Chapter 1 2 3 Draft Final 3b-1
Chapter 1 2 3 Draft Final 3b-1
INTRODUCTION
is a set of instruction that computer executes to get the required result. A programmer
is usually responsible for writing codes for desktop software and applications or
improving the current standard of software, or implementing some new features and
functionalities.
Hence, the research will conduct a research study concerned the Impact of
Educational Programming Learning Website that will identify the best solution to aid or
help students, teacher, researcher and future researcher understand the best
Learning in programming website is learning codes, not only allows you to give
machines instructions, but it also teaches you abstract thinking and problem solving.
In fact, problem solving skills and creativity are the key to becoming a successful
computer
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programmer. Of course, you’ll also need to know some coding languages to apply your
knowledge.
coding involved in Web development, which includes Web content, Web client and
server scripting and network security. The most common languages used for Web
application area, client and server scripting, and database technology.” Programming
At present, the researchers come up to conduct this study to know what are the
prior knowledge of the respondents about programming. Also, the researchers want to
know what are the programming learning website they used to build acquire or to
learn on programming skills. Thus, the researchers conducted this study to know the
learning website.
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states that focuses on the facilities of the Internet to provide learning environments
where divergent thoughts are gathered. Idea organizing: the phase where ideas are
convergence: the phase where intellectual synthesis and consensus occurs, including
work. According to the “Programming Theory: A waste of time, or key to your dream
coding job?” by Owen Hughes. Online coding courses and so-called boot camps have
exploded in popularity in recent years among those looking for a fast track into
programming language or platform, which students will be taught to use over the
course of several weeks. While they might be a convenient choice for someone
looking for a mid-life career shift, or for someone who doesn’t have the time or money
other fields including mathematics, software engineering, and linguistics. There are a
learning environments that foster collaboration and knowledge building. So, for this
case the researcher should have the information containing the opinions of the
respondents. Then the researchers will ask what programming learning websites they
know.
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THE PROBLEM
Website for the 3rd Year BSIT Computer Technology students in Lapu-Lapu City
1.1 Gender
1.2 Section
2. What are the widely known Programming Learning Websites used by the
respondents?
Learning Websites?
7. On a daily basis, how long do the respondents utilize the Programming Learning
Websites?
learning website for the 3rd year BSIT Computer Technology students in Lapu-Lapu
City College. The result of this research will provide an information and knowledge to
Administration: This study will aid in the consolidation of the knowledge that
teachers can impart to students in order to facilitate proper learning and motivate
learners.
Future Researchers: This study will serve as a resource material for future
Students: This study will be beneficial to the students for this will be their guide to
website. This will serve as a guide to develop their thinking and performance. It is
hoped that this study will be great help for effective learning.
manner for their learning, this study will raise awareness of the learning website. For
a teacher, having successful students in the future will be a huge honor and success.
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Conceptual Framework
INPUT
Data of the respondents from 3rd Year BSIT Computer Technology students in
LapuLapu City College, S.Y. 2022-2023
PROCESS
Collecting necessary data through online survey via Google Form, then analyze and
interpret the data gathered.
Data Presentation
OUTPUT
Figure 1
Conceptual Framework
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DEFINITION OF TERMS
These following terms were defined according to how they are being used in this
study:
Intellectual Convergence - is a way of thinking where the goal is to find the one,
proven solution to an issue. It is focused on determining the one best or, most
collaboratively in teams.
Stock overflow - is a particular kind of buffer overflow error that happens when an
application tries to use more call stack memory than has been allotted to it.
Website - is a set of related web pages located under a single domain name.
CHAPTER II
Learning Website for the 3rd Year BSIT Computer Technology Students in Lapu-Lapu
The foreign and the local review of related literature and studies influence the present
study:
Foreign Studies
oriented course tool that was designed and developed for using within “computer
programming” courses. With this tool, students can easily adapt themselves to the
by-step learning – teaching session, which allows students to organize a typical learning
process on their own. As a result of using this approach and the story-based
environment, it can be very easy, fast and entertaining for students to learn
programming course can also be taught easily without needing for any extra material to
improve course conditions. This paper was revised after being presented at 6th
is not easy. It is especially the case in Belgium where there is no or very few
programming and algorithm design courses in secondary schools. Another issue is that
teachers who are in charge of computer science courses are afraid of teaching a matter
they do not feel comfortable with, especially when they are not informatics teachers.
This paper presents ILPADS, interactive learning of programming and algorithm design
skills, an interactive website which aims at gradually growing algorithmic thinking skills
to lead pupils towards the learning of the Python programming language. That website
aims to serve as working material to support teachers for their computer science
courses in secondary schools. Pupils can also use the website at home to continue
learning on their own. The paper presents the interactive website and mainly focuses on
the design of the ILPADS activities. Future work includes testing the website in real
The study that was conducted by Elsevier (2015) attempted to investigate the
effect of teaching code.org site on reflective thinking skills towards problem solving.
More specifically, this study attempts to investigate whether there is a gender difference
in terms of students’ reflective thinking skills towards problem solving. This triangulation
study was conducted with 32 primary school students. The quantitative part of the study
The scores of reflective problem-solving skills were gathered through the reflective
thinking skill scale towards problem solving and the students’ performances in the code-
org site were examined. In the qualitative part of the research, after the five-week
experimental process, focus group interviews were conducted with ten students and a
According to Firas Layth Khaleel, computer science novice students find it hard
was done to confirm this assumption. The finding showed that students experienced
ineffective learning, lacked interest towards this course, and lacked motivation. Previous
studies have shown that applying Gamification elements in websites engages users.
learning website for programming language course was developed. This study aimed to
measure the effectiveness and motivation level of using a Gamification website for
programming language learning for first year students. Quantitative research approach
was used. The effectiveness of the gamification website was tested using Quasi
experiment. Student motivation was measured using ARCS motivation model. The
findings showed that there were significant differences in the overall results of student
University of Crete, Crete, Greece, this study shows that quality and intensive early
childhood education positively affects children’s learning later in life (Bers, 2019; Yu and
Roque, 2018). Consequently, in the past few years, around the globe, countries are
introducing computing curricula into their national curriculums to equip pupils with much-
needed skills. The development of Computational Thinking skills for young children
attract increasing attention (Strawhacker et al., 2018) as a new literacy for the twenty-
first century (Bers, 2020). It is considered an effective way to build thinkers and
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innovators,
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engaging children in skills that translate across the disciplines and undoubtedly need
them at some point in their lives (Kazakoff, 2014). As Bers (2020) highlights, coding can
Foreign Literature
be studied, not only in the field of Information Technology, but also required in most of
the field including Science, Mathematics, and Engineering at tertiary levels. However,
the subject is considered difficult, complex and categorized as part of the seven grand
moderate and the most difficult topic for them is understanding the abstract concepts
array, looping statement and function) when the program executed. Also, students
designing a program to solve certain tasks. (Derus, S. R., & Ali, A. Z., 2012)Computer
program for a given computational problem by analyzing the task and developing an
algorithm that computes the desired result. Due to its complex and diverse nature,
structures, mathematics, formal logic as well as related tasks such as testing and
numerous competitive programming websites where students can practice and solve
problems. The aim of our work is to assess the performance of students on such
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self-assess themselves, but it will also aid the educators to evaluate the progress of
Engineering, Technology and Education (TALE), 1-6, 2019 Various types of subjects
categorized as a difficult and complex course of study. This difficulty is caused by a lack
threshold. It is often the first course faced by students with no or little background
knowledge. For learning unfamiliar and difficult things, students will inevitably be
vulnerable and give up their learning. Hence, it is necessary to help students correctly
cultivate the concept of computational thinking to assist them in their learning process to
reduce learning difficulties as well as enhance interest. Our research team designed an
online programming educational tool that is based on Python, Scratch, and activity
diagrams. The purpose is to help students learn the basic concepts in the introductory
programming courses. Users can just connect to the website to learn and many
method (TLM), digital content (DC), and platform. Due to many types of them, lecturers
and students are confused to apply the most appropriate ones to improve programming
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skill. This research uses a systematic literature review (SLR) approach to summarize
and present digital contents’ effectiveness (quantitative and qualitative) combined with
teaching learning styles and platforms for improving programming skill. Expected results
of this research are contribution and guidance for institution in providing platform,
Local Studies
According to the study conducted by Bringula Rex et al, 2017. The top three
reasons why students failed the programming skill examination were the insufficient
question-time allotment. It was concluded that students failed the programming skill
examination because the perceived ability of the students in the programming skill
examination did not correspond with the degree of difficulty of the programming skill
examination questions.
Philippines was generally very good and is attributed to the quality of instruction among
teachers, self-learning, researches/internet, and peer. Younger and male students tend
to have higher competency levels along with general programming than in databases
considering gender sensitivity among teachers, advancing the skills and competencies
of the students especially along with databases, web development, and general
programming like binary numbers, syntaxes, algorithms, logic circuits, data structures,
system analysis and design and other problems.The study conducted by Julieta B.
Babas (2020) aimed to look into parameters affecting the level of competency of the 60
through interviews and document reviews. Findings revealed that the very good
competency level of the students was attributed from prior knowledge imparted by their
internet for some enrichment, and others sought help from peers/classmates.
Furthermore, it was found that students have poor study habits as well as the low
Another study and was conducted by Olipas, C. R. and Luciano, R (2020) showed that
there were common academic motivations and reasons why students pursue their
college education – intrinsically and extrinsically. Also, the study found out how the
sophomore students view the use of countdown timer when conducting programming
exercises and the level of their programming anxiety. Lastly, significant impact was
revealed indicating that the selected demographic profile of the respondents affects the
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programming anxiety
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and that the programming anxiety is being affected by the use of countdown timer.
Local Literature
validation of end-user input of the application which is one of the critical security issues
and how the programmers are currently using the exception handling or the industries
best practices. Exception handlers of some programming language are not specialized
and low levels of student engagement. Gamification in programming courses has been
published in the last two years (2018-2019) that focus specifically on the gamification of
programming courses in HE. The aim of this paper is to bridge this gap and to provide a
exist to support the learning of, and continued, programming activity. For students and
novices, traditional textbooks have more recently been supplemented with web
resources including video. Lausa et al. (2021) studied undergraduate students at public
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and private
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universities in the Philippines, asking about their use and perceptions of educational
materials when programming. They found low rates of book/eBook use (< 30%) and
highest rates of use for YouTube (67- 95 86%) and friends/peers (53-72%); their
participants reported that books were more challenging to find code in compared to
online resources/peers, but that some online resources were difficult to understand, and
understanding code written by others was particularly challenging [40]. In addition to the
pose a research gap since novice programmers tend to form their own group
discussions after lecture meetings and laboratory activities, and often rely on peers
when a topic or activity is difficult. Thus, this study intends to evaluate the impact of
pretest-posttest design was adopted to examine the impact of jigsaw teaching strategy.
After a 14-week programming course, pre- and post-test results revealed a significant
increase in terms of attitude and self-efficacy, and the experimental group demonstrated
significantly higher scores than in the control group. Therefore, it was concluded that
cooperative learning using Jigsaw technique is a valid and effective teaching strategy
Garcia, 2021)
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environment, we captured the errors students encountered, the location of these errors,
and the frequency with which students compiled their program. We then correlated
these metrics with the students’ midterm exam score. We found that the lower the
incidence of syntax errors, the higher is their midterm exam score. We see this line of
research as valuable tool that may help identify at-risk students early in their
development as programmers.
CHAPTER III
RESEARCH METHODOLOGY
Introduction
Leedy and Ormrod (2001), research methodology is "the broad strategy the researcher
follows." when conducting the research project. The research design, research settings,
study participants, research instrument, data collection process, and statistical analysis
Research Design
The researchers evaluated the data, and they statistically examined the open-
ended questions. The Statement of the Problem was followed when collecting and
processing the data. The information was categorized and displayed by the researchers
in narrative style. In this study, the data were analyzed using frequency counts,
Research Settings
The Lapulapu City College, which is situated in Barangay Gun-ob Lapulapu City,
served as the study's location. It was launched in 2010 and established by City
Ordinance No. 354-2010 with the goal of serving the City's poor kids by giving them
access to high-quality, reasonably priced education. It offers courses like the Bachelor
Electronics, the Bachelor of Hospitality and Tourism Management, and the Bachelor of
Secondary Education with
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With more students enrolling each year and known for offering top-notch
education, Lapulapu City College is becoming one of the most prestigious institutions in
Lapulapu City. It has significantly developed over the years, and the Lapulapu City
promoted by it. The location is suitable, in the researchers' opinion, for the proposed
study. Additionally, the institution recommends that the research be conducted out there
Figure 2
Location Map
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Figure 3
The respondents of the study will be gathered from two sections in 3 rd year BSIT
two (2) sections were involved in the study. Due to the critically of this study, the
Table 1
Section Population
3A 31
3B 34
Total 65
Research Instrument
the respondents' demographics then followed by the items tackling about programming
skills.
The research teacher, in particular the head of Lapulapu City College, was
consulted before the data gathering process started. After the approval has been given,
the research will start. Getting the respondents' consent to conduct the study is the first
stage in gathering data. To collect numerical data, researchers would then personally
send the research instruments to the respondents via online communication. The
researcher analyzes the respondents' responses once the study is conducted. The
researcher will have access to it. The outcomes were totaled and calculated. The details
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Technology students of Lapulapu City College will be statistically analyzed with the data
requirements of the study. The following are the statistical methods to be used along
Percentage Formula
Where:
P = Percentage
SURVEY QUESTIONNAIRE
I. The profile of the respondents
Instruction: Please fill in the data of the following questions on the basis of the fact of
your personal information.
Gender: ☐ Male ☐ Female
Section: __________
II. The widely known programming learning websites used by the respondents:
Instructions: Please put a check (✓) on your preferred option.
☐ W3school
☐ Stack Overflow
☐ Codechum
☐ Others
III. The respondent used Programming Learning Website for what purpose?
Instruction: Please check (✓) the number that corresponds your best choice below and
indicate complete answers if ask to specify on the space provided for the following
questions.
4 Strongly Agree (SA) - It implies that the respondent is fully committed to all the
researcher’s viewpoints.
3 Agree (A) - It implies that the respondent is committed to all the researcher’s
viewpoints.
2 Disagree (DA) - It implies that the respondent is not committed to all the
researcher’s viewpoints.
1 Strongly Disagree (SDA) - It implies that the respondent is fully not committed
to all the researcher’s viewpoints.
INDICATORS 4 3 2 1
Develop persistence
Develop resilience
Enhance creativity
For complying to school activities
For improving coding skills
Gives satisfaction
Improve the communication skills
Improve the structural thinking when learning to
code
Makes the task easy
Promotes logical thinking
To create websites/software
To enhance the abstract thinking and problem-
solving skills
INDICATORS 4 3 2 1
INDICATORS 4 3 2 1
C. Class Engagement
INDICATORS 4 3 2 1
Feeling of fulfillment
INDICATORS 4 3 2 1
Promotes adaptability
INDICATORS 4 3 2 1
Leads to missing some important webpage
components
Leads to unfinished activity
INDICATORS 4 3 2 1
Lack of gadgets
C. Financial Aspect
INDICATORS 4 3 2 1
VII. How long do the respondents utilize the Programming Learning Websites on a
Daily Basis?
8 hours or
Indicator 1 to 2 hours 2 to 4 hours 4 to 6 hours 6 to 8 hours
more
W3school
Stack
Overflow
CodeChum