MCITS 2019 Topics

Mindanao Conference for IT Students 2019
Venue: Holy Cross of Davao College Gym
Date: 15 February 2019 (8:00 AM - 5:00 PM)
Registration Fee:  P250/student except the presenter/s

Point Person 1:  Engr. Eugene Iglesias (, 09399276142)
Point Person 2:  Engr. Chrys Velasco (, 09987941642)

Submit your research papers for presentation to Vic Calag via email at

KM App: A keyboard, mouse and controller on the go, using smartphones through Wireless Connection

Amaga, Hannah Mae*; Bajao, Kristine; Maturan, John Paul. Philippine Women’s College of Davao, Davao City

Abstract.  With the advantage of computer technology and the internet nowadays everyone owns computers and smartphones to make every task easier for everyday living. The purpose of this project is to develop a system that would help people with their everyday living. Taking advantage that everyone owns a smartphone we developed a smartphone application that will help control personal computer through wireless connection. The controls developed are keyboard, mouse, presentation, shutting down, restarting, suspending network (airplane mode), locking and a media player. 

Keywords: Internet, Smartphones, and Wireless 

Leaf Identifier: A Computer System for Automatic Plant Species Identifier

Jundam, Marlshur; Go Cua, Robian*; Tan, Donnrey. Philippine Women’s College of Davao

Abstract.  People nowadays or generation these days forgot the importance of leaves. Leaves, plants, flowers, and trees are created by God for the environment. All of these brings fresh air to our environment, not just that but beauty also. Generation these days rely more on technologies, does not care about the environment, lack of knowledge about leaves, plants, flowers, and trees, and because of that we the researchers decided to develop a mobile application entitled “Leaf Identifier”. 

A Computer System for Automatic Plant Species Identification that uses Image processing to identify the species of leaves here in Davao City. So the main purpose of this mobile application is to give users more knowledge about leaves, to know more the species of leaves and for the users to use it easily and make them convenient.

Keywords: Leaf, Environment, and Species

GETMOSYS: A Plant Pathologists’ Geotagging and Monitoring System for Infected Banana Plant

Frank Lou Ubay*, Juvinelle Cuarenta, Leny Luz Gonzaga, Charieliz Lognasin, Arth Cris Yuson, Mark Van M. Buladaco (adviser)

Davao del Norte State College, New Visayas, Panabo City, Philippines



The Philippines is considered as one of the top exporters of Banana, specifically in Davao Region. This industry is vital in the Davao Region and producing quality bananas for export is a challenge. Meanwhile, diseases in banana plants are the major constraint in productions of bananas. Plant Pathologists who handle the disease management and treatment finds the tracking and monitoring of the vast hectares in banana plantation difficult. 

As a solution, the study “GETMOSYS: A Plant Pathologists’ Geotagging and Monitoring System for Infected Banana Plant” was made. GETMOSYS is a system that has two parts, the mobile application, and the website. The mobile application is created to be used by the farmers, enabling them to send the GPS Coordinate and the images of the spotted infected banana plant. The GETMOSYS mobile application is utilizing Geolocation Technology in finding the GPS coordinate and supports Android and IOS environment. The Website will then receive the data that was sent by the farmer and see it in the websites’ map. The map view is supported by Google Maps satellite view and tagging functionalities is powered by Leaflet and Vue.js. The GETMOSYS system is specifically created to ease the tedious effort of the pathologists in monitoring and tracking the diseases, especially in finding patterns of banana disease infections.


Keywords: banana, geotagging, GPS, Geolocation, Davao Region


Sanny Jhon Reñes (, Imelda Sarael (, Erone Jee Honorico (, Cesar Tecson (

College of Special Programs, Cor Jesu College


Abstract.  In recent years, the impact of technology has been one of the most debated issues. In modern education, the deployment of contemporary information and communication technology tools significantly changed the dynamics of learning. The internet and other related technologies have become the portal of learning materials, such as e-learning modules and other resources for educators and students. It is an utmost goal of modern technology to contribute a huge impact in building a good foundation in the relationship between educators and learners.  Virtual and Augmented Reality tools recently flourished to enhance the learning experience of students. The goal of this study is to implement this kind of technology in learning Philippine animals.  It aims to attract learners to appreciate and understand the different characteristics of these animals in a more engaging manner.  The motivation behind the work is to bring a realistic feel in studying these animals without necessarily going into the animal’s actual habitat. This Augmented Reality tool has been tested in a selected public elementary school where teachers and pupils used and evaluated the system.  Results show a positive effect of the tool in both experiences and in learning.

Keyword: augmented reality, e-learning, learning animals


Jaz Nonol, Jeson Paglinawan, Cesarah Mae Mohinog, Cesar Tecson

College of Special Programs, Cor Jesu College,,,


Abstract.  Students learn in various ways.  Each student is distinct from each other in terms of preferences on how to acquire learning. It is a serious goal of any learning environment to be able to cater to these various needs.  Typical classrooms offer only a very limited reach in addressing student’s individual needs because a teacher is often biased to his or her own learning style.  Over the years, various researchers have attempted to outline possible solutions or alternatives that could help learners achieve their highest learning potential in the learning environment. According to the VARK Modality, some learners prefer to read, some prefers to listen, some likes to work on actual and some favors visual representation. The concept of learning styles has influenced various fields especially in developing measures to deliver effective teaching strategies.  Literature on how technology, nowadays, changes the dynamics of learning is very rich.  Hence, this work involved the development of a learning tool that aims to appeal to the different learning styles of learners.  Its features cover all learning styles as described by the VARK Modality. Primarily, this study aims to find out how learners of different learning modality behave in the developed e-learning tool.  It further aims to find out if learning is achieved after using the system.  Respondents were selected to use and evaluate the tool. Results showed interesting findings on the tool’s impact on learning and on the different learner behaviors in the tutoring environment.


Keywords: VARK Modality, e-learning, student behavior, learning styles



Aicah Marie Languido, Wilchen Sharmie Pambalan & Novien Grace Solis

Cor Jesu College, Digos City, Davao del Sur


Abstract.  This project focuses on how a widely used conversational agent, known as chatbot can be utilized to offer an interactive learning resource for a Basic Computer Programming course. As applied in the context of education and learning, a chatbot can be built and functions as a conversational tool to facilitate students’ learning process. The programming chatbot can interact with the users through its messaging interface to convey information about fundamental topics in computer programming. It will also test the user’s knowledge through quizzes in each topic. When it comes to accessibility and interaction, the chatbot is one of the most useful tools in comparison with other tutoring materials.

The project applies an iterative software development methodology in the developing and implementation of various software components. This involves the design and analysis on how a chatbot will behave in response to messages and commands from the student. Essentially, the chatbot presents topics and responds through text and images. After each topic, students can take quizzes to test to evaluate their learning pace. Students can interact to the chatbot through buttons and can learn techniques on solving basic problems.

To analyze and to provide insight on how the student interacts with the chatbot, a data log is included. Data logs handle and records the student’s interaction with the chatbot, scores of each quiz taken and timestamp that is being stored in the database for analysis. This project shows that the use of chatbot as an e-learning tool for computer programming improves the students’ knowledge of basic programming, based on the results of the conducted pre-test and post-test.


Michael C. Castroverde, Joefferd B. Sanoria & Hobert T. Wabinga

Cor Jesu College, Digos City, Davao del Sur


Abstract. The application of Augmented Reality (AR) is one of the significant trends in educational technology. AR-based applications have opened numerous opportunities to facilitate the learning experience of students. Educational tools that utilize augmented reality offers a portable and accessible means of presenting learning content through visualizations and animations. In effect, students are more engaged with lessons and this makes learning fun and effortless.

This project involves the development of an Augmented Reality (AR) e-learning tool for grade school students in the study of the Solar System. Through the utilization of the various capabilities of mobile devices, students will able to understand complex concepts and have a significant positive impact on students’ learning and engagement with the topic and give students a wider understanding of the lessons.

In an AR-based Solar System, students will have a closer look and interact with the virtual models of different planets and its features. The development of this marker-based augmented reality application is made possible through the integration of three dimensional (3D) models in the Unity Game Engine and Vuforia Augmented Reality Software Development Kit (SDK). Markers are placed in book that can be scanned to reveal relevant information to the student.


Ian Russell Bagus, Terence John Gementiza, & Churchill Selma

Cor Jesu College, Digos City, Davao del Sur


Abstract.  This project aims to analyze the effect of horror games to the audiences’ brainwaves. This is done through the use of a brain-computer interface such as NeuroSky Mindwave. Techniques from existing horror movies and games were studied and were used in the game to produce the feeling of horror and anticipation.

The use of virtual reality also improved the immersive experience in providing the horror look and feel to the user. Various technologies were used to achieve the goal of the project. Various applications such as Blender, Substance Designer, MakeHuman, and Adobe Mixamo were used to create the game’s assets. Unity3D was used as the game engine and Microsoft Visual Studio as the development environment for the game scripts and data communication processes with the Neurosky Mindwave. A simple Java application was also developed to visualize the raw data output of the brain-computer interface.

The subjects were divided into categories such as gender and the amount of time they spend playing video games. During the test phase, the subject wears the Virtual Reality Headset, Headphones and the MindWave. The game and the recording of the subject’s brain waves are executed from a computer. Once the test is over, the raw data will be processed and analyzed.


Clark Edgar Carpentero, Pearl Anne Hernandez, & Suzzi Babe Medez

Cor Jesu College, Digos City, Davao del Sur


Abstract.  Game Development has been promoted in many forms of media and assimilates ideas in a different type of learning. When applied in education, games improve student engagement with the topic. An effective gameplay that integrates learning content involves doable yet challenging activities that a student must work until its completion.


This project intends to look into the student’s experiences on the capability of the Game Development with regards to learning, thinking in the area of Mathematics. This involves the development of a game-like application based on the several topics in grade school and high school Mathematics using 3D models integrated in the Unity Game Engine. The researches selected students ranging from Grade 1 to Grade 12 from different schools as research participants in the software testing.


The data gathered through the interviews and live demo were analyzed and interpreted by the researchers. Finally, the researchers conclude that the student’s perspective on the capacity in learning mathematics was being learned together with the confidence that learning interactively can do such. Students displayed their positive views of the use of games to facilitate learning in Mathematics.



Raymond Jay Berin, Nicelle John Gealon, & Harold Cres Laingo

Cor Jesu College, Digos City, Davao del Sur


Abstract. This research aims to compare the strategy pattern of both male and female gamers and non-gamers in a 3D survival video game prototype and to determine whether there are player improvements in terms of making strategies in the game environment as gender differences adheres stereotypes of male players being a better strategy maker in-game than female players as most male players tends to make video games as their hobby than female players.


A game prototype with data logging functionality was developed to record logs of interaction of both male and female player’s strategy in-game. The participants are senior high school students and first year college students. The players are given five attempts to complete the game’s objectives. Included in the game structure is a standard game strategy pattern on how to finish the game successfully which is unknown to the players.


The data gathered produced insightful results. The data (per player) shows that most male players (gamers or non-gamers) prefer to try different strategy approach until they manage to generate their own successful strategy (in this case, they might even discover the developers’ standard game strategy) and makes the best out of the five tries given to them. Meanwhile, female players that are non-gamers tend to stick to the same strategy pattern out of the 5 tries, unlike female players that are gamers which uses different approaches that lead to a discovery of a better strategy pattern. The data also shows that both genders (gamer or non-gamer) have shown improvements to every attempt they make, completing each in-game objective in a shorter period of time in each attempt.


The developers concluded that most male players (gamer or non-gamer) are better at making strategy in-game than female players. But some of the female players (gamers) have similar game strategy abilities as the male players.

BeautiCall: An Android-based Application for Home Service Beauticians in Davao City 

Using Kano Model and Google Maps API

Mae Ann Plaza, Jayree Romero, Billy John Rivas, and Fe Yara, 

University of Mindanao, Davao City


The researchers’ study focuses on the development of an Android mobile application with the use of Kano Model where the target market are the beauticians which offer home service beautification and clients in need of it around Davao City. Android Studio has been utilized to develop the mobile application. For the data storage and information security, the researchers implemented the Firebase Real-time Database and Google Maps API has been utilized for getting the user’s current location and location tracking. As for the implemented methodology, Agile methodology was the most suitable for efficient way of developing the project. The developed Android mobile application greatly benefits the target market as it addresses most problems they encounter in their daily living.


PlaySense: A Learning Mobile Game Application Focused on Speech for Children 

with Autism Spectrum Disorders (ASD)       

Shaika Caddy,  Kimberly Villanueva, Claudine Villaruz, & Silvio Anzola, 

University of Mindanao, Davao City


The study introduces the creation of PlaySense: A learning Game App focused on speech for children under the Autism Spectrum Disorder (ASD). It is a gamified educational platform meant to aid parents, teachers, occupational therapists, and speech-language pathologists on kids undergoing speech and language therapy. PlaySense is designed to address the factors surrounding uneven language, speech echolalia, and narrow interests which are commonly the symptoms of ASD.  The game is supported with teaching methods such as the Adaptive Learning Approach and Thematic Matching from Picture Exchange Communication System to increase the standards of the application’s effectivity. 


PlaySense is developed with the C# language utilizing the Unity Game Engine. The voice-recognition functionalities of the game are made possible through the Mobile Speech Recognizer API and its database is stabilized with SQLite. The application’s game design and assets, made with Adobe Photoshop, Paint Tool Sai, and Adobe Illustrator Draw are specialized to be motivating and suitable for children. The phases of the development have been completed and the objectives have been achieved upon the deployment of the application. Necessary evaluations have been done to test the functionality and efficiency of PlaySense and has been proven to meet and exceed the requirements of its target users.


Luscious Locus: An Android-Based Street Food Navigation Using Google Map Geolocation for Davao City

Rica Mae Supa, Bejay Guibao, Vincent Dave Te & Charisse Barbosa, 

University of Mindanao, Davao City



The purpose of this study is to help local or foreign tourists hunt and explore for exotic local specialties/street foods. Moreover, the app may also help boost local tourism and business in small ways by connecting food hunters to their favorite street food vendor. To develop the software, the researchers primarily implemented Apriori Algorithm to list recommended street food vendors for the app users. The application will run with the following minimum requirements: Android OS 4.4 and above, 1GB or RAM and above, and requires a minimum of a 1 Mb/s internet connection.


Pawster Care: An Android-based Pet Cruelty Reporting and Pet Adoption 

Application with Recommender System for Davao City   

Marc Reyangel Montiveles, Edward Joseph Fernandez, Beans Heaven Duro, & Charisse Barbosa, 

University of Mindanao, Davao City


The purpose of the study is to help local public agency and private owners in finding potential adopter for their pets and provide them a new home. The researchers utilized agile scrum in managing and developing the software.


To develop the software, the researchers mainly utilized Item-based Collaborative Filtering implementing Pearson Correlation and K-Nearest Neighbor Algorithm to produce list of recommended pets for adoption for each user.


BetterMomsh: A Multiplatform Pregnancy Assistance Monitoring and Maternity Clinic Online Reservation and Locator using Google Map Geolocation and React Native Framework for Davao City    

Maria Alondra Dianne Pueblas, Jon Boni Podador, Kenneth Tanutan, & Efrhain Louise, Pajota, 

University of Mindanao, Davao City


The health risks and maternal deaths caused by pregnancy complications have remained a concern in the Philippines. Through a regular and comprehensive medical consultation and monitoring offered by health professionals (Doctors, Nurses, and Midwives) these pregnancy complications can be detected earlier that leads to a safer and healthier pregnancy. Moreover, incorporating efficient and effective maternal health services with information technology-based solution could provide a functional contribution to society, maternity institutions, and pregnant women.


With the proponents' sense of social responsibility, they created "BetterMomsh: A multi-platform Pregnancy Assistance, Monitoring, and Maternity Clinic Online Reservations and Locator" that will enhance the quality of maternal health services of Maternity Clinics available to the pregnant women of Davao City. The Nurse MID Maternity Clinic and its clients will be the pioneering beneficiaries of the application this will ensure that after successful launching of the application to the said maternity clinic it will be deployed to all maternity clinics and pregnant women of Davao City.

What is Data Science?
Vladimer Kobayashi, UP Mindanao

Abstract/ Synopsis:  Data scientist has been dubbed by HBR as the sexiest job of the 21st century ( But what is really data science? And what are the things a typical data scientist does? In my talk, I am going to discuss what is data science from various perspectives: from projects and organizations that aim to define the data science profession to data science programs (both in academe and industry) that provide education and training to data science aspirants. I will offer insights on how we can advance the data science field in the Philippines and educate future data scientists. Lastly, I will discuss one important technique in data science that I think is often ignored in many data science programs. 

About the Speaker:  

Asst. Prof. Vladimer Kobayashi is a Certified Analytics Professional and faculty member of the University of the Philippines Mindanao, Davao City.  He finished his BS Applied Mathematics (Cum Laude) in 2008 from UP Mindanao and his Master degree in Data Mining & Knowledge Management from the University of Lyon 2 in France and Technical University of Catalonia in Spain. Currently, he is pursuing his PhD in Learning Analytics at the University of Amsterdam in Netherland.  For more information about his background, click here to view his Curriculum Vitae.