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CIOSK: ENHANCING USER EXPERIENCE THROUGH A FOOD

VIEWING MOBILE APP

Presented to the Institution Review Committee of Department of Research, Gusa

Regional Science High School – X In Partial Fulfillment of the Requirements for

Research 4

Junior High School- Science Curriculum

CARL FRANCIS E. BAYER

AMINOLA A. MACARAMPAT JR.

IAN DAVE C. LAGUMEN


Department of Education
Region X
Division of Cagayan de Oro City
GUSA REGIONAL SCIENCE HIGH SCHOOL-X
Gusa, Cagayan de Oro City

Research Department
CERTIFICATE OF INSTITUTION REVIEW COMMITTEE APPROVAL

This research paper entitled “Ciosk: Enhancing User Experience through a


Mobile Food Viewing App” prepared and submitted by AMINOLA A.
MACARAMPAT JR., IAN DAVE C. LAGUMEN AND CARL FRANCIS E.
BAYER in partial fulfilment of the requirements for JUNIOR HIGH SCHOOL -
Science Curriculum has been examined and recommended for defense.

JASMINE JOY I. TIEMPO NOLAN V. ALVEAR


Language Editor Research Adviser

_______________________________
Research 4 Teacher

INSTITUTION REVIEW COMMITTEE


Approved by the Committee in partial fulfillment of the requirements for,
JUNIOR HIGH SCHOOL - Science Curriculum with a grade of ________.

_____________________________ ____________________________
Chair, Research Panel Research Teacher

ADAM RAY H. MANLUNAS


Chair, JHS Research Department
_____________________________________________________________________
__
Accepted and approved in partial fulfillment of the requirements for JUNIOR
HIGH SCHOOL - Science Curriculum.

ELIZER O. TERUEL
School Principal
FEBRUARY 2024
ABSTRACT

The School Canteen is a place full of students during recess and lunch, which

can lead to overcrowding. This application uses smartphones that is a

necessity for students hence almost every student has one. This project was

made possible because of the MIT app inventor. The remarkable thing of this

study is how it focuses on the local school canteen to help step up the

experience of students, teachers and even workers. The SMS feature is used

to integrate to the system, which will be used to ask the admin (school

canteen) if the item is available. This allows to diminish the amount of

students that will go to the canteen to check what's available there. On

testing, there were some bugs on the mobile app and the researchers found

some problems that can interrupt the interface. At the end of the testing, the

researchers concluded that this application was a successful project and can

possibly help stabilize the flow of the canteen. This application could be

improved by working in direct partnership with the school canteen and to

possibly integrate an ordering feature to further lessen the crowding and for

possibly more profit as well.


Acknowledgement

Above all, the researchers are grateful to God Almighty for without his blessings

and grace this study would not have been possible .

We would also like to thank our dear parents Asnaira A. Macarampat, Gina

E. Bayer, Roel M. Bayer, Louella C. Lagumen and Al Stephen R. Lagumen for their

sheer dedication and unwavering support, without which this research would not have

been possible.

We are also grateful to Sir Adam Manlunas, Sir Aris Mabale, and Sir Nolan

Alvear for their support, advice, valuable comments, suggestions, and provisions that

benefited in the completion and success of this study.

Lastly, We would like to express our gratitude to our family, friends, and

supporters for their encouragement and support during this difficult chapter in our

lives . They have given us moral and emotional support.

Thank you all for your invaluable contributions to this project.


TABLE OF CONTENTS

Page

COVER PAGE

TITLE PAGE ………………………………………………………………….. I

APPROVAL SHEET …………………………………………………………. II

ABSTRACT ………………………………………………………………….. III

ACKNOWLEDGEMENT ……………………………………………. ……...IV

TABLE OF CONTENTS ……………………………………………. ……….V

LIST OF TABLES ……………………………………………………. …….VIII

LIST OF FIGURES …………………………………………………………. IX

CHAPTER

1 INTRODUCTION …………………………………………….. ……………1

Conceptual Framework …………………………………… …...2

Research Objectives …………………………………… ………3

Scope and Limitations…………………………………….. ……3

Significance of the Study …………………………….. ………..4

Operational Definition of Terms …………………………. ……4

2 REVIEW OF RELATED LITERATURE ……………………………….. 6


3 METHODOLOGY …………………………………………….. 25

Research Design ……………………………………………………25

Research Setting ………………………………………………...… 25

Sampling Procedure ………………………………………………..26

Data Collection Method …………………………… 27

Data Analysis ……………………………………….28

4 PRESENTATION, ANALYSIS AND

INTERPRETATION OF DATA …………………………29

5 CONCLUSIONS AND RECOMMENDATIONS …………… 32

REFERENCES ……………………………………………………

APPENDICES

Appendix B. Raw and Coded Data …………………………… ….34

Appendix C. Documentation ……………………………………… 36

Appendix D. Curriculum Vitae ………………………….… ……..39


LIST OF TABLES

1 Time Delay from the User to the Admin . . . . . . . . . . . . . . . . . . . ……. 30

2 Time Delay: Admin-User . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31

LIST OF FIGURES

Figure # Page

1 The Schematic Diagram of the Study . . . . . . . . …. ….. … .. . . . . . .. 2

2 Map of Barangay Gusa showing Gusa Regional Science High

School – X . … … ….. . .. . . . . .. . . . . .. . . . . .. .. . . . . .. . . . . . . . . . . 25

3 Actual layout of MIT-App-inventor and the format of the app that the

researchers developed . . . . . . . .. . . …. . . . . … . . …. . . . . . . . ……….…. 27


CIOSK.

CHAPTER 1

Introduction

Smartphone ordering apps began entering the quick-service market in the mid-

2010s. Fast food restaurants like Chick-fil-A, Starbucks, and McDonald's have

developed specialized applications that allow customers to browse menus and order

meals from the comfort of their smartphones. Customers gain from this technological

approach since it creates a smooth transition between ordering and getting meals.

Restaurant businesses can get paid through online transactions thanks to these

platforms' M-commerce functionality. Since 2014, mobile sales have climbed 300%

quicker compared to dine-in and factors for 40% of restaurant revenues. Quick-

service sectors can adapt to the digital age by using mobile ordering apps

(bippermedia.com, 2023).

By enabling customers to place orders from a variety of restaurants with just

one swipe on their smartphones, online food-delivery aggregators (OFAs) are

increasing choice and convenience (Anuj Pal Kapoor, Madhu Vij, 2018).

In the restaurant industry, mobile food ordering apps (MFOAs) have received

a lot of attention as creative ways to connect with clients and offer them high-quality

services (Ali Abdallah Alalwan, 2019). Hence, the researchers decided to provide a

mobile food ordering app to help in lessening the ruckus and crowd at the RS school

canteen.

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Conceptual Framework

The idea of making a digital app for the school canteen has been long wanted.

Bringing the idea into life will be very beneficial for the whole school of GRSHS-X

(GUSA REGIONAL SCIENCE HIGH SCHOOL). The crowd and ruckus at the

canteen mostly happening at the time of the scheduled break for the school is very

much noisy and confusing for the school canteen workers and also the students. This

may very well help the workers to be more organized and be able to carefully work

out the orders from the students. Oftentimes, the students go down to the school

canteen to search for something/have something in mind to buy and not find such,

hence this app will help lessen the efforts that the students will have to make. The

students will be able to find what and what are not available in the school canteen

making the process more quiet, clean and neat.

Figure 1: The Schematic Diagram of the Study

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The diagram above depicted the study's schematic diagram. It includes the

research probation's input, process, and output. The App serves as the Input, App

Testing as its Process, and the Data Gathered for the Output. This study helps in

upping the convenience for both the students and school canteen workers. This will

also lessen the effort that both parties have to make.

Research Objective

The study aims to aid the school canteen regarding overcrowding. The major

goal of this study is to create an efficient mobile food application that allows the

viewing and inquiries of canteen products. The study also aims to determine how

well the app can help the students, the workers, and even the teachers.

Scope and Limitation of the Study

The general goal of this research is to improve the school canteen’s ability to

minimize crowding and ruckus as well as the convenience for the app’s users after

integrating the app into the school. The researchers will gather data through app

testing. The scope of the tests only focuses on enhancing the app through the testing

of the efficiency of the app in regards to the real time delay and the processing delay

of the app to the School canteen . There are some limitations of the app that should be

noted. The app will not integrate a delivery system nor self pick-up, viewing will be

the only option. Also, the app requires a third-party app, MIT App Inventor, in order

to access the food viewing app. It also requires a stable internet connection. This app

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will not be able to use online transactions. And although the app is available on a

smartphone, it will not be available on PC/desktop.

Significance of the Study

The study has identified strategies using mobile app for the benefit and

convenience of the involved parties. As a result, the study has assisted the following:

Students. Through this study, students can be served equally and not

overcrowding the school canteen.

Teachers. The study can help the teachers that buy food from the canteen

themselves.

The teachers would be prioritized.

Utility and staff. The study will be able to help the workers by reducing their need

to be in a rush, hence more convenience for the staff..

Canteen. This study helps people save time and space. Hence, the productivity

and the profit of the canteen will be increased greatly.

Future Researchers. This study can serve as a guide and reference to the future

researchers who have a close relative study.

Operational Definition of Terms

Benefit. An advantage or profit gained from something.

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Canteen. A restaurant provided by an organization such as a military camp,

college, factory, or company for its soldiers, students, staff, etc.

Convenience. The state of being able to proceed with something with little effort

or

difficulty.

Desktop. Is a computer that fits on or under a desk.

Digital Application. Refers to an application built on a computer to complete or

facilitate a task on a computing device.

Effectiveness. The degree to which something is successful in producing a desired

result; success.

Internet Connection. A connection provided by an Internet Service Provider that

enables individual computers or other hardware components, either individually

or registered within a Local Area Network, to exchange Data over the public

Internet.

Profit. A financial gain, especially the difference between the amount earned and

the amount spent in buying, operating, or producing something.

Smartphones. A cell phone that includes additional software functions (such as

email or an Internet browser).

User. Refers to the person who makes use of a computer or network service.

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Chapter II

Review of Related Literature

“Mobile App Usage in the Food Service Industry: A Review of Literature” (Guo

et al.,

2018)

This article provides an overview of mobile app usage in the food service industry.

The study highlights the importance of mobile apps in improving customer

satisfaction, increasing restaurant revenue, and reducing wait times. The authors

conclude that mobile app development is a necessary step for restaurants looking to

remain competitive in the

industry.

“The Impact of Mobile Ordering Apps on the Fast Food Industry: A Review of

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Literature” (Shin & Kim, 2020)

This article explores the impact of mobile ordering apps on the fast food industry. The

authors note that mobile ordering apps have become a necessity for fast food

restaurants, providing customers with an easy way to order food and avoid long lines.

The study also highlights the importance of user experience in mobile app

development, as customers are more likely to use apps that are user-friendly and

efficient.

“Role of mobile food-ordering applications in developing restaurants’ brand

satisfaction and loyalty in the pandemic period” (Dirsehan et al., 2021)

In today's technologically advanced market, retailers and their supply-chain partners

should reevaluate their competitive advantages and look for ways to work together.

Mobile applications are a unique kind of online shopping that save customers time

and effort and offer convenience. During the COVID-19 epidemic, people prefer to

use mobile applications, specifically, to purchase meals from restaurants and stay

healthy. The antecedents of mobile app adoption have been studied, despite the fact

that there have been several prior research on the usage of mobile applications.

Although customers have already embraced them, it is still important to comprehend

the effects of using mobile applications, particularly those that order meals on the go

(MFOAs). In order to close this gap, this study first compares the business models of

the MFOAs and other mobile food applications. The results of MFOA usage were

then the subject of the development and testing of a structural model. Partial least

squares path modeling was used to examine the data from a survey that was

completed by 217 participants (PLS-PM). The discovery that MFOA satisfaction is

essential to the growth of restaurants' brand satisfaction and loyalty is the primary

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contribution of the results. Therefore, companies should collaborate with MFOA

suppliers.

“The Benefits and Challenges of Mobile App Development for Small

Restaurants”

(Tsai et al., 2019)

This article focuses on the benefits and challenges of mobile app development for

small restaurants. The study notes that mobile app development can provide small

restaurants with a competitive edge, as customers increasingly expect easy access to

food ordering and delivery services. However, the authors also highlight the

challenges of mobile app development, such as high development costs and the need

for ongoing maintenance.

“The Impact of Mobile Apps on Customer Loyalty in the Food Service Industry: A

Review of Literature” (Lee & Cho, 2018)

This article explores the impact of mobile apps on customer loyalty in the food

service industry. The study notes that mobile apps can improve customer loyalty by

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providing customers with personalized offers, rewards, and discounts. The authors

also highlight the importance of collecting and analyzing customer data to develop

effective loyalty programs.

“Mobile App Development for Food Service: A Study of Customer Satisfaction”

(Kim & Lee, 2021)

This article examines the impact of mobile app development on customer satisfaction

in the food service industry. The study finds that customers are more satisfied with

restaurants that offer mobile app ordering, delivery, and payment services. The

authors also highlight the importance of app features such as menu customization and

order tracking in improving customer satisfaction.

“The Impact of Mobile Apps on Food Waste Reduction in the Restaurant Industry”

(Chen et al., 2020)

This article explores the impact of mobile apps on food waste reduction in the

restaurant industry. The study notes that mobile apps can help restaurants better

manage their inventory and reduce food waste by allowing customers to order only

what they need. The authors also highlight the importance of developing sustainable

food service practices through mobile app development.

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“The Role of Mobile Apps in Improving Food Safety in the Food Service Industry”

(Huang et al., 2019)

This article examines the role of mobile apps in improving food safety in the food

service industry. The study notes that mobile apps can help restaurants monitor food

quality, track food sources, and improve communication among staff. The authors

also highlight the importance of incorporating food safety regulations and guidelines

into mobile app development.

“The Benefits of Mobile App Development for Online Food Ordering in the

COVID-19

Pandemic” (Kuo & Wu, 2021)

This article focuses on the benefits of mobile app development for online food

ordering during the COVID-19 pandemic. The study notes that mobile apps have

become a crucial tool for restaurants to continue serving customers while adhering to

social distancing guidelines. The authors also highlight the importance of integrating

contactless payment options and implementing health and safety measures in mobile

app development.

“The Impact of Mobile Apps on the Employment of Food Service Workers” (Park &

Choi, 2018)

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This article explores the impact of mobile apps on the employment of food service

workers. The study notes that mobile apps can improve restaurant efficiency and

reduce labor costs by allowing customers to order and pay through the app. The

authors also highlight the need for restaurants to balance the benefits of mobile app

development with the potential impact on employment in the industry.

“Mobile food ordering apps: An empirical study of the factors affecting customer e-

satisfaction and continued intention to reuse”

The majority of kids are quickly distracted during learning when they see anything.

They would put aside their studies in favor of the more enjoyable activity. instead.

Since most kids can't learn on their own, they typically turn to their parents or other

adults for help. seek their parent's guidance to learn more about the subject they are

studying

(Hirsh-Pasek, 2015). Unified Theory of Acceptance and Use of Technology, Second

Edition (UTAUT2), and the Extended Unified Theory of Acceptance and Use of

Technology, Online review, online rating, and online tracking are MFOA features.

The information was gathered from a handy source. a representative sample of

Jordanian users of MFOAs. The primary findings are supported by structural equation

modeling and promoting the function of online evaluation, rating, tracking,

performance expectations, and hedonic motivation, the cost associated with e-

satisfaction, and the ongoing intention to reuse. (Alawan, 2020)

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“Factors Affecting Customer Satisfaction towards Mobile Food Ordering

Applications

(MFOAs)”

Accelerated development of mobile and technological devices in today's world has a

significant impact on the restaurants and the hospitality industry in general,

specifically in the context of placing a food order. Despite using a smart device to

purchase food

Apps viewed as participating actively in the Little is known about the whole

restaurant industry. customers' opinions on ordering food on the go applications. As a

result, this study assesses response from clients ordering food online applications for

mobile devices to suggest some factors, enabling the restaurant industry Identify your

areas of weakness and improve changes to improve client satisfaction when placing a

food order using a mobile application. an instrument of measuring in the form of a

questionnaire utilized to investigate consumer satisfaction toward using a smartphone

application to place a restaurant order. The survey has eight constructs, including

"control; comfort; delight; worry about technology; perceived utility, security, and

simplicity of usage payment; fulfillment. Confirmatory factor, Mann-Whitney U, and

Kruskal-Wallis tests (Hussein,

Mansour, 2020)

“Mobile app planning” (Aldayel & Alnafjan, 2017)

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Before creating a mobile application, the design approach must be chosen,

especially in a cross-platform environment where multiple projects may be running

concurrently. Because of this, it is suggested to make a solid plan before starting to

develop the application, which would have been thought of as a successful way to

attract

potential clients.

“Design and development of food ordering mobile application” (Lim & Fudzee,

2021)

In many Malaysian eateries, you can still place your order by writing it down

on a piece of paper, standing in line at the counter, or having a waiter serve you. The

coronavirus pandemic has forced people to keep their social distance from one

another as well. In addition, during the past few years, the prevalence of obesity or

overweight among Malaysian individuals has continued to rise. As a result, this food

ordering application has evolved by adding calorie counting options to the menu,

giving the user a faster food ordering experience, and reducing face-to-face

interaction. Additionally, this project used the Software Development Life Cycle

(SDLC) approach and the Waterfall paradigm to create the meal ordering application.

This project is divided into various modules: menu and order management, food

ordering, food cart, user registration and login, and payment. The programming

languages Java and Android Studio were used to create this application. This food

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ordering app was created for Owl City Cafe Melaka, and after unit testing and user

acceptance testing, it delivered the desired outcome.

“Mobile applications and MFOAs”

Mobile applications (apps) are now a part of everyday life and have

significantly changed a variety of sectors, including business, education, and

healthcare. The creation of mobile-focused online communities and applications

(MFOAs) has also been made possible by mobile apps. Online communities known as

MFOAs are created with the goal of being accessed and used on mobile devices like

smartphones and tablets.

According to research, MFOAs can be useful in promoting social connections

and knowledge exchange among community members. An Application of Facebook

Users" revealed that MFOAs were successful in fostering user engagement and

boosting user loyalty in online communities.(Liang, Li, 2013)

It has been demonstrated that mobile apps can effectively promote healthy

habits and enhance health results. A meta-analysis on "Increasing physical activity

with mobile devices: A meta-analysis" by (Fanning et al. 2012) revealed that a mobile

app created to encourage physical activity was successful in boosting daily step

counts and enhancing overall health outcomes.

Mobile apps have made it possible for companies to communicate with clients in

novel and creative ways in the context of business. discovered that companies with

mobile apps were more likely to draw in and keep clients than those without.(Yan,

Gaurav, and

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Pandey 2019)

For a business to survive and remain competitive in its sector, customer retention and

loyalty are crucial. With the development of smartphones and advancements in digital

marketing, businesses and marketers now have more opportunities to improve their

customer loyalty programs by making mobile applications available for customers to

download and utilize. As this research is simply a pilot study, only 60 sets of

questionnaires were sent. According to the findings of this study, there are strong,

positive correlations between customer loyalty, repurchase intention, and mobile

application cues (such as layout, information, and privacy). Generation - Y was the

chosen population for this study, and questions were drawn from earlier research.

(Bahtar, 2018).

Challenges in mobile app development

The creation of the app concept presents the first difficulty. There are many

different ways to deliver the game, from an interesting story to straightforward

trivia. The following factors were taken into consideration: our target audience,

the game's attraction to the target audience, ease of upkeep, scalability, and the

time and expense required to construct the app (Wong, 2016). We need to confirm

that the readings are appropriate for the course. Students must be able to acquire

the information necessary to improve their performance in class. As a result, we

created pertinent questions and offered commentary (Seow & Wong, 2016).

Finding the initial participants was the most difficult aspect of the endeavor.

Some of my employees were reluctant to take part out of fear that they would be

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required to prove their understanding of nutrition information. I had to convince

people that the game was really about mingling, having fun, and picking up new

culinary and nutritional knowledge (Douglas, 2005).

The difficulties that the industry of game production encounters can be

overcome. Many of its problems have solutions in the software industry. As in

most circumstances, the issues need to be acknowledged and recognized. After

gaining knowledge, management must make an attempt to address present

problems (Haddad, 2009). Businesses may experience temporary declines in

output, but long-term benefits will outweigh the initial expense of solving current

issues (Kanode, 2009).

13% of the literature has references to the "Lack of Expertise" problem.

Developers face the issue of being knowledgeable about all platforms and

technologies because the evolution of native software requires a specific set of

tools and knowledge for each platform (Ahmad, 2017). Additionally, this

challenge ranks among the literature's least addressed challenges (5%). But

finding skilled coders continues to be a challenge. Many distinct platforms are

supported by mobile web applications. simultaneously, even though effective

translation necessitates adept platform hopping without compromising the caliber

of the program. Hence, not only a range of platforms but also tools, do not require

specialized knowledge (Ahmad, Feng, Tao, Yousif, & Ge, 2017).

Process of App Development

Over the past ten years , the mobile telecommunications sector has

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experienced fast expansion and has emerged as a highly competitive, unstable,

and dynamic environment. In addition to its advancement, it has prompted a lot of

queries and aroused worry in both business and academia. Mobile applications are

developed differently than traditional software because customers demand

capabilities that are identical to those found in desktop programs plus additional

mobile-specific functionality. The integration of advanced mobile applications

with current enterprise computing systems, including databases, legacy

applications, and Web services, is necessary. Additionally, a mobile application's

lifetime develops considerably more quickly than a standard Web application,

necessitating an adjustment to the lifecycle management process.(Swati, 2013)

Security and application testing are more stimulating and interesting in mobile

applications than in Web applications since the technology in mobile devices

progresses rapidly and developers must stay in touch with the latest

developments, news and trends in their area of work. With the rising competence

of software market, researchers are seeking more flexible methods that can adjust

to dynamic situations where software system requirements are changing over

time, producing valuable software in short duration and within low budget.(Flora,

Chande 2013)

The development of mobile technology in recent years has drastically altered

peoples' daily lifestyles. Mobile gadgets, such as smartphones, are widely used in

all facets of human existence. Due to this, there is an extremely high demand for

software that works on mobile devices. Due to the tremendous demand, the

developers must continue to produce high-quality apps on schedule and within

budget. App testing and development estimation are essential for this. (Park,

Malavolta, 2022) Estimates of development and testing for these Apps have a

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crucial role. In order to emphasize development, a Systematic Literature Review

(SLR) is carried out in this work. and the software/application testing estimation

process. The objective of the current literature review is to recognize and compare

the current test estimates methods for legacy software (desktop/laptop) and

mobile software/application. The features that differentiate mobile

software/application from conventional software

in this literature review are noted. Additionally, agile software development is the

current trend, which is why this study Infographic displays and contrasts

estimating methods used in agile software development for mobile applications.

(Kaur,2022)

We begin by educating the participants on the design of mobile devices.

devices and the traits that set them apart from game consoles or desktop PCs.

Students must understand that the types of programs and their functionality are

significantly influenced by the device's limited CPU, battery, and small screen.

that work well on mobile devices (Kurkovsky, 2009). Students agree that the

majority of their mobile phones have computing capabilities comparable to those

of PCs made 10–15 years ago. For creating software that runs on modern mobile

devices, there are numerous platforms accessible. These include Microsoft

Windows Mobile, Symbian, Palm OS, Qualcomm's BREW, Sun's Java 2 Platform

Micro Edition (J2ME), and Windows Mobile (Kurkovsky, 2009). We choose

J2ME because it is frequently used in CS1 classes and because it is a prerequisite

for AP Computer Science courses. Through a customized emulator that is

available for Windows and Linux, Sun Java Wireless Toolkit offers a versatile

environment for testing, debugging, and deploying J2ME-based mobile apps. For

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the development of mobile games, J2ME offers a number of packages through its

MIDP (Mobile Information Device Profile) API

(Kurkovsky, 2009).

Software Development Kits (SDK) are a group of environments and tools for

developing software that are made accessible by companies and platform

developers that are tailored and optimized for that platform. Because some

functionality might not be available in all operating systems, the choice of a

platform depends on how tightly developers want to connect their application

with the underlying operating system. An SDK enables developers to create

applications that are tailored to a specific operating system and make use of its

unique features (Amatya, 2014).

Such native applications or native apps are connected to a particular platform

against which they were designed, but they guarantee the best usability, the finest

functionality, and the best overall mobile experience. Additionally, multiple

programming languages are needed for various platforms, such as Objective-C for

iOS, Java for Android, C# for Windows Phone, Java for BlackBerry OS, and C++

for Symbian. As a result, addressing different platforms entails writing distinctive

apps for each of them and necessitates having a variety of skill sets and platform-

specific experience (Kurti, 2014). Creating a concept is the first step in game

creation. Information gathering comes next. The third step entails starting the

game development process. Developing your notion further is the fourth phase.

The fifth stage is testing your prototype after it has been created. Publication is

the last step.

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(Serdar Aslan, 2015) states that the game software design specification document

is the input for the programming process, which results in executable game

software components as the output work product. A high-level programming

language, such as C, C++, C#, Java, Objective-C, or Swift, used in conjunction

with an Integrated

Development Environment (IDE), OpenGL (Open Graphics Library), or a game

engine, such as Cocos2d, Unity, or Unreal Engine, is used to translate a game

software design into executable code. distinct teams may create distinct portions

of a huge, intricate game design, resulting in the creation of numerous executable

game software components. Traditional C courses focus primarily on arithmetic,

whereas game development in App Inventor is a well-liked extracurricular for

students. Third, there is no equivalent programming mechanism in App Inventor,

and "pointers" is a challenging topic for those studying C. Finally, students who

use App Inventor to learn by copying and reusing code examples may run into

issues when they need to contribute their own C code.

The program was created in Java and was crafted to meet the desired

application program interface level requirements to be included on the Google

Play Store for applications [minimum software development kit (SDK) version

21, corresponding to Android Lollipop, and minimum SDK target 28,

corresponding to Android Pie]. To view real-time updates to the News area, users

of the application must have Internet access. It's not necessary to have access to

the contacts, camera, location, or storage (Zammarchi, Del Zompo, Squassina, &

Pisanu, 2020).

This project used the Game Development Life Cycle (GDLC) model as a

technique to achieve its goal. The Initiation phase, Pre-production phase,

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Production phase, Testing phase, Beta phase, and Release phase are the six phases

of the GDLC model (Tian, 2022).

The initiation phase of the GDLC model is its starting step.

The first stage in creating an App is to lay out a broad concept for the kind of

game that will be created. The project's goal, problem statement, and scope have

all been specified at this point (Suparjoh, 2022).

An alpha test would be performed by internal testers during the testing phase.

Alpha testing's main goal is to assess the game prototypes developed in the earlier

stage and identify any bugs or flaws. This stage will help the App developers by

giving them a better grasp of the actual and expected outcomes (Tian, 2022). The

button's functioning is tested in alpha testing. To ensure that the buttons perform

as planned, any problems encountered during alpha testing will be fixed (Suparjo,

2022).

The process for creating an Android application is multi-layered, with the HTTP

layer serving as the web server's interface at the bottom of the hierarchy. The API

layer then analyzes the server response to produce a query. The HTTP layer is

then contacted in response to these queries. The general data layer implements the

necessary functions after which the API layer parses the response string to the

thread when gathering the important fields from it (Anirban Sarkar, 2019).

Apps, also known as smart phone apps, Android apps, or web apps, are small

software applications designed to specifically meet the needs of consumers. There

are some differences between application software and apps. Iphone apps because

they are made to capitalize on unique features of a particular mobile device,

including

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Android phones, iPhones, and Microsoft Surfaces. Forrester Research app

developer Michael Facemire compares app development tools to paintbrushes for

artists, saying that it all depends on personal preference. preference. I personally

use a number of the most popular, and I really like Android Studio since it makes

it easy for me to create apps rapidly (Bhongale, 2018).

Applications for Android are made in Java. Android is a programming

language that uses SDKs, which are dependable and effective application

programming interfaces (API). After the SDKs have been installed, applications

can use the device's native features. The Android development platform offers the

following features: A set of customizable and extensible views, which include

buttons, textboxes, browsers, lists, content providers are used to enable inter-

process communications, the resource manager is responsible for enabling

resource sharing, and Android provides a free and open environment for

developers as a result.

Application alerts are handled by a customized notification manager, which is

used by the application to access resources. (Anirban Sarkar, 2019)..

“Security Issues in Android Application Development and Plug-in for

Android Studio to Support Secure Programming”

Security concerns and secure programming are seen as unavoidable elements

in the context of contemporary Android application development, as they

guarantee both the safety and development speed of Android applications. The

primary causes of hazardous Android software are the software development

process's disregard for security considerations or the standard security assurance

methods' delay.(Gia-Hao Phan, 2021) Given how quickly Android applications

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are created and released, those dangerous apps have a lot of security holes and a

significant potential of disclosing user data. To mitigate the risk of data leakage or

access control vulnerabilities in Android applications, developers need to follow a

safe development procedure.(Anh-Duy Tran, 2021 ) To protect the software

development life cycle, security must be included throughout the application

development process. The two primary research contributions presented in this

paper are the development of the 9Fix plug-in for Android Studio, which supports

safe programming, and a summary of prevalent security flaws in Android

applications.(Minh-Quan Nguyen, 2021)

“Inter-app communication between Android apps developed in app-

inventor and Android studio”

An essential feature of mobile platforms is inter-app communication. Android

relies on inter-app communication, which was particularly considered during

design, to offer various platform-specific features. The Android SDK and IDEs,

such Android Studio, can be used to develop Android apps, or a browser-based

tool called App Inventor can be used.(Allison,2016) When apps are produced

utilizing the two different development platforms, there is no established

mechanism for inter-app communication; instead, these two platforms offer their

own approach for inter-app communication inside the same platform. This paper

explains the method for sending and receiving arguments between apps produced

in these two platforms, as well as fills in the gaps in the information needed for

app communications. The importance of the findings is also discussed, and their

limits are looked at.(Fuad, 2021)

“DLint: dynamically checking bad coding practices in JavaScript”

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Despite being one of the most widely used computer languages, JavaScript is

infamous for having a poor design. Despite JavaScript's design defects,

developers strive to adhere to unofficial code quality guidelines to help prevent

issues with correctness, maintainability, performance, and security. Because the

language is dynamic, lightweight static analyses—implemented in "lint-like" tools

—are commonly used to detect violations of these principles, but their

applicability is limited.(Pradel, 2015) This work introduces DLint, a dynamic

analysis method for evaluating JavaScript code quality rules. A general

framework plus an expandable collection of checkers, each addressing a specific

rule, make up DLint. We officially characterize and put into practice 28 checkers

that tackle issues overlooked by the most advanced static methods.(Gong, 2015)

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CHAPTER III

Methodology

Research Design

This study used a pre-experimental research approach, in which a subject or

group is observed after a study has been applied to see if the technique has the

potential to induce change. The study’s goal was to see if the application, ORDERS,

lessen the students that are waiting in line to get snacks or lunch. The primary purpose

of this research is to improve the service of the GRSHS-X’s school canteen and to

lighten the crowdedness of the canteen. During this time, users are expected to be

viewing their preferred products through the app while they are still in their respective

classrooms. It is also a way to view snacks or lunch more efficiently as students tend

to use cell phones nowadays.

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Research Setting

The study area is located in the Northeastern part of the city of Cagayan de

Oro.

Four kilometers and 800 meters (4.8km) away from the city proper. It is bounded by

Tablon in the east, Cugman in the south and Lapasan in the west. Gusa Regional

Science High School - X has the appropriate environment to conduct this study.

Figure 2. Map of Barangay Gusa showing

Gusa Regional Science High School –X

Sampling Procedure

The researchers tested the app on their own. This study’s sampling procedure is

Convenience Sampling involves using respondents who are “convenient” to the

researcher. There is no pattern whatsoever in acquiring these respondents—they may

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be recruited merely asking people who are present in the street, in a public building,

or in a workplace, for example.

Data Collection Method

Development of the Mobile Application. The researchers will use MIT App

Inventor, a tool that enables people new to computer programming to create

applications for the Android operating systems. This allows users to design

applications that can run on Android devices. In the app, the researchers included 3

categories The researchers created the app format using main menu with buttons

where the participants of the study click to proceed with the inquire/viewing of the

product,

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Figure 3. Actual layout of MIT-App-inventor and the format of the app that the researchers

developed.

Process delay testing. The participants of the study inquired 15 different times

5 times per category, the researchers then timed the process delay of the user of the

app to the admin with a stopwatch timer.

Data Analysis

The collected data will be analyzed using statistical methods such as descriptive

statistics and inferential statistics. Descriptive statistics will be used to summarize and

present the data in a meaningful way, while inferential statistics will be used to test

the hypotheses and determine the significance of the results. The data will be analyzed

using statistical software such as SPSS (Statistical Package for the Social Sciences) to

ensure accuracy and reliability of the results. The results of the analysis will be

presented in tables, graphs, and charts, and will be interpreted in the discussion

section of the study.

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CHAPTER IV

Presentation, Analysis and Interpretation of Data

Introduction

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To complete this study properly, it is necessary to analyse the data collected in

order to test the hypothesis and answer the research questions. As already indicated in

the preceding chapter, data is interpreted in a descriptive form.

This chapter comprises the analysis, presentation and interpretation of the

findings resulting from this study. The analysis and interpretation of data is carried

out in two phases. The first part, which is based on the results of the questionnaire,

deals with a quantitative analysis of data. The second, which is based on the results of

the interview and focus group discussions, is a qualitative interpretation.

1. What is the efficiency of the Mobile food app in receiving inquiries (Time

Wise)?

Table 1. Time Delay from the User to the Admin

Number of Tests (N) Mean (Average) Standard Deviation (SD)

(in seconds) (in seconds)

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15 14.24 4.03

Table 1 represents an extensive summary of the time it takes for the inquiry of

the user to reach the admin and update the information of the app. The table shows a

different time frame between the user and the admin.

It can be seen to have an average time of 14.24s which is a relatively good process

delay from the users to the admin. Suggesting that this app is quite efficient in

receiving inquiries in the school canteen which also suggests to be a possible solution

to the overcrowding and ruckus in the canteen.

Furthermore, the application's capability to manage inquiries promptly implies

a potential remedy for the prevailing issues of overcrowding and ruckus in the

canteen. By facilitating a smoother and more efficient process, the app contributes to

creating a more orderly and pleasant experience for both students and staff during

peak hours.

In summary, the impressive 14.24-second average response time not only

signifies the app's effectiveness in user-admin communication but also positions it as

a valuable tool in addressing challenges associated with crowded school canteens,

ultimately enhancing the overall operational efficiency of the educational institution.

2. What is the efficiency of the Mobile food app in updating information

specifically admin to user information? (Time Wise)?

Table 2. Time Delay: Admin-User

Number of Tests (N) Mean (Average) Standard Deviation (SD)

15 3.30 0.44

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Here in Table 2, when compared to Table 1, the time it takes (Time Delay) between

User-Admin and Admin-User is vastly different. The Table 1, User-Admin time

delay, as mentioned, has an average of 14.24s, a median of 13.35s, and a range of

7.38s-23.94s. While in Table 2, Admin-User time delay is: Average — 3.30s, Median

— 3.16s, Range — 2.66s - 4.08. This shows that the User-Admin process takes way

longer in reaching the Admin compared to the Admin-User process.

Its average time of 3.30s proposing the idea shows that this app is highly

efficient in updating the information in the app which is the number of items available

in the school canteen menu as the processing time is quick, this shows that the app is a

very promising solution in mitigating the crowd and the ruckus of the school canteen.

CHAPTER V

Conclusion

Based on the findings from the study, the following conclusions are found:

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1. The User-Admin process takes an average of a 14.24s time delay.

While the Admin-User process has an average of 3.30s.

2. Although the User-Admin time delay takes quite long (specifically the

average of 14.24s) the Admin-User process (with an average of 3.30s)

compensates for and balances the time delay.

3. The User-Admin-User process or otherwise referred to as “interaction”

takes an average of approximately (adding the averages of both processes)

17.54s disregarding the exact actions the Admin has to take in updating the

information of the app.

Recommendations

1. Future studies related to the school canteen can take some ideas and

inspirations in what to consider and how to efficiently develop an app for the canteen.

2. Aspiring studies relating to the development of an app using the MIT app

inventor can expect the time delay of an interaction between: User-Admin, Admin-

User, and User-Admin-User.

3. To integrate this study into the school canteen. As it serves as a more efficient

way to view the canteen products without having to go to the exact location of the

canteen. As it is very tedious, especially if the student resides on a higher floor.

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APPENDIX B

Raw and Coded Data

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Figure B1. Raw data of the time delay of a User-Admin interaction

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Figure 2. Raw data of the time delay of an Admin-User interaction

APPENDIX C

Documentation

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FigureC1. Listing the possible food FigureC2. Listing the possible

on the canteen menu of the canteen

FigureC3. Developing the Main Interface FigureC4. Making the

components

of the app. of the app

FigureC5. Finalization of the Main Interface

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FigureC6. Making the Snacks Section of the App

FigureC7. Make the Rice Meals Section of the App

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FigureC8. Making the logo of the app

APPENDIX D

Curriculum Vitae

Carl Francis E. Bayer


Block 17 Lot 3 Phase 1, Ecoverde Sierra Indahag
Cagayan de Oro City

Cell Number: 09929872910


Email: carlfrancisbayer8@gmail.com

PERSONAL INFORMATION
Date of Birth: June 11, 2007
Place of Birth: Cagayan de Oro City
Age: 16
Gender: Male
Nationality: Filipino
Civil Status: Single
EDUCATION

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Secondary: GUSA REGIONAL SCIENCE HIGH SCHOOL-X


Purok 4-A, Gusa, Cagayan de Oro, Misamis Oriental
2020-2024

Primary: GUSA ELEMENTARY SCHOOL


Gusa Old Rd, Cagayan de Oro, 9000
Misamis Oriental
2014-2020

CAPITOL UNIVERSITY BASIC EDUCATION


DEPARTMENT
178 Baconga St, Lapasan, Cagayan de Oro, 9000
Misamis Oriental
2012-2014
ACHIEVEMENTS
● Consistent Honor Student

Ian Dave C. Lagumen


F. Reyes Compound, Sitio Bato, Indahag
Cagayan De Oro City

Cell Number:
09063018867
Email: iandib718@gmail.com

PERSONAL INFORMATION

Date of Birth: March 9, 2008


Place of Birth: Cagayan de Oro City
Age: 15
Gender: Male
Nationality: Filipino
Civil Status: Single

EDUCATION

Secondary: GUSA REGIONAL SCIENCE HIGH SCHOOL-X


Purok 4-A, Gusa, Cagayan de Oro City, Misamis Oriental

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2020-2024

Primary: INDAHAG ELEMENTARY SCHOOL


R.N Pelaez Blvd., Indahag, Cagayan de Oro City
2014-2020

ACHIEVEMENTS
● Consistent Honor Student

Aminola A. Macarampat Jr.


488 Sapphire Drive, Tibasak Road, Macasandig
Cagayan De Oro City

Cell Number: 09399190631


Email: aminolaamacarampatjr@gmail.com

PERSONAL INFORMATION

Date of Birth: April 12, 2007


Place of Birth: Cagayan de Oro City
Age: 16
Gender: Male
Nationality: Filipino
Civil Status: Single

EDUCATION

Secondary: GUSA REGIONAL SCIENCE HIGH SCHOOL-X


Purok 4-A, Gusa, Cagayan de Oro City, Misamis Oriental
2020-2024

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Primary: NANURI INTERNATIONAL SCHOOL


Taguanao, Indahag, Cagayan De Oro City 9000, Cagayan De
Oro City
2018-2020

MONTESSORI DE ORO
Tiamo Echem St. Address Barangay. Brgy 20
2017-2018

MY PRECIOUS CHILD LEARNING CENTER


3rd St, Mindanao State University, Marawi City,
9700
Lanao del Sur
2014-2017

ACHIEVEMENTS
● Consistent Honor Student

42

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