the affordability and
accessibility of Arduino made it an ideal tool for integrating technology into biology
platform, educators could customize activities to meet their students’ needs and share
resources with other teachers. Yılmaz et al. concluded that Arduino-based STEM
interactive and relevant. They recommended incorporating similar projects into curricula
22
Low-Cost Arduino to Foster the Engineering Design Process in STEM
Education
Garcia and P. Solis (2023) examined the use of low-cost Arduino kits to teach the
engineering design process in high school STEM education. Their study focused on how
Projects such as pollution detectors and automated watering systems served as examples
of practical applications that allowed students to solve real-world challenges. The authors
emphasized the affordability of Arduino kits, highlighting their role in making STEM
platform, Arduino allowed educators to create inclusive learning environments where all
students could participate in high-quality STEM education. The study also explored how
worked through the engineering cycle, they were encouraged to think outside the box and
develop innovative solutions to complex problems. Garcia and Solis noted that the hands-
design, where setbacks were viewed as opportunities to learn and improve. This process
fostered resilience and a growth mindset, qualities that are essential for success in STEM
fields. Collaboration was another key element of these projects, as students often worked
in teams to design and build their devices. This teamwork not only developed
interdisciplinary collaboration is critical. The study concluded that low-cost Arduino kits
were a powerful tool for teaching engineering design in STEM education. By integrating
23
Arduino into the curriculum, educators provided students with opportunities to develop
both technical and soft skills in a practical, engaging way. Garcia and Solis advocated for
access to STEM education and inspire the next generation of innovators and engineers.
Smith, Johnson, Chen, Martinez, and Walker (2021) explored the effectiveness of
Arduino technology in high school education for teaching computational thinking and
and programmable LED displays. These projects provided a practical framework for
Students explored both the logical and creative aspects of coding, creating an interactive
programming concepts like conditional statements, loops, and real-time data processing.
This process enhanced their understanding of coding and emphasized the importance of
debugging and iterative design. Smith et al. (2021) noted that these iterative tasks
students break down complex problems, identify patterns, and create algorithms. Through
24
activities like temperature monitoring systems, students bridged the gap between
theoretical STEM concepts and practical applications, preparing them for careers
making its development at an early stage critical. Arduino's accessibility and adaptability
were also praised for fostering creativity and critical thinking. Unlike rigid coding
exercises, Arduino projects allowed students to experiment, think outside the box, and
systems, developed interpersonal skills like teamwork and communication. The study
and computational thinking skills, preparing them for fields like software development
and engineering. Smith et al. (2021) recommended incorporating Arduino into STEM
Davis and Kim (2020) and Patel et al. (2019) reinforced these findings, highlighting
Arduino's role in fostering innovation and adaptability. Together, these studies advocated
program covering circuit building, coding, and project development. Projects like
25
temperature sensors and automated systems provided practical contexts for applying
theoretical knowledge. The study found that Arduino training significantly enhanced
experimenting with problem-solving approaches and grew more assured in their abilities
as they successfully completed projects. Villanueva et al. (2020) suggested that this
cultivate STEM skills and foster a passion for learning. Arduino programming was seen
as particularly effective in engaging diverse students, including those with limited prior
exposure to STEM subjects. This inclusivity helped create a more engaging and equitable
learning environment. The hands-on nature of Arduino activities provided a bridge for
training supported the development of essential soft skills like patience, persistence, and
collaboration. Troubleshooting and revising code fostered a growth mindset, while group
projects encouraged teamwork and idea-sharing. These skills were deemed critical for
academic and professional success. Villanueva et al. (2020) concluded that integrating
Arduino programming into junior high school curricula offered a valuable opportunity to
26
build critical technical and interpersonal skills. They advocated for widespread adoption
and critical thinking, all of which are vital for success in STEM fields.
Law in high school physics, focusing on a hands-on experiment where students used
heated object and connecting them to Arduino, students recorded temperature changes at
intervals to calculate the time constant, a critical parameter in the law. The study
scientific method, students collected data, formed hypotheses, and analyzed results,
gaining firsthand experience in research methods. Arduino also fostered critical thinking
to see science as an active investigative process rather than passive learning. Lopez (2021)
more accessible and engaging. This approach not only improved understanding but also
prepared students for future studies in science and engineering by developing essential
research skills. Lopez advocated for incorporating Arduino projects into curricula,
asserting their value in fostering independent inquiry and a deeper appreciation for
27
physics. These experiments transformed classrooms into dynamic environments where
students actively engaged with scientific concepts, bridging theory with practice in
meaningful ways.
2021.
Arduino, an open-source electronics platform, has become the go-to option for
anyone working on interactive hardware and software projects. An Arduino board (such
as the Uno) connected to a breadboard with plugins such as inputs, sensors, lights, and
How to achieve this is by prototyping with Arduino. Prototyping with Arduino has grown
in popularity with the increased use of the Arduino platform. Prototyping with Arduino,
however, is not an easy task for non-programmers with interest in the field. With
increased public interest in the field will come a need for accessible information. This
compare existing primary studies on prototyping with Arduino. We found about 130 of
28
such studies, all peer-reviewed and published within the last 15 years, including these
years (2015–2020). These studies were tediously and carefully chosen through a three-
step process. In this paper, a cautious analysis of selected studies was followed by a clear
description of the methods applied. The methods were categorized according to the
success rate of the studied prototypes. Results obtained can be used in researches on the
best technique to adopt while prototyping with Arduino. They can also be used in
electronics researches and by individuals who wish to obtain a guide on prototyping with
regarding the use of micro-controllers for the Internet of Things (IoT). This literature
review is aimed specifically to find out the use of microcontroller technology of IoT for
the health sector. The microcontroller system being studied is specific using the Arduino
board. The research method uses a systematic review with 4 (four) stages of work:
identification, screening, eligibility, and input. Search articles using three databases:
IEEE Xplore, IOP and Springer Link during these past five years (2015-2019). The
articles are should based on international proceedings and journals in English that
accessed by full text. The result of study found that 859 research articles have discussed
the use of the microcontroller to the IoT. Most of the articles published in international
proceedings and the researches are from developed countries. The Arduino board uses the
Arduino uno model and the temperature type of sensors, humidity sensors, gas sensors,
smoke sensors, camera sensors, light sensors, and motion sensors. Microcontroller
29
systems for IoT can be used in various fields such as house construction, industry,
condition. For example: monitoring the patient's heart rate, hearing aid technology,
navigation assistance for the visually impaired, smart home for disabled people, and
than the traditional teaching method is an obligation for teachers. For this reason,
teachers need resources whose validity and reliability are tested that they can use in their
lessons. In this study, a part of the technology content resource that teachers need for a
biology lesson is presented. According to this result, it can be said that Arduino-
supported STEM education improves students’ abilities to establish cause and effect
relationships. Considering that generations that have grown up in the 21st-century have
grown alongside technology, it is thought that integrating technology into lessons helps
students learn the subject. As a result of the study, a significant difference was found
between the Arduino-supported STEM activities developed and the students’ skills of
supported STEM education found the course to be entertaining and educational, and the
future goals of these students were affected. In order to bring individuals who love their
profession into the future, Arduino-supported STEM education should be applied and
30
Analyzing the effects of Arduino applications on students’ opinions, attitude
and self-efficacy in programming class Education and Information Technologies
The purpose of this study was to determine IT teacher candidates’ attitudes, self-
participants of this study consisted of 2nd class students in Computer Education and
research consisted of undergraduate students who takes C programming course, and who
also undertook traditional teaching as well as weekly Arduino applications that matched
with weekly topics. Programming attitude and self-efficacy perception scales were used
to specify students’ attitude towards the course and self-efficacy perception. The study
findings showed that using micro-controllers such as Arduino for laboratory applications
in programming education was of a positive effect on students’ attitudes, which was also
supported by interview findings. Accordingly, almost all of the students described this
self-efficacy perception towards programming were also investigated and the findings
demonstrated that there was no statistically significant difference, which was proven by
the quantitative data obtained from the interviews. In this sense, although students
perceived programming education with Arduino as positive, they were careful about this
skills, attitudes and knowledge around technology. Education around these tools is often
set in group contexts and collaboration is typically considered an important part of the
31
learning process. However, much of the software tools currently available are still
designed around a laptop programming. This paper explores how to design tools that
invite collaborative interactions, in particular how mobile software tools, with heavy
usage of video as an interactive resource, could allow for collaborative sketching and
Education, this paper sketches out a vision for how the software tools used for learning
physical computing can be re-designed to better work within the context of group work
robotics applications produced in Turkey between the years 2010–2021. The aim is to
provide a broad perspective on current studies by revealing the existing situation in the
literature. For this purpose, 124 postgraduate theses in the national thesis database were
examined within the scope of the research. Experimental design with the quantitative
method and the quasi-experimental pre-test post-test control group was widely used as
research methods. Research in the theses was mostly conducted in secondary schools.
The implementations lasted between 1 and 2 months (6–8 weeks). The size of the study
groups were 31–100 and the sample selection was appropriate for its purpose. Lego sets
and Arduino sets were used the most in information technologies and software and
science courses. The proposals sections of the theses suggest that future research should
carry out studies with longer-term implementations and larger sample groups. For
32
practitioners, the theses suggest that robotics-based activities should be added to the
curriculum in every age group. They emphasize the need for a STEM-based robotics
course for teachers as an in-service training course and that it would be beneficial to have
computer science, and electrical engineering students. Engineering students usually face
the complexity of working with programming languages that demand compliance with
syntactic and semantic rules, which typically represent a daunting task for novice
students. Watching textual messages on the screen only, like the classic “hello world,” is
no longer attractive in the current information society, a missing motivation and possible
solutions like that. Using Arduino, students create digital circuits and computational
simulator, and the results obtained permit us to plan future online education strategies for
this major. The next step will be the application of Arduino and the online simulator to
The primary limitations encountered in this experiment were the students’ lack of
experience with electronics concepts to build circuits and, in some cases, the low internet
experiences in classroom was not a significant challenge for teachers and most students.
33
However, problems could arise when students perform practical experiences using real
Arduino boards in traditional classes for the availability requirement of Arduino and
one killer in Indonesia. The need for ECG devices is still very much needed, especially
for remote areas in the village. In the implementation, a simple, inexpensive, and reliable
ECG design is essential. Therefore, the purpose of this study is to review the state-of-the-
art design of the ECG design to find the best choice in the development. This review
communication design, which this design can be a benefit for students, lecturers, and
researchers to design the ECG machine. In this review, we collected and selected some
references from any sources, especially from an international journal and proceeding.
Furthermore, we classify the discussion into three areas, namely analog pre-amplifier,
built-in instrumentation amplifier (90%) is used a lot than a single operational amplifier.
A microcontroller unit based on Arduino is still a favorite (30%) to be used in this design.
More studies preferred to used Bluetooth communication (30%) to transfer the ECG data.
A potential development could be obtained in this paper review for further efficient and
low-cost design.
34
Smart wearable technologies such as fitness trackers are creating many new
opportunities to improve the quality of life for everyone. It is usually impossible for
unfamiliar area without external assistance. The design space for assistive technologies
for the visually impaired is complex, involving many design parameters including
operations, low battery usage, low computation and memory requirements, ensuring that
maturity, and they do not fully meet user satisfaction, thus more effort is required to bring
innovation to this field. In this work, we develop a pair of smart glasses called LidSonic
that uses machine learning, LiDAR, and ultrasonic sensors to identify obstacles. The
LidSonic system comprises an Arduino Uno device located in the smart glasses and a
smartphone app that communicates data using Bluetooth. Arduino collects data, manages
the sensors on smart glasses, detects objects using simple data processing, and provides
buzzer warnings to visually impaired users. The smartphone app receives data from
Arduino, detects and identifies objects in the spatial environment, and provides verbal
feedback about the object to the user. Compared to image processing-based glasses,
LidSonic requires much less processing time and energy to classify objects using simple
LiDAR data containing 45-integer readings. We developed the complete LidSonic system
using off-the-shelf inexpensive sensors and a microcontroller board costing less than
USD 80. The intention is to provide a design of an inexpensive, miniature, green device
that can be built into, or mounted on, any pair of glasses or even a wheelchair to help the
35
visually impaired. This work is expected to open new directions for smart glasses design
This paper reviews past, existing, and future gas leakage detection and monitoring
systems. Over the past few years, there has been an increase in interest in technologies,
systems, and procedures to detect and monitor gas leakage in reducing the number of fire
accidents and injuries related to subjects. The gas leakage detection activity with a
combination of GSM and IoT-based systems has become more important as this medium
is more efficient, practical, and cheaper in monitoring capabilities. In January 2018, Fire
and Rescue Department Malaysia reported there are 48 cases of accidents that occurred
related to gas (Fire and Rescue Department Malaysia, 2018). Thus, this statistic indicates
the need for reliable and efficient gas leakage detection and monitoring with a safety
system that could alert or warn the user/people at surrounding before any mishaps happen.
Several approaches and methods have been developed to reduce the incident related to
This paper briefly reviews the literature on gas leakage detection, monitoring, and safety
systems. The findings from this review are discussed in the light of directions for future
36
SYNTHESIS/STATE-OF-THE-ART
Arduino has become an essential tool in STEM education, making complex concepts
more accessible through hands-on projects like building robots, environmental sensors, and
automated systems. These activities not only improve problem-solving and creativity but also
teach students valuable teamwork and communication skills (Garcia & Solis, 2023). Its
affordability and adaptability allow schools with limited resources to offer engaging and
sensors to study Newton’s Cooling Law, help students connect abstract theories to real-world
STEM education and preparing students for future challenges in technology and innovation.
concepts, especially in the realm of data collection and analysis. While there are
classrooms. This would include the proper use of digital tools such as Arduino in
gathering and analyzing real-world data in the context of enhancing research skills for
high school students. The present study fills this gap by exploring how the use of digital
training activities involving Arduino can help improve the practical research skills of
Grade 11 STEM students. This research provides students with the opportunity to work
on projects involving Arduino technology and explores how such activities can lead to
37
practical research. This approach not only aims to bridge the gap in practical research
education but also promotes student engagement through hands-on learning in the rapidly
growing field of digital technology. It places the study in a niche of filling specific
38
THEORETICAL FRAMEWORK
39
Community-Based Learning Theory (CBLT)
develop technical expertise but also gain an appreciation for how their efforts can address
local issues. This real-world application enriches their educational experience, making it
David Kolb’s Experiential Learning Theory posits that effective learning is grounded
DATA aligns with this model by engaging students in practical tasks, such as designing
circuits and programming Arduino devices. Through these activities, students apply
theoretical concepts, reflect on their progress, develop new ideas, and experiment to solve
problems. This cyclical process reinforces their technical knowledge and critical thinking,
Project DATA incorporates this approach by fostering collaboration among students who
40
design, build, and troubleshoot projects together. These team-based activities encourage
idea sharing and mutual problem-solving. Vygotsky’s concept of the Zone of Proximal
Development (ZPD) is also evident, as students are guided by peers and instructors who
environment enhances both their technical skills and their capacity for cooperative
learning.
Everett Rogers’ Innovation Diffusion Theory explains how new technologies and
ideas spread within a social system. This framework is highly applicable to Project
DATA, which aims to introduce Arduino technology to students and educators. The
confirmation. Students are first exposed to Arduino technology, then engage with it
completing their projects and sharing their results, students become advocates of
innovation within their communities. Researcher's Theory This study evaluates how
learning, assessing the modules' design, functionality, and ability to connect theory with
real-world applications.
41
CONCEPTUAL FRAMEWORK
OUTPUT
INPUT PROCESS
FEEDBACK
42
The conceptual framework is the graphical presentation designed such as
input, process, and output which was systematized into three chronological
block diagram.
Input involves 0the necessary materials, such as wood, plywood, metal, and nails,
to construct a durable protective structure for the device. The Arduino microcontroller
serves as the core, connected to sensors, trackers, and monitors, which act as the device's
sensory and output systems. These components provide the foundational elements for the
Process begins with building a durable base using the gathered materials. Next, the
Arduino is programmed to control the connected components. Following this, the device
is assembled by integrating the Arduino with the sensors, trackers, and monitors. The
prototype undergoes several trials to test its performance, identify flaws, and implement
Output focuses on the results of the testing phase. It assesses the accuracy and
stability of the Arduino program, the reliability of the tracking and sensing systems, and
the overall durability of the device. This phase aims to determine the effectiveness of the
device and the improvement of students' research skills, providing valuable feedback for
Feedback captures the researchers' observations during the trials, highlighting the
strengths and weaknesses of the device. This evaluation helps in understanding the
device’s performance and guides further improvements. The feedback also reflects the
students' learning progress, emphasizing the practical application of their skills and
43
END NOTES
-Ahmed, R., & Patel, S. (2021). Effects of STEM-focused Arduino practical activities
on problem-solving and entrepreneurship skills. Journal of Educational Innovation, 12(4),
56-72.
-Chen, L., Taylor, R., & Gomez, F. (2020).Using Arduino in Science, Technology,
- Erdemir, N., & Arslan, T. (2020). Fostering critical and analytical skills through
Arduino-based learning. STEM Education Review, 8(1), 23-35. Gingl, Z., Kovacs, M.,
- Kuznetsov, S., Ivanov, A., & Lebedev, P. (2020). Integrating Arduino into high school
-Reyes, D., et al. (2019). Arduino-based educational approaches for STEM engagement.
- Silva, M. J., & Colleagues. (2018). Inclusive education on STEM subjects with the
-Yılmaz, M., et al. (2019). The effect of project-based Arduino educational robot
44
CHAPTER III
METHODOLOGY
This chapter outlines the methodology used in developing the Portable Arduino-
Based Learning Kit for various science activities. It covers the entire process, including
planning, research design, and the research instruments employed. Additionally, this
section details the robotic components and repurposed materials used in the development
of the project. The methods of analysis, data sources, data collection, and procedures are
RESEARCH DESIGN
and correlational research designs. The experimental design measured the effectiveness
performance before and after the intervention. Meanwhile, the correlational design
performance, and interest in STEM subjects. The findings aim to determine the potential
programming tools. The feasibility of the project was assessed to ensure that Arduino
boards, software platforms, and other critical components were both accessible and
45
suitable for extended use. These factors were carefully evaluated to guarantee that the
project would serve as an effective STEM learning tool, fostering technical skills,
46
.
47
BLOCK DIAGRAM
PHASE 1(EXERCISE 5)
POTENTIOMETER
(ANALOG PIN)
48
CIRCUIT DIAGRAM
Excercise 4 Phase 1
This diagram shows the connection of potentiometer, buzzer, led's, resistor, servo
49
Step3. Connecting the 7-segment display
•A=2
•B=3
•C=4
•D=5
•E=6
•F=7
•G=8
•COM(GND)= GND
50
Step4. Connecting the buzzer
•Negative(-)- GND
51
PROTO TYPE DESIGN
Excercise 4 Phase 1:
ALGORITHM
Excercise 4 Phase 1:
1. Initialize Components
•Setup potentiometer (A0), servo (D9), buzzer (D10), Led's (D11, D12), and 7-segment
display (D2-D8).
3. Execute conditions:
•10 < value < 120 to LED1 ON, LED2 OFF, display "8".
•121 < value < 520 to LED1 ON, LED 2 OFF, display "8".
•521 < value < 820 to LED1 OFF, LED2 ON, display "3", rotate servo 180° Counter
Clock Wise.
52
FLOWCHART
53
PROGRAMMING
Arduino with a USB cable. Next, launch the Arduino IDE, select the
appropriate board from the Tools board, and connect the Port from the tools-
Serial port. Then, after clicking the Upload Icon or going to File- Upload,
54
7-Segment Display for Real-Time Data Visualization
To visually represent numerical data like voltage, current, and power in electronic
communication (I2C, SPI, UART). The display includes current-limiting resistors for
protection and longevity. By using multiplexing, multiple digits can be displayed with
minimal pin usage, ensuring power efficiency. This setup provides real-time, clear data
55
MAX7219
used the MAX7219. It connects easily to Arduino via a provided code library. By
supplying a 5V DC power source and connecting the data pins, real-time values can be
displayed. The MAX7219 uses a serial SPI interface, enabling efficient control of
multiple displays with minimal wiring. The module features internal multiplexing and
Figure ? MAX7219
56
RESPONDENT
random students and STEM students from both JHS and SHS levels at Pili National High
School and experts from the field of energy specifically electricity. The researchers
selected 10 STEM students from both senior and junior high schools of the Pili National
High School, this was done to avoid bias opinions and answers. Similarly, a total of 35
students were randomly selected from various sections and grade levels. Lastly, 5 experts
RESEARCH INSTRUMENT
A pre-test and post-test were given to assess students’ competencies in research skills,
innovation, hardware circuit design, and programming both before and after the
implementation of Project DATA. These assessments helped measure the progress and
scale was used to gather students’ feedback on their experiences, perceptions, and
satisfaction with the training activities. To systematically record student participation and
projects. This rubric measured key factors such as accuracy, efficiency, problem-solving
ability, and creativity. Furthermore, a device functionality test log was maintained to
document the performance of devices over multiple trials, ensuring the reliability and
57
consistency of the training equipment. By utilizing these research instruments, the study
was able to collect structured and comprehensive data, providing valuable insights into
the effectiveness of Project DATA in improving students’ skills and learning experiences.
DATA GATHERING
results.For Statement of the Problem 1 and 2, the researchers used survey questionnaires
with a checklist to collect data on the baseline and post-implementation status of Grade
11 STEM students in terms of research skills, innovation, hardware circuit design, and
programming skills. The data gathered were analyzed using the mean to determine
improvements in these skill areas.For Statement of the Problem 3 and 4, the researchers
conducted observations and validations to assess the challenges faced during the pre-
were further analyzed using the t-test to determine significant differences in students'
skills before and after the implementation.For Statement of the Problem 5, the researchers
performed content analysis and expert validation to identify potential future projects
based on the research findings. The results were systematically evaluated to determine
areas for further improvement and innovation.By utilizing these data-gathering methods,
insights into the effectiveness of Project DATA in enhancing the skills of Grade 11
STEM students.
58
DATA ANALYSIS
The researchers utilized an evaluation checklist as the primary instrument to assess the
improvement of skills among Grade 11-STEM students through Project DATA. This
checklist will focus on evaluating research skills, innovation, hardware circuit design, and
programming abilities.
Problem 1.What is the baseline status of Grade 11 STEM students before the
1.2 Innovation
tracked the students' competency growth in Project DATA, allowing for a comprehensive
Through the use of an evaluation checklist, the researchers efficiently observed and
59
Age:________________________
Date:_______________________
Instructions:Please assess your skills by selecting the option that best describes your
EVALUATION CHECKLIST
MEMBERS
60
EVALUATION CHECKLIST
MEMBERS
SKILLS in PROGRAMMING
61
RESEARCH and INNOVATION
Problem 2.What is the status of Grade 11 STEM students after the implementation
2.2 Innovation
62
Using an Evaluation Checklist,the researchers effectively monitored the students
Age:________________________
Date:_______________________
Instructions:Please assess your skills by selecting the option that best describes your
EVALUATION CHECKLIST
MEMBERS
63
5. Familiar the Analog Pin in the Arduino Pin
Configuration.
SKILLS in PROGRAMMING
64
1. Know how to make a review of related studies in
RESEARCH.
65
REFERENCE EVALUATION CHECKLIST
Age:________________________
Date:_______________________
Instructions:Please assess your skills by selecting the option that best describes your
EVALUATION CHECKLIST
MEMBERS
66
Microcontroller to the Circuit Board
SKILLS in PROGRAMMING
67
4. Know how to gather data and interpret the results
of Qualitative Research.
Problem 4.How precise and accurate are the skills demonstrated by Grade 11
These tables allow the researchers to assess the precision and accuracy of
TRAINING ACTIVITIES
68
PROGRAMMING COMPETENCIES
color
1.5 Familiar the control loop, if else condition and switch case
statement.
HARDWARE COMPETENCIES
color
2.3 Know how to install the input devices such as sensors and
switches.
2.4 Familiar the pin setup of GND, VCC and OUTPUT signal
in sensor devices.
2.6 Know how to Install the pull-up resistor and pull down
resistor.
69
RESEARCH AND INNOVATION COMPETENCIES
color
3. PRACTICAL RESEARCH1
Age:________________________
Date:______________________
70
5 - Strongly Agree 4 - Agree 3 - Neutral 2 - Disagree 1 - Strongly Disagree
Instructions: Please indicate your level of agreement with the following statements by
5 4 3 2 1
71
Functionalitie 13. .The LED light works properly, signaling
that the car is powered on and functioning.
s
14. The Bluetooth module successfully receives
commands from a mobile device when needed.
72
GANTT CHART
This part of the study illustrates the project's schedule of the innovation in making the
research. Shaded regions are the days of a certain month consumed during the study.
Accumulation of Hardware
Component
73
CHAPTER IV
This chapter discusses the analysis and interpretation of data obtained during the
were employed to collect information for enhancing the Practical Research I skills of
Grade 11 STEM students through Project DATA (Digital Arduino Training Activities).
The results are explained descriptively, using qualitative insights to explore participants’
RESULTS
This section of the paper details the development and creation of Improving the
Arduino Training Activities). It explains how the device and software application
function, along with the findings gathered by the researchers during testing and
evaluations.
Problem 1.What is the status of grade 11 STEM BEFORE implementing the project
1. Research skills
1.2 Innovation
1.4 Programming
74
EVALUATION CHECKLIST
MEMBERS
1. Familiar about
the meaning of
Arduino
Microcontroller in
Robotics
Education.
2. Know how
to interpret the
schematic
diagram in a
circuit board.
3. Know how to
determine the pin
indicator of the
positive charge
VCC as 5v and Gnd
as Negative Charge
in Arduino
Microcontroller.
4. Have already
connect the led in
the circuit board
to interface the
Arduino
Microcontroller.
5. Familiar
the Analog
Pin in the
Arduino Pin
Configuration.
75
EVALUATION CHECKLIST
MEMBERS
6. Had already
connected the
USB cable from
Arduino to laptop
or DESKTOP.
7. Know how to
connect buzzer in
the Arduino
Microcontroller
to the Circuit
Board.
8. Know
how to
connect
SERVO
device in
the
Arduino
Microcontr
oller.
9. Know how
to connect
SEVEN
SEGMENT
Display output
device in the
Arduino
Microcontrolle
r.
10.
Know
how to
connect
sensor
device in
the
Arduino
76
EVALUATION CHECKLIST
MEMBERS
Microco
ntroller.
SKILLS
in
PROGR
AMMIN
G
1. Know
how to
create
the
flowchar
t of the
program
.
2. Know how to
debug the program in
Java programming.
3. Had already
installed the software
Arduino
Microcontroller
4.Know how to
interpret the program.
77
serial print command.
RESEARCH and
INNOVATION
1. Know how to
make a review of
related studies in
RESEARCH.
2. Know how to
make the research
methodology in
Qualitative Research.
3. Had already
created the
conceptual and
theoretical
framework.
4. Know how to
gather data and
interpret the results
of Qualitative
78
Research.
5. Know how to
Revise the statement
of the problem based
on the introduction
and research
methodology.
6. Know how to
make an introduction
of Chapter I of
Qualitative Research.
7. Know How to
make a significant of
the Study in
Qualitative Research.
8. Know How to
make a Scope and
Delimitation in
Qualitative Research.
9. Know how
formulate the
research design
methodology.
10.Familiar to write
the data gathering in
research Study.
11.Know how to
construct the data
analysis plan.
79
implementing Project DATA. The pre-evaluation showed that most students struggled
Before the project, only two students had prior experience, while the rest faced
enhance learning, peer mentoring, clearer research frameworks, and more hands-on
Problem 2.What is the status of Grade 11 STEM students after the implementation
2.2 Innovation
EVALUATION CHECKLIST
MEMBERS
80
EVALUATION CHECKLIST
MEMBERS
SETUP
1. Familiar about
the meaning of
Arduino
Microcontroller in
Robotics
Education.
2. Know how
to interpret the
schematic
diagram in a
circuit board.
3. Know how to
determine the pin
indicator of the
positive charge
VCC as 5v and Gnd
as Negative Charge
in Arduino
Microcontroller.
4. Have already
connect the led in
the circuit board
to interface the
Arduino
Microcontroller.
5. Familiar
the Analog
Pin in the
Arduino Pin
Configuration.
6. Had already
connected the
USB cable from
Arduino to laptop
81
EVALUATION CHECKLIST
MEMBERS
or DESKTOP.
7. Know how to
connect buzzer in
the Arduino
Microcontroller
to the Circuit
Board.
8. Know
how to
connect
SERVO
device in
the
Arduino
Microcontr
oller.
9. Know how
to connect
SEVEN
SEGMENT
Display output
device in the
Arduino
Microcontrolle
r.
10.
Know
how to
connect
sensor
device in
the
Arduino
Microco
ntroller.
82
EVALUATION CHECKLIST
MEMBERS
SKILLS
in
PROGR
AMMIN
G
1. Know
how to
create
the
flowchar
t of the
program
.
2. Know how to
debug the program in
Java programming.
3. Had already
installed the software
Arduino
Microcontroller
4.Know how to
interpret the program.
83
8.Had already use
pinMode command
in creating a
program.
RESEARCH and
INNOVATION
1. Know how to
make a review of
related studies in
RESEARCH.
2. Know how to
make the research
methodology in
Qualitative Research.
3. Had already
created the
conceptual and
theoretical
framework.
4. Know how to
gather data and
interpret the results
of Qualitative
Research.
5. Know how to
Revise the statement
of the problem based
on the introduction
and research
methodology.
84
6. Know how to
make an introduction
of Chapter I of
Qualitative Research.
7. Know How to
make a significant of
the Study in
Qualitative Research.
8. Know How to
make a Scope and
Delimitation in
Qualitative Research.
9. Know how
formulate the
research design
methodology.
10.Familiar to write
the data gathering in
research Study.
11.Know how to
construct the data
analysis plan.
The evaluation checklist revealed that Grade 11 STEM students displayed varying
In research skills, students were assessed on their ability to review related literature,
develop research methodologies, collect and analyze data, and write research reports. The
results indicate that most students successfully completed these tasks, showcasing their
85
For innovation, students were evaluated based on their creativity and ability to apply new
ideas in their work. Since innovation is closely linked to research, their capacity to
integrate findings into the project was also assessed. The checklist reflects progress in
this area, showing that students effectively incorporated innovative solutions and
improvements.
Regarding hardware circuit design, students were tested on their ability to interpret
schematic diagrams, connect Arduino components, and assemble the physical hardware.
The evaluation shows that most students accomplished these tasks effectively,
programming, flowchart creation, and software installation. The checklist indicates that
while some students successfully applied programming concepts, others faced difficulties
with coding and debugging. This suggests that while many showed proficiency in using
Overall, the evaluation suggests that Grade 11 STEM students made significant
progress in research, innovation, hardware circuit design, and programming. While they
exhibited strong capabilities in research and hardware assembly, some students require
86
Problem 3. What are the challenges encountered during the pre-implementation
EVALUATION CHECKLIST
MEMBERS
1. Familiar about
the meaning of
Arduino
Microcontroller in
Robotics
Education.
2. Know how
to interpret the
schematic
diagram in a
circuit board.
3. Know how to
determine the pin
indicator of the
positive charge
VCC as 5v and Gnd
as Negative Charge
in Arduino
Microcontroller.
4. Have already
connect the led in
the circuit board
to interface the
Arduino
Microcontroller.
5. Familiar
the Analog
Pin in the
87
EVALUATION CHECKLIST
MEMBERS
Arduino Pin
Configuration.
6. Had already
connected the
USB cable from
Arduino to laptop
or DESKTOP.
7. Know how to
connect buzzer in
the Arduino
Microcontroller
to the Circuit
Board.
8. Know
how to
connect
SERVO
device in
the
Arduino
Microcontr
oller.
9. Know how
to connect
SEVEN
SEGMENT
Display output
device in the
Arduino
Microcontrolle
r.
10.
Know
how to
connect
sensor
88
EVALUATION CHECKLIST
MEMBERS
device in
the
Arduino
Microco
ntroller.
SKILLS
in
PROGR
AMMIN
G
1. Know
how to
create
the
flowchar
t of the
program
.
2. Know how to
debug the program in
Java programming.
3. Had already
installed the software
Arduino
Microcontroller
4.Know how to
interpret the program.
89
7.Had already use
digitalWrite
command to specify
the output and input
of the devices.
RESEARCH and
INNOVATION
1. Know how to
make a review of
related studies in
RESEARCH.
2. Know how to
make the research
methodology in
Qualitative Research.
3. Had already
created the
conceptual and
theoretical
framework.
4. Know how to
gather data and
interpret the results
of Qualitative
Research.
90
5. Know how to
Revise the statement
of the problem based
on the introduction
and research
methodology.
6. Know how to
make an introduction
of Chapter I of
Qualitative Research.
7. Know How to
make a significant of
the Study in
Qualitative Research.
8. Know How to
make a Scope and
Delimitation in
Qualitative Research.
9. Know how
formulate the
research design
methodology.
10.Familiar to write
the data gathering in
research Study.
11.Know how to
construct the data
analysis plan.
There's a lot of Challenges we encounter as we began and finish the Project DATA.
Although it was hard we did our best and overcome these challenges. For the pre-
implementation the first challenge we encountered are the lack of knowledge and skills
91
that make us be clueless and confused on how to do in this project. Some of us also don't
have an experience in the field of this Project. We also encounter the lack of materials
well as our very crucial challenge is the lack of time to do this Project that make us in a
pitch because this Project is a time consuming. Also for the making a code and debugging
Problem 4. How precise and accurate are the skills demonstrated by Grade 11
TRAINING ACTIVITIES
PROGRAMMING COMPETENCIES
color
1.5 Familiar the control loop, if else condition and switch case
statement.
92
1.6 Know how to create algorithm.
HARDWARE COMPETENCIES
color
2.3 Know how to install the input devices such as sensors and
switches.
2.4 Familiar the pin setup of GND, VCC and OUTPUT signal
in sensor devices.
2.6 Know how to Install the pull-up resistor and pull down
resistor.
color
3. PRACTICAL RESEARCH1
93
3.5 Know how to paraphrase the review of related literature
and studies.
LEGEND
• VERY COMPETENT
• COMPETENT
• NEEDS IMPROVEMENT
• NOT COMPETENT
competency titled "Project Data Digital Arduino Training Activities" and is designed to
assess both individual and group performance across three main areas: Programming
coding and programming concepts using the Arduino IDE. This includes explaining the
IDE, debugging code errors, and applying control structures such as loops, if-else
conditions, and switch-case statements. The group is also expected to create algorithms
and design flowcharts based on these algorithms to demonstrate logical and structured
programming skills.
94
In the Hardware Competencies section, the focus is on electrical and electronic
circuit diagram. The assessment requires the group to explain the functions of different
Arduino board pins, interpret circuit diagrams, install input devices such as sensors and
switches, and configure connections for GND, VCC, and output signals. Furthermore,
students must demonstrate their ability to wire circuits properly, perform polarity tests,
install pull-up and pull-down resistors, and troubleshoot issues such as open circuits and
short circuits.
Research 1. This part of the assessment tests the group’s capability to complete a research
research methodology, defining the scope and significance of the study, and interpreting
research findings.
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Instructions: Please indicate your level of agreement with the following statements by
5 4 3 2 1
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Functionalities 16. .The LED light works properly,
signaling that the car is powered on and
functioning.
17. The Bluetooth module successfully
receives commands from a mobile device
when needed.
18. The servo motor rotates smoothly to
help scan for obstacles during navigation
16.The car is interactive, educational, and
effectively demonstrates Arduino
microcontroller applications in robotics.
Structure/ 17. The placement of components (e.g.,
Design sensors, wheels, LCD, battery, Arduino) is
well organized and suitable for a maze
environment.
18. There are Labels to all components
used in the device.
19. The materials used for the car’s
base/body are durable and appropriate for
movement and repeated use
20. Overall design and structure of the
device are well made
Safety 21. All wires are securely connected, with
Measure no loose connections that could cause
malfunction.
22. The device can easily utilize by
everyone concerning the safety in terms of
preventing perceived harm or risks to users.
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CHAPTER V
This chapter contains the summary, finding and implications and conclusions
drawn from the data analysis and interpretation of the data discussed in the preceding
SUMMARY
The primary objective of this research was to enhance the research skills of
based digital activities. The study aimed to address challenges in research, such as
where they applied research concepts using Arduino technology, allowing them to engage
in real world problem solving. The findings revealed notable improvements in students
critical thinking, problem solving, and technical skills, particularly in experiment design,
data analysis, and research presentation. The study emphasizes the importance of
tools enhance student engagement and comprehension, equipping them for higher level
scientific inquiry. Based on the data gathered, the implementation of Arduino based
98
CONCLUSION
to maintaining code stability, optimizing Arduino projects, and preparing the final output
device. Despite these challenges, the project successfully enhanced students' skills and
knowledge.
advanced, and most students completed tasks successfully. The hands-on approach,
selecting the right software libraries, defining the project scope, and limited resources. In
stability, scaling projects, addressing security concerns, and seeking help from the
4. The 11 STEM students performed well overall, as per the competency-based final
proficiency levels in various areas. While there are areas for improvement, they have
99
interventions, they are well-positioned to acquire all necessary skills, ensuring a
5. The study confirms that robotics education has a significant positive impact on student
STEM fields. The findings also indicate that businesses benefit from employees with
the evaluation of the robotic device showed it to be effective in functionality, design, and
safety, though minor improvements could be made to further enhance usability and
durability.
RECOMMENDATIONS
Based on the findings and results from Project DATA, the following recommendations
are made to further enhance the effectiveness of the program and ensure continued
error correction. This will help students become more confident in identifying and fixing
programming errors.
100
suggested that additional exercises focusing on algorithmic thinking and flowchart
creation be incorporated into the curriculum. This will help students better visualize and
3. Provide More Resources and Time for Hands-On Learning: Time constraints and
allocating more time for students to work on projects and ensuring that they have access
materials). This will allow students to engage more thoroughly with the material and
students showed competency in hardware and circuit design, there is a need for more
these skills would be beneficial for students who wish to deepen their understanding of
hardware.
demonstrated improvement in research skills, but further support is needed in areas like
creative problem-solving through more innovative project challenges could also enhance
101
programming, circuit design, and research. By implementing the above
recommendations, the program can continue to evolve, providing students with a more
challenges.
102
BIBLIOGRAPHY
Education. https://www.deped.gov.ph/wp-content/uploads/2016/06/DO_s2016_014.pdf
Republic of the Philippines. (2019). Republic Act No. 10912: Continuing Professional
https://www.officialgazette.gov.ph/2019/07/21/republic-act-no-10912/
competency-framework/
http://www.apdip.net/publications/iespprimers/eprimer-ict.pdf
https://www.deped.gov.ph/
Ahmed, R., & Patel, S. (2021). Effects of STEM-focused Arduino practical activities on
problem-solving and entrepreneurship skills. Journal of Educational Innovation, 12(4),
56-72.
103
Chen, L., Taylor, R., & Gomez, F. (2020).Using Arduino in Science, Technology,
Erdemir, N., & Arslan, T. (2020). Fostering critical and analytical skills through
Arduino-based learning. STEM Education Review, 8(1), 23-35. Gingl, Z., Kovacs, M.,
Kuznetsov, S., Ivanov, A., & Lebedev, P. (2020). Integrating Arduino into high school
Reyes, D., et al. (2019). Arduino-based educational approaches for STEM engagement.
Silva, M. J., & Colleagues. (2018). Inclusive education on STEM subjects with the
104
APPENDICES
105
Appendix B. Table and Graph
EVALUATION CHECKLIST
MEMBERS
1. Familiar about
the meaning of
Arduino
Microcontroller in
Robotics
Education.
2. Know how
to interpret the
schematic
diagram in a
circuit board.
106
EVALUATION CHECKLIST
MEMBERS
3. Know how to
determine the pin
indicator of the
positive charge
VCC as 5v and Gnd
as Negative Charge
in Arduino
Microcontroller.
4. Have already
connect the led in
the circuit board
to interface the
Arduino
Microcontroller.
5. Familiar
the Analog
Pin in the
Arduino Pin
Configuration.
6. Had already
connected the
USB cable from
Arduino to laptop
or DESKTOP.
7. Know how to
connect buzzer in
the Arduino
Microcontroller
to the Circuit
Board.
107
EVALUATION CHECKLIST
MEMBERS
8. Know
how to
connect
SERVO
device in
the
Arduino
Microcontr
oller.
9. Know how
to connect
SEVEN
SEGMENT
Display output
device in the
Arduino
Microcontrolle
r.
10.
Know
how to
connect
sensor
device in
the
Arduino
Microco
ntroller.
SKILLS
in
PROGR
AMMIN
G
1. Know
108
how to
create
the
flowchar
t of the
program
.
2. Know how to
debug the program in
Java programming.
3. Had already
installed the software
Arduino
Microcontroller
4.Know how to
interpret the program.
109
10. Had already use
void loop command
in creating a
program.
RESEARCH and
INNOVATION
1. Know how to
make a review of
related studies in
RESEARCH.
2. Know how to
make the research
methodology in
Qualitative Research.
3. Had already
created the
conceptual and
theoretical
framework.
4. Know how to
gather data and
interpret the results
of Qualitative
Research.
5. Know how to
Revise the statement
of the problem based
on the introduction
and research
methodology.
6. Know how to
make an introduction
of Chapter I of
Qualitative Research.
7. Know How to
make a significant of
the Study in
Qualitative Research.
110
8. Know How to
make a Scope and
Delimitation in
Qualitative Research.
9. Know how
formulate the
research design
methodology.
10.Familiar to write
the data gathering in
research Study.
11.Know how to
construct the data
analysis plan.
TRAINING ACTIVITIES
PROGRAMMING COMPETENCIES
color
111
1.3 Explain the programming function of Arduino IDE.
1.5 Familiar the control loop, if else condition and switch case
statement.
HARDWARE COMPETENCIES
color
2.3 Know how to install the input devices such as sensors and
switches.
2.4 Familiar the pin setup of GND, VCC and OUTPUT signal
in sensor devices.
2.6 Know how to Install the pull-up resistor and pull down
resistor.
color
3. PRACTICAL RESEARCH1
112
3.3 Know how to write the introduction from General to
specific.
LEGEND
• VERY COMPETENT
• COMPETENT
• NEEDS IMPROVEMENT
• NOT COMPETENT
SURVEY QUESTIONAIRE
Instructions: Please indicate your level of agreement with the following statements by
checking the column.
113
5 4 3 2 1
114
Functionalities 19. .The LED light works properly,
signaling that the car is powered on and
functioning.
20. The Bluetooth module successfully
receives commands from a mobile device
when needed.
21. The servo motor rotates smoothly to help
scan for obstacles during navigation
16.The car is interactive, educational, and
effectively demonstrates Arduino
microcontroller applications in robotics.
Structure/ 17. The placement of components (e.g.,
115
GANTT CHART
Accumulation of Hardware
Component
116
Appendix C. Testing the device
117
CURRICULUM VITAE
ARIANE P. BALIDOY
Mobile:09460020898
E-mail: [email protected]
______________________________________________________________________________________
PERSONAL DATA
Birthdate: 01-05-2008
Age: . 17
Gender: Female
Citizenship: Filipino
EDUCATIONAL BACKGROUND
PRESENT
2012-2019
118
CURRICULUM VITAE
Mobile : 091283345520
E-mail: [email protected]
_____________________________________________________________________
PERSONAL DATA
Birthplace: . Naga
Gender: Female
Citizenship: Filipino
EDUCATIONAL BACKGROUND
PRESENT
2014 - 2020
119
CURRICULUM VITAE
Mobile: 09636558638
E-mail: [email protected]
______________________________________________________________________________________
PERSONAL DATA
Age: 16
Gender: Male
Citizenship: Filipino
EDUCATIONAL BACKGROUND
PRESENT
120
CURRICULUM VITAE
ELLAINE A. OLAVARIO
Mobile:09920170244
E-mail: [email protected]
________________________________________________________________________
PERSONAL DATA
Age: 16
Gender: Female
Citizenship: Filipino
EDUCATIONAL BACKGROUND
2014-2020
121
CURRICULUM VITAE
Mobile: 09635917364
E-mail: [email protected]
________________________________________________________________________
PERSONAL DATA
Age: 17
Gender: Female
Citizenship: Filipino
EDUCATIONAL BACKGROUND
Present
2013-2020
122
123