http://ijitgeb.org/ijitgeb/issue/feedInternational Journal in Information Technology in Governance, Education and Business2024-07-01T11:05:47+07:00IJITGEBinfo@ijitgeb.orgOpen Journal SystemsInternational Journal in Information Technology in Governance, Education and Businesshttp://ijitgeb.org/ijitgeb/article/view/128Risgo: Exploring Queer Men’s Narratives of Risks and Stigma in Queer Dating Applications through an Interactive Film2024-03-20T17:24:39+07:00Joshua Sianne Gabrielle Camporedondojtcamporedondo@up.edu.phEmely M. Amolozaemely.amoloza@upou.edu.ph<p style="text-align: justify; text-justify: inter-ideograph; margin: 5.0pt .5in 0in .5in;"><span lang="EN-US" style="font-size: 10.0pt; color: black;">Risgo, a practice-based research initiative, employs interactive film to intricately explore the experiences of queer men navigating dating apps, focusing on risks and stigma. Through intimate narratives shared by eight queer-identifying men, the analysis is guided by the Sexual Script Theory, revealing five prominent themes: hypermasculinity, body shaming, misgendering, prejudice in sex roles, and inherent risks. In the transformative process of translating these findings into an interactive film, Brecht’s Aesthetic Theory plays a pivotal role, incorporating historicization, gestus, and alienation techniques. The resulting interactive film undergoes assessment for interactivity and narrativity, drawing from Windsor’s explanation-demonstration model for interactive visualizations. The film provides users with a unique ‘branching narrative’ approach, empowering them with control over the story’s progression and facilitating a profound understanding of the experiences within the realm of queer dating apps. By immersing viewers in these diverse narratives, the film elucidates the impact of knowledge gaps and the pervasive stigma within LGBTQ+ communities. This interactive medium ultimately catalyzes open discussions and the acknowledgment of challenges faced by queer individuals in the dynamic landscape of dating apps, casting a spotlight on the critical issues within the LGBTQ+ community.</span></p> <p style="text-align: justify; text-justify: inter-ideograph; margin: 5.0pt .5in 0in .5in;"> <strong><em><span lang="EN-US" style="font-size: 10.0pt; color: black;">Keywords:</span></em></strong><span lang="EN-US" style="font-size: 10.0pt; color: black;"> Interactive film, Queer dating applications, Queer men’s narratives</span></p> <p style="text-align: justify; text-justify: inter-ideograph; margin: 0in .5in 0in .5in;"> </p> <p style="text-align: justify; text-justify: inter-ideograph; margin: 0in .5in 0in .5in;"><strong>Received Date: January 15, 2024</strong><br><strong>Revised Date: February 17, 2024</strong><br><strong>Accepted Date: March 6, 2024</strong></p>2024-03-20T00:00:00+07:00##submission.copyrightStatement##http://ijitgeb.org/ijitgeb/article/view/130Advancing Conference Experiences: Developing UP Open University’s Novel and Open-Source Virtual Tri-conference Platform2024-05-01T14:53:56+07:00Cecille A. Moldezcamoldez@up.edu.phReinald Adrian D. Pugoyrdpugoy@up.edu.phMelvir Nathaniel S. Parasmelvirnathaniel.paras@upou.edu.phEriberto E. Roxas, Jr.eribertojr.roxas@upou.edu.phRenz Jemil G. Magsinorenzjemil.magsino@upou.edu.phAdriane Jennel G. Alarconadrianejennel.alarcon@upou.edu.ph<p>Due to the COVID-19 pandemic, many academic conferences have moved online or become a mix of in-person and virtual events. However, the problem is that many virtual platforms for these conferences are expensive and have different features. The University of the Philippines Open University (UPOU) has taken a unique approach by creating a new and affordable virtual conference platform. Using Moodle, a free and open-source learning management system (LMS), the University pioneered an in-house-developed conference platform. This study outlines the deployment of the UPOU Virtual Tri-conference Platform (OUTriP) and the improvement of user experience by incorporating features and functionalities related to Look and Feel, Support, and Conference Participation. The participants of the first UPOU Tri-conference (Tri-con) evaluated the OUTriP. Our findings reveal a positive reception of the platform, as indicated by an SUS score of 70.86, interpreted as sound. Most participants offered favorable feedback on the platform's user-friendly nature and effectiveness. The practical implementation of our virtual conference platform holds significant implications, particularly for educational institutions on a budget looking to organize virtual conferences. This platform provides a cost-efficient and adaptable solution, and UPOU's experience showcases the practicality of repurposing Moodle to establish a functional and user-friendly virtual conference platform.</p> <p><strong><em>Keywords:</em></strong> academic conferences, Moodle, open-source, virtual tri-conference platform, usability</p> <p> </p> <p><strong>Received Date: January 24, 2024</strong><br><strong>Revised Date: March 7 , 2024</strong><br><strong>Accepted Date: April 10, 2024</strong></p>2024-04-15T00:00:00+07:00##submission.copyrightStatement##http://ijitgeb.org/ijitgeb/article/view/132MatheMusical Virtual Museum: Virtual Reality application to explore Math-Music World2024-05-01T17:48:57+07:00Gilles Baroingilles@baroin.org<p>Virtual Reality is a promising tool for pedagogy in teaching music, and the MatheMusical Virtual Museum takes this promise to a new level. This study aims to share and describe the project's concept and advancement, including expertise and collected experiences in MatheMusic. Mathemusic is the scientific field that studies the relations between math and music; the Society for Mathematics and Computation in Music regroups worldwide researchers in the field. The Mathemusical Virtual Museum is an interactive virtual experience that premiered at the Museum of Design in Atlanta (Moda) in June 2022 (Baroin & de Gérando, 2022). It contains a growing set of interactive models based on the research issued by our society. Mathemusicians have always produced models for understanding, analyzing, or computing music. Visualizing some on paper, theater, or computer screens is expected. Even if it is in a multidimensional space (3D-4D), the viewer ends up with a 2D picture or a movie while displaying these models on a computer screen. Planar projection limits the perception in the era of virtual reality nowadays. This study proposes tools and solutions to apprehend these models better and improve the viewer's immersive experience. Since the beginning of the project, user experiences were collected. Besides desperately unfit users for VR, we noticed that kids are highly engaged and immersed in the learning environment; music learners are not just improving their knowledge but also feeling inspired and hopeful about the future of music education; mathematicians and researchers are feeling like they are finally entering their creation and contributing to improving the project, thereby making significant contributions to their respective fields.</p> <p><strong><em><span lang="EN-US" style="font-size: 10.0pt; color: black;">Keywords:</span></em></strong><span lang="EN-US" style="font-size: 10.0pt; color: black;"> Virtual Reality, Mathemusic, Visualization, Pedagogy, Learning Strategy</span></p> <p> </p> <p><strong>Received Date: January 31, 2024</strong><br><strong>Revised Date: March 14 , 2024</strong><br><strong>Accepted Date: April 25, 2024</strong></p>2024-05-01T00:00:00+07:00##submission.copyrightStatement##http://ijitgeb.org/ijitgeb/article/view/133Presence and Situational Interest of Participants of a Virtual Art Exhibit in the Metaverse: The Case of Galeria Sinag2024-05-01T17:56:43+07:00Lexter Mangubatlexter.mangubat@upou.edu.phJericho Dancalanjbdancalan@up.edu.phConsuelo Habitocdhabito@up.edu.phRoberto B. Figueroa Jr.robertojr.figueroa@up.edu.ph<p>This study explores the relationship between situational interest and spatial presence, as well as the hardware or viewing platform used in observing a virtual art exhibit in the Metaverse. It employed a mixed-methods approach, utilizing correlation analysis and qualitative thematic analysis to understand participant experiences. The study found a positive correlation between situational interest and spatial presence among participants in the virtual space. However, the viewing platform used did not significantly impact spatial presence or situational interest. External environmental factors and limited usage of certain viewing platforms may have influenced the findings. Further research is recommended to comprehensively understand the nuanced effects of viewing platforms on spatial presence. The results of this study encourage designers to focus on creating immersive and realistic virtual exhibits in the Metaverse to motivate students through their heightened situational interest and presence. Insights from this study can guide the development of future virtual exhibits. The study shows how understanding virtual spaces like the Metaverse can shape art experiences. It highlights the potential of Metaverse-based exhibits in providing accessible and immersive cultural engagement, transcending physical limitations. It adds to the evolving knowledge of Metaverse applications, specifically in art displays. It introduces insights into the relationships between situational interest, spatial presence, and viewing platforms, and challenges existing assumptions that can pave the way for further exploration.</p> <p><strong><em>Keywords:</em></strong> Metaverse, virtual exhibit, spatial presence, situational interest, VR, cultural engagement</p> <p> </p> <p><strong>Received Date: February 12, 2024</strong><br><strong>Revised Date: March 15, 2024</strong><br><strong>Accepted Date: April 26, 2024</strong></p> <p> </p>2024-05-01T00:00:00+07:00##submission.copyrightStatement##http://ijitgeb.org/ijitgeb/article/view/134Data-Driven Decision Making in Scholarship Programs: Leveraging Decision Trees and Clustering Algorithms2024-05-05T23:55:08+07:00Fokker V. Espiritufox_espiritu29@yahoo.comMarvee Cheska B. Natividadmarveecheska.b.natividad@isu.edu.phRosemary A. Velascorosemary.a.velasco@isu.edu.ph<p>This study presents a unique and innovative approach to improving the management of scholarship programs through the integration of data mining techniques and online systems. The BRO-Ed Scholarship program in Isabela province is facing the challenge of efficiently handling a growing number of scholarship applications. This study involves leveraging data mining to simplify this process, address operational challenges, and contribute to the transformation of the lives of underprivileged students. Data mining techniques that include systematic data integration, preprocessing, decision tree implementation, and clustering algorithms were utilized in this study. Additionally, we have created a user-friendly online platform to enhance accessibility. Initial results show a significant increase in the success rate, indicating the potential of managing scholarships using data-driven approaches. The expected outcomes include a streamlined application process, informed decisions based on data-driven analysis, and optimized budget allocation. By establishing a model for innovative advancement in scholarship programs, this project aims to promote educational support initiatives for underprivileged students aligned with the government’s mandate for Sustainable Development Goal 4, addressing growing inequality among marginalized people and communities.</p> <p><strong><em>Keywords:</em></strong> Data Mining, Decision Trees, Clustering Algorithm, Scholarship Programs, Underprivileged Students, Sustainable Development Goal 4</p> <p> </p> <p><strong>Received Date: March 2, 2024</strong><br><strong>Revised Date: April 22, 2024</strong><br><strong>Accepted Date: May 4, 2024</strong></p>2024-05-04T15:52:18+07:00##submission.copyrightStatement##http://ijitgeb.org/ijitgeb/article/view/136Synergistic Information Security Design Implementation based on Role-Based Access Control, Information Classification, and AES Cryptographic Encryption2024-05-17T05:42:16+07:00Marjay C. Bumalodmarjay.bumalod24@gmail.comRose Mary A. Velascorosemary.a.velasco@isu.edu.ph<p>Security technology has undergone significant development and research in response to increasing cyber threats. The Intranet Document Management System (IDMS) was created to centralize documents within organizations, ensuring efficiency and streamlining processes. Given the critical nature of document management in organizational workflows, secure and safe management is paramount. This study aims to develop a secure IDMS using Advanced Encryption Standard (AES) encryption, Role-Based Access Control (RBAC), and an Information Classification Model. We also provide a comprehensive overview of the key characteristics and performance metrics of each access control model and cryptographic algorithm, facilitating decision-making for system design and implementation. The system offers high granularity, ease of administration through role assignments with document classification, high flexibility with customized permissions, and scalability with roles and classification. AES is chosen for its high security and fast performance, making it a widely used encryption standard.</p> <p><strong><em>Keywords:</em></strong> Advanced Encryption Standard (AES), Access Control, Cryptographic Algorithm, Document Management System, Information Classification</p> <p> </p> <p><strong>Received Date: April 2, 2024</strong><br><strong>Revised Date: May 10, 2024</strong><br><strong>Accepted Date: May 14, 2024</strong></p>2024-05-17T00:00:00+07:00##submission.copyrightStatement##http://ijitgeb.org/ijitgeb/article/view/138Streamlining ICT Network Resources, Processes and Operations through a Centralized Management System: A Development and Evaluation2024-06-02T15:44:56+07:00Darlene Joy T. Belvisdarlene.belvis@lpunetwork.edu.phAudrey Layne G. Hipolitoaudrey.hipolito@lpunetwork.edu.phMichaela U. Icomichaela.ico@lpunetwork.edu.phJan Paul O. Prudenciadojan.prudenciado@lpunetwork.edu.phJerian R. Perenjerian.peren@lpu.edu.ph<p>This study aims to provide an inventory and monitoring system for the ICT Network and Telecommunication Department at Lyceum of the Philippines University Cavite. As it streamlines the management and documentation of network equipment and IP addresses under a single, centralized system, it incorporates integrated management features to carry out and improve network resource management operations. The development of the system was presented with the use of the Agile Model, which illustrates the client's workflow, allowing for changes and discussions based on the client's feedback; the model involves planning, design, implementation, testing, and evaluation, allowing continuous improvement, and providing high-quality systems that met the client's requirements. In addition, the system's components were tested for unit functionality and browser compatibility by the technical adviser, (2) administrators, and (5) IT experts. Furthermore, the system also underwent an evaluation process based on ISO 25010 to measure its Compatibility, Usability, Reliability, Functional Suitability, Security, Portability, Maintainability, and Performance Efficiency, participated by (1) a technical adviser, (2) administrators, (10) IT Experts, and (10) end users. The findings revealed that the system was fully operational and could carry out its designated functions, with an average result of 98.93% passing rate. No component failed during testing in the presence of the specified test respondents. From the responses of the determined evaluators, all aspects of the system are deemed “Highly Acceptable.” The implications of these findings indicate that the ICT Network Resource Management System for LPU Cavite has met the requirements and expectations set forth. The system's compliance with ISO 25010 requirements, successful test results, and high-end user acceptability highlight its potential to enhance the management and monitoring processes, leading to more efficient and effective management for the university’s ICT network and telecommunication department.</p> <p><strong><em>Keywords:</em></strong> ICT, Network Management System, ICT Network Resources, Streamlining ICT Resources</p> <p> </p> <p><strong>Received Date: April 12, 2024</strong><br><strong>Revised Date: May 17, 2024</strong><br><strong>Accepted Date: May 26, 2024</strong></p>2024-06-02T15:44:56+07:00##submission.copyrightStatement##http://ijitgeb.org/ijitgeb/article/view/140Collaborative Online International Learning: A Reflexive Thematic Analysis of Narratives from the Metaverse2024-06-13T14:59:17+07:00Joshze Rica Esguerrajlesguerra2@up.edu.phRoberto B. Figueroa Jr.robertojr.figueroa@up.edu.phFernando Rodriguezfernanr1@uci.eduAya Fukudafukuda_aya@tufs.ac.jpYayoi Anzaiyayoi.wikiwiki@gmail.com<p>The metaverse is a digitally created virtual world that can be explored through extended reality, allowing individuals to engage with one another using avatars. As the metaverse becomes more widely used, it is becoming increasingly important to comprehend its impact on individuals and society. This paper presents a case where the metaverse was used to evaluate collaborative online international learning (COIL) activities while empowering participants by showcasing their creativity as contributors to the open educational resources collective through virtual exhibits. The exhibitors were participants in a COIL initiative involving online activities that aimed to facilitate cross-cultural exchanges and global learning among universities in three countries: the USA, Japan, and the Philippines. Data collected from 82 virtual exhibits in the metaverse were analyzed using reflexive thematic analysis, revealing benefits related to cultural exchange, personal growth, and positive learning experiences. Furthermore, reflections collected from the virtual exhibits were more profound and expressive than text-based platforms, suggesting that creative processes in visually stimulating environments like the metaverse could promote critical and out-of-the-box thinking among individuals.</p> <p><strong><em>Keywords:</em></strong> Metaverse, Collaborative Online International Learning, Reflections</p> <p> </p> <p><strong>Received Date: April 9, 2024</strong><br><strong>Revised Date: May 22, 2024</strong><br><strong>Accepted Date: June 5, 2024</strong></p>2024-06-13T13:27:47+07:00##submission.copyrightStatement##http://ijitgeb.org/ijitgeb/article/view/141Enhancing English Vocabulary through Game-Based Learning: A Case Study of the Scramword Application2024-06-30T10:41:01+07:00Jozua F. Palandijozuafp@stiki.ac.idZusana E. Pudyastutizusanacr@stiki.ac.idKaleb Molewemolewekaleb@gmail.com<p>English proficiency is an essential requirement for students in the current era of globalization. Consequently, developing innovative and effective learning methods is crucial. The primary objective of this study is to develop an educational game application called Scramword to enhance students' English vocabulary. This research focuses on creating digital learning media that supports improving English language skills by incorporating interactive elements through a word game. Scramword is designed to enrich students' learning experiences enjoyably and engagingly, motivating them to enhance their understanding of English vocabulary. The development of this application integrates existing digital learning theories with game technology to create a platform that is both educational and entertaining. Scramword allows students to learn English at their own pace, actively interact with the material through various difficulty levels and topics, and receive immediate feedback to monitor their progress, providing them with the confidence that they are on the right track. The results of this study are expected to provide new insights into the use of game-based learning media for teaching English. By utilizing Scramword, students can learn the language more effectively while remaining engaged and motivated to continue their learning journey. Additionally, this research aims to contribute to the language education literature by demonstrating creative and innovative integration of technology and pedagogy in language learning.</p> <p><strong><em>Keywords:</em></strong> Scramword, Game-based Learning, English Vocabulary, Case Study, Digital Learning</p> <p> </p> <p><strong>Received Date: April 16, 2024</strong><br><strong>Revised Date: May 26, 2024</strong><br><strong>Accepted Date: June 21, 2024</strong></p>2024-06-30T00:00:00+07:00##submission.copyrightStatement##http://ijitgeb.org/ijitgeb/article/view/142Optimizing Remote Communication: Data-Driven Strategies for Workplace Connectivity at Laguna University2024-07-01T11:05:47+07:00Marie Joy Q. Elominamjqe.lu.rdc@gmail.comOlga J. Domingopc.bac@lu.edu.phRaymond Wally M. Pabalanraymondwally.pabalan@lu.edu.phSofia Marie H. Guintusofiamarie.guintu@lu.edu.ph<p>The study analyzed remote communication practices of faculty members to propose strategies for workplace connectivity at Laguna University. The following objectives were: (1) Measure the frequency and type of communication channels utilized by Laguna University faculty since adopting remote work models. (2) Determine the relationship between the frequency of communication channels and employee satisfaction with remote work communication practices of faculty members at Laguna University. (3) Evaluate perceived communication patterns in the current practices of faculty members at Laguna University. (4) Propose strategies to improve communication effectiveness and employee satisfaction in the remote work environment at Laguna University. The study employed a quantitative method using a non-probability sampling technique with 34 respondents. Descriptive statistics like frequency distribution table, mean, median, mode, standard deviation, and statistical tools such as the Spearman Rank Correlation and Wilcoxon Signed Rank Test were utilized. A survey questionnaire was used to collect the data available through Google Forms. The most common channel of communication by the faculty in remote work before the pandemic was the use of instant messaging (IM). Email use, video conferencing, and instant messaging were used significantly more during and after the pandemic than before. Nonetheless, there was no significant evidence to suggest a difference in the frequency of conducting in-person meetings. Similarly, the most common media channel of the faculty before the pandemic was instant messaging. Top on the list of purposes was sharing documents and information through emails, followed by complex discussions and brainstorming sessions through in-person meetings. There was a weak positive monotonic correlation between the use of communication channels and employee satisfaction of Laguna University faculty. Most respondents said they somewhat agreed with the statements regarding communication patterns, especially regarding timeliness, clarity, and accessibility; however, they strongly agreed that they felt confident that they understood the information being communicated by colleagues remotely. Strategies were proposed to improve communication effectiveness and employee satisfaction in the remote work environment at Laguna University.</p> <p><strong><em>Keywords:</em></strong> Remote Work, Communication Channels, Remote Communication, Communication Patterns, Spearman Rank Correlation, Wilcoxon- Signed Rank Test</p> <p> </p> <p><strong>Received Date: April 14, 2024</strong><br><strong>Revised Date: May 29, 2024</strong><br><strong>Accepted Date: June 23, 2024</strong></p>2024-06-30T00:00:00+07:00##submission.copyrightStatement##