Chapter 1 THE PROBLEM AND ITS BACKGROUND Introduction Mobile technology is an exceptionally fast-growing field that is closely connected with our work and day-to-day lives. There are new developments added to its growth every day with emerging new patterns of usage, having both positive and negative implications. In 2020, there were roughly 79 million smartphone users in the Philippines, showing an upward trend since 2017. It was predicted that by 2025, there would be around 91.5 million smartphone users in the country (Statista Research Department, 2022). Hence, it is an undeniable fact that the 21st Century learning requires both the teachers and the learners to cope up with the growing mobile use technology. Throughout the years, technology has been integrated to the education due to its high demand towards globalization. Robinson (2016) recognized the importance of technology integration in education. As she mentioned that, integrating technology in education is integral in developing the 21 st new digital literacy skills in towards the attainment of the 21st century competencies. For the last two years, with the rise of the pandemic COVID-19, the schools were left no choice but to opt with the distance learning modality forthe delivery of instruction in learning. The Department of Education have identified three different distance learning modalities namely: Modular Distance Learning Modality (Digital or Printed); Online Distance Learning; and Blended Learning. Although smart phones are a staple device in a Filipino household, there remains the problem of internet connection. In 2021, Gonzales mentioned the Social Weather Station survey which states that only 39% of the Filipino families have strong internet connection, 29% have experience fair connection and the remaining percentage experience somewhat weak up to very weak connection. Thus, in 2021, during the height of the pandemic it is no longer a surprise that 75.1% of the K to 12 learners are under the printed modular distance learning modality. This equates to a lot of printed materials, as well as time-consuming preparationof the teachers. As of today, the Department of Education implements the limited face-toface instruction and would eventually go full capacity for the benefit of the learners. The researcher has personally seen and experienced the struggles of distance learning education as well as the difficulty of instruction when no materials are available. In this regard, the study was put into actionto develop an Offline Smart Phone Application that will be readily available for the learner’s usage. This application boasts its availability even though internet connection is unavailable for the students. Background of the Study Modern technology is a powerful learning tool. Mobile technologies transform our daily lives in ways such as connectivity, communication, and cooperation. Truly, mobile devices are bound to change the way of learning and teaching methods innovatively. Hence the term mobile learning has emerged. McQuiggan, et.al., (2015) defines mobile learning as instant and optionally, accessible, anywhere, and anytime learning, which helps most people to create knowledge, satisfy curiosity, collaborate with others, and enrich experiences. One of the advantages of mobile learning is the ability to provide access to learning contents out of the course time. There is no denying thatstudents love to use educational apps. They are stimulating and fun. While teachers may have difficulty getting children to pay attention to a classroomlesson, often parents and adults would have a hard time getting them off mobile devices and gadgets. Also, anything that helps a teacher also benefits students. In addition to assisting teachers with grading and organization, technology helps a teacher educate their students. Apps can act as built-in lessons and aid a teacher in tracking a student's progress. Furthermore, the right app can enhance a teacher's lesson by offering another approach to a subject (Loveless, 2022). Avila (2020) even pointed out that students can be motivated in online learning despite the hindrance through proper support, assistance, and encouragement. Although mobile gadgets and application are always at the teacher’s dispense, mobile learning cannot replace with formal education. Rather it offers methods to support learning outside of the classroom and brings advantages for different interactions. There might have been a lot of advantage for its usage, but it is irrefutable that there are also disadvantages on its usage. Ramassubu (2015) made mention the work of Goleman, a famous psychologist that talks about the importance of Emotional Intelligence. He said that the expanding hours spent alone with gadgets anddigital tools could lower emotional intelligence due to shrinkages in the timeyoung people spend in face-to-face interactions. On a study conducted herein the Philippines, it was also found that students’ motivation and self efficacy have decreased during the span of exposure to distance learning modality. Factors that might have been the cause of such decrease includes slow and unstable Internet connection, less motivation to do self-study, plenty of activities at home, and chores were some of the main reasons students got difficulties in learning the subject matter and adjusting to the “New Normal” (Mamolo, 2022). With these conflicting ideas and literature, the researcher was prompted to develop an offline smart phone application that can potentially aid the learning process among the SHS students of Sta Catalina Integrated National High School. This study will scrutinizethe components and features of the developed application. Also, this research will observe the effects of the usage of the application and its relation to students’ performance. Theoretical Framework Mobile application is a new and fast developing segment of the global information and communication technology. Mobile application is easy, user friendly, inexpensive, downloadable, and can function in most of the mobile phone including inexpensive and entry level phone. This research study is mainly anchored with the Technology Acceptance Model (Davis, 1989), or TAM. This theory suggests that there are two factors that determine whether a computer system will be accepted by its potential users: (1) perceived usefulness (PU) , and (2) perceived ease of use (PEU). Perceived Usefulness is defined as the potential user’s subjective likelihood that the use of a certain system will improve his/her action. While on the other hand, Perceived Ease of Use refers to the degree to which the potential user expects the target system to be effortless That is, while the creator of a given technology product may believe the product is useful and user-friendly, it will not be accepted by its potential users unless the users share those beliefs. Senior High School learners in the Philippines belong to the age group of ideally 16-18 years old. This age group is considered late adolescents wherein they begin to think about the future and to make realistic plans. Since these learners are more inclined to be soon adults, the Theory of Adult Learning is one on the backbone of this research study. This theory states that adult learners learn more effectively in a self-directed learning context rather than a teacher-centered classroom (Su and Li, 2021). Given this, a student-centered context for adult learners is essential as it focuses on learning experience, individual interest, and autonomy; in doing so, a student-centered context supports understanding and deep learning. To promote student-centered contexts, adaptive learning systems such as a self-directed offline smart phone application is very timely (Lim, et.al., 2022). The widespread adoption of mobile technologies and mobile learning has resulted in a wide array of applications that feature prominently in 21st century education. Wheeler (2018) applied the Activity Theory in the field of education. He mentioned that people use external tools and internal tools to achieve their goals. Wheeler suggests that external tools can consist of things like whiteboards, books, and technology, while internal tools are things such as plans and cognitive maps that can be leveraged to achieve the learning goals of students and teachers. From the standpoint of activity theory, it is essential to interpret technology’s role in education by examining more than simply processes and context. To fully understand its impact, one must explore how technology mediates changes in the entire system of learning, including student ability to control their learning, the outcome, and the development of the community of learning. There is a growing need for instructors to develop competencies in the technological domain to make effective use of technology within the context of mediating tools, rules, community influences, and the division of labor defined by the educational system (Valconi, 2018). These theories have led to the researcher’s idea of developing an Offline Smart Phone Application specifically for the needs of the Bread and Pastry Production students. Conceptual Framework The Technology Acceptance Model (TAM) explicitly suggests that for a mobile application to be acceptable for the users, two factors must be met. One, it should be useful, second, it must be easy to use. In the same manner, the Theory of Adult Learning states that adults learn better in a self-directed environment as compared to a teacher centered environment. Lastly, the Activity theory states that people use internal and external tools to achieve their goal. Independent Variable Dependent Variable Components of Offline Smart Phone Application Overview Content Generation Assessment Reflection Features of the Offline Application Comprehensiveness Audio Quality Video Quality Accessibility Student’s Performance Practical Tests (Performance Task) Written Test (Written Task) Figure 1. Conceptual Framework of the Study These theories have led the researcher to develop an offline mobile application, that is not only useful for the students, but is also readily available and easy to use without the continued connection to the internet. As the Theory of Adult Learning suggests, this developed mobile application is an answer to the growing need of the students for a more self-directed learning experience. Lastly, this mobile application will serve an as external tool that can help the students achieve their goal. To ensure the acceptability and usability of the developed mobile application, the conceptual framework below will be utilized. Statement of the Problem This study intends determine the level of acceptability of the components and features of the developed Offline Module Application for the subject Bread and Pastry Production (BPP) and its relationship with the Senior High School students’ level of performance in terms of practical tests and written tests. Specifically, it seeks to answer the following: 1. What is the level of the acceptability of the components of the Offline Mobile Application for Bread and Pastry Production as perceived by the teacher-users and student-users in terms of: 1.1 Overview; 1.2 Content; 1.3 Generalization: 1.4 Assessment; and 1.5 Reflection? 2. What is the level of acceptability of the features of the developed Offline Smart Phone Application for Bread and Pastry Production as perceived by the teacherusers and student-users in terms of: 2.1 Comprehensiveness; 2.2 Audio Quality; 2.3 Video Quality; and 2.4 Accessibility? 3. What is the level of performance of the student-users in terms of their: 3.1 Practical Test (Performance Task); and 3.2 Written Test (Written Task)? 4. Does the level of acceptability of the component of the Offline Smartphone have significant effect on the practical and written test of the student-users? 5. Does the level of acceptability of the features of the Offline Smartphone have significant effect on the practical and written test of the student-users? Research Hypothesis This study seeks to verify the following hypotheses: There is no significant effort of between the level of component of the Offline Smartphone Application to the performance of the practical and written test of the student uses. There is no significant relationship between the level of acceptabilityof the component of the Offline Smartphone Application and the performance of the student-users on their written test. Significance of the Study This study leads to the development of an offline smart phoneapplication for bread and pastry production. Also, the acceptability of the developed application will be tested with regards to its effect on the student-users performance on their practical and written tests. Students. The developed offline smart phone module can be a great help in aiding their learning experience. This study may also motivate them in reading the modules since they are in digital forms. Parents. This study can provide them with the idea regarding the content of the modules. Hence, they assist their children in understanding the modules. Teachers. The result of this study will be of great benefit for them because it can reduce the usage of school supplies. It can also assist the teachers inproviding the lesson content in the subject Bread and Pastry Production. Administrators. This study will be significant as it may serve as basis of the digitization and transformation to mobile application of the modules in the Department of Education. Future Researchers. The result of this study may serve as a milestone headed for better research to improve the medium of instruction in public schools. Scope and Limitation The focus of this study is to develop an offline smart phone application for bread and pastry production. Also, the acceptability of the developed application was tested regarding its effect on the student- users performance on their practical and written tests. The acceptability of the components and features will be evaluated by the student-users in terms of overview, content, generation, assessment, and reflection. The respondents of the study are limited to the fifty (50) senior high school students of Sta. Catalina Integrated National High School. The study will be conducted within the school year 2022-2023. The researcher considers that there are multiple factors that can affect the respondents’ level of performance but will only consider the use of the developed offline smart phone application as the major contributing factor. Definition of Terms The following terms will be defined conceptually and operationally for the purpose of clarity and understanding as to the way in which they will be used in the study. Acceptability. It is the quality of being satisfactory, accepted, tolerated, or allowed. For this research, this will refer to the level of appropriateness and suitability (in terms of student interest, design features, connection to curriculum and instruction features) of the developed offlineapplication in the subject Bread and Pastry Production. Audio Quality. It refers to the perceptual reaction to the sound of a product that reflects the listener’s reaction to how acceptable the sound of that product is. For this study, this will refer to the acceptability of the sound produced by the developed mobile application. Bread and Pastry Production. This is a technical-vocational programthat develops the skills of students in preparing and producing bakery/pastryproducts, cakes, and desserts. This is a Senior High School specialized subject under the Technical-Vocational track, Home Economics Strand. Components. This refers to elements of a system or small parts to make up a whole. In this study, the term will be utilized as independent parts of the developed mobile application. Specifically, this refers to the overview, content, generation, assessment, and reflection. Comprehensiveness. It refers to the state or condition of including all or nearly all elements or aspects of something. This research will also makeuse of the abovementioned definition. Content. This refers to the essential knowledge and understanding that should be learned. For this research, this will refer to the level of completeness of the composition of the topics in the developed smartphoneapplication. Features. This term refers to the distinctive trait or a special attraction.For this research, this will pertain to the comprehensiveness, audio quality, video quality, and accessibility of the developed mobile application. Generation. This pertains to the production of something. In this research, this means the process of how the well the application was developed. Assessment. This refers to the wide variety of methods that educatorsuse to evaluate, measure, and document the academic readiness, learningprogress, and skill acquisition of students. In this study, this will pertain to the evaluation of learning performed using the developed smart phone application. Offline Smart Phone Application. This is a mobile phone applicationthat permits the user to access mobile apps without the Internet. This research will make use of this term as the developed offline smart phone application in the subject area Bread and Pastry Production. Overview. This refers to the general review of summary of a subject. For this study, overview will describe the content and usage instructions of the developed smart phone application. Practical Test. This type of test examines the skills and competence of the learners. In the Department of Education, this is more known as performance tasks. For this study, this term will refer to grade point averageof the student-user for his/her performance based-tasks which may includetasks as stipulated by the Department of Education Order No. 8 s, 2015. Reflection. It is a process where students describe their learning, how it changed, and how it might relate to future learning experiences. For this research, this refers to the manner of how the student-users express their feeling about what they have learned. Video Quality. This term refers to how the appearance of the of the video and how realistic and clear it appears. For this study, this will refer to the acceptability of how clear the video appears on the developed mobile application. Written Test. This means an assessment administered on paper or on a computer that is used to measure a candidate’s knowledge of a particular job performance requirement, requisite knowledge, or objective of a standard for the purpose of certification. For this research, this will refer tograde point average of the student-user for his/her written tasks as stipulated by the Department of Education Order No. 8 s, 2015. Chapter 2 REVIEW OF RELATED LITERATURE The chapter presents the related literatures and studies which are found to have significant bearing on the present study. Though they are limited, theories and findings of the authors served as a guide of this present study. Related Literature In these changing times, students are more driven towards using a mobile phone for every purpose. A smartphone they call it. The world is at the finger tips and a student can get access to any information from anywhere. This reduces the chance of visiting a library and searching for the data. A mobile phone hence can be used for such purposes. What makes the information easily available is mobile applications. Android is designed to run on many different types of devices, from phones to tablets and televisions. As a developer, the range of devices provides a huge potential audience for your app. In order for your app to be successful on all these devices, it should tolerate some feature variability and provide a flexible user interface that adapts to different screen configurations. Every mobile application has a unique feature which offers its own set of services. Learning is a continuous process, and the focus has now completely shifted to eLearning.Students can learn at their pace and take their time at understanding things,as everything is just a click away. Mobile devices are widely used in the digital age. Social network sites, which are becoming indispensable with Web 2.0 technologies, facilitate acceptance of mobile devices by teachers and students. The educational use of mobile devices in and outside of the classroom helps students develop positive attitudes towards courses (Özdamar Keskin, 2015). Smartphone applications represent a technological opportunity to explore new approaches to mental health care, treatment, and research into psychiatric conditions, which in turn may better empower patients to become more actively involved in their own health care (Torous et al., 2014). Instead of relying upon retrospective data collection, smartphone applications enable a novel method of data collection. As shown in the literature, retrospective data collection may not be as reliable as experience sampling method (ESM) which captures patient-reported data in real time. ESM is a data collection approach used in mental health care that allows users to record or report their experiences and to determine frequency and timing according to their needs. With mobile phones, users can be prompted to respond, which may reduce recall bias and increase accuracy of patient selfreported data. Self-reports, frequently in diary format, are collected several times throughout the day at random intervals with the intent of capturing user data as it occur in real life in natural settings as they are experienced (Torous et al., 2014). Validity of ESM through smartphones and palm computers has been studied in mood disorders research. A pilot study compared paper-and-pencil collected versus electronically collected ESM. Results showed that mobile phone captured ESM concurred better with clinician ratings of depression, and had greater clinical validity. ESM reduces the need to be dependent upon unreliable episodic memory. It allows better examination of daily fluctuations and patterns of change in emotion and mental states, across social contexts, time, and activities (Torous et al., 2014). This approach allows detailed examination of psychiatric and mental health phenomenology and provides a better understanding of affective, psychotic, and a range of mental health disorders including randomly occurring symptomatic experiences and emotions, which in turn better elucidates the synergy between social context and affective states (Torous et al., 2014). Smartphones have also begun to revolutionize patient care and health services by offering users computerized functions on the go. Current research shows that the mobile phone health applications may improve treatment compliance and medication adherence. Some applications that run on the patient's phone are linked with electronic health record systems, alert patients when it is time to take medications, or send a reminder message for the upcoming appointment, thus helping users maintain their health goals (Ramanathan, Swendeman, Comulada, Estrin, & Rotheram-Borus, 2013). Adherence rates are found to be high. In addition to portability and flexible usage of mobile devices, delivery of personal feedback may also explain higher retention for mobile phone applications (Donker et al., 2013). The World Health Organization report from 2009 indicated that text message medical appointment reminding systems have been adopted in over 70% of the developed countries and 30–40% of developing countries (Furlow, 2012a, 2012b; Nundy, Razi, et al., 2013). This is especially crucial as management of most chronic health conditions needs high consistency (Xue et al., 2012). This research which focuses on the development of an offline smart phone application is anchored mainly on three theories, the Technology Acceptance Model (Davis, 1989), or TAM, the Theory of Adult Learning andthe Activity Theory. To facilitate your effort toward that goal, Android provides a dynamic app framework in which you can provide configuration-specific app resources in static files (such as different XML layouts for different screen sizes). Android then loads the appropriate resources based on the current device configuration. So with some forethought to your app design and some additional app resources, you can publish a single application package (APK) that provides an optimized user experience on a variety of devices. The Technology Acceptance Model’s primary objective is to give emphasis on the processes that makes a certain technology acceptable. It answers the question why people use technology based on two (2) reasonswhich includes ease of use and perceived usefulness. It also points out thatthe level of acceptability of a form of technology is not due to the variety of application but rather due to the difference between the users. This theoryhas been the most widely used in the field of technology acceptance. Granić,and Marangunić (2019) have done a systematic literature review,from which they have identified 71 relevant studies to be able to thoroughly identify the current state of research efforts on TAM application. The review has shown that TAM and its many different versions represent a credible model for facilitating assessment of diverse learning technologies. It also strengthened the assumption that TAM's core variables, perceived ease of use and perceived usefulness are indeed antecedent factors affectingacceptance of learning with technology. According to Fawareh and Jusoh (2017) postulated that having a smartphone is like having a tiny computer in a pocket. It is blatant that, the potency of smartphone is not only meant for placing of calls and receiving of calls.Usually, there are amazing features such as for browsing, checking health status, sending and receiving emails, watching videos, listening to music, chatting, sharing photos, videos and other 3 documents, to mention but a few. No wonder there is an exponential use of social media as a result of the emergence of the smartphone. According to Masiu & Chukwuere (2018), in the 21st century, smartphones have vastly increased due to its exciting features such as accessing emails, biometric, accessing social media platform and many more. According to technopedia (2019) “A smartphone is a mobile phone with highly advanced features. A typical smartphone has a high-resolution touch screen display, WiFi connectivity, Web browsing capabilities, and the ability to accept sophisticated applications.” Ebiye (2015) regards a smartphone as a smart device used for fast access to knowledge, geared towards students achieving their teaching and learning and academic research objectives. This inference enables context-aware and personalized user experiences in general mobile apps and valuable feedback and interventions in mobile application. However, even though model generalization issues have been highlighted in many studies, the focus has always been on improving the accuracies of models using different sensing modalities and machine learning techniques, with datasets collected in homogeneous populations. In contrast, less attention has been given to studying the performance of mood inference models to assess whether models generalize to new countries. In this study, we collected a mobile sensing dataset with 329K self-reports from 678 participants in eight countries (China, Denmark, India, Italy, Mexico, Mongolia, Paraguay, UK) to assess the effect of geographical diversity on mood inference models. We define and evaluate country-specific (trained and tested within a country), continentspecific (trained and tested within a continent), country-agnostic (tested on a country not seen on training data), and multi-country (trained and tested with multiple countries) approaches trained on sensor data for two mood inference tasks with population-level (non-personalized) and hybrid (partially personalized) models. We show that partially personalized country-specific models perform the best yielding area under the receiver operating characteristic curve (AUROC) scores of the range 0.78--0.98 for two-class (negative vs. positive valence) and 0.76--0.94 for three-class (negative vs. neutral vs. positive valence) inference. Further, with the country-agnostic approach, we show that models do not perform well compared to country-specific settings, even when models are partially personalized. We also show that continent-specific models outperform multicountry models in the case of Europe. Overall, we uncover generalization issues of mood inference models to new countries and how the geographical similarity of countries might impact mood The Adult Learning serves as the backbone of this research. Senior high school students can already be considered as young adults. Their ages ranges between 16-18 years old, plus the inclusion of the Alternative Learning System (ALS) into the system,making the age range wider. It is also known as andragogy was developed by Malcolm Knowles, refers to the concept or study of how adults learn and how it differs from children. This theory assumes that, as people grow older, we shift from being dependent to being more independent. Hence, the adults’ preference to learn changes from being instructor-led toa more self-directed approach. It also believes that adults want or are readyto learn when there is a reason, such as when it’s directed towards growth and development related to their work. Also, adults want learn topics that are applicable to their everyday lives, instead of being general learning about a subject. They want to learn practical skills that help will help them solve problems and work better. Unlike children that chooses to learn due to external factors like parents and teachers, adults choose to learn for theirreasons (Valamis, 2022). The basis of this study is the Activity. In general, Activity theory offers a developmental view of the ways that conceptual frameworks and technologies, practical actions in the world, individuals, and social institutions shape and are shaped by one another inthe learning process. In the field of education, Wheeler (2018) mentioned that learning happens with the involvement of the actors (students and teachers) and the artefacts. These artefacts include internal and external tolls which includes things like whiteboards, books and technology, while internal tools are things such as plans and cognitive maps that can be leveraged to achieve the learning goals of students and teachers. To fully understand its impact, one must investigate how technology mediates changes in the entire system of learning, including student ability to control their learning, the outcome and the development of the community oflearning. Lenz (2015) determined that 80% of learning happens outside a classroom, with most of this learning occurring at home or outside the classroom premises. If instructors can embrace the idea that students do not need to receive direct instruction within a classroom setting for learningto transpire, a larger focus can be placed on developing the tools needed tocreate learning environments that better cater to the needs of individual students. This is where the use of mobile technology and distance learningoccurs. This claim was even strengthened by the sudden change in the wayschool learning happen due to the pandemic. However, mobile learning should not be treated as an alternative to best teaching practices. Instead, it is best viewed as a tool to be used as a supplement to proper pedagogical instruction – regardless of whether that takes place in-person or in an online environment. To be effective, mobile learning must put knowledge, the learner, assessment, and the learning community at the center of its foundation (Valconi, 2018). Distance learning mostly use modules as guide for self-directed learning. West Chester University have identified the best practices for the development of the content of modules. They pointed out that modules should have an introduction or overview, learning goals and objectives, lecture notes, focus questions, exercises and learning activities, assignment, assessment or evaluation and related readings. With the widespread use of technology, specifically smartphone, these modulesmostly are in digital forms. With the use of offline smart phone application, one can take ownership of his/her own learning phase. Hence one of the essential parts of this research is the content of the mobile application and its effect towardsthe learning achievement of the learners. One of the advantages of mobile learning is the ability to provide access to learning contents out of the coursetime. Mobile learning management systems might be used to provide this. Additionally, mobile learning contents are produced based on design principles for qualified interactions. Mobile learning offers benefits such as quick access to information for students, diverse ways of learning, contextual learning, control over own learning, supporting, and encouraginglearning, increased participation in the course, will use in the course and positive meaningful differences of academic achievement, considering the results of the research (Ozan, 2013). In this paper, we want to consider reflection in learning especially from the cultural–historicalapproach, in which reflection differs from the cognition-related term metacognition: reflection can be understood to be directed towards any kind of action, whereas metacognition essentially signifies mental, internal activities about mental, internal activities. According to Vygotsky(1978), reflection can be described as an internalised process of inquiry and conversation, askingquestions and trying to answer them. These processes are internalised in social interaction withother people. We are asked to share our internal mediating objects in an understandable form. Forexample, external objects, such as paintings, can evoke internal mediated objects that can be usedto reflect on the external object. With the use of offline smart phone application, one can take ownership of his/her own learning phase. Kadir and Ercan (2018) also suggested that mobile learning may promote students' academic achievement. Furthermore, the students appreciated mobile learning as an approach that may significantly increase their motivation. These researchers have recommended that practitioners should take into consideration that mobile learning can create positive impact on academic achievement and performance and increase the motivation of students. Even though previous studies have confirmed the positive impact of interaction on distance learning satisfaction, the mechanism behind this relationship has not been well addressed in the literature. The ability and the confidence to learn from online courses and connect and engage with others were the main reasons in explaining online learners' satisfaction (She, et.al., 2021). Alhumaid (2019) also has a similarly negative take on the use of education application through gadgets and smart phones. He describes the experience with technology as bitter-sweet. He pointed out that relevant research has proven that technology could change education negatively through four paths: deteriorating students’ competences of reading and writing, dehumanizing educational environments, distorting social interactions between teachers and students and isolating individualswhen using technology. The literature mentioned above has shown contradicting ideas about the usage of mobile smart phones for student-learning. However, it is an undeniable fact the mobile phones are here to stay and gets to be used more than our books. Hence this research will take on the challenge of making the most out of the situation and create a mobile application that is accessible to most of the students. One of the important variables used into conduct of this research is overview this component of study are showed the whole study of mobile application in bread and pastry also the content of this study they can explain the proper of used the study. Technology has undergone significant progression that benefits many, including educational stakeholders. Smartphones, the Internet-enabled devices incorporated with computer applications and software, are among the eminent breakthroughs in this latest century. It is not right to deny the existence of technology because most employers now seek graduates who are digitally literate (The Star, 2014). A lot of research has been done to investigate students’ preparedness to incorporate learning with mobile devices, some of which are Malaysian-based by Abas, Peng, and Mansor (2009), Hussin, Manap, Amir, and Krish (2012) and Hamat, Embi, and Hassan (2013). Positively, the respondents in their studies welcomed the integration of learning with mobile gadgets. Hussin et al. (2012) researched student readiness for mobile learning in four aspects: basic, skill, psychological and budget. They found that Malaysian university students were not yet ready for mobile learning. However, it is assumed that with the growing development in smartphones, mobile learning would be made possible as many companies are very competitive in manufacturing smartphones, incorporating up-to-date apps, sold at low prices. Subsequently, this technology can reach even low-income households. Related Studies It is now easier than ever to distribute educational content. Whereas previously only large-scale textbook publishers could distribute educational resources to wide audiences, now teachers, parents, and hobbyists can develop new content and distribute it digitally. In today’s age wherein information is at the expense of almost everyone, the power is just at the people’s finger tips as they use their smart phones. Cognitivism is a learning theory that focusses on how information is received, organized, stored and retrieved by the mind. It uses the mind as an information processer, like a computer. Therefore, cognitivism looks beyond observable behaviour, viewing learning as internal mental processes A research has identified over 140,000 observations of 663 educational apps to determine how app-based curricula impact student achievement and engagement. Results have shown that that students who supplement traditional classroom education with an app-based curriculum achieve 165% of their expected learning gains. Students enjoy most of the app-based content, even though it usually targets their academic weakness.There is a moderate positive relationship between achievement gains and student engagement, suggesting that these learning gains are sustainable. Though on the surface this may seem like a simple question, it is actually quite difficult to answer, because any answer will be based upon our beliefs and values, how we view learning, and how we view technology's role in the learning process. To approach this question, we will proceed in this chapter by (1) revisiting some common learning theories and how they might influence our perspective of technology's role in learning, (2) exploring the beliefs and values that individuals and institutions might apply when evaluating technology use in the classroom, and (3) providing an overview of some common technology integration models that are used to help teachers better understand the process and goals of technology integration. Another study conducted by Tamawak, et.al., (2018) wherein the communication model and the technology acceptance model were observed. Four factors, namely, academic performance, student satisfaction, effectiveness, and support assessment were observed to verifywhether these factors enhance student satisfaction and improve the teaching method and academic performance level. Results showed a positive effect of the utilization of the said model as well as the optimistic relationship among the variables. Su and Li (2021) have applied the Technology Acceptance Model in implementing online education in teaching entrepreneurship. Results show that online entrepreneurship education influences the perceived ease of useof the user and perceived credibility: the quality of the online entrepreneurship education has a positive impact on the user’s perceived usefulness, interactivity has a positive influence on perceived ease of use and perceived usefulness, and interactivity positively influences the perceived ease of use of the user and perceived credibility. Perceived usefulness, perceived ease of use, and perceived credibility have a positiveimpact on the behavioral intention of the users. The proposed TAM providessome technical and theoretical support for the application of TAM in online entrepreneurship education for new entrepreneurs. Barhoumi (2015) explored the effectiveness of using mobile technologies to support a blended learning course. The use of WhatsApp have proven the experience to be at 100% in-class with no app mediation, therefore recommends the use of mobile technologies in supporting blendedlearning. Manchanda (2022) have identified 14 must-have features of a successful mobile application. It should have relevant information, a good interface and userfriendly, a video-based content, interactive, should havelive tutorials, mock quizzes or evaluation of learning, multilingual support, offline mode, gamification, push notification, social media integration, personalized experience which provide immediate feedback, and progress tracking. As for the components of a mobile education application, Zydney andWarner (2015) said that previously developed mobile apps for science learning offered a number of similar design features, including technology- based scaffolding, location-aware functionality, visual/audio, representations, digital knowledgeconstruction tools, digital knowledge- sharing mechanisms, and differentiated roles. This same study recommended that future studies need to make use of newer, available technologies; isolate the testing of specific app features; and developadditional strategies around using mobile apps for collaboration. On the other hand, Zhang and Liao (2015) have pointed out that mobile applications are ineffective because of mobile terminal and wireless network, the use habit of the user, mobile learning and online education market create good conditions for the development of educational Apps, at the same time, the imbalance of development, poor quality and unclear business model is the restriction factors of the development of educational Application. Carter, Greenberg, and Walker (2017) in a West Point College, in New York, U.S.A. found out whether technology, precisely Internet connected computers, should be integrated in the normal course of instruction. Participants were divided in three groups: the first group followed courses with no connection to any technological devices; the second groupwas allowed the free use of tablets and laptops; the third group used technology under restrictions. Analysis of data collated from the three groups revealed that students in classrooms where no Internet-connected devices were used scored much higher in their tests (72.9 %) than those inclasses where laptops and tablets were allowed. The use of mobile application is the educational process is not brandnew idea, however there have been limited content when it comes to local context for the Philippine educational system especially in the offlinecontent. Ever since there have been educators trying to teach students, there have been theories that guide how those educators view the learning process. These learning theories encompass our beliefs about the nature of knowledge and how a person learning theories have existed for millennia, and even in the modern world, there is great diversity in how scientists, psychologists, and educators view learning. Some of the major learning theories that shape modern conversations surrounding technology integration include behaviorism, cognitivism, constructivism, constructionism, and connectivism. Each of these theories has been studied and written about at length, and it is impossible to devote sufficient time and attention to each theory in the limited space provided. This is because their time-on-task completion will increase as they have the device at hand. Norries et al. (2011) also found that students were constantly using the smartphone camera to take pictures of abstract concepts taught in class so that later they could relate them with the concrete ideas. Similarly, Woodcock et al. (2012) reported that respondents in their research believed that smartphones had allowed them to improve productivity and eventually their learning performance. Kumar (2011) indicated that students were downloading online lectures and reading from e-books to improve learning. Another study conducted by Mtega, Bernard, Msungu, and Sanare (2012), shows the respondents in their study do not just use traditional mobile learning applications, such as text messages and calls, but they utilize mobile learning applications such as GPS, camera, voice calls, emails, Google drive, and so forth, to create, upload, download and share academic resources with their friends. All the abovementioned research illustrated that smartphones have created sophisticated avenues for students to learn and it is undeniable that more students are spending more time using mobile apps. This is positively correlated with the higher rate of smartphone ownership among higher education students (Bowen, Kyle, & Mathew, 2012). In recent years, more studies were carried out on smartphone use in relation to academic performance. For instance, Jacobsen and Forste (2011) in their study found a negative relationship between calling, texting, and self-reported grade point average (GPA) among university students in the United States. On the other hand, Hong, Chiu, and Hong (2012) found that calling and texting were positively correlated with a self-reported measure of academic difficulty among a sample of female Taiwanese university students. Yet in another research, Lepp, Barkley, and Karpinski (2015) reported that students who used the cell phone more on a daily basis were likely to have a lower GPA than students who used it less. Basing their conclusions on a sample of 536 undergraduates from 82 self-reported majors at a large public university, the researchers suggested a vital need to sensitize students and educators about the potential academic risks associated with high cellphone . Globally, smartphones use among tertiary level students has increased tremendously over the last two years. Higher learning institutions need to develop sound strategies to leverage students’ smartphone use in order to create a more autonomous learning environment. To date, numerous studies have been conducted to investigate the use of mobile devices themselves. For most of the research reporting on the benefits and limitations of smartphone, there was very little empirical evidence to support their claims (Merchant, 2012). Although there is some evidence regarding students’ use of smartphones in higher education, there is little research on how they have used smartphones to support learning activities and how this relates to academic performance. This study considered the amount of time tertiary level students used smartphones in sixteen learning activities and explored how it influenced their academic performance. Understanding the stated relationship may give insights as to whether smartphone usage has indeed contributed to increasing students’ learning opportunities or likewise affected their academic performance negatively. Chapter 3 RESEARCH METHODOLOGY This chapter discusses the research methodology utilized in this study. It includes the research design, respondents of the study, research procedure, research instrument, and statistical treatment of data. Research Design This study made use of the descriptive-correlational design which determined the level of acceptability of the developed offline smart phone application and its effects on the students’ performance. IvyPanda (2022) describes this type of research as one that aims to provide static pictures of situations as well as establish the relationship between different variables. In this type of research, data are often analyzed quantitatively, using frequencies, percentages, averages, or other statistical analyses to determine relationships. On the other hand, correlational research is designed to discover relationships among variables and to allow the prediction of future events from present knowledge. Respondents of the Study The respondents of the study are the Home Economics students of Sta. Catalina Integrated National High School who utilized the developed offline smart phone application. A total of forty (40) students were identifiedthrough convenience sampling and random sampling which includes the participation of the students available at the time of the administration pf questionnaire. This method ensures that the responses are somewhat lessbiased, as the researcher cannot control the respondents who give back their replies. Research procedure This figure shows how the proper sequence is the method of doing the study and if how to conduct this problem by the use of this flow chart. Conduct the study from the Division Authorities of the Province of laguna Create the surveyquestionnaire Distributed to them and was advised to use it to their learning Process Tabulated, analyzed and interpret Oriented and carefully Guided Figure 2. Flow Chart of the Study The validated survey questionnaire is the main data gathering tool for this research study. Each of the respondents were given a validated questionnaire. For data gathering, the researcher carried out the followingprocedure: The researcher asked the permission to conduct the study from the Division authorities of the Province of Laguna as well as the from theschool administration of Sta. Catalina Integrated National High School. After the approval has been obtained, the researcher then created the survey-questionnaire. Which was further subjected to validationof content panellists. The respondents were notified of their participation in this research study. Once this is done, the copy of the Offline Smart Phone Application was distributed to them and was advised to use it to their learning process in the subject Bread and Pastry Production. Once the students have used the developed application, survey questionnaires were given personally to student respondents, while some were sent through a google form link. Each respondent were oriented and carefully guided by the researcher. Thereafter, the questionnaires were retrieved. Results from the answered questionnaires were tabulated, analyzed,and interpreted. Research Instrument This study made use of the validated questionnaire which includes the adapted existing scales as the main data gathering instrument. This research will adapt items from the Evaluation Rubric for Mobile Apps(Walker 2013) and App Checklist for Educators (Lubniewski, McArthur & Harriott 2018). The questionnaire aims to gather information on the level ofacceptability of the developed offline smart phone application as deemed by the respondents. The questionnaire has undergone validations from experts to ensure the validity of instrument. Statistical Treatment of Data The data gathered was presented and statistically treated using Microsoft Excel and Mini Tab 14. The results were presented using the necessary tables and figures. For an organized analysis and interpretationof the data gathered, the following statistical measures were utilized: For the level acceptability of the component and features of the developed smart phone, the responses were quantified and determined using a rating scale. This tool makes use of a five-point Likert Scale in which the respondents’ responses for the given indicators may range from “strongly disagree” (1); “disagree” (2); “agree” (3); and “strongly agree” (4) and may also consider some items to be “not applicable”. The rating scale is as follows: Rating Scale 5 Range 4.50-5.00 Descriptive Evaluation Strongly Agree 4 3 3.50-4.49 2.50-3.49 Agree Neither Agree nor Disagree 2 1 1.50-2.49 1.00-1.49 Disagree Strongly Disagree The performance of the students in terms of practical test (performance task) and written test (written task) was determined using the scale below : Rating Scale 5 4 3 2 1 Range 90 -100 85-89 80-84 75-79 Below 75 Descriptive Evaluation Outstanding Very Satisfactory Satisfactory Fairly Satisfactory Did not meet expectations. Regression analysis was used to determine if there is a significant relationship between the level of acceptability of the developed offlinesmartphone application in terms of its components and features and the respondents’ level of achievement. Chapter 4 PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA This chapter includes the findings of the study with corresponding interpretations. The data are analyzed and interpreted, so that conclusions and recommendations can be drawn from the study. The data gathered were presented following the order or sequence of the questions raised in Chapter 1, namely: Level of Acceptability of the Components of the Developed Offline Smart Phone Application for Bread and Pastry Production (BPP); Level of Acceptability of the Features of the Developed Offline Smart Phone Application for Breadand Pastry Production (BPP); Level of Achievement of Competencies interms of written test (written task); Level of Achievement of Competencies in terms of practical test (performance task); and the Effect of the Components and Features of the Developed Offline Smart Phone Application for Bread and Pastry Production (BPP) to the level of achievement of the respondents in terms of written test (written task) and practical test (performance task). Acceptability of the Components of the Offline Mobile Application for Bread and Pastry Production In this study, acceptability of the components of the Offline Mobile Application for Bread and Pastry Production in terms of overview, content,,generation, assessment and reflection and was determined by the weighted mean and standard deviation. In this table showed the Acceptability of the Component of Offline Mobile Application for Bread and Pastry Production in terms of Overview. Table 1 shown the level of Acceptability of the Component of the Offline Application for bread and pastry Production in term of overview was attained a grand mean of 4.60 and was interpreted Very High as assessed by the respondents. This indicates further that the respondents manifested that the overview component of the said application was highly acceptable Table 1. Level of Acceptability of the Components of the Offline Mobile Application for bread and pastry Production in terms of Overview The overview of the offline smartphone application for bread and pastry production… has a clear and readable title. uses proper punctuation and grammar. has a clear introduction of its content. has notable features. explains how it can give benefit to its users. has graphics and interface that is motivating and engaging. Weighted Mean Mean SD Remarks 4.73 4.55 4.68 4.55 0.51 0.68 0.57 0.55 Strongly Agree Strongly Agree Strongly Agree Strongly Agree 4.63 0.54 Strongly Agree 4.48 0.55 Strongly Agree 4.60 Strongly Agree Interpretation Very High ________________________________________________________________ Table 1 demonstrates level of acceptability of the components of the Offline Mobile Application for Bread and Pastry Production in terms of overview. As gleaned from the above data, the respondents strongly agree that the application has a clear and readable title, gaining the highest mean (M=4.73, SD=0.51). Similarly, respondents also strongly agree that the overview of the offline smartphone application for bread and pastry production has graphics and interface that is motivating and engaging, attaining the least mean (M=4.48, SD=0.55). Overall, the level of acceptability of the components of the Offline Mobile Application for Bread and Pastry Production in terms of overview attained a grand mean of 4.60 and was interpreted Very High as assessed by the respondents. This indicates further that the respondents manifested that the overview component of the said application was highly acceptable. Ali, et al., (2014) emphasized on the importance of the interface and the total overview of an application towards students’ interest and engagement. They mentioned that it is one of the key and fundamental criteria that hook the learners to be engaged in mobile applications. In this regard, the overview of on application and its interface is a key factor that hooks up the interest of the user of a mobile application. Arguably, smartphones came to the scene to replace the works of the camera, video recorders, digital watches, etc. For instance, it is becoming so rare for an individual to purchase a digital camera for personal use except for commercial purposes, and the extent at which people yearn for digital watches has reduced as a result of the introduction of smartphones. In effect, it become redundant for one to purchase such gadgets which can be found in smartphones. Fawareh and Jusoh (2017) postulated that having a smartphone is like having a tiny computer in a pocket. It is blatant that, the potency of smartphone is not only meant for placing of calls and receiving of calls. Usually, there are amazing features such as for browsing, checking health status, sending and receiving emails, watching videos, listening to music, chatting, sharing photos, videos and other 3 documents, to mention but a few. No wonder there is an exponential use of social media as a result of the emergence of the smartphone. According to Masiu & Chukwuere (2018), in the 21st century, smartphones have vastly increased due to its exciting features such as accessing emails, biometric, accessing social media platform and many more. One of the first contributions of smartphone applications is making communication between individuals and authorities easier. the term suggests, customer support revolves around meeting the wants and requirements of the people who use the service. When it comes to growth, highly rated applications are just superior With mobile phones, users can be prompted to respond, which may reduce recall bias and increase accuracy of patient self-reported data. Self-reports, frequently in diary format, are collected several times throughout the day at random intervals with the intent of capturing user data as it occur in real life in natural settings as they are experienced (Torous et al., 2014). Validity of ESM through smartphones and palm computers has been studied in mood disorders research. A pilot study compared paper-and-pencil collected versus electronically collected ESM. Results showed that mobile phone captured ESM concurred better with clinician ratings of depression, and had greater clinical validity. ESM reduces the need to be dependent upon unreliable episodic memory. It allows better examination of daily fluctuations and patterns of change in emotion and mental states, across social contexts, time, and activities (Torous et al., 2014). This approach allows detailed examination of psychiatric and mental health phenomenology and provides a better understanding of affective, psychotic, and a range of mental health disorders including randomly occurring symptomatic experiences and emotions, which in turn better elucidates the synergy between social context and affective states (Torous et al., 2014). Smartphones have also begun to revolutionize patient care and health services by offering users computerized functions on the go. Current research shows that the mobile phone health applications may improve treatment compliance and medication adherence. Some applications that run on the patient's phone are linked with electronic health record systems, alert patients when it is time to take medications, or send a reminder message for the upcoming appointment, thus helping users maintain their health goals (Ramanathan, Swendeman, Comulada, Estrin, & Rotheram-Borus, 2013). Adherence rates are found to be high. In addition to portability and flexible usage of mobile devices, delivery of personal feedback may also explain higher retention for mobile phone applications (Donker et al., 2013). The World Health Organization report from 2009 indicated that text message medical appointment reminding systems have been adopted in over 70% of the developed countries and 30–40% of developing countries (Furlow, 2012a, 2012b; Nundy, Razi, et al., 2013). This is especially crucial as management of most chronic health conditions needs high consistency (Xue et al., 2012). For table 2 it showed the Acceptability of the Component of Offline Application for Bread and Pastry Production in terms of its content. Table 2. Level of Acceptability of the Components of the Offline Mobile Application for Bread and Pastry Production in terms of Content The content of the offline smartphone application for bread Mean and pastry production… is presented in a chronological manner and considers the pre4.68 requisite topics. is aligned with the learning 4.40 competencies required by the subject. allows users to review content `for 4.63 past lessons. offers and caters differentiated 4.65 instructional practices. contributes to the user’s learning 4.63 experience and competencies. has text, graphics, videos, sound, and speech that are always organized in a 4.65 way that enhances the application’s content. Weighted Mean 4.60 SD Remarks 0.57 Strongly Agree 0.74 Strongly Agree 0.54 Strongly Agree 0.53 Strongly Agree 0.54 Strongly Agree 0.53 Strongly Agree Strongly Agree Interpretation Very High ________________________________________________________________ Table 2 presents the level of respondent’s acceptability on the components of the Offline Mobile Application for Bread and Pastry in terms of its content. the respondents have a very high level of acceptance, gaining a mean of 4.60. This means that the application’s content is highly acceptable for the respondents and it jives in with the targeted competencies applicable to the learners, users or respondents. The result revealed that the respondents strongly agree that the content is presented in chronological manner and considers the pre – requisite topics, having the highest mean (M=4.68, SD=0.57). Moreover, the respondents also strongly agree that the content is aligned with the learning competencies required by the subject, gaining the lowest mean (M=4.40, SD = 0.74). Overall, in terms of its content, the respondents have a very high level of acceptance, gaining a mean of 4.60. This means that the application’s content is highly acceptable for the respondents and it jives in with the targeted competencies applicable to the learners, users or respondents. Content is crucial in the effective use of offline mobile application. Falode, et. al., (2022) mentioned that mobile application developers must be carefully planned so that the effectivity of the mobile application is optimized. A mobile application will be effective if it is suitable to the learners and parallel to the content needed by its users. A content provider manages access to a central repository of data. A provider is part of an Android application, which often provides its own UI for working with the data. However, content providers are primarily used by other applications, which access the provider using a provider client object. Together, providers and provider clients offer a consistent, standard interface to data that also handles inter process communication and secure data access. Typically you work with content providers in one of two scenarios: implementing code to access an existing content provider in another application or creating a new content provider in your application to share data with other applications This table 3 Present the Level of the Component of the Offline Smart phone for bread and pastry Production in term of Generalization. the respondents have a very high level of acceptability on the offline mobile application. This is evident on the garnered mean of 4.37. This means that the offline mobile application is user – friendly and suitable to the level of the users. Table 3. Level of Acceptability of the Components of the Offline Mobile Application for Bread and Pastry Production in terms of Generalization. The generation of the offline smartphone application for bread and pastry production… is user-friendly and can be used with no guidance. loads up easily without any errors and bugs. moves through the application’s content and options fluidly. has text, graphics, videos, sounds, and speech that are integrated seamlessly to form a cohesive program. allows users to completely control the rate at which they move through the application’s content. Weighted Mean Interpretation Mean SD 4.60 0.55 Strongly Agree 4.40 0.63 Strongly Agree 4.28 0.51 Strongly Agree 4.20 0.69 Strongly Agree 4.35 0.70 Strongly Agree 4.37 Remarks Strongly Agree Very High Table 3 assesses the level of acceptability of the respondents of the Offline Mobile Application for Bread and Pastry Production’s components in terms of its generation. Gaining the highest mean (M=4.60, SD=0.55), the respondents strongly agree that the application is user – friendly and can be used with no guidance. In addition, even with the least mean (M=4.20, SD=0.69), the respondents also strongly agree that the application has text, graphics, videos, sounds and speech that are integrated seamlessly to form a cohesive program. Overall, in terms of generalization, the respondents have a very high level of acceptability on the offline mobile application. This is evident on the garnered mean of 4.37. This means that the offline mobile application is user – friendly and suitable to the level of the users. One aspect of a mobile application is its ability to generate at the pace of the users. Harrison (2013) suggested that a mobile application, to serve its purpose must have the learnability aspect. Learnability is the feature of educational applications that allows the user to learn from the application or generate learning through self – paced interaction with the mobile application. We applied our approach to the development of a small but realistic application (see Section V). The finished application consists of 36~ 40 classes and 4604~4987 lines of manually written Java source code. We were able to achieve 37%~40% code reuse in spite of the application being user interface intensive. The case study confirmed that code reuse indeed depends heavily on the degree of API similarity, with a wide range of reuse percentages (52%~92%). We also learned that our approach supports the separation of concerns very well and provides valuable opportunities for improving the quality of an application. The configuration of tools was effective supporting continuous integration and testing. It lets us to work on multiple projects simultaneously by simply switching between the platform-specific IDEs. In sum, our approach works well for a single developer and a small team of developers. This table 4 showed the Level of Acceptability of the component of the offline smartphone for bread and pastry production in terms of Assessment. The respondent agrees that the assessment on the application is directly related to the competencies of the bread and pastry production. Table 4. Level of Acceptability of the Components of the Offline Mobile Application for Bread and Pastry Production in Term Of Assessment The assessment in the offline smartphone application for bread and pastry production… offers adequate assessment opportunities to measure the achievement of competencies. is directly related to the competencies of the subject. provides feedback on whether the user has answered correctly or incorrectly. is interactive. Weighted Mean 3.70 Interpretation Mean SD Remarks 3.65 0.53 Agree 3.85 0.36 Agree 3.70 0.56 Agree 3.60 0.50 Agree Agree High Table 4 reveals the respondents’ level of acceptability on the Offline Mobile Application for Bread and Pastry Production in terms of the assessment. The respondents agree that the assessment on the mobile application is directly related to the competencies of the Bread and Pastry, gaining the highest mean (M=3.85, SD=0.36). Moreover, having the lowest mean (M=3.60, SD=0.50), the respondents also agree that the assessment is interactive. The overall evaluation of the respondents reveals a grand mean of 3.70 in terms of the application’s assessment. This means that the respondents have high level of acceptance on the assessment feature of the application. This implies that the respondents agree on that the generation of the mobile application is perceived. Table 5 present the Level of Acceptability of the Offline Mobile Application for Bread and Pastry Production in Terms of Reflection and the respondents agree that the mobile application provides enough praises and rewards for assessment questions that are answered correctly Table 5. Level of Acceptability of the Components of the Offline Mobile Application for Bread and Pastry Production in Terms of reflection The reflection in the offline smartphone application for bread and pastry production… gives enough praises and rewards for assessment questions answered correctly. offers the users an explanation for their incorrect answer. allows the users to review material related to the question and gives them the opportunity to answer the question again. allows the users to connect their learning with their real-life experiences. Weighted Mean 3.73 Mean SD 3.88 0.33 Agree 3.75 0.49 Agree 3.70 0.56 Agree 3.60 0.50 Agree Interpretation Remarks Agree High Table 5 shows the respondents’ level of acceptability on the mobile application in terms of its reflection. With this, having the highest mean (M=3.88, SD=0.33), the respondents agree that the mobile application provides enough praises and rewards for assessment questions that are answered correctly. Even with the least mean (M=3.60, SD=0.50), the respondents agree that the reflection of the mobile application allows kts users to connect what they have learned into real – life experiences. Moreover, the over – all mean of 3.73 reveals that the respondents have a high level of acceptability in terms of the mobile application’s reflection. This includes praises and rewards for correct responses on assessment questions, explanation of incorrect responses, availability of material for review, and connection of learning in the real – life experiences. Abildinova, et. al., (2016) highlighted the importance of assessment using the mobile application. Aside from the questions related to the topic on mobile application, the mobile application allows the user to communicate their learnings, by applying to real – life experiences and real – life problems. These result regarding the components of an education mobile phone application supports the work of Manchanda (2022) wherein he has identified 14 must-have features of a successful mobile application. Out of these 14 components, the developed mobile application has proven six (6)significant parts that are all proven to be highly acceptable as perceived by the learners. This includes overview, content, generation, assessment, and reflection. Users can tap their way swiftly through the various menu levels without waiting for the menus and instructions to appear on the screen. The app lets users input transaction data such as their account number and contact number to receive the information they need via self-service or to get a seat in a queue for an agent with the relevant capabilities Acceptability of the Features of the Developed Offline Smart Phone Application for Bread and Pastry Production This section shows the result of the respondents’ level of acceptability on the Offline Smart Phone Application for Bread and Pastry Production’s features. The feature was assessed through its comprehensiveness, quality of video and audio, and its accessibility. Table 6 present the Level of Acceptability of the Developed Offline Smart phone Application for bread and pastry Production in terms of Comprehensiveness The respondents strongly agree that the application can be highly recommended and suggested to other learners, with the highest computed mean (M=4.90, SD=0.38) The comprehensiveness of the application has a very high level of acceptance as revealed by the over – all mean of 4.65. This means that the application shows the comprehensive features such as complete learning experience of the subject matter, a high recommendable rate, can address the needs of different users that allows learning to have widen opportunities, and is handy but still can aid the teaching learning process Table 6. Level of Acceptability of the Features of the Developed Offline Smart Phone Application for Bread and Pastry Production in Terms of Comprehensiveness In terms of comprehensiveness the developed offline smartphone application for bread and pastry production… provides an overall complete learning experience of the subject matter. can be highly recommended and suggested to other learners. is designed to address the needs of diverse users, thereby widening opportunities for participation in learning. is a great easy-to-use tool that can aid the teaching learning process, weighted Mean Interpretation Mean SD Remarks 4.75 0.44 Strongly Agree 4.90 0.38 Strongly Agree 4.53 0.51 Strongly Agree 4.43 0.50 Strongly Agree 4.65 Strongly Agree Very High This table reveals the respondents’ level of acceptability on the smart phone application in terms of its comprehensive feature. The respondents strongly agree that the application can be highly recommended and suggested to other learners, with the highest computed mean (M=4.90, SD=0.38). Moreover, the least computed mean (M=4.43, SD=0.50) reveals that the respondents strongly agree that the mobile application is a great easy – to – use tool that can aid the teaching learning process. The comprehensiveness of the application has a very high level of acceptance as revealed by the over – all mean of 4.65. This means that the application shows the comprehensive features such as complete learning experience of the subject matter, a high recommendable rate, can address the needs of different users that allows learning to have widen opportunities, and is handy but still can aid the teaching learning process. Mergany, et. al. (2021) gives emphasis on the importance of the comprehensiveness of a mobile application in learning. He claimed that a mobile application should be learners’ friendly since it aids the learning on their self-pace. This Table 7. Showed the result of the level of Acceptability of the features of the Development offline Smartphone Application for Bread and Pastry Production in terms of Audio Quality. The respondents have a very high level of acceptability on the audio quality of the mobile application Table 7. Level of Acceptability of the Features of the Developed Offline Smart Phone Application for Bread and Pastry Production in Terms of Audio Quality. In terms of audio quality, the developed offline smartphone application for bread and pastry production… caters varied learning styles by having both written and spoken content. has an audio content and narration that is aligned with the media content. provides audio and sound effects that is appropriate for the content. allows the users to turn on/off the music sound effects to modify the learning experience. Weighted Mean Mean SD Remarks 4.88 0.33 Strongly Agree 4.68 0.62 Strongly Agree 4.60 0.50 Strongly Agree 4.70 0.46 Strongly Agree 4.71 Strongly Agree Interpretation Very High ________________________________________________________________ The table presents the level of acceptability on the audio quality feature of the mobile application. In this regard, having the highest mean (M=4.88, SD=0.33), the respondents strongly agree that it caters varied learning styles through both written and spoken content. In addition, the mobile application provides appropriateness of audio and sound effects for the content (M=4.60, SD=0.50). The respondents have a very high level of acceptability on the audio quality of the mobile application. This is supported by the grand mean of 4.71. This means that the mobile application’s audio quality features are experienced by the users. Table 8 present the level of Acceptability of the Features of the development Offline Smart Phone for Bread and pastry Production in Terms of Video Quality respondents strongly agree that the videos on the mobile application complements with the learning goals and avoids redundancy (M = 4.93, SD = 0.27) Table 8. Level of Acceptability of the Features of the Developed Offline Smart Phone Application for Bread and Pastry Production in Terms of Video Quality STATEMENT Mean In terms of video quality, the developed offline smartphone application for bread and pastry production… contains videos that are aligned with the required 4.70 competencies of the subject. complements with the learning goals avoiding 4.93 redundancy. contains on-screen text or symbols to highlight 4.65 important information. have videos that has a high quality making the 4.85 content clear. Weighted Mean Interpretation SD Remarks 0.46 Strongly Agree 0.27 Strongly Agree 0.53 Strongly Agree 0.36 Strongly Agree 4.71 Strongly Agree Very High Table 8 shows the respondents level of acceptability of the mobile application in terms of video quality. It is revealed that the respondents strongly agree that the videos on the mobile application complements with the learning goals and avoids redundancy (M = 4.93, SD = 0.27). Nonetheless, the respondents also strongly agree that it contains on – screen text and symbols to highlight important information (M=4.65, SD=0.53). In addition to this, the over – all mean of 4.71 reveals that the level of acceptability of the respondents on the video quality of the mobile application is very high. This is because the respondents were able to see the connection of the video on the mobile application to the competencies of the subject. It avoids redundancy but focus on complementing learning goals. On screen text and symbols are present on the video, and it is high quality that makes the content clear. Smartphones with a great camera and the ability to record high definition video are no longer difficult to find they’re everywhere. Professional video content creators are finding that using their mobile phones to shoot video has several significant advantages. Mobile phones are ubiquitous, and we almost always have our phones with us. Quickly and spontaneously capturing video content doesn’t require lugging around large video cameras when an unexpected opportunity presents itself. Table 9 Present the Acceptability of the features of the Developed Offline Smart phone Application for Bread and pastry Production in terms of Accessibility and the respondent the respondents strongly agree that the mobile application provides clear instruction on how it can be used in learning This table show the Level of Acceptability of the features of the developed offline Smart Phone Application for Bread and Pastry Production in terms of Accessibility the respondents strongly agree that the mobile application provides clear instruction on how it can be used in learning. The users accessibility includes no additional files to download, does not require internet to function, provision of instruction on its use, and accessible for android phones. Table 9. Level of Acceptability of the Features of the Developed Offline Smart Phone Application for Bread and Pastry Production in terms of Accessibility. In terms of accessibility, the developed Mean offline smartphone application for bread and pastry production… does not require the download of additional 4.48 applications. functions even without internet connection. 4.60 provides a clear instruction of how it can be 4.70 used for learning. can be accessed on any android smartphone. 4.68 Weighted Mean 4.61 SD Remarks 0.75 Strongly Agree 0.50 Strongly Agree 0.46 Strongly Agree 0.47 Strongly Agree Strongly Agree Interpretation Very high ________________________________________________________________ Table 9 shows the level of respondents’ acceptability on the mobile application based on its accessibility feature. As depicted on the table, the respondents strongly agree that the mobile application provides clear instruction on how it can be used in learning. This is evident on the gained mean (M=4.70, SD=0.46). In relation to this, the respondents strongly agree that the mobile application does not require additional applications to download, having the least computed mean (M=4.48, SD=0.75). The over – all mean of 4.61 implies that the respondents have very high level of acceptance on the feature of the mobile application in terms of its accessibility. The users accessibility includes no additional files to download, does not require internet to function, provision of instruction on its use, and accessible for android phones. In relation to this, Abildinova, et al., (2016) mentioned the importance of accessibility of mobile application. As they mentioned, accessibility allows the possibility for users to learn at their own pace with confidentiality. It opens good support on the popular ways of interaction of students for access of materials. Level of Students’ Performance The following shows the level of students’ performance both in written and practical test after they are exposed with the Mobile Application for Bread and Pastry Production. With regard to the alternative testing strategies, the purpose of this study was to perform a qualitative assessment of student performance versus examination format. Two assessment methods of academic achievement among undergraduate students enrolled in two computer technology courses were applied: This table show the Level of Students Performance in Terms of Practical test the respondents attained grades ranging from “85 to 89” which had a verbal interpretation of “Very Satisfactory” while 38 or 95% of the respondents attained grades ranging from “90 to 100” which had a verbal interpretation of “Outstanding Table 10. Level of Students’ Performance in terms of Practical Test Grading Scale Frequency Percentage Descriptors 90 – 100 38 95% Outstanding 85 – 89 2 5% Very Satisfactory 80 – 84 0 0 0 0 Below 75 0 0 Satisfactory Fairly Satisfactory Did Not Meet Expectations Mean 96.38 Interpretation 75 – 79 Outstanding Table 10 reveals the level of students’ performance in terms of Practical test can be gleaned that 2 or 5% of the respondents attained grades ranging from “85 to 89” which had a verbal interpretation of “Very Satisfactory” while 38 or 95% of the respondents attained grades ranging from “90 to 100” which had a verbal interpretation of “Outstanding”. its effort to use assessment to promote instructional change, the Title I law was also tapping in to a reform movement in assessment. Like the critics of Title I testing, assessment critics contended that the traditional tests used in most schools and school districts—typically, norm-referenced, multiple-choice tests—narrowed the curriculum to the low-level knowledge and skills tested and provided inadequate and sometimes misleading information about student performance. National Academies of Sciences, Engineering, and Medicine. 1999. Testing, Teaching, and Learning: A Guide for States and School Districts. Washington, DC: The National Academies Press. https://doi.org/10.17226/9609. The mean grade, 96.38 with verbal interpretation of “Outstanding” indicates that the respondents performed excellently as evidenced by their performance in their practical test. sing the same test for multiple purposes poses problems. The broad, public-information-type of test will provide too little information too infrequently to help teachers redesign their instructional practices to address the particular needs of their students. The instructional-guidance test will provide too little information about the range of student knowledge and skills in a subject area—or may be misinterpreted to suggest more than it actually offers. At the same time, instructional guidance tests are often scored by teachers; using such tests for accountability purposes may provide an incentive for teachers to report the best possible results, throwing into question the accuracy and value of the information they provide Table 11. Level of Students’ Performance in terms of Written Test Grading Scale Frequency Percentage Descriptors 90 – 100 Outstanding 14 35% 13 33% 13 33% 85 – 89 Very Satisfactory 80 – 84 Satisfactory Fairly Satisfactory 75 – 79 0 0 Below 75 0 0 Did Not Expectations Mean 87.25 Interpretation Very Satisfactory Meet Table 11 summarizes the performance of the students on their written test after being exposed with the mobile application. Based on the result, 13 or 33% of the respondents have the grade of “80 – 84” and “85 – 89”, which are interpreted verbally as “Satisfactory” and “Very Satisfactory” respectively. Nevertheless, 14 or 35% of the respondents have a grade on the “90 – 100” grade range. This means that 35% of the respondents are categorized as “Outstanding”. The over – all mean of 87.25 revealed that the respondents’ grade are interpreted as “Very Satisfactory”. This means that the students performed above the satisfactory performance on writing test. The increased achievement of the learners upon the usage of the developed offline smartphone application shows the same results as that of the work of Kadir and Ercan (2018) wherein they suggested that mobile learning may promote students' academic achievement. Furthermore, the students appreciated mobile learning as an approach that may significantlyincrease their motivation. In addition to tapping student knowledge in new ways, these types of assessments are also aimed at reporting results differently from traditional tests. Most significantly, the results would indicate whether students had attained challenging standards that demanded that they demonstrate such abilities. Effect of the Components and Features of the Developed Offline SmartPhone Application for Bread and Pastry Production to the Levelof Achievement of the Respondents In this section, the test on the level of significance between the components and features of the developed smartphone application and the level of achievement of the respondents. Table 12. Significant Effect of the Level of Acceptability of the Component of Offline Smartphone Application of Student Performance Variables t-value Overview Content Generation Assessment Reflection Overview Content Generation Assessment Reflection 0.77 2.33 0.64 2.16 1.96 2.95 2.19 0.70 1.26 1.63 Practical Test Written Test p-value 0.445 0.025 0.528 0.037 0.058 0.005 0.035 0.488 0.216 0.112 Analysis Not Significant Significant Not Significant Significant Not Significant Significant Significant Not Significant Not Significant Not Significant *significant at .05 level of significance Table 12 disclosed the significant effect of the level of acceptability of the component of Offline Smartphone application in terms of overview, content, generation, assessment and reflection on students’ performance in the practical test and written test. A significant analysis was revealed on the effect of content (t=2.33, p=0.025) and assessment (t=2.16, p=0.037) components on students’ practical test performance. The obtained p-values were both lower than (0.05) level of significance which supports the analysis. However, the overview, generation and reflection components indicated a not significant effect on students’ performance on the practical test. This explains more that the only the content and assessment components of the application influenced students’ performance which was evidenced by the result of their practical test. To add, a significant analysis was revealed on the effect overview (t=2.95, p=0.005) and content (t=2.19, p=0.035) components on students’ written test performance. The obtained p-values were both lower than (0.05) level of significance which supports the analysis. On the other hand, generation, assessment and reflection components indicated a not significant effect on students’ performance on the written test. This elaborates more that the students’ performance in their written test can be determined by their evaluation on the overview and content components of the application. Table 13. Significant Effect of the Level of Acceptability of the Features of Offline Smartphone of Students’ Performance Variables t-value Comprehensiveness Audio Quality Video Quality Accessibility Comprehensiveness Audio Quality Video Quality Accessibility 0.41 3.08 2.77 1.08 1.92 4.91 4.69 5.84 Practical Test Written Test p-value 0.682 0.004 0.009 0.287 0.063 0.000 0.000 0.000 Analysis Not Significant Significant Significant Not Significant Not Significant Significant Significant Significant *significant at .05 level of significance Table 13 reveals the significant effect of the level of acceptability of the components of the Offline Smartphone Application in terms of its feature: comprehensiveness, audio quality, video quality, and accessibility on the students’ performance on the practical and written test. Based on the result, the audio quality (t=3.08, p=0.004) and video quality (t=2.77, p=0.009) has a significant effect on the practical test of the students. Theis is supported by the statistical p – value which is both less than 0.05. Nevertheless, the mobile application features of comprehensiveness and accessibility do not show significant effect on the practical test. This implies that audio and video quality are fundamental in creating a mobile application in education. In addition to this, audio quality (t=4.91, p=0.000), video quality (t=4.69,p=0.000) and accessibility (t=5.84,p=0.000) revealed significant effect on the written test performance of the respondents. The obtained p – value of 0.000 is less than on the critical value of 0.05. However, the comprehensiveness feature of the mobile application displayed no significant effect on the respondents’ written test performance. This means that the application’s audio, video and accessibility features are important for they have set an impact on the effect of the performance of the students in the written test. This positive impact of mobile learning contradicts that ideas of Alhumaid (2019) wherein he describe the usage as abitter-sweet due to thefact that relevant research has proven that technology could change education negatively through four paths: deteriorating students’ competences of reading and writing, dehumanizing educational environments, distorting social interactions between teachers and students and isolating individuals when using technology. With the positive effect of mobile learning towards written test and practical test, it is an undeniable fact that this offline smart phone application for bread and pastry production is a tool that can help the learners in achieving their competencies. Hence improving the learning processs Chapter 5 SUMMARY, CONCLUSION AND RECOMMENDATIONS This chapter introduces the summary of findings, conclusions, and recommendations about the effect of the utilization of the developed offline phone application to the level of achievement of the students. Summary This research developed an offline smart phone application for Bread and Pastry Production and to test its effect towards the achievement of the learnerusers. This study made use of the descriptive-correlational design to gatherdata using a validated questionnaire. Then the questionnaires were distributed and retrieved. The data gathered was tabulated and analyzed using Microsoft Excel and Minitab 14 for data processing. Using the procedure above, this research found out that: The level of acceptability of the components of the developed mobile application in terms of overview, content, and generation were all regarded very high, except for assessment and reflection which was only regarded with an interpretation of high. For the level of acceptability of the features of the developed mobileapplication in terms of comprehensiveness, audio quality, video quality, and accessibility are all interpreted as very high. The respondents’ level of achievement of competencies in terms of practical test was interpreted to be Outstanding and written test was interpreted to be Very Satisfactory. The data gathered on this research also proved that the components of the offline smart phone application have an effect on the students’ level of achievement in their written test and practical test. To be specific, content and assessment showed significant effect towards the students’ practical test. However, the overview, generation and assessmentshowed no significant effect towards the students’ practical test. For the written test, overview and content showed significant effect towards the students’ written test. Whereas, generation assessment and reflection, showed no significant effect towards the students’ written test. For the effect of the features of the developed offline smartphone application towards the students’ level of achievement in practical test, audio and video quality showed significant effect. On the other hand,comprehensiveness and accessibility did not show significant effect. As forthe effect of the features of the developed application towards the written test, results showed significance in terms of audio and video quality and accessibility but showed no significance towards comprehensiveness. Conclusion Based on the foregoing findings, the following conclusions were drawn There is a significant effect on the level of acceptability of the component and the level of practical performance of the students in terms of the content and assessment. However, there is no significant effect on the level of acceptability of the components of the Offline Mobile Application on the practical performance of the students in terms of overview, generation and reflection. There is a significant effect on the level of acceptability of the components of the Offline Mobile Application on the written performance of the students in terms of overview, and content. However, there is no significant effect on the level of acceptability of the components of the Offline Mobile Application on the written performance of the students in terms of assessment, generation and reflection. Since three (3) out of the five (5) factors that contributed to practical test, and two (2) out of five (5) factors that contributed to written test showed no significance, the researcher come up with the decision of accepting the null hypothesis with regards to the components and features of the mobile application to the level of performance of the students, in practical and written. On the other hand, in terms of the feature, there is a significant effect on the level of acceptability of the feature of Offline Smartphone on Students’ Practical Performance in terms of audio and video quality. Nevertheless, the comprehensiveness and accessibility have no significant effect on the practical performance of the students. There is a significant effect on the level of acceptability of the feature of Offline Smartphone on Students’ Written Performance in terms of audio quality, video quality and accessibility. Nevertheless, the comprehensiveness has no significant effect on the practical performance of the students. With this result, the researcher decided to reject the null hypothesis since two (2) out of the four (4) factors that contributed to practical test, and three (3) out of four (4) factors thatcontributed to written test showed significant effect. Recommendations Based on the drawn conclusions, the following are the recommendations: 1. Mostly, all the identified factors for the acceptability of the components of developed mobile application are very high except forthe assessment and reflection part, it is recommended for teachers to improve this part of the mobile application. 2. For the factors for the acceptability of the features of developed offline smart phone application, all are found out to be very high, it is recommended the student to explore more features that can still be added to enhance the application. 3. As for the level of achievement of the learners who made use of the developed offline smart phone application, the practical test showed an Outstanding performance, whereas the written test showed a Very Satisfactory performance. It is further recommended add more features to also achieve an outstanding performance in terms of the written test. 4. Results of the study indicated no significant relationship between the level of acceptability of the components and the level of achievement of the students in terms of both practical and written test. Therefore, it is recommended to review the factors and the components of the developed offline smartphone application for the future Researcher. 5. The results also showed significant relationship between the level of acceptability of the features and the level of achievement of the students in terms of both practical and written test. 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