HomeInternational Journal of Multidisciplinary Educational Research and Innovationvol. 1 no. 2 (2023)

Scitocin: Development of Science Mobile Learning App for Least Learned Competencies in Science 9

George Distura

 

Abstract:

This designed research aimed to develop science mobile learning application for least learned competencies in science 9 particularly in Living Things and their Environment topics. The respondents of this study were grade 9 students and teachers, for the researcher-made test and acceptability of the mobile app, and five experts for the evaluation of the acceptability of the app. The data-gathering instruments were a researcher-made test, teachers’ evaluation sheet, students’, and experts’ evaluation questionnaires. Data analysis techniques employed were frequency count, percentage, mean, and standard deviation. This study employed design research because it aims to develop and validate the science mobile learning application utilizing Input-Process-Output (IPO) model. The data gathering instruments were the validated and reliability-tested researcher-made performance test in Living Things and their Environments topics and adopted questionnaire from state university for acceptability of the mobile application. The 50-item performance test was based on topics in Quarter One in Living Things and their Environment. Based on the findings there were 3 identified least learned competencies based on students’ performance test. The result based on students’ performance test was also corroborated with the result based on teachers’ perception. In this study, a Scitocin mobile application was developed and yielded a rating of “Very acceptable” which further suggested that the mobile learning application has excellently met the standards in terms of content, instructional quality, technical quality, presentation and organization, accuracy and up-to-datedness of information, and assessment among the end-users and experts. Furthermore, this Scitocin mobile learning application composed of different distinct features such as e-module, video lesson, and educational games. Thus, the mobile app indeed served its purpose to cater to the needs of the 21st-century learners of a technology-enhanced instructional material that is flexible, innovative, interesting, and acceptable which would facilitate their construction of knowledge through videos and coming to class prepared. It is recommended that further research be conducted to ascertain the effect of the developed mobile app on students’ academic performance and develop more mobile learning applications for relevant subjects.