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Julius G. Garcia

Publications and source records attributed to Julius G. Garcia.

6 recordsLinked to original sources

The impact of design factors of virtual and augmented reality on tertiary students user experience in Metaverse

The Metaverse is a convergent space integrating virtual reality (VR) and augmented reality (AR) technologies, with market projections rising from \$65.5 billion in 2022 to \$1.3 trillion by 2030. Despite rapid adoption in education, the specific contributions of visual elements, environmental design, and communication features to user experience (UX) remain underexplored, limiting evidence-based design and resource allocation. This study examined how these design factors in VR and AR environments influence UX in Metaverse platforms. Using a correlational research design, data were collected from 321 purposively sampled tertiary students from engineering and computer science departments across four higher education institutions, all familiar with Metaverse platforms. A structured questionnaire with validated 5-point Likert scales measured UX; visual elements (field of view, resolution, color, complexity, and style); environmental design (interactivity, cohesiveness, naturalness, and complexity); and communication features (text/audio/video tools, avatar interaction, and spatial audio). Multiple regression analysis assessed the independent and combined effects of these factors on UX. Results show that environmental design (b=0.424, p<0.001) and visual elements (b=0.298, p<0.001) are the primary predictors of UX, jointly explaining 47.3% of its variance, with a strong correlation between them (r=0.792). Communication features did not significantly influence UX (b=0.053, p=0.196), challenging assumptions about virtual connectedness and indicating that communication design should better support social interaction. These findings highlight the importance of well-designed, interactive virtual spaces and suggest that developers and educational institutions prioritize environmental design to advance immersive learning and broader Metaverse applications.

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Canvas Adoption Assessment and Acceptance of the Learning Management System on a Web-Based Platform

The acquisition of non-proprietary and proprietary learning management system has provided a richer learning experience to users and raised interest among education providers. This study aims to assess student adoption of Canvas as a new learning management system and its potential as a web-based platform in the e-learning programme of the University of the East. This study also assessed student readiness in using Canvas. A survey was administered to 214 students of the University of the East through snowball sampling. An Exploratory Factor Analysis was conducted to examine the validity of the model. A Confirmatory Factory Analysis was used to validate the Exploratory Factor Analysis results and analyse the correlation of the constructs. A Structural Equation Modelling was conducted to analyse the relationships between the constructs, which were evaluated using fit indices. Adopted from the Technology Acceptance Model, the constructs perceived ease of use, perceived usefulness, and attitude were studied. The study reveals that students perceived usefulness and attitude towards using Canvas in a web-based platform have direct and significant effects on their intention to use Canvas. The students perceived ease of use has a significant effect on their perceived usefulness but has no significant effects on their attitude towards the use of Canvas. The students technological maturity and prior experience in using a learning management system influenced their beliefs on the adaptation of similar technology. Exploring the potential benefits of Canvas and factors affecting the students adoption amplifies access to quality education to fulfil educational directives. Furthermore, educational institutions should explore technological migration related to teaching and learning processes.

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Implementation of Departmental and Periodical Examination Analyzer System

Administering examinations both in public and private academic institutions can be tedious and unmanageable. The multiplicity of problems affecting the conduct of departmental and periodical examination can be greatly reduced by automating the examination process. The purpose of this action research is to provide an alternative technical solution in administering test through the use of Examination System. This software application can facilitate a plenitude of examinees for different subjects that implements a random questioning technique and can generate item analysis and test results. The Departmental and Periodical Examination System was developed using Visual Basic language. The software modules were tested using the functional testing method. Using the criteria and metrics of ISO 9126 software quality model, the system was evaluated by a group of students, teachers, school administrators and information technology professionals and has received an overall weighted mean of 4.56585 with an excellent descriptive rating. Therefore, the performance of the application software provides solution that can surmount the gargantuan problems of test administration and post-examination issues and performs all the operations specified in the objectives.

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Creating and Maintaining Filipino and Japanese Students Social Capital with Facebook

This study investigated perceptions and patterns of Facebook use among Filipino and Japanese undergraduate students and the relationship of these factors to creating and maintaining students social capital, international posture, and willingness to communicate. The survey of undergraduate students was conducted online and 483 valid responses were obtained. Data revealed the characteristic uses of FB by Filipino and Japanese undergraduate students. An interrelation model among six factors, International Posture, WTC, Perception, Bridging, Bonding, and Utilization for Filipino students showed the importance of utilization or FB usage for bridging social capital and bonding social capital. For Japanese students, bonding social capital mediated between utilization or FB usage and bridging. Bridging social capital was established only through bonding social capital. Thus, unless Japanese students are close enough to their FB friends, they do not construct new relationships on FB that will influence Filipino students in the process of virtual internationalization in the future.

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Usability Dimensions and Behavioral Intention to Use Markdown to Moodle in Test Construction

Creating test with numerous items in Moodle can be tedious and less intuitive compared to conventional method. This study aims to determine the Markdown to Moodle performance in easing the test construction process and explain the underlying factors of the behavioral intention to use the application. Markdown to Moodle is an application that allows users to type the bulk of test items directly to the browser and generates .doc, .md and .xml files stored in the local drive. The .xml can be imported to Moodle test bank. This lessens the time of creating test items one at a time in the Moodle. A training and a survey were conducted among teachers with Moodle usage experience. Results from this study allowed the researchers to determine the usability of the application and the users behavioral intention. This highlights the workflow continuity in test construction as a key factor in the usage and performance of the application.

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An Interactive Foreign Language Trainer Using Assessment and Feedback Modalities

English has long been set as the universal language. Basically most, if not all countries in the world know how to speak English or at least try to use it in their everyday communications for the purpose of globalizing. This study is designed to help the students learn from one or all of the four most commonly used foreign languages in the field of Information Technology namely Korean, Mandarin Chinese, Japanese, and Spanish. Composed of a set of words, phrases, and sentences, the program is intended to quickly teach the students in the form of basic, intermediate, and advanced levels. This study has used the Agile model in system development. Functionality, reliability, usability, efficiency, and portability were also considered in determining the level of the acceptability of the system in terms of ISO 25010:2011. This interactive foreign language trainer is built to associate fun with learning, to remedy the lack of perseverance by some in learning a new language, and to make learning the users' favorite playtime activity. The study allows the user to interact with the program which provides support for their learning. Moreover, this study reveals that integrating feedback modalities in the training and assessment modules of the software strengthens and enhances the memory in learning the language.

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