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  1. Home
  2. Browse by Author

Browsing by Author "Sardeng, Shekainah Kim A."

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    BET-IT:
    (Don Mariano Marcos Memorial State University – Mid La Union Campus, 2025-11) Gonting, Clarisahaina R.; Ganas, Isabelucas O.; Saplan, Nicole Anne D.; Ledda, Mark Kristian C.; Patacsil, Joseph A.; Sardeng, Shekainah Kim A.
    The study Bet-IT: A Game Challenge for Reviewing PhilNITS Examination developed a mobile application that enhances IT exam preparation through gamified learning. Traditional review methods often lack engagement, simulation-based practice, and adaptability to learners’ needs. To address this issue, this study aimed to identify the requirements for a PhilNITS oriented review tool, develop the Bet-IT application using the Game Development Life Cycle (GDLC), and evaluate its effectiveness using the GAMEFULQUEST scale. A descriptive and developmental research approach was used, incorporating feedback from 65 respondents, including BSIT students, IT experts, gamers, and a QA tester. PhilNIT -aligned content was gathered and integrated into structured quiz modules, house competitions, and guided learning flows accessible via Expo Go. The application was successfully developed, and evaluation resulted in a 4.26 GAMEFULQUEST mean rating, interpreted as "Highly Agree,” indicating strong user satisfaction. Therefore, the application was found effective as a supplementary tool, enhancing motivation, conceptual understanding, and exam readiness among IT students.
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    Designing a workplace harassment reporting platform framework using sentiment analysis
    (Institute of Electrical and Electronics Engineers Inc., 2026) Sardeng, Shekainah Kim A.; Palaoag, Thelma D
    Subtle and multi-faceted workplace harassment can leave victims hesitant to report incidents. This study aims to design a workplace harassment reporting platform framework enhanced by sentiment analysis to better capture and understand employee experiences. The study adopted a systematic, iterative research design structured into three interconnected phases—data collection and gathering, data analysis, and framework design —to develop a comprehensive workplace harassment reporting platform framework using sentiment analysis. The methodology combined an initial literature review on harassment systems, reporting platforms, and sentiment analysis with in-depth document analysis of organizational policies, HR workflows, and technical options, alongside the development and refinement of a design prototype specifying user roles, reporting flows, and dashboard-based monitoring. Insights and drawbacks identified through these analytic and design activities were fed back into an iterative framework construction process, ensuring that the final platform framework is theoretically grounded, operationally feasible, and capable of integrating sentiment analysis for prioritizing and managing harassment reports. The designed framework provides a structured yet flexible platform that integrates sentiment analysis to enhance the detection and interpretation of both explicit and implicit harassment reports. The framework supports multiple reporting channels, ensuring immediate accessibility and confidentiality for victims, while enabling organizations to monitor incidents in real-time through automated emotional cue analysis and thematic categorization. The established framework supports the formulation of timely and context-appropriate organizational interventions predicated upon the resulting sentiment insights, thereby positioning the integration of sentiment analysis within a harassment reporting platform as a promising solution to improve the detection and effective monitoring of workplace harassment.
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    iBuild:
    (Don Mariano Marcos Memorial State University - Mid La Union Campus, 2025-06) Orofino, Gleanne Yvan Khyle Y.; Lorenzana, Rose Ann B.; Sobredo, John Deo D.; Malicdem, Alvin R.; Licayan, Arnold C.; Sardeng, Shekainah Kim A.; Ambueguia, Kristoffer John H.
    Ibuild is an educational augmented reality (AR) mobile gaming application designed to assist students in learning PC desktop assembly through interactive simulation. The study aimed to determine the hardware and software requirements, develop a mobile app and determine the usability of the mobile app. Using Unity, the app was developed with 3D models and AR overlays to guide students through step-by-step assembly. Through the use of Augmented Reality, the application overlays virtual components onto the real-world environment. In the context of enhancing learning through play, this research examined the role of educational computer games and their effectiveness. To better understand how design impacts game visualization, this study emphasized the importance of augmented reality-based design, 3D objects, and innovative approaches to computer assembly in educational settings.
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    LUDIP:
    (Don Mariano Marcos Memorial State University – Mid La Union Campus, 2024-12) Delizo, Rhuby Ann P.; Galvez, Ira Gina J.; Ofrancia, Leahdee I.; Raquepo, Brian Jay B.; Patacsil, Joseph A.; Sardeng, Shekainah Kim A.; Cadaoas, Genevieve C.; Gundran, Safaniyah; Dulay, Mary Jane B.
    LUDIP: Leveraging Unified Data Insights for Infrastructure Projects at DMMMSU-MLUC was designed to develop a centralized digital platform that enhanced infrastructure project management through automation, real-time tracking, and data driven decision-making. The system addressed inefficiencies in manual processes, offering features such as centralized document management, project tracking, role-based access, and real-time analytics to streamline workflows and improve decision-making. The study utilized the Prototyping Model for system development, ensuring iterative refinement based on user feedback. Comprehensive usability testing was conducted using the System Usability Scale (SUS), which validated the system’s effectiveness as Best Imaginable. The high scores reflected the system's user-friendliness, efficiency, and capability to meet the operational requirements of the university's Planning and Development Office. With potential scalability for broader deployment across the university's campuses, the LUDIP system represents a significant step toward modernizing infrastructure project management and supporting sustainable development initiatives.
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    Pestpix:
    (Don Mariano Marcos Memorial State University – Mid La Union Campus, 2025-11) Tangalin, Mezrhime Kyle B.; Fortes, John Reymond N. .; Lumaad, Zyla Rea D.; Vallo, Maria Juliana N; Sardeng, Shekainah Kim A.; Hortizuela, Manny R.; Rodriguez, Marylen D.; Bajit, Danilo T.
    Agricultural productivity is continuously threatened by pests and diseases, demanding rapid and accurate identification to safeguard global food security. Traditional expert-dependent methods are often slow, hindering timely intervention. This study addressed this challenge by developing and implementing the PESTPIX mobile application for vegetable pest identification using machine learning. The research employed descriptive and applied research designs, applying the CRISP-DM framework for the machine learning model development and the Agile methodology for application development, ensuring a user-centric and iterative process. The level of usability was assessed through the PSSUQ, resulting to high usability which confirmed the application's ease of use, functional completeness, and clear content, and validated its practical value and high potential for successful adoption by Filipino vegetable farmers. The successful integration of a machine learning solution into a mobile platform offered an accessible solution to strengthen sustainable agricultural practices and directly contribute to increased small-scale farmer productivity.

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