Without a doubt, the development of Science and Technology brings impact toward several aspects of life
including education such as the existence of gadget, such as smartphone and tablet, is useful to support daily
activity in society (Tan, Hsiao, Tseng & Chan, 2018).
The above cited literature strongly suggests the prevalence of the eminent problem on recurring least mastered
competencies among students. Learning gaps among learners present a very serious problem when it comes to the
development of teaching- learning process. More specifically, the science teachers’ experiences in teaching the
subject and the teaching strategies that they commonly practice clearly exhibits that despite the effort in ensuring
the best quality education in various ways such as utilization of learning intervention materials, still, there seems
to be a problem since learners continue to perform poor in their academic endeavor. Moreover, the literature above
presents a learning a competency in science in which learners commonly fail at. Hence, the development of a
material that is technology-inclined is also discussed with its benefits to improving learning among students.
Hence, the conduct of this study was necessary to provide more literature and reveal helpful ideas in addressing
the problem.
THEORETICAL FRAMEWORK
Educational researchers have developed various theoretical frameworks for technology integration in the
classroom. This study is founded upon theories that serves as the backbone of this study.
This study was anchored on the ADDIE Model as an instructional design. Educators and instructional designers
have used this model as a framework in designing and developing educational and training programs. ADDIE
stands for Analyze, Design, Develop, Implement, and Evaluate. Kurt (2018) enumerated the stages of the model
and claimed that educators, instructional designers and training developers find this approach very useful because
having stages clearly defined facilitates implementation of effective training tools. In this model, the Analysis
phase can be considered as the “Goal-Setting Stage” ensuring that what the student already knows is not duplicated.
The Design stage determines all goals, tools to be used to gauge performance, various tests, subject matter analysis,
planning and resources. In the Development stage, designers make use of the data collected from the two previous
stages and use this information to create a program that will relay what needs to be taught to participants. The
Implementation stage reflects the continuous modification of the program to make sure maximum efficiency and
positive results are obtained. The last stage of the ADDIE method is Evaluation in which the project is being
subjected to meticulous final testing regarding what, how, why, when of the things that were accomplished of the
entire project.
Moreover, this study was supported by the TPACK Theory which stands for Technological, Pedagogical, Content,
Knowledge, a model written by Punya Mishra and Matthew J. Koehler in 2006 (McGraw Hill, 2020). The theory
was developed to explain the set of knowledge that teachers need to teach their students a subject, teach effectively,
and use technology. Keeping technology as a separate information set creates challenges, but when we grasp the
TPACK structure, we can incorporate technology into the content and pedagogy of our classrooms. Integration
will allow our students to learn more effectively. Mishra and Koehler propose that TPACK could direct the
development of curricula and teacher education. TPACK is focused on three knowledge areas to consider:
Technology, Pedagogy, and Content Knowledge. These three important components recognize that all three of
these knowledge sets have an impact on each other, that each of them is important, and that in order to have an
effective learning environment, we need to consider all three.
Another vital theory upon which the foundation of this study is built on is the Technology Acceptance Model
(TAM). TAM has been one of the most influential models of technology acceptance, with two primary factors
influencing an individual’s intention to use new technology: perceived ease of use and perceived usefulness
(Chuttur, 2009). Accordingly, an older adult who perceives digital games as too difficult to play or a waste of time
will be unlikely to want to adopt this technology, while an older adult who perceives digital games as providing
needed mental stimulation and as easy to learn will be more likely to want to learn how to use digital games.
Finally, this study was founded on the Dual- Coding Theory proposed by psychologist Allan Urho Paivio.
According to the dual-coding theory, people’s brain obtains information mainly through visual and auditory
channels; people accumulate knowledge through processing, organizing and utilizing visually coded information