AI AI Edu Smart Computer Hardware Fundamentals
Research-Based • UDL 3.0 • Grade 10 ICT

AI-Powered Educational Smart Application

A technology-supported learning application for Computer Hardware Fundamentals, designed to provide interactive lessons, AI-assisted guidance, hardware identification activities, and feedback within a learner-centered experience.

Hardware Identification Functions Classification Applications Basic Troubleshooting
AI EDU SMART@2026 Powered by RYTECH
Design Framework

UDL 3.0 — Multiple Means of Engagement

2026
GUIDES THE DESIGN Engagement-Based EdTech User Experience
AIAI Tutor / Chatbot
01Interactive Lessons
IDHardware Identification
Immediate Feedback
LEARNING OUTCOMES Student Engagement + Academic Performance
Motherboard RAM Solid-state drive CPU
Grade 10 Target ICT Learners
UDL 3.0 Design Framework
4 Core Application Features
2 Primary Study Outcomes
Research Foundation

Designed from the thesis, not added as an afterthought.

The website structure follows the research study's defined subject, learners, instructional framework, application features, and intended learning outcomes.

Subject

Computer Hardware Fundamentals

Learning content focuses on computer hardware components, their functions, classification, relationships, applications, and basic troubleshooting.

Learners

Grade 10 ICT Students

The application is intended as the instructional intervention for Grade 10 learners studying selected Computer Hardware Fundamentals competencies.

Framework

Universal Design for Learning

UDL 3.0 guides the user experience, with particular emphasis on Multiple Means of Engagement and learner variability.

i
Research context

The thesis uses a quasi-experimental, nonequivalent control-group pretest-posttest design. The application is used by the experimental group, while the control group receives conventional instruction covering the same selected subject matter.

Paper-Defined Application Features

The four features specified in the study.

These are the core intervention features described in the thesis and represented directly in the application.

01
AI
GUIDED ASSISTANCE

AI Tutor / Chatbot

Allows students to ask questions related to Computer Hardware Fundamentals and receive instructional explanations or guided assistance.

02
L
MULTIPLE REPRESENTATIONS

Interactive Lessons

Presents structured learning materials through text, images, diagrams, examples, questions, and interactive learning activities.

03
ID
APPLICATION

Hardware Identification

Gives students opportunities to identify hardware using images, descriptions, or situations and determine names, functions, or classifications.

04
REFLECT & IMPROVE

Immediate Feedback

Provides responses after learning activities so students can identify correct responses, review explanations, and correct misconceptions.

UDL 3.0 Engagement-Based UX

Designed to support participation, effort, motivation, and meaningful involvement.

The thesis particularly uses Multiple Means of Engagement as the EdTech user-experience design basis.

01

Welcoming Interests and Identities

Connect learning with learners' interests and prior knowledge while providing relevant and responsive options.

02

Optimizing Challenge and Support

Offer appropriate challenge while providing scaffolds and support when learners need them.

03

Fostering Collaboration and Community

Encourage interaction, collaboration, belonging, and a supportive learning community.

04

Fostering Purposeful, Motivated Learners

Support autonomy and choice while strengthening motivation and persistence toward learning goals.

Hardware Identification

Visual recognition of real computer components.

Computer Hardware Fundamentals benefits from multiple forms of representation. The activity uses hardware images to help learners connect concepts with recognizable physical components.

Motherboard
MAIN BOARD Motherboard
RAM
MEMORY RAM
SSD
STORAGE SSD
GPU
GRAPHICS GPU
CPU
PROCESSOR CPU
Power Supply Unit
POWER Power Supply Unit

Hardware photographs shown here are examples used by the current application interface; the thesis learning scope is broader than these six displayed examples.

Study Outcomes

What the research evaluates.

The thesis examines student engagement and academic performance before and after the intervention.

Outcome 01

Student Engagement

B Behavioral Participation, attention, effort, persistence
C Cognitive Understanding, problem solving, self-regulated learning
E Emotional Interest, enjoyment, motivation, positive attitude
Outcome 02

Academic Performance

Measured through the Computer Hardware Fundamentals Achievement Test administered before and after the intervention.

Pretest Intervention Posttest
Academic Project

Developed around an educational research study.

ISABELA STATE UNIVERSITY Echague, Isabela

The thesis entitled “AI-Powered Educational Smart Application” was prepared in partial fulfillment of the requirements for the Bachelor of Technology and Livelihood Education, major in Information and Communication Technology.

Student Researchers Ma Luiza B. Granadozo Richelle Anne D. Ruiz Catherine G. Singun

Public visitors can view this overview, but student records, research questionnaires, assessment items, administrative tools, and AI credentials remain behind authorized access.

AI EDU SMART@2026

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