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“TYPING SKILLS: HAVING PERSONAL COMPUTERS VS. NOT
HAVING PERSONAL COMPUTERS OF GRADE 11-COMPUTER
PROGRAMMING STUDENTS IN ARELLANO UNIVERSITY-MALABON,
ELISA ESGUERRA CAMPUS, SY: 2018-2019”
Jeany Mae Ayo
Arellano University, EEC
09566786521
Ayo.jhean@yahoo.com
Mary Angeline A. Candiido
Arellano University, EEC
09163054052
Candidogel23@gmail.com
April B. Piolino
Arellano University, EEC
Alvarez, Anthony
Arellano University, EEC
09560857130
alvarez_000673@yahoo.com
Montebon, Reiniel
Arellano University, EEC
09389806606
reinielmontebon@gmail.com
Jeanalyn B. Santos
Arellano University, EEC
Jaderick N. Tagon
Arellano University, EEC
09394087566
Jaderickn.tagon@yahoo.com
Reziel Mae B. Tamayo
Arellano University,EEC
09219669640
tamayorezielmae@yahoo.com
Mr. Kim Bunag Puertollano
AU-EEC
Mr.Jcy James T. Roldan
AU-EEC
Kressie F. Villasor
Arellano University, EEC
09668551929
danyjimenezvillasor@gmail.com
Ms. Christine Veronica Raj
AU-EEC
ABSTRACT
The main purpose of this
system, Keyboard Master Typing Skills,
is to examine, test and determine who
among the two groups of students has
the fastest typing skills. The group of
students who have personal computers
or the group of students who are not
having personal computers in their
houses. It was conducted on selected
Grade
11-Computer
Programming
Ms. Nikka Patricia P. Bonaog
AU-EEC
students in Arellano University Malabon,
Elisa Esguerra Campus, 5 Students, 5
SHS Teachers and 1 IT Professional to
our research survey. The researchers
gathered an information through the use
of the evaluation form that had been
rated by students, teachers and IT
professional that is based on their
interpretations about the system we've
developed.
Keywords:
Examine,
Test
and
Determine
I.
INTRODUCTION
The system was described
as a Keyboard Master Typing Skills for
Grade 11 Computer Programming
students, designed with the specific goal
to determine who among the two groups
has the fastest typing skills. Keyboard
Master is a type of game to measure the
speed typing skills of the students.
Keyboard Master has a thrill for
everyone and can also help to motivate
students' typing skills. This system is
designed for Grade 11-Computer
Programming students in Arellano
University-Malabon, Elisa Esguerra
Campus to conduct a test based on
students' typing skills.
1.1 Objective of the study
The main objective of this
study is to develop a speed typing test
game
for
Grade
11-Computer
Programming students in Arellano
University-Malabon, Elisa Esguerra
Campus specifically:
1. To design a Speed Typing Test
game for Grade 11-Computer
Programming students with the
following features;
A. User Account Registration
B. Speed Typing Test
2. To develop a system using
Microsoft Visual Basic Studio
2010 (VB.net) for design and
Microsoft Access 2010 for
Database Management.
To Test the Functionality,
Usability, Reliability, Maintainability and
Efficiency of the system using the
evaluation form for their different
interpretations.
1.2 Scope and Limitations
1.2.1 Scope of the study
The research study is
focused on the development of the
system in Speed Typing Test game for
Grade
11-Computer
Programming
students in Arellano University-Malabon,
Elisa Esguerra Campus. It mainly
focused on students’ typing skills. The
study aims to determine who among the
two has the fastest typing skills. The
students who have personal computers
or the students who are not having
personal computers in their houses. To
prove that the group of students who
have personal computers in their
houses are those who have the fastest
typing skills while students who don’t
have personal computers are those who
have difficulties when it comes to typing
skills.
1.2.2
Limitations
The study is delimited to
the selected Grade 11-Computer
Programming students, SHS Teachers
and IT Professional in Arellano
University-Malabon, Elisa Esguerra
Campus.
II.
REVIEW
OF
LITERATURE
RELATED
The largest-ever dataset
on typing speeds and styles, based on
136 million keystrokes from 168,000
volunteers, finds that the fastest typists
not only make fewer errors, but they
often type the next key before the
previous one has been released. The
data was collected by researchers from
Aalto University in Finland and the
University of Cambridge. Participants
were asked to transcribe randomized
sentences, and their accuracy and
speed
were
assessed
by
the
researchers.
Unsurprisingly,
the
researchers found that faster typists
make fewer mistakes. The strategy is
well-known in the gaming community
but has not been observed in a typing
study. “Crowd-sourcing experiments that
allow us to analyze how people interact
with computers on a large scale are
instrumental for identifying solution
principles for the design of nextgeneration user interfaces,” said study
co-author Dr Per Ola Kristensson from
Cambridge’s
Department
of
Engineering. Most of our knowledge of
how people type is based on studies
from the typewriter era. Now, decades
after the typewriter was replaced by
computers, people make different types
of mistakes. For example, errors where
one letter is replaced by another are
now more common, whereas in the
typewriter era typists often added or
omitted characters. Another difference is
that modern users use their hands
differently. “Modern keyboards allow us
to type keys with different fingers of the
same hand with much less force than
what was possible with typewriters,”
said co-author Anna Feit from Aalto
University. “Many informal tests allow
users to practice the sentences,
resulting
in
unrealistically
high
performance.”The researchers found
that users who had previously taken a
typing course actually had a similar
typing behavior as those who had never
taken such a course, in terms of how
fast they type, how they use their hands
and the errors they make - even though
they use fewer fingers. The researchers
found that users display different typing
styles, characterized by how they use
their hands and fingers, the use of
rollover, tapping speeds, and typing
accuracy. “You do not need to change
to the touch-typing system if you want to
type faster,” said Feit. “A few simple
exercises can help you to improve your
own typing technique.” (© 2019
University of Cambridge)
https://www.cam.ac.uk/research/news/w
hat-makes-a-faster-typist
Also, According to J. Grad Med Educ.
on the research they conducted last
March 2014, To our knowledge. Typing
involves fine motor skills, best learned
between ages 6 and 12. Copy-texting is
usually slower than typing memorized
material. . Adequate typing skills may
need to be evaluated as part of medical
school
or
residency
curriculum.
Curriculum additions may include
providing protected time for resident
practice sessions and making typing
practice software available to residents.
https://www.jgme.org/doi/full/10.4300/JG
ME-D-13-00164.1
Touch typing is a "must have" skill in our
digital world. The fastest typist in the
world was a woman named Barbara
Blackburn. With touch typing, it is
important to start young. Studies have
shown that for people ages 18 and
younger, it is two times easier to learn to
touch type properly. It's no different than
learning a new language and multiple
studies have proven that children learn
and retain new languages much easier
than adults do. (Adam Fort, January
2014)
https://elearningindustry.com/whyaverage-typing-speed-is-important.
III.
METHODOLOGIES
The V-Shaped model demonstrates the
relationships between each phase of the
development
life
cycle
and
its
associated phase of testing. The Vshaped model has specific deliverables
at each phase, and it works well when
the requirements are easily understood.
Source: (Wikipedia, 2010a)
3.1.1 RESEARCH
INSTRUMENT
The researchers used test and
survey form in order to measure the
functionality of the developed system.
3.2.1 DESCRIPTION OF
RESPONDENT AND
SAMPLE
The performance of the
proposed system would be tested by the
Grade
11-Computer
Programming
students, SHS Teachers and IT
Professional.
There are 11 respondents
for this study; 5 students, 5 SHS
Teachers and 1 IT Professional.
The evaluated result of the
proposed study was calculated using
the Weighted Mean Formula.
Figure
1.
V-Shaped
Model. The V-Shaped model represents
a software development process. It is
also
applicable
to
hardware
development. The process steps are bent
upwards after the coding phase, to form
the typical V shape.
Formula: Weighted Mean
WM =(fx) / N
Where:
WM: Weighted Mean
f: frequency
x: ratings
Formula: x = Σfx/Σf
Where:
x: Weighted Mean
Σfx: Sum of all the products of f and x
Σf: Sum of all the cases tested
3.1 CONCEPTUAL
FRAMEWORK OF THE
STUDY
INPUT
PROCESS
Knowledge
Requirement
1. VB
Programming
Software
Requirements
Software
Design
System Figure
2. Microsoft Visual
Studio 2010
(VB.net)
Testing
Hardware
Requirements
3. RAM:
8GB
DDR4
Laptop:
Intel
Core i5-8250U
Processor
(Turbo up to 3.4
GHz)
Evaluation
(ISO 9126-1)
OUTPUT
Speed Typing Test Game
for Grade11-Computer
Programming students in
Arellano UniversityMalabon, Elisa Esguerra
Campus
Figure 2. Conceptual
Framework of the Study of Speed
Typing Test Game for Grade 11Computer Programming students in
Arellano University-Malabon, Elisa
Esguerra Campus.
Figure 2 Showed the input
component of
the system, The
researchers used the Visual Basic
Programming and Operating System:
Windows 7, Microsoft Visual Studio
2010 (VB.net) for the design and for the
database management the researchers
used a Microsoft Access 2010 as the
foremost requirements of the study.
The process of the developed system
will be illustrated in a flowchart.
In Hardware's capability,
the researchers used 8GB RAM and
Laptop Intel Core i5-8250U Processor
(Turbo up to 3.4 GHz) for the
specification requirement of the Laptop.
The developed system
conducted
an
Evaluation
Form,
Evaluation ISO 9126-1 instrument that
evaluates the general performance of
the system.
The resulted output
created a Speed Typing Test
Game for Grade 11-Computer
Programming
students
in
Arellano University-Malabon,
Elisa Esguerra Campus that
would test the typing skills of
the involved students.
3.2.1 Operation and Testing
Table 1. Thought distribute
survey.
Rating
Equivalent
A
Complied
B
Needs Improvement
Table 2. Components and Test
Conducted
Component
Conducting Test


Functionality
Usability






Reliability



Maintainability

Efficiency



Ease of operation
Provision for
comfort and
convenience
User-friendliness
Learn ability
Understandability
Operability
Conformance to
desired results
Absence of
failures
Accuracy in
performance
Ease of
maintenance
Provision of
diagnostic tools
and procedure
Provision of
enhancements
and modification
Time behavior
Resource
utilization
Efficiency
compliance
3.2.3 Evaluation Procedure
To determine the overall
performance of the system, a survey
was gathered. This study adopted the
ISO 9126-1 instrument for software, with
the following criteria:
Functionality,Usability,
Reliability, Maintainability and Efficiency.
The
researchers
evaluated
the
performance of the project by gathering
a research survey that would test the
user
acceptance,
efficiency
and
effectiveness of the developed system.
Table 3. Interpretation to classify
the device condition.
Rating
Interpretation
5
Excellent
4
Very Good
3
Good
2
Fair
1
Poor
IV. RESULT AND DISCUSSION
4.1 Result and Discussion of the
System
4.1.1 Functionality Test
Rating
Conducting Mean
Test
Ease of
Very
Good
operation
4.2
Provision for
comfort and
convenience
UserFriendliness
Total
Average:
4.1
Very
Good
4
Very
Good
4.1
Very
Good
With a mean of 4.1 (Very
Good) this criterion suggested that the
developed system is easy to use and
user-friendly.
4.1.2 Usability Test
Conducting
Mean Rating
Test
Learn ability
Very
Good
4
4.1.4 Maintainability Test
Rating
Conducting
Mean
Test
Ease of
4.33
Very
Good
maintenance
Understandability
Provision of
diagnostic
tools and
procedure
Provision of
enhancement
and
modification
Total
Average:
4.2
Very
Good
4.2
Very
Good
4.13
Very
Good
Operability
Total Average:
With a mean of 4.13 (Very
Good) it is understandable and has an
ability to learn.
4.1.3 Reliability Test
Conducting
Mean
Test
Conformance
to desired
4
results
Absence of
failure
4
Very
Good
Accuracy in
performance
4
Very
Good
4
Very
Good
Total
Average:
Rating
Very
Good
With a mean of 4 (Very
Good) for the respondents the
developed system is reliable.
4.32
Very
Good
4.52
Very
Good
4.39
Very
Good
With a mean of 4.39 (Very
Good) this criterion suggests that the
developed system had maintained the
good quality of it.
4.1.5 Efficiency Test
Conducting Mean
Test
Time
4.2
Behavior
Very
Good
Resource
utilization
4.33
Very
Good
Efficiency
compliance
4.25
Very
Good
Total
Average:
4.26
Very
Good
Rating
With a mean of 4.26 (Very
Good) the respondents agreed that the
developed system is useful for Grade
11- Computer Programming students
and have effectiveness.
4.2 The overall performance of
the system resulted an overall mean of
4.18 (Very Good) in terms of its
Functionality,
Usability,
Reliability,
Maintainability and Efficiency that:
Criteria
Functionality
Usability
Reliability
Maintainability
Mean Interpretational
4.1
Complied
(Good
Condition)
4.13
Complied
(Good
Condition)
4
4.39
Efficiency
4.26
Total of
Average
Overall
4.18
Complied
(Good
Condition)
Complied
(Good
Condition)
Complied
(Good
Condition)
GOOD
CONDITION
IV.
CONCLUSION AND
RECOMMENDATION
5.1 Conclusion
Based on the findings and
result of evaluation, the following
conclusions and generalization were
derived for this study.
The researcher concluded
that the developed system could help
the students to practice their typing
skills.
The whole system is
suitable for the students to utilize and
enhance their typing skills.
5.2 Recommendation
The Researchers recommend
the developed system to:
•
Future Researchers
To
provide
them
backgrounds about this matter and the
examined result of the developed
system will inform them.
•
Teachers
The developed system
could help the teachers in teaching
computer
programming
students,
especially, for coding skills. It makes it
easier and faster for them to practice the
typing skills of the students.
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