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Research Repository

Explore published and unpublished research from our faculty, students, and researchers.

Research Entries
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Showing 1–5 of 5 research entries

Faculty Research

Evolution Of Web Application Attacks: A Systematic Analysis Of The Current Threat Landscape And Emerging Security Challenges

Irene I. Eda, Teodoro B. Comayas Jr., Bernie C. Empaces

Iconic Research and Engineering Journals · 2026

Bachelor of Science in Information Technology

The rapid explosion of web application capabilities over the past ten years has fundamentally redesigned how applications are delivered, simultaneously introducing an intricate, multifaceted attack surface that continues to evolve. Standard vectors, long thought to be understood—such as SQL Injection (SQLi), Cross-Site Scripting (XSS), and Cross-Site Request Forgery (CSRF)—still exist as potent hazards, yet they are increasingly overshadowed. Emerging cloud-native architectures, serverless delivery mechanisms, microservices, and AI-driven automation introduce entirely new categories of subtle, deeply embedded vulnerabilities. This research evaluates how these threats have metastasized and traces the origins of modern security vectors to determine if established defensive protocols remain effective against increasingly complex modern exploitation tactics. We conducted a strict Systematic Literature Review (SLR) structured by PRISMA 2020 guidelines, filtering an extensive initial pool of 885 records down to 62 core sources published between 2015 and 2026. This foundational dataset synthesizes observations from 44 peer-reviewed empirical studies alongside analysis from 18 key cybersecurity frameworks and official threat intelligence reports, incorporating guidance from standards bodies including OWASP, NIST, and ISO/IEC. The synthesized evidence reveals a definitive and strategic maturation in adversarial approach: threat actors are abandoning isolated, single-vulnerability exploits. They are instead executing prolonged, multi-stage campaigns that specifically leverage the trust relationships found in interconnected software ecosystems. While SQLi, XSS, and authentication weaknesses remain critical and frequent (identified within our 12 primary attack categories), a steep rise in complex, multi-stage exploit chains, AI-assisted reconnaissance, API breaches, and software supply chain compromises represents the new operational normal for adversaries. Furthermore, our analysis indicates that traditional defensive frameworks like secure development lifecycles, Zero Trust Architecture, DevSecOps, and Web Application Firewalls (WAFs) are no longer sufficient in isolation. Their mitigation capacity works only when supported by continuous, real-time context-aware monitoring and truly dynamic risk management, establishing an empirical baseline for architecting resilient security posturing that can keep pace with accelerating innovation.

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Student Research

Directed-Drawing In Teaching Arts 6

Shannaia Marrie N. Apas, Shane F. Degollacion, Whisley T. Amores, Jaylord C. Estardo, Ma. Sotera M. Rufin, Jessa Bella T. Tampus, Richel M. Talaba

Student Research · 2025

Student ResearchThesisSDG 4: Quality Education

Bachelor of Elementary Education

Directed drawing is a structured approach where students followed a step-by-step instruction from the teacher to create an artwork. This study investigated the effectiveness of directed drawing in teaching Grade 6 students at Alegria Elementary School to create cartoon characters. The researchers assessed the impact of directed drawing on students' art performance, their attitudes toward the method, and the challenges they encountered. Over a one-week lesson, students were introduced to key techniques, including line structures, shapes, and shading, which they applied to create their cartoon characters. A survey questionnaire measured improvements in skills like line structure, color schemes, and design, as well as students’ perceptions of the method’s usefulness and ease of use. The study also acknowledged that art was often not given as much time in the curriculum as it should have been, with directed drawing offering students more time to engage in the creative process. The results showed significant gains in creativity, attention to detail, confidence, and positive attitudes toward the method. Based on these findings, it was recommended that the school continue incorporating directed drawing, offer professional development for teachers, and create a supportive environment for artistic growth.

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Student Research

Exploring The Effectiveness Of Game-Based Learning In Teaching Projectile Motion

Hainon M. Tambilawan, Leah Mae A. Ursal, Honeylene Dupalco, Joshua B. Enlegada, Gisrael Gillana, Geraldine Impas, Roxanne B. Inoc

Student Research · 2024

Student ResearchThesisSDG 4: Quality Education

Bachelor of Secondary Education Major in Science

Game-based learning is applicable in the field of Science, specifically in projectile motion, where students incorporate games and experience active learning that applies real- world applications. This quantitative-qualitative study aimed to determine the effectiveness of game-based learning in Grade 9 regular class at Sudtonggan National High School, Lapu-Lapu City Cebu, for the academic year 2023-2024 to propose game-based learning as a strategy in teaching projectile motion. The study participants were 33 students chosen based on the complete enumeration method. The result showed that the participant's test scores significantly showed a relationship between the post-test (after exposure) and the level of acceptability. Furthermore, the study also found that the student has very positive views on the Attainment of Objectives and Delivery of Instructions. Therefore, based on the findings, game-based learning is positively accepted by the students in teaching as they can learn more effectively by incorporating games into the discussion and applying their deep understanding of the topic to reality. The student's satisfaction with game-based learning influenced how they visualized the real-life application of the topic. In conclusion, game-based learning effectively teaches projectile motion based on the participant's test scores and experience. The researchers recommend game-based learning as an effective teaching strategy for teaching students. The students, particularly in regular classes, can utilize game-based learning with complex topics. Moreover, despite its limitations, the school can offer Game-based learning.

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Student Research

Kahoot Vs. Quizizz As A Gamification Platform In Learning Grammar Among Grade 6 Students In Sudtonggan Elementary School: A Comparative Study

Desiree Heart S. Pino, Rhea Joy Lingo, Jedelyn Tirol, Bebelyn Tomial, Mae Tradio, Hengie Velez, Genmar Wahing, Virginia Ymbong

Student Research · 2024

Student ResearchThesisSDG 4: Quality Education

Bachelor of Elementary Education

The study explored the use of two gamification Kahoot and Quizizz among grade 6 students at Sudtonggan Elementary School, Lapu-lapu City. The study investigated the level of acceptability in terms of Sound Quality, Text Appearance, Background and Feedback System, and the level of engagement in terms of Behavior, Affective, Cognitive and Social. The study utilized a descriptive comparative approach, employing both descriptive quantitative and qualitative research methods. The findings revealed that both Kahoot and Quizizz are interactive and a positive gamification to use towards the students. However, students also face challenges such as, slow internet connection and limited time span. In conclusion, from the findings, it indicated that integrating Kahoot and Quizizz in teaching grammar can enhance student engagement, provide immediate feedback, support personalized learning experiences, facilitate data analysis for educators, and promote collaborative learning opportunities and incorporating Kahoot and Quizizz gamify the learning process, personalize instruction, track student data, and ensure accessibility across different devices. The researchers suggested that the teacher should employ positive for learning grammar can be a fun and engaging way to reinforce grammar concepts in a classroom setting. Both platforms offer interactive quiz-based activities that can help students practice grammar rules, identify parts of speech, improve sentence structure, and enhance their overall understanding of the English language.

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Student Research

Play-Based Learning In Teaching Nets Of Solid Figures Among Grade 6 Pupils

Angie E. Saure, Ana Mae Y. Pahugot, Julie Rose G. Macasero, Shelomi Shaira Joy U. Seraspe, Kylene T. Sitoy, Beberlie L. Suello, Mary Jane B. Tagsip, Jonan S. Torbeso

Student Research · 2024

Student ResearchThesisSDG 4: Quality Education

Bachelor of Elementary Education

Play-based learning is a strategy for improving pupils’ understanding of the nets of solid figures. The purpose of this quasi-experimental study sought to determine the effectiveness of play-based learning among the Grade 6 students in Abuno Elementary School, Sitio Abuno, Pajac Lapu-Lapu City, Cebu, for the academic year 2023-2024, to recommend play-based learning as an effective strategy to improve the pupils’ understanding. This study aimed to determine what students thought about incorporating and implementing play-based learning into the teaching and learning process and whether play-based learning helps pupils understand solid figures' nets. The study’s respondents were 42 pupils chosen using whole enumeration sampling. The interview consisted of three open-ended questions. The study also used a pre-test, post-test, and a written, structured interview to collect data. It included both qualitative(thematic method) and quantitative(mean, standard deviation, and paired sample t-test). The result revealed that the respondent test scores significantly differed between the pre-test (before using play-based) and the post-test(after using play-based). Furthermore, the study discovered that the pupils enjoyed, were interested in, and had a positive experience while playing games in the application of teachers' activity. Playing games during the teaching and learning process ensures memorable experiences while participating and collaborating in the activity. Therefore, based on the findings, learners are engaged and understand more about the lesson. They can easily remember the discussion by playing games. In conclusion, play-based learning has helped improve pupils' understanding of solid figures' nets based on test scores, interviews, and experiences. The researchers recommend that play-based learning is an effective strategy to enhance the pupils' understanding and collaboration as they enjoy it and find it helpful. It allows students to interact and share their knowledge to explain and clarify the nets of solid figures.

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