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Angela Brainly

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Angela P.

Elicot 12 STEM B

Analyzing STEM’s Perspective in the Utilization of Brainly


Application in the Teaching-Learning Process”

I. Introduction

In the quickly evolving world of today, Science, Technology, Engineering,


and Mathematics (STEM) education is an essential area of attention. Success in the
twenty-first century requires the capacity to solve complicated puzzles, exercise
critical thought, and apply mathematics and scientific ideas to actual circumstances
(National Science Board, 2019). However, a lot of students find it difficult to succeed
in STEM disciplines, frequently as a result of a lack of interest and drive (Guthrie et
al., 2012).

Using educational technology, like the Brainly app, is one possible way to
solve this issue. Through the social learning platform Brainly, students may work with
their peers on STEM-related projects, exchange information, and pose questions.
With a global user base of more than 100 million, the platform has been demonstrated
to raise academic success and student engagement (Brainly, 2021).

With its many features, Brainly is a compelling tool for STEM teaching.
Students can ask questions and get answers from other users through the platform's
question-and-answer tool, for instance. According to Huang et al. (2019), this feature
can aid students in learning STEM concepts more thoroughly. Students can also
collaborate on STEM projects and assignments using Brainly's collaboration function.
According to Liu et al. (2019), this feature can aid students in acquiring the
communication and teamwork skills that are critical in STEM professions.

Though Brainly may provide advantages, not much study has been done on
using it in STEM education. By examining STEM educators' perspectives on the
application of Brainly in the teaching-learning process, this study seeks to close this
gap. The purpose of the study is to investigate how STEM educators view the
characteristics, advantages, and drawbacks of the program in terms of improving
student learning outcomes (Davis, 1989).
Conceptual Framework

The following are the variables being studied in this paper.

Students

Brainly Application

Perception and Efficacy in


Teaching-Learning Process

Figure 1: Conceptual Framework

The conceptual framework is presented in the figure. The


research only uses two variables: an independent and a dependent
variable. The independent variable (Students) is represented by the
rectangular box on the top, while the dependent variable (Brainly
Application) depend on the independent variable while the second
dependent(Perception and Efficacy in Teaching-Learning Process)
depends on the first dependent. Meaning that the Students must have used
and Online Educational Applications in order for the study to analyze
their Perception and Efficacy on the Application towards the Teaching-
Learning Process.
Theoretical Framework

The theoretical framework for this study is based on the technology


acceptance model(TAM;; Davis, 1989) .TAM is a theory that determines person’s
acceptance towards technology. Since we are investigating the Brainly app’s efficacy
in teaching-learning and the perspective the respondents have to the app, the TAM is
the best choice for this study.

Research Hypothesis

The following is the hypothesis of the study

Ho: Students have negative perspective towards the Brainly app.

Statement of the Problem

This study aims to determine the effectiveness of the Brainly Application that
enhances teaching-learning as perceived by STEM students in San Juan National
High School.

Specifically, it sought to answer the following questions:

1. What is the profile of the students in terms of the following:

A. Gender
B. Socio-economic status
C. Geographic location
D. Academic Performance

2. What type the Brainly Application where commonly employed by students in


terms of:

A. Functionality
B. Features
C. Usability

3. What is the level of engagement & satisfaction of the student's perspectives of


the utilization of the Online Educational Application in the Teaching-Learning
process towards the usability, functionality, and features?

4. Is there a significant effect on the engagement & satisfaction of utilizing


Online Educational Applications toward students' academic performance?
Definition of Terms

Teaching - something taught(“Teaching,” 2024).

Learning - knowledge or skill acquired by instruction or study(“Learning,”


2024).

Brainly - Brainly provides a platform where students, parents, and teachers


help others with homework questions, The website is intended to strengthen student's
skills across subjects such as English, mathematics, science, and social studies.

Perception - Rapid, keen, and intuitive thought(“Perception,” 2024).

Educational technology (EdTech) - refers to the use of digital tools, software,


and devices to enhance teaching, learning, and educational outcomes. It encompasses
various technologies such as online platforms, multimedia resources, and interactive
applications(Teaching in a Digital Age: Guidelines for Designing Teaching and
Learning - 2nd Edition - Open Textbook Library, 2015).

Importance of the Study

The study’s important for the following:

Students - Student can use the Brainly app to improve their study strategy.

Teachers - Teachers can refer to the study and also implement the Brainly app
on the school setting.

Parents - Parents might recommend the app to their children to improve their
learning.

Researchers - Researchers can refer to the app for their future studies.

Brainly - They can refer to the study to augment the app for more capabilities
in helping students and teachers.

Scope and Delimination


The study is about the perceptions of STEM students about the utilization of
Brainly in teaching-learning. The results are dependent on each students’ personal
perception. Also, the study has a limited timeframe and constraints within the
students.

II. Review of Related Literature

Mobile Apps and Mobile Learning

Mobile apps have been a staple to education since 1960s when on mainframe
computers(Libretexts, 2022). According to Pullokaran, L. J.(2020), mobile apps are
important which makes a child self learner and innovative. Which supports the study
of Etcuban and Pantinople (2018) which concluded that the use of the mobile
application in teaching mathematics helped enhance students’ achievement and
learning. Even serious app using students achieve high scores on their final exams,
meaning that mobile learning apps have a can have a positive impact towards
students’ performance, academic achievement, and student interactivity.(Voshaar et
al., 2022; Khasawneh & Khasawneh, 2023; Demir & Akpinar, 2018; Alqahtani &
Mohammad, 2015; Limbaco, J.B., et al. 2021). But the perception towards apps is
crucial to it’s efficacy, meaning if the user percieves satisfaction within using the app,
they have intention to reuse the app on because they are infuenced by perceived
enjoyment but also system and information quality(Johannsen et al., 2023;
Khasawneh & Khasawneh, 2023;Alqahtani & Mohammad, 2015). Not just that, the
use of mobile learning apps had the capability to predict academic engagement of
students(Julie & Soyemi, 2022).But, even if mobile learning apps are effective , they
still lack features to fully support students(Ababa, E. A., et al. 2021).

Brainly

Brainly is a educational app that let students and teachers alike to ask and
answer questions like homework to improve the skills across math, english, science
and social studies(Wikipedia contributors, 2024). Contributing to the app give users
points and said points are increased through answering questions within the
application(Wikipedia contributors, 2024). According to the study of Choi et al.
(2016), the reason why users respond to the questions are altruism, a sense of concern
to other people. It is because of this, Brainly app has a positive impact in learning
physics(Al-Qoyyim et al., 2023); provides many conveniences so students can learn
English and do schoolwork with the help of teachers or others in providing
discussions on the questions(Fitria, 2023); users even reported that as a result of
providing answers they were able to expand their knowledge bases, improve
inquisitiveness, embrace challenging questions, and increase self-confidence and
discuss subjects with education experts and make them easier to explain to students,
but the negative effect on students making them lazier in reading books, which lead to
inability to improve learning(Rif’ati & Sugiyono, 2020). Some of the active users in
the application have high self-efficacy with conscientious personality also tend to be
active users(Ardi, A., et al., 2018). Answers quality within the Brainly app are
indicated by their helpfulness, informativeness, and relevance, giving the answers
rating(Choi et al., 2015; Cahyo, P.W., Kusumaningtyas, K., & Aesyi, U.S., 2021). But
some of the answers are not given ratings due to the probability of the answers to be
not appropriate or the user’s insensitivity in giving ratings(Cahyo, P.W.,
Kusumaningtyas, K., & Aesyi, U.S., 2021). In 2016, it was calculated that 83% of the
answers within the app are high quality answers, but as users interact with the app,
they are likely to increase social interaction and increase the quality of the peer-
reviewed answers(Choi et al., 2017; Cahyo, P.W., Kusumaningtyas, K., & Aesyi,
U.S., 2021)

III. Methodology

Research Design

The design used for this research is descriptive. Since it is deemed appropriate
for this research

Population

The population for this study is STEM students in San Juan National
High School who have used online learning applications in the teaching-learning
process.

Sampling Method

A purposive sampling method will be used to select a sample of


STEM students who have used online learning applications in the teaching-learning
process. The sample size will be determined based on the saturation point, where no
new information is obtained from additional interviews. National High School,
providing valuable insights into the impact of mobile learning on their educational
experience.

Research Instrument

A survey questionnaire will be used as the research instrument to


collect data from the participants. The questionnaire will include questions related to
the students' profile, their experience with online learning applications, and their
perceptions of the usability, functionality, and features of these applications.
Data Gathering Procedure

The researcher will first gain consent from the school. Getting consent first to
the principal and

Data Analysis

The collected data will be analyzed using descriptive statistics,


correlation analysis, and regression analysis. The analysis will be guided by the
conceptual and theoretical frameworks, and the findings will be used to answer the
research questions.

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