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Chapter I
Introduction
Today in our Digital era, the children are exposed in playing games
because adults influence their children to play in smartphones rather than
reading books. NAEYC and the Fred Rogers Center (2013) point out, Just as
we encourage children to use crayons and paper well before we expect them to
write their names, it seems reasonable to provide access to technology tools
for exploration and experimentation. According to Kamenetz (2010), children
now spend 5-7 hours a day absorbing and creating media, as much time as
they spend in school. More and more of these activities are happening on
smartphones equipped with audio, video, SMS and hundreds of thousands of
apps. New studies and pilot projects show smartphones can actually make kids
smarter. Andrew Shalit (2010), creator of the First Words app and father of a
grade school student son quoted that What we try to do with the game is
create a very simple universe with simple rules that kids can explore.
Specifically about 65% of young children watch television, 58% read or are
read to from print books, 25% watch DVDs, 14% use a computer, 9% play
console video games, and 8% use handheld game players, mobile phones,
iPods, or iPads to access games, apps or video. Video games still include
action games, but they also include simulations, strategy, role-playing, sports
puzzles and adventure (Kurt Squire, 2003)

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As we apply to educational purposes for grade school students using


android application to their smartphones, iPods and other mobile devices, it is
important to enhance their skills in reading, writing and speaking with their
parents guidance. The results of study showed grade school students are most
frequently used smart phones at home with their mothers, and grade school
students used smart phones more than toddlers did. Media and technology are
here to stay and are virtually guaranteed to play an ever-increasing role in
daily life, even among the very young (Elizabeth Vandewater, 2007).

1.1

Statement of the problem

Playing digital games has become a popular pastime amongst children


and most parents keep their kids from being exposed on these games because
these get their attention that may result to their lack of interest to study. With
the advancement of technology and the increasing number of electronic games
targeting the youth, it is not a surprise that kids spend hours of their leisure
time playing electronic games (Etuk, 2008; Rideout, Foehr, & Roberts, 2010).
Here are the problems that the researcher wishes to answer with this study:
1.) What are the features to include in the PH Heroes Android
Application?

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2.) How helpful PH Heroes for the grade school students learning?

1.2

Objectives of the Study

In order to solve the problem through proper research, the researchers


formulated several objectives; these objectives will answer the researchers
problem statements.
1.) To create an android game that will include the necessary
features needed in the game to learn more about Filipino
Heroes?
2.) To create an evaluation form that will determine the helpfulness
of the android application developed for the grade school
students learning?

1.3

Significance of the Study

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The study was undertaken in order to help the following people:


1. The parents, this study would help them understand that mobile

devices today could be a useful material for education and not just
for playing games.
2. The grade 3 students who were currently taking Araling

Panlipunan subject, whose age ranges 8-9 years old, this will help
them to learn the Philippine National Heroes in a fun and exciting
way. It will help them to be aware to our Philippine National
Heroes when they had learned the intention of this application.
This will also be a supplement for the students to review or recap
their lesson in that particular subject.
3. The teacher, they can use the application as an innovative way of

teaching the subject.


4. The programmers, it will give them an idea on how to design a

game that will be effective to help the grade school students in


learning the Philippine Heroes.
5. The multimedia artist, they can design an interactive application

PH Heroes the design of the android application should be

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effective and will attract the grade school students for them to
continue on playing the game. They can use their skills in arts and
use their imagination in building the game.

1.4

Scope and Delimitations of the Study

In this thesis project, the researchers mainly focus on the target


audience, which are the grade school students. The goal of this thesis project is
to educate and to entertain the user (grade school students) in playing the
game that is focus on Philippine National Heroes. The proponents will create a
game that the user understands easily and for educational purposes that are
related in Philippine History specifically Philippine National Heroes and their
contribution to the country.
This study covered grade school students whose age ranges from 8 to 9
years old, which is in the grade 3 level studying the subject Araling
Panlipunan. The android application will not be compliant to K-12 education
system. This study will focus on providing an alternative learning tool for
grade school students to improve their learning knowledge in the Philippines
History particularly on National Heroes contributions to the country. The
study will be created using Adobe Flash for the game layout and interface

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while the ActionScript 3.0 will be used for the functionality and interaction of
the actual game. Flash Game will be published for Android devices. This
Android Application will serve as a useful aid for the grade school students in
learning PH Heroes the application will help the students to develop their
cognitive skills and learning ability while theyre enjoying the game.
Researchers will also interpret and analyze the data using
experimentation specifically using the instrument, survey questionnaire for the
evaluation of the game to answer the stated problem.

1.5

Study Framework
The thesis will follow a study framework that will be divided into two

parts. The first part will focus first on developing the android application that
will target grade 3 students in learning about the contributions of the
Philippine National Heroes. The second part will be the evaluation of the
android application PH Heroes by the respondents to determine the
effectiveness of the design and helpfulness of the PH Heroes application to the
grade 3 students.

1.5.1

Development Flow Diagram

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PROCESS
INPUT
Research on facts about Philippine Hero
Game layout and interface
Research
how toinformation
produce an or
effective
design of the(provided
application
Gra
Facts and Information about Philippine National Heroes
oron
Personal
their Contribution
by for
the the
teacher
Plan and Conceptualize the Gameplay
Storyboard for Game Interaction
Create the Storyboard for the Game Interac
ActionScript 3.0 Codes
Create the Game layout/interface
Programming the functionality of the game using Adobe Fl
Publishing the Game for Android Device

OUTPUT
Android Application: PH Heroes for Grade 3 Students

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The diagram above shows the developmental process on how to


design and develop an android application name: PH Heroes for Grade
3 Students. First, the researchers will gather all the necessary and
relevant facts and information about Philippine National Heroes and
their contribution through careful research and by coordinating with
the respondents teacher in that particular subject. Second, the
researchers will carefully study what kind of design is best for the
game and suitable for the target audience. The researchers will decide
and layout the design and interface of the game using Adobe
Photoshop, Adobe Illustrator and similar software. Third, the
researchers will plan and conceptualize the game play. Fourth, the
researchers will also create a storyboard for the game interaction so the
whole process of creating the game will be organized. Lastly, the
researchers will program the game using Action Script 3.0 codes. The
researchers will make sure that the game that will be installed for
Android devices and will work perfectly, so that the objective of
creating this game application will be achieved.

1.5.2

Research Flow Diagram


The research diagram below shows the process of how the

researchers will determine the helpfulness of the Android Application:

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PH Heroes. The researchers will ask for the help of the respondents
class adviser for the game testing of the android application PH
Heroes as a technological medium for the grade 3 students. After, the
Conduct Survey assisted by the respondents Class Adviser
game testing the researchers will conduct a survey assisted by the class
adviser of the respondents. This will serve as test (experimentation), so
Random Sampling of Respondents
the researchers can get their solid opinion about the game. The process
after getting the data is to analyze and interpret it to know the
helpfulness of the android application and whether its helpful or not in
learning the Philippine National Heroes and their contribution to the
country.

Analyze and interpret the data

Determine how helpful the


Android Application: PH Heroes

Testing the gam

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Chapter 2
Review of Related Literature

2.1

Android Application
Android is the Operating System that powers all android devices. Just

similar to Apples iOS and to most desktop and laptop computers make use of
Windows as operating system. Android OS is an open source, which means
that a big community of organizations, programmers and designers keep up
and assume a part to create more current features. This all happens under the
sponsorship of Google, which purchased the company (Android, Inc.) that
first created the Android OS. Compared with iOS of Apple, the Android OS
working systems ongoing growth is not invisible behind lock and key; about
80 organizations are members of the group the Open device Partnership that
leads to further growth of the Android OS working program (Begun, 2011).
Manufacturers are free to alter the Android OS working program as
they see right and fit for their gadgets. It allows every company to make a
distinction for their gadgets from other companies that produce Androidpowered devices by adding improvements.

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2.1.1

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Advantages of Android Application

Android Operating System can Run several Applications at

the Same Time


Android is an Open market place for distributing
applications; control of the selling of the application. You
can post whenever you want, as often as you want, and to
the clients you want. You can spread generally to all
marketplaces and gadgets or concentrate on particular

sections, gadgets, or varies of components abilities.


Android keeps the notification noticeable on Your Home

Screen
Android has a customizable home screen in which the user
can personalized the active widgets that will be available

2. 1. 2

and noticeable without having to open an application.


Android lets you send files to other smartphones
Android lets you change your configurations faster.

Disadvantages of Android Application

Android requires continuous Internet connection, so that the

device is always ready to go online to suit our needs.


Android Market has less control of the manager, thus

results to acquiring malwares and viruses.


Android applications can be easily download for free, but
the consequence is lot of advertising will be on display.

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However, it does not interfere with the performance of the


application itself since ads are usually in the top or bottom
of the application.
2.1.3

Adobe Flash and ActionScript 3.0


Adobe Flash with ActionScript 3 is considered as the top tool

for creating multimedia, applications, presentations, and games on


Internet a highly effective system for creating systems, prototypes,
pc and mobile-applications. ActionScript 3.0 provides a true object
oriented model for developers and allows development of programs
with large data sets and object oriented reusable codes. It is also
significantly faster than its older version.
ActionScript 3.0 provides:

Run-time exceptions (reports more error conditions)


Run-time types (provides perform run-time type checking)
ECMAScript for XML (E4X) (AS3 implements E4X)
Sealed classes (includes the concept of sealed classes)
Method closures (to remember object instance, useful in event
handling)
ActionScript 3.0 includes the following new APIs (Application

Programming Interface) that give the user a better control over objects
at a lower level

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DOM3 event model (provides a standard way of generating and

handling events)
Display list API (provides a set of classes for working with the

visual primitives in Flash)


Working with text (provides a flash.text package for all textrelated APIs)

2.1.4

Interactive Games
Interactive games are powerful environments for learning.

Research consistently finds that players learn new skills, knowledge,


insights, attitudes or even behaviors in games that challenge them to
think, explore, and respond (Lieberman, 2001). Former FCC
Commissioner Nicholas Johnsons famous quotation made decades ago
about the effects of television, and substituting interactive games: for
television, it is fair to say that All games are educational games.
Interactive games can motivate people to learn, including those who at
first

are

not

particularly

interested

in

the

subject

matter

(Lepper&Henderlong, 2000).
The top reasons they selected for playing interactive games
were, its fun, Theyre challenging, and I like to play with
friends and family. More than three quarters of all U. S. children play

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interactive games, and those who play games spend an average of


about 1 to 1.5 hours per day playing them relaxation (ESA, 2005).
Children are attracted to games that support them in developing the
skills needed to succeed in the game, and they like discoveries and
construction activities that help them to achieve game related goals
(Ermi, Helio& Mayra, 2004).
Games involve deep thinking; just think of how chess is a
recognized problem solving exercise for imitation intelligence
programmers (Squire, 2002; Steinkuehler, 2006a). Today's games are
much more compound, are designed to be learned by their players over
10, 20, or even 200 hours, and convert sophisticated forms of thinking,
including the understanding of complex systems, the creative
expression with digital tools, and the formation and manipulation of
social networks (e.g., guilds, clans) (Gee, 2004; Squire, 2005). For
educators interested in learning with digital technologies, they are an
excellent place to examine what interactions are possible with the
mode. Video games are the medium of the computer representing the
most refined, powerful, and systematically digital learning experiences
known. However, if the phrase "videogames" is still troubling, more
heavy (and hence failed) labels such as "interactive digital
simulations," "immersive digital worlds," and "entertainment software"
might be replaced. For a number of reasons (see Kent, 2000, for an

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excellent history of the games industry), most anything we do on a


computer that's fun or interesting has come to be called a game, and so
has become the name used to describe a wide range of digitally
mediated experiences (Games-to-Teach Team, 2003).
Games allow us to learn through doing and creating
(represented action as opposed to abstract representations; see Gee,
2004). Learning is personally meaningful and reflective of learners'
goals and wants (Squire, 2004). We learn through making choices and
examining the consequences of those choices (Salen& Zimmerman,
2003). Rather than being static (or inactive), knowledge is endorsed in
the service of doing (Squire, 200Sa; Whitehead, 1929). Information is
represented not just through text, but is multi-modal and transmedia
(Gee, 2603; Kress, 2003;Tobin, 2004). Learning is fundamentally
social, as Players are cooperative and competitive. Evaluation on
learning is positioned in action, following through multiple modalities,
in the context of doing, and in the service of learning (Gee, 2004;
Squire, 2003; Steinkuehler, 2006b). Finally, game play is deeply
productive. Players solve problems and share their solutions, develop,
test, and share strategies, and even maintain identities represented
through games and other media (Games, Learning, & Society Group,
2005/2007).

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2.2

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E-Learning as a tool for Education


Technology is now used as a tool for educating students. According to

DeCurtis and Ferrer (2011), children are adapted to changing materials and
traditional educational tools to help them expand their communication skills.
These tools are prepared with touch screen technology and are extremely longlasting, making them attractive to younger and less agile users, they provide
immediate access to a world of learning, entertainment, and creativity for
younger children, including those with more specialized needs.
The mobile devices seem spontaneous to children who can pick one
up, press a button, and begin controlling an app with very little direct teaching
or modeling. Sandra Calvert, a professor of psychology and director of the
Children's Digital Media Center at Georgetown University, justify that the
tablet computer interface maps onto how young children already think and
perform tasks, including their early action-based learning and iconic and
figurative representation skills (Baute, 2010).
Child psychologist Jean Piaget described four stages of intellectual
development that explains how children understand and adapt new
information. These stages support why a tablet computer appears to be
perceptive for young children. His first sensorimotor stage ranging from birth
to age 2 highlighted a primary means of learning through a child's senses and
motor skills.

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As of today, children are attracted to an application, which has colorful


illustrations and enchanting musical accessory, and they explore the app
through their sense of touch. Successful navigation of the apps involve grossand fine-motor actions including pressing a button to activate it, separating
one or two fingers for pointing to or tapping on the screen, holding one or
more fingers down to drag items around, using two fingers to zoom in and out,
or sweeping a finger across the screen, The cumulative motor movements
provide access to interesting activities which offer immediate sensory and
cognitive stimulation. (DeCurtis and Ferrer, 2011).
2.2.1

Advantages of E-Learning
As of today, with the significant growth of mobile devices,

numerous researchers (Lam &Duan, 2012) have suggested the use of


the smart phones and tablet devices for learning. There are many
benefits as for the utilization of said devices in the learning
methodology including incitement, inspiration, rest of utilization,
availability (Vavoula&Karagiannidis, 2005). Such devices are getting
to be profoundly significant instruments in the instructive procedure in
light of their appealing features (Klopfer, Squire, & Jenkins, 2002).
Mobile devices are handy and reasonably priced, offering the chance
for acquisition without restrictions and limitations, accessing
information with ease by using possible action offered by these

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devices, supporting the development of digital learning, offering lots of


opportunity for independent learning, and assisting people with
disabilities. Shuler (2009) showed that applications on smartphones
and other mobile devices will most likely become the new means of
teaching to students. These mobile technologies now become part of
the lives of children globally and educational institutions are testing
the use of these devices for a variety of different ways of studying and
educating goals. Smartphones and tablets are just some of the new
emerging technologies that will possibly have a major impact on
learning and teaching in primary education (Johnson, Smith, Willis,
Levine, & Haywood, 2011). According to Nix (2005), this kind of
learning interests young students and it is viewed as both an attractive
learning environment and an amusing experience. Rushton, Juola and
Larkin (2009) point out the necessity for good learning circumstances
and specify that children can absorb information easily in encouraging
and positive learning environments. These learning environments let
children be responsible for their learning by simultaneously inspiring
different areas of their brain that results in healthier intellectual
development (Rushton & Larkin, 2001).
2.2.2

Android Application as a medium in E-Learning

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While trends in the mobile device market continue to change


and evolve, the overall shift towards mobile is clear, resulting in an
ever-greater impact on E-learning. Thus learning on mobile devices is
also a significantly different experience, particularly with regards to
the amount of information that can be absorbed from the mobile device
at any one time. The porting over of content from existing classroomand desktop/laptop-based e-Learning materials can cause significant
alignment issues not only in terms of readability and resolution, but
also in terms of the effectiveness of content transmission.
Institutions, in close partnership with faculty members, will
need to decide which materials could create added value in a mobilized
form and how that form can best take shape. Given the broad range of
needs and requirements of creating well-functioning mobile- enabled
content, its development often requires constant feedback and
tweaking by faculty, students, IT and institutional administration.
Particularly if an institution is just creating a mobile strategy,
the piloting of certain courses or material in mobile form may be the
best way for institutions to support and grow mobile content and
institutional knowledge about learning on mobile devices.
For one, creating and deploying native mobile apps can be a
major challenge that even many large private sector companies are
reluctant to undertake. Programming, customizing and updating apps

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for multiple devices and OS according to the different screen-sizes,


resolutions, orientation (landscape or portrait), color graphics and
video/audio formats is time consuming, not cost-effective, and subject
to different security and reliability issues.
Implementation of e-learning is increasing worldwide. As more
and more institutions review their e-learning programs from the
various dimensions of an e-learning environment, we become
increasingly more knowledgeable about e-learning which, in turn,
guides us to further inquiry in the field. Literature on e-learning
program evaluation is naturally skimpy,Frydenberg (2002) noted that
few fully developed programs have arrived at a stage where summative
evaluation is possible. To evaluate online programs, Khan (2004)
combined the knowledge base from his P3 model and the E-Learning
Framework to develop a Comprehensive Approach to Program
Evaluation in Open and Distributed Learning (CAPEODL which can
be pronounced as KA-POO-DUL) model.

2.3

The Benefits of Puzzles in Early Childhood Development


People have long known that puzzles present many benefits for

children as they develop. Children usually start out with simple knobbed
puzzles that are outlines of simple shapes that fit into corresponding board

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cutouts. From there they go to more complex silhouettes of real world objects
that take more consideration (Anonymous, 2013).
The last step that people take with puzzles is usually to jigsaw puzzles of
varying complexity. The user is guided by an image they assemble and every
time you end up with the same result.
http://teach.com/education-technology/the-benefits-of-puzzles-in-earlychildhood-development
According to Teach.com, these are the three basics of what puzzles do for your
child:

Physical skills -- from holding puzzle pieces and turning them


until they fit

Cognitive skills -- as they solve the problems of a puzzle

Emotional skills -- they learn patience and are rewarded when


they complete the puzzle

These three basic skills are the building blocks for a well-rounded
person. Puzzles allow an opportunity for young children to focus on an
activity that has an ending, completing the pleasing image (Maldonado,
2013).Each of the three basics breakdowns further into specific skills that a

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puzzle can build for your child. Ill look at them in point form under each
heading,

Physical skills

Hand-Eye Coordination -- your child will develop a keen


relationship between what their eyes see, what their hands do and
what their brain relates to this information.

Gross Motor Skills -- Larger puzzle pieces and stacking puzzle


games can enhance the large movements of your child to the point
where they can then work on their fine motor skills.

Fine Motor Skills -- small and precise movements, such as the


movement of fingers to get a puzzle piece in exactly the right spot,
are built and can lead to better handwriting and typing skills.

Cognitive skills

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Understanding the surrounding world -- there is no better way


for your child to gain an understanding of the world around them
than by letting them literally manipulate the world around them.

Shape recognition -- the first puzzles we use are simple shapes -triangle, squares and circles. From there more complex shapes are
used until the abstract jigsaw puzzles are used.

Memory -- Your child has to remember the shape of pieces that


dont fit fir when they will fit later on.

Problem solving -- Either the puzzle piece fits or it does not. Your
child uses critical thinking skills to solve the puzzle and, best of all,
you cant cheat a puzzle!

Emotional skills

Setting goals -- The first goal is to solve the puzzle, the next goal
will be a series of strategies your child comes up with to solve the
puzzle. Such as putting familiar shapes or colors in one pile for
future reference.

Patience -- Puzzles are not like sports, you cant just step up to the
plate and swing until you knock it out of the park. You must

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practice patience and slowly work through the puzzle before you
reach the ending.
2.4

Characteristics that make a game engaging


According to MarcPrensky(2001), an internationally acclaimed

thought leader, speaker, writer, consultant, and game designer in the critical
areas of education and learning which is also the author of Digital GameBased Learning (McGraw-Hill, 2001).
These are the 12 characteristics that make computer games and
videogames engaging formillions of people:
1. Games are a form of fun. That gives us enjoyment and pleasure.
2. Games are form of play. That gives us intense and passionate
3.
4.
5.
6.
7.
8.
9.

involvement.
Games have rules. That gives us structure.
Games have goals. That gives us motivation.
Games are interactive. That gives us doing.
Games are adaptive. That gives us flow.
Games have outcomes and feedback. That gives us learning.
Games have win states. That gives us ego gratification.
Games have conflict/competition/challenge/opposition. That gives

usadrenaline.
10. Games have problem solving. That sparks our creativity.
11.
Games have interaction. That gives us social groups.
12.
Games have representation and story. That gives us emotion.
2.5

Design Principles
In every artwork, it can be a poster, video or application, the artist

should know the design principles. The best designers sometimes ignore the

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principles of design. When they do so, however, there is usually some


counterbalancing value attained at the cost of the violation. Unless you are
certain of doing as well, it is best to accept by the principles ( Lidwell,
Holden, Butler, 2010).
There are 6 design principles that the artist can use to make his/her
artwork an effective design.

Unity / Harmony. Unity is the main target of graphic design. A


design is considered unified when all elements are in pact.
According to White (2010), between unity and variety, a good
balance must be proven to avoid a chaotic or a lifeless design.

Balance. Balance is a state of equalized weight and rest, which


may not always be calm. Each one of these language and pictorial
structures serves a different purpose (Liikkanen&Perttula, 2006).
As Quinn (2005) claimed, learning-games have to be designed
properly

to

incorporate

commitment

that

integrates

with

educational effectiveness the challenge is to find a balance between


game-play and learning purposes.

Hierarchy. A good design features that lead the reader through


each element in order of its importance. Thus, the challenge of
game design is to create believable human-like performance for

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non-player characters that can adapt to players ability level and


that way facilitates flow experiences (Panzoli, Peters, Dunwell,
Sanchez, Petridis, Protopsaltis, Scesa, & de Freitas, 2010).

Scale / Proportion. Using the relative size of elements against


each other can attract attention to a main idea. When elements are
designed larger than life, scale is being used to show drama.
Emotion has a tendency to play a biased role in decision-making,
logical search, interpreting functionality, or in gaining relief from
the density of a task (Lera et al, 2007). The role of emotion in a
game has been acknowledged as a key concern (Herbon et al,
2005)

Dominance / Emphasis. Dominance is created by contrasting size,


positioning, color, style, or shape. Kultima, Niemel, Paavilainen,
&Saarenp (2008) establish a familiar, relaxed and relatively
uncensored design environment that reduces the power relations
between the participants and the designers (Brandt et al., 2008).

Similarity / Contrast. Too much similarity is boring but without


similarity important elements will not exist and an image without
contrast is ordinary so the key is to find the balance between
similarity and contrast. Design and evaluation methods that place

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the users at the main of its activity will help achieve the design
goals of affective applications and improve gaming experience
(Hook 2004).

2.6

Game References

Kids ABCs Jigsaw Puzzles

The sample design of the menu of the game, the title will be place in
the center top of the screen. A vector of some of the Philippine National
Heroes.
The player will have an option to choose between the 3 buttons; play,
credits and settings.

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The android application main game play will look like this the puzzle
pieces scattered in the game play. The user needs to put the pieces together, in
a logical way, in order to arrive at the correct solution of the puzzle and to
unlock the selected hero trivia and information. If the player double click the
puzzle piece it will rotate until it matches the right position

In every piece that will be placed by the user in the correct position,
the piece will be locked so that the user will know that it is correct.

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Once the puzzle has been completed by the player remarks Puzzle
Complete will pop up in the screen showing the overall progress of the player
in the game. This consist of the time; how long did it take the player to finish
the game, the faster the player finish the puzzle the more star the player gets 3
as the highest and 1 as the lowest and each puzzle hero finished will earn the
player a flag; the flag will unlock the finished puzzle hero trivia and facts.
The user will also have the option to choose again from the selection in
which puzzle to build next or to unlock the trivia.

Game Description
Learning the alphabet & the ABC's just got a lot more fun. Children
can build each alphabet jigsaw puzzle to form a happy animal related to the
letter.Teaching and learning the alphabet with animal words has never been
easier or more fun for kids! TeachersParadise.com Studios' Kids ABCs Jigsaw
Puzzles help teach fine motor skills and animal alphabet related vocabulary
words. Colorful and fun puzzles pieces are easily snapped together to make
age appropriate educational jigsaw puzzles. After the jigsaw puzzle is
completed the animal name will be heard. Want to play again? Just shake the
phone to restart the puzzle or continue to the next jigsaw puzzle!

Game Developer

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TeachersParadise.com was founded in 1999 with the goal of becoming


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to other online teacher stores and online teacher resources, as well as general
school supplies stores. You'll find the absolute best service and the best
selection in online shopping here at TeachersParadise.com!

Reviews
The review of this game:

There are some people who have comments in this game:


1. Megan Hanna
Pretty fun game My three year old loves it, she repeats the letters. It's
kind of like a little reward at the end of the puzzle for them, it tells
them the letter and words.
2. ImanPujono
It's good application for my 3 years son. I did not find any problem
except just to suggest to make bigger on left / right buttons. Quite
difficult for me to change onto another puzzle :)

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3. A Google User
Great! My 3 your old loves to play puzzles and this is a fun way for
him to do it digitally! Glad you moved the ads from the original
location, my son would always tap them on accident when he was
trying to get the puzzle pieces. It was annoying, but the problem is
solved!
4. Jacqueline McDonald
Samsung Tab 2 7.0 Dont like arrow button so close to picture that you
have to keep tapping 2 or 3 timed to get to the next puzzle. Overall
great game!
5. Christine Benjamin
Pretty good overall and my toddler really likes it..but... a few of the
images are overly cartoon-like and skew recognition of the animal
associated. The functionality is good, the puzzles are simple enough
but challenging enough for the age group. It has a good basis, just
needs a few tweaks!
6. DeAngela Cain
Sizes. The child should have options on how small or big theh want
their puzzle pieces. Other than that my two year old loves it.

Total Installs of the game:


500,000 1,000,000 users

Brain Test - IQ Training

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The game will have a main character who will guide the player in the
game play of the android application. The character will show some tips and
hints on how to finish the puzzle ahead of time; it will be also visible during
the puzzle game play in every missing piece assembled by the player a pop up
information regarding the picture will be displayed on the screen.

There will be a timer button in the left topside of the screen; in the
android application the player is only allowed to play 100 seconds per puzzle
picture. The timer will show the remaining time of the player to finish the
puzzle if the player doesnt finish the puzzle the player will have the choice to
try again or choose another picture of his choice.
The score button will be in the right topside of the screen; this will
show the progress of the player in every right piece in the puzzle board that
will be placed. This will be an effective tool for the player to be engaged in the
application

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The pause button will stop the game and the user will have an option to
restart the game, instructions and to go back to the main menu.

Game Description:
Let's be smarter with this challenging fun game!Brain Test - Train your
IQ is a game like Lumosity, but with much more fun. You will find you
become much smarter within only a few weeks.
Reviews:
1. OrangeAsterisk:
I think the game with the floating shapes around the numbers is okay,
but the numbers should be in a different font, or underlined. I can't tell
the difference between the 6 and 9, or the 1 and 7. There could be a
leaderboard, or achievements. I would like to compare my score to my
friends', but there's no system for that. I also agree that we should be
able to practice single games, instead of all three at once. I do like the
interface, though. The game runs smoothly, for me. I would
recommend it. It's nice overall.
2. Bagallagher:
It is fun but you always start from the same place. Nothing changes
from one attempt to the next. And my brain profile never changes.
3. ConcussionSurvivor:
This APP needs some work! It doesn't work all the time. You can push
the right response and nothing happens then you get a very poor score
but you have done nothing wrong!So what good is it to try to train
your brain if you can't get the app to work correctly? I am deleting it
from my iPhone.

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Game Developer
DapengLiu, received a bachelors degree in Computer Science from
Harbin Institute Of Technology University, in 2005, then he proceeded to get
his masters degree in Software Engineering from Peking University, in 2008.
While he was doing his masters degree, he started working at
TigerKnows in 2007, where he was Responsible for development of TigerMap
application server, and in 2012 he joined 1015game to become the companys
CTO.

Logo Quiz

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In the android application there are varieties of pictures of the


Philippine National Heroes in thumbnail size so the player will have the
option to choose what puzzle picture to build first. Once the player has
accomplished the build puzzle picture a star will be shown in the thumbnail of
the picture.

Game Description

Guess the brands with #1 Logo Quiz!


Logo Quiz is a free game full of fun that consists on guessing the

names of hundreds of logos from different companies.


We can see various company logos every day and everywhere.
On TV, walking along the street, in magazines ... simply

everywhere!
How many of brand logos can you guess?
More than 1 000 logos are available for you to guess in over 16

exciting levels.
More than 45 000 000 downloads around the world! Thank you!

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Reviews:

1. Michael earl:
Great fun Great quiz and gets you thinking. Love the way tips are
earned and spent. A great range of easy and very hard logos.
Recommended if you want something you can pick up and put down
anytime
2. Kari Buell:
Brain teaser Fun way to pass time. It's helping me be more aware of
my surroundings so I'll learn slogans and signs.
3. Arunkumar:
Great app except.... This app is addictive and fun to play. The problem
with this app is that when I minimize the app and come back again, it
goes to level 1. Then I have to go to the level that I was playing.
The researchers will also incorporate the actual quiz to the android
application. The design of the quiz will be similar to this game:

2.7 Design Rationale

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The application was created in such a way that the users will be able to
learn with an ease. In order to create an application that is suitable for learning,
the factors such as the design rationale, typography rationale and the color
rationale were taken into important consideration.

Flat Design or Flat UI has been one of the most talked about trends in
web and user interface today. It has frequently been compared with
skeuomorphic design, because of its completely opposite principles and style.
Flat design is a minimalistic design approach that emphasizes usability. It
features clean, open space, crisp edges, bright colours and two-dimensional/flat
illustrations. (May, 2014)
Microsoft was one of the first to apply this design style to its interface.
Instead of converting a real-life object, such as a calendar, into a tiny realistic
illustration, advocates of flat design identify apps with simple, icon-like
images.
In flat design, ornamental elements are viewed as unnecessary clutter.
If an aspect serves no functional purpose, it's a distraction from user
experience. This is the reason for the minimalistic nature of flat design.
However, just because it lacks any flashy design doesn't mean this style is
boring. Bright, contrasting colours make illustrations and buttons pop from

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backgrounds, easily grab attention, and guide the user's eye. The purpose of
minimalistic imagery also contributes to flat design's functional character
Moreover, Flat Design is Quick to grasp. Simple images convey
messages more quickly than detailed illustrations. Images like icons can indicate
universal actions or purposes so that everyone can easily understand them.
Flat UI design focuses on the content. The content is focused on through
the wise use of typography. Gradient, textures, drop shadows and other visual
noise are all removed in this design language.
This means that the UI is made for the users understanding and help. The
users are able to interact with the content, but UI must never compete with the
content. For the user's delight and vitality, animations are added.

To design an effective flat UI, all design elements must be centered on this
idea of simplicity. Solid, vivid colours give aspects the emphasis needed to set
them apart in place of illustrative detail; sans serif typography provides a clean,
crisp supplement to illustrations; text is concise and to-the-point; UI elements like
buttons and links are clear and noticeable. Everything should be designed with the
same goal in mind to create a cohesive visual and functional android app design.

2.8

Typography Rationale

Typography is defined as the art of the typefaces placement into a plane


surface (Pekta, 2001).

In todays world, type is no longer read only in print,

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but also in a multitude of screen-based environments, including computers,


smart phones, tablets and e-readers. Content is viewed on a range of media of
the viewers choosing. People visit websites on their tablets and smart phones;
they read e-books on computers as well as mobile devices. This array of
delivery mechanisms adds a dimension of complexity to the designers job.
In relation to Flat UI Design, where the more important thing is the
content, the text is expected to be clean and crisp. Readability is the first factor
to consider. It is important to know where the text should be read because
printed material is different from materials on computer screen. Studies show
that sans serif characters are much more readable than the serif characters on
the digital screen (Erdoan, 2008). This is why websites usually use this type of
font. User's perception is very important because it affects the encoding.
Legibility and readability of the content are the keys to engage and hold the
readers attention. Typefaces from different font families must not be used at
the same time, especially in screen oriented environments for the user's
perception. (Burger, 1993). Variety can still be made, but not by using different
font families. Bold and italic are some examples of variations that can be
applied. Aside from the readability and legibility of the content,
it is also important to consider who the target audience is and
choose the font that is appropriate for them.

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Fonts used:
Big John

PH HEROES
(Used for Titles and Headers)
Slim Joe

PH HEROES
(Used for contents and information)

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2.9 Synthesis
Android is the Operating System that powers all android devices. Just
similar to Apples iOS and to most desktop and laptop computers make use of
Windows as operating system. Android OS is an open source, which means
that a big community of organizations, programmers and designers keep up
and assume a part to create more current features. This all happens under the
sponsorship of Google, which purchased the company (Android, Inc.) that
first created the Android OS. Compared with iOS of Apple, the Android OS
working systems ongoing growth is not invisible behind lock and key; about
80 organizations are members of the group the Open device Partnership that
leads to further growth of the Android OS working program (Begun, 2011).
The advantages of Android Application are first, can run several
applications at the same time. Second, it is an open market place for
distributing applications. Third, keeps the notification noticeable on your
home screen. Fourth, it has a customizable home screen in which the user can
personalize the active widgets. Fifth, it lets you send files to other
smartphones. And lastly, it lets you change your configurations faster.
The disadvantages of Android Application is first, Android requires
continuous Internet connection, so that the device is always ready to go online

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to suit our needs. Second, Android Market has less control of the manager,
thus results to acquiring malwares and viruses. Lastly, Android applications
can be easily download for free, but the consequence is lot of advertising will
be on display.
Adobe Flash with ActionScript 3.0 is considered as the top tool for
creating multimedia, applications, presentations, and games on Internet a
highly effective system for creating systems, prototypes, pc and mobileapplications. ActionScript 3.0 provides a true object oriented model for
developers and allows development of programs with large data sets and
object oriented reusable codes. It is also significantly faster than its older
version.
Interactive games are powerful environments for learning. Research
consistently finds that players learn new skills, knowledge, insights, attitudes
or even behaviors in games that challenge them to think, explore, and respond
(Lieberman, 2001). Former FCC Commissioner Nicholas Johnsons famous
quotation made decades ago about the effects of television, and substituting
interactive games: for television, it is fair to say that All games are
educational games. Interactive games can motivate people to learn, including
those who at first are not particularly interested in the subject matter
(Lepper&Henderlong, 2000).
Technology is now used as a tool for educating students. According to
DeCurtis and Ferrer (2011), children are adapted to changing materials and

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traditional educational tools to help them expand their communication skills.


These tools are prepared with touch screen technology and are extremely longlasting, making them attractive to younger and less agile users, they provide
immediate access to a world of learning, entertainment, and creativity for
younger children, including those with more specialized needs.
There are many benefits as for the utilization of said devices in the
learning methodology including incitement, inspiration, rest of utilization and
availability (Vavoula&Karagiannidis, 2005). Such devices are getting to be
profoundly significant instruments in the instructive procedure in light of their
appealing features (Klopfer, Squire, & Jenkins, 2002). Mobile devices are
handy and reasonably priced, offering the chance for acquisition without
restrictions and limitations, accessing information with ease by using possible
action offered by these devices, supporting the development of digital
learning, offering lots of opportunity for independent learning, and assisting
people with disabilities. Shuler (2009) showed that applications on
smartphones and other mobile devices would most likely become the new
means of teaching to students.
Thus learning on mobile devices is also a significantly different
experience, particularly with regards to the amount of information that can be
absorbed from the mobile device at any one time. The porting over of content
from existing classroom- and desktop/laptop-based e-Learning materials can

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cause significant alignment issues not only in terms of readability and


resolution, but also in terms of the effectiveness of content transmission.
In every artwork, it can be a poster, video or application that the artist
should know the design principles. The best designers sometimes ignore the
principles of design. When they do so, however, there is usually some
counterbalancing value attained at the cost of the violation. Unless you are
certain of doing as well, it is best to accept by the principles (Lidwell, Holden,
Butler, 2010).
There are 12 characteristics that make computer games and
videogames engaging for millions of people. First, games are a form of fun.
Second, games are form of play. Third, games have rules. Fourth, games have
goals. Fifth, games are interactive. Sixth, games are adaptive. Seventh, games
have outcomes and feedback. Eight, games have win states. Ninth, games have
conflict/competition/challenge/opposition.

Tenth,

games

have

problem

solving. Eleventh, games have interaction. And lastly, games have


representation and story.
People have long known that puzzles present many benefits for
children as they develop. Children usually start out with simple knobbed
puzzles that are outlines of simple shapes that fit into corresponding board
cutouts. From there they go to more complex silhouettes of real world objects
that take more consideration (Anonymous, 2013).

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2.10

PAGE

Definition of Terms
Technology - is a tool for the toddlers to educate them so that they
develop their creativity and help maximize their communication skills
using touch screens like smartphones or mobile devices.
Digital Activity - categories of activities that are implemented through
digital technology.
E-learning -

is

the

use

of electronic

media, educational

technology and information and communication technologies (ICT) in


education.
Cognitive skills - skills that the children learn through repetition.
Social Interaction - engage the children to play digital activities in a
cooperative manner.
Interactive games - an electronic or computerized game played by
manipulating images in a video display or television screen.
Well-Designed Activities provide powerful interactive experiences,
which can enhance the learning of young children, fostering skills
development, as well as their healthy development.

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Poorly designed Activities simple sedentary activities that


contribute little in childrens learning.
Very poorly designed activities cause considerable damage to
children either through strengthening the aggressive or antisocial
behavior.
Android an operating system based on te open Linux Kernel. It is an
open source that developers can modify and customize the OD for each
phone.
Application is a program or group of programs that is designed for
the end user.
Adobe Flash is a multimedia and software platform used for creating
vector graphics, animation, games and rich Internet applications
(RIAs) that can be viewed, played and executed in Adobe Flash Player.
ActionScript is an object-oriented programming language originally
developed by Macromedia Inc. (now owned by Adobe Systems).

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Chapter 3
Methodology

In this chapter, the researchers will describe the methodology, which


consists of the research design, setting, research participants, research
instruments development procedures, data collection procedure, and data
analysis.

3.1

Research Design
This study will make use of the experimentation approach. This

method

is

where

the

researchers manipulate one

variable,

and

control/randomizes the rest of the variables. It has a control group,


the subjects have been randomly assigned between the groups, and the
researcher only tests one effect at a time. The researchers will utilize research
tools (instrument) like focus group discussion as the tool to get the responses
of the participants; it will use a Likert scale to measure the study of the
helpfulness of the Android application name PH Heroes.
3.2

Setting
The researchers will conduct research and collect data from the grade 3

students (respondents) of Saint Josephs Academy of Valenzuela City. The

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data collection will happen exactly in the classroom of the grade 3 students
during their history class.
3.3

Research Participants
The participants for testing the game will be all of the grade 3 students

of Saint Joseph Academy of Valenzuela City specifically 33 grade 3 students


whose age ranges from 8-9 years old. The basis of these respondents is based
on the following computation with a 95% confidence level, 5% margin error,
and 60 for the estimated population of the grade 3 students in Saint Joseph
Academy of Valenzuela
x = (z2)-(stddev)(1- stddev)/(margin of error)2
sample size = (x / (1 + (x-1/pop))
where z = 1.65, stddev= 0.5, margin of error=.08, and pop=60
Participants will be identified and chosen using the purposive sampling
technique. Purposive sampling is the process of recruiting participants who
appear to be valuable sources of information, as opposed to random sample
(Liamputtong and Ezzy, 2005).

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3.4

PAGE

Research Instruments
The researchers will use a particular instruments and tools to determine

the variables and techniques for this study:


3.4.1

Pre-Testing
The researchers will do a pre-test to determine the questions for

the game. The teachers will aid in the development of questions about
the researchers game PH Heroes that will be asked in the Interview to
collect of data (questions about the Filipino Heroes and other historical
facts). It will also determine the questions to be included in the
questionnaire for the actual data collection (testing the helpfulness)
after the game has been developed.
(Under ata to ng Developmental Procedures)
3.4.1

Interview
The researchers will interview the teacher of the Grade 3

students that will guide them to develop the android application specifically on
the content of the researchers game PH Heroes from the heroes to be included
in the android application, their information or facts and the quiz that will be
taken by the grade 3 students is under the supervision and approval of the
Grade 3 Student Teacher in Araling Panlipunan.
3.4.2 Books

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The two books the researchers used in the content


of the android application is referred by the Grade
3

teacher;

The

Great

Filipino

Heroes

(Supplementary for the Students) written by A.M.


Batabulani and People, Places, and Events in the
Philippines written by Ma. Stella S. Lizardo and
Carolina P. Danao for Grade 3 Level.

3.4.3

Likert Scale / Pictogram


The researchers will also utilize Likert scale to gather more

specific data that are not just answerable by yes or no. The respondents
can answer 1-5 by using different smileys with corresponding values.
The researchers will ask the class adviser respondents if they can
assist the researchers while conducting the focus group.
Likert Scale (subject to change):

[1]Strongly Disagree
[2] Disagree
[3] Neither Agree nor
Disagree

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[4] Agree
[5] Strongly Agree
Likert Scale

The researchers will be using likert scale to determine if the


application is effective as a learning tool to the respondents. They also
want to know if the respondents can get knowledge from the game and
if the game is helpful in knowing the facts about PH Heroes.

3.4.4

Game Application
The researchers will use the Android Application PH Heroes

that they will be created using Adobe Flash and ActionScript 3.0 that
the researchers will need to develop first. The flash game will be
published into an android app and installed on tablets that will be
provided by the researchers for game testing. This is the most
important instrument of this research because this is what the
researchers will try to evaluate, if the android app that will be produced
is helpful or not in teaching grade 3 students in their subject Araling
Panlipunan that is focused on Philippine heroes.

3.4.5

Recording Devices

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The researchers will use recording devices, like


DSLR and a recorder to record the entire focus group for
the researchers to have the evidence that real results
are

stated

in

the

documentation

part

and

experimentation occurred in Saint Josephs Academy of


Valenzuela City.
This will help the researchers in the analyzing the
data from each student in terms of their opinion,
perception in the game: PH Heroes; for the researchers
can play back the video and recorder so that nothing
will be missed.
3.4.6

Evaluation Form
This will determine the helpfulness of the android application.

The questions are close ended using the likert scale. 5 as the strongly
agree and 1 as the strongly disagree.

3.5

Creative Process
1.

Preparation
The creator needs to prepare the things his going to put in his

artwork. It depends on him if it is a painting, word or anything that can be


an art. He should know his aiming goal, research and thoughts on how to
build that kind of art in his mind.

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2.

PAGE

Conceptualization
The creator will now have the concept about the design or looks of

his art. He will use his imagination to construct or create his artwork. He
should also conceptualize the possible output of his idea in order for the
audience knows on what to expect in his artwork.

3.

Collaboration
The creator will put together all the ideas and things he has

prepared and conceptualized to finalized the artwork he wants. All his ideas
and information gathered will be in one artwork.

4.

Evaluation
The creator will evaluate his finished artwork. He may consult with

his friends or someone who is into art to give suggestions or comment on


his finished artwork. The creator should accept the comments of his
consultants to make changes if have and make it better for the audience
would appreciate it more.

5.

Implementation
The creator will implement the changes given to him and finalized

the final output of his artwork. After his done with the adjustments, he can

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show it to the public and it depends on them if they will like or will show
no interest in his finished artwork. He should accept the crimination to
improve his skills in art.

3.6

Developmental Procedures
In order to develop the application properly, the researchers will follow

a certain developmental procedures. These procedures will make sure that the
application will be developed properly and each phases of the development
will be tested to lessen the errors and inconsistent process of the actual game
development.

3.4.1

Game Content
The content of the game will be coming from the teacher of the

grade 3 school students which is about the Philippine Heroes: personal


information and significant contribution. The researchers will
incorporate these lessons to the game carefully so the students can
really learn from the game.
As for the initial plan for the game, for every correct move of
the player the symbol of the trivia will be displayed in the game after
completing the selected puzzle the player can access the information or
trivia about the hero.

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3.4.2

Game Screen Layout

PAGE

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Final Game Screen Layout; colors, fonts, design


The final game screen layout of the android application. This
was carefully researched by the researchers, the game play, design and
layout of the android application is based on the existing games
discussed in Chapter 2. The game is more focused on providing facts
and information. The genre of the game is puzzle, and its more like a
jigsaw puzzle. The goal of the game is for the player to completely
build the puzzle to learn new facts and information about the hero for
every puzzle completed that will unlock the trivia/ facts about the
puzzle hero selected by the user. The game has 10 puzzles meaning
there are also 10 Philippine heroes that will be included in the game as
content and 10 trivia to be unlocked as well. The player can choose
what puzzle to build first. The researchers also included an instruction

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before the start of the game after reading the instruction the player can
proceed to the actual game. The player can pause the puzzle anytime
and go back to play the game or exit the game. The game will help the
user to develop their young brain and as well to help the user
concentrate for there is a time needed for the puzzle to be finished,
after the player finished the selected puzzle a remarks will appear then
the trivia will be unlocked this will serve as a review for the student
before taking the quiz. After all of the puzzle was completed the player
can finally take the quiz that will assessed if the android app is
effective as a tool for the children learning. The features of the game
will also be based in the related literatures.
3.4.3

Game Flow
The Android Application: PH Heroes, Main Menu Screen will

be the first screen in the game; the player has 2 buttons to select the
Play Button and Credits. If the player chooses to start the Game a
different screen will appear, the player can choose a puzzle to be build
there are 10 pictures of national heroes to be build, then an instruction
on how to play the game will appear and a next button. When the
player selected the next button the game will will start; there are
elements in the design of the game; time, pause button, puzzle pieces
and the symbol of the trivia. The player has 100 seconds to finish the
game, the pause button; gives the player the option to go back to the
game or end the game. The puzzle pieces are in random position, the

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player needs to double tap the puzzle piece to get its correct position.
Lastly, the symbol of the trivia collected by the player, there are 9
puzzle pieces to be placed by the user and for every odd number the
player will get a trivia.
If the player completed the puzzle a remarks screen will appear
he will get a star depends on how fast did it take to complete the puzzle
3 as the highest and 1 as the lowest, for every puzzle completed by the
user the trivia and information about the completed puzzle hero will be
unlocked or accessed by the player and the user will have the option to
go back to the selection of the puzzle or to read the trivia and
information about the hero.
If the player didnt able to finish the game on time he can retry
the game or choose another puzzle to be build. The star collected by
the player in the remarks will appear on the thumbnail of the puzzle.
In the trivia, there will be a picture of the information and a text
that can easily be understand by the Grade 3 student.
The quiz will consist of 10 questions it will be a multiple
choice, 3 choices and like the puzzle it has a timer the player must
finish the quiz before the timer ends. At the end of the quiz it will show
the final score of the player.
YUNG DIAGRAM NALANG UNG KULANG HEHE :D

3.7

Data Collection Procedures

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The study will have a sample size of 33 grade 3 students both male and
female from Saint Josephs Academy. The study will disregard grade 3
students who are 8 years old below and 9 years old above. To collect the data:
first, the adviser of the students will assist the students in instructing the
students on how to play the game, the researchers will give the respondents
enough time to play the game. The game testing as part of the experimentation
is in a closed room environment and because the researcher devices are
limited the respondents will be experimented in the control environment
having 8 students at a time. After testing the game, the researchers will give
the respondent an evaluation form consisting of 10 questions on how helpful
the android application: PH Heroes for the grade 3 students that is
answerable by Likert scale, with 5 as strongly agree and 1 as the strongly
disagree and because the respondents are grade 3 students, the questionnaire
will be represent in a pictorial scale for better appreciation and understanding
of the questions to be ask by the researcher. After all data are carefully
gathered, the researchers will then tally the results.

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3.8

PAGE

Data Analysis
To determine the helpfulness of the Android application for the grade 3

students in learning in their subject Araling Panlipunan, the collected data


from the evaluation form will be evaluated using descriptive statistics mean,
frequency distribution, and percentage to compare, interpret and analyze the
data of the respondents. Graphs will be used to clearly present and broaden the
understanding of the results.
Percentage: This was used to compare the frequency of respondents to total
number of respondents and to describe the profile of the responses.

Arithmetic Mean: This was used to option responses for quantitative analysis
since responses or options in the questionnaire are qualitative.

Likert Scale: The other items will be interpreted using as basis for
interpretation, the 5-point rating scale with a boundary of numbers on arbitrary
mode a follows:
Range
5.00 4.05
4.00 3.85

Weight
5
4

3.84 3.50

3.45 2.00
1.85 1.00
Rating:

2
1

Interpretation
Strongly Agree
Agree
Neither Agree nor
Disagree
Disagree
Strongly Disagree

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Puzzle
Star
Time Remaining

Interpretation
s
3
2
1
0

61 s 90 s
31 s 60 s
1 s 30 s
0s

Fast
Normal
Slow
Failed

Quiz
Score
8-10
5-7
2-4
0-1

Remarks
Excellent
Good
Nice Try
Better Luck Next Time

CHAPTER IV
Presentation, Analysis and Interpretation of Data
4.1.

Analysis and Evaluation of Data


To determine whether PH Heroes features were helpful and effective for

learning, the researchers provided questionnaires for the Grade 3 Students to

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65

answer after the testing of the android application. The researchers use Frequency
Distribution to tally the results of the Post-Test

4.2.

Post-Testing
The data were gathered from one section of Grade 3 Students in Saint

Joseph Academy of Valenzuela, which consist of thirty-three students. The


objective of this testing is to know the effectiveness of the design and to determine
how helpful the Android Application: PH Heroes for the respondents learning. The
following are the results gathered in the post-testing.
Summary of the Results

Question 1
Question 2
Question 3
Question 4
Question 5
Question 6
Question 7
Question 8
Question 9
Question 10

Strongly
Agree

Agree

31
21
20
15
24
25
26
19
16
20

2
11
9
7
9
5
7
11
11
10

Neither
Agree/
Disagree
0
0
3
10
0
3
0
3
5
0

Disagree

Strongly
Disagree

0
0
0
0
0
0
0
0
0
0

0
1
1
1
0
0
0
0
1
3

Based on the result of the test, the researchers have discovered that most of
the participants gave a very positive response to the PH Heroes Android App. By
seeing the table, it shows that in any of the 10 questions most of them answered

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Strongly Agree and Agree, though there are students who are honest enough to
tell where or what features of the game needs improvement.
According to the chart below, it is very obvious that most of the students
strongly agreed and agreed that the android app is good, fun, interesting,
informative and good for learning. Although in the question number 4, it appears
that many of the students had a hard time finishing the puzzle game within a
limited time of 90 seconds. Overall, the participants gave positive response to the
PH Heroes Android Application.

Strongly Agree
Agree
Neither Agree/ Disagree
Disagree
Strongly Disagree

QUESTIONS
4.3

Individual Questions Interpretation

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Question 1: The game was enjoyable

Strongly Agree

Agree

Neither Agree/
Disagree

Disagree

Strongly Disagree

Result:
Strongly Agree
Agree
Neither Agree nor Disagree
Disagree
Strongly Disagree

31
2
0
0
0

Analysis:
The results show that all of the students had fun while playing the
game.31 out of 33studentsstrongly agreed that the application is enjoyable
while2 out of 33 just agreed to it. The researchers think that the features of
the game are well appropriate for their age and these features really made
this Android app truly enjoyable for them.

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Question 2: The game was interesting

Strongly Agree

Agree

Neither Agree/
Disagree

Disagree

Strongly Disagree

Result:
Strongly Agree
Agree
Neither Agree nor Disagree
Disagree
Strongly Disagree

21
11
0
0
1

Analysis:
The results show that 11 out of 33 students agreed that the game is
interesting while 21 out of 33 strongly agreed that the game is interesting.
With the results, the researchers observed that playing on mobile tablets is
really exciting and interesting for children no matter what. The researchers

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also believed that the design and layout of the game made them excited to
play the game. The gameplay also was an important factor to keep their
interest and attention to the game.
Question 3: The instructions were clear

Strongly Agree

Agree

Neither Agree/
Disagree

Disagree

Strongly Disagree

Result:
Strongly Agree
Agree
Neither Agree nor Disagree
Disagree
Strongly Disagree

20
9
3
0
1

Analysis:
The graph shows that 9 out of 33 students stated that the
instructions of the game were clear. 20 out of 33 strongly agreed to it. 3 out

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of 33 students neither agree nor disagree if the instructions were clear and 1
out of 33 students had a hard time to understand the instructions in the
game. The researchers observed that some students can use the app without
a lot of detailed instructions on how to use it while some other needs more
detailed instructions that are easy to understand for their age. The game
only has 2 instructions: (1) how to play the puzzle game, and (2) how to
answer the quiz. The lesser instructions caused confusion to one of the
participants.
Question 4: The gameplay was properly layout

Strongly Agree
Agree
Neither Agree/ Disagree
Disagree
Strongly Disagree

Result:
Strongly Agree
Agree
Neither Agree nor Disagree

15
7
10

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Disagree
Strongly Disagree

PAGE
0
1

Analysis:
The results show that 7 out of 33 students agreed that there were
enough time for them to play the puzzle game and answer the quiz game.
15 out of 33 students strongly agreed that they had enough time to play and
answer the quiz game. 10 out of 33 neither agree nor disagree if there were
enough time in the game. Lastly, 1 out of 33 students strongly disagreed
that there were enough time.
The researchers wanted to challenge the students to finish each
puzzle game in just 90 seconds in order for them to gain and collect stars at
the end of every puzzle. In a game, you either win or lose and so the
students who have failed to complete a puzzle might say that the time is not
enough while the others who didnt have a hard time finishing the puzzle
might say that the time is enough to complete a puzzle with a lot of stars as
a reward.

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Question 5: The design of the game was good

Strongly Agree
Agree
Neither Agree/ Disagree
Disagree
Strongly Disagree

Result:
Strongly Agree
Agree
Neither Agree nor Disagree
Disagree
Strongly Disagree

24
9
0
0
0

Analysis:
The results show that 9 out of 33 students agreed that the design of
the game was good while 24 out of 33 students strongly agreed that the
design of game was good. The researchers think that the color schemes,

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colorful graphics and some animation in the game are suitable for the grade
school students and that made the Android application appealing to them.
Question 6: The game was useful for learning

Strongly Agree
Agree
Neither Agree/ Disagree
Disagree
Strongly Disagree

Result:
Strongly Agree
Agree
Neither Agree nor Disagree
Disagree
Strongly Disagree

25
5
3
0
0

Analysis:
The graph shows that 5 out of 33 students agreed that the game was
useful for learning. 25 out of 33 strongly agreed to it and 3 out of 33
neither agree nor disagree that the PH Heroes was helpful for them in

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learning a particular subject. The researchers think that the right amount of
information, visuals and features made this useful enough for learning.
Question 7: It helped to recap the previous lessons

Strongly Agree
Agree
Neither Agree/ Disagree
Disagree
Strongly Disagree

Result:
Strongly Agree
Agree
Neither Agree nor Disagree
Disagree
Strongly Disagree

26
7
0
0
0

Analysis:
The graph shows that 7 out of 33 students agreed that they were
able to learn new things from the game while 26 out of 33 strongly agreed
that the game was able to give them new learning while playing. The quiz

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that is embedded in the game can support these results with all of their
quizzes having an average score of 7 out of 10, which is good, and above
the passing mark for grade schools.

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Question 8: The game was satisfying

Strongly Agree
Agree
Neither Agree/ Disagree
Disagree
Strongly Disagree

Result:
Strongly Agree
Agree
Neither Agree nor Disagree
Disagree
Strongly Disagree

19
11
3
0
0

Analysis:
The graph shows that 11 out of 33 students expressed their
satisfaction of the game. 19 out of 33 students strongly agreed that the
game was satisfying for them. 3 out of 33 students were not sure if the
game was satisfying or not. Based on the results and the observation of the
researchers, students feel accomplished and satisfied whenever they have
all the puzzles completed and have passed the quiz at the end of the game.

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Question 9: It is easy to use

Strongly Agree
Agree
Disagree
Strongly Disagree

Result:
Strongly Agree
Agree
Neither Agree nor Disagree
Disagree
Strongly Disagree

16
11
5
0
1

Analysis:
The graph implies that 11 out of 33 participants agreed that the
application was easy to use, and 16 out of 33 participants answered that
they strongly agree that the application was very easy to use or user

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friendly. It goes to show that the application was generally easy to use
based on the response of the respondents.

Question 10: The trivia were relevant and helpful to answer the questions in
the quiz

Strongly Agree
Agree
Neither Agree/ Disagree
Disagree
Strongly Disagree

Result:
Strongly Agree
Agree
Neither Agree nor Disagree
Disagree
Strongly Disagree

20
10
3
0
0

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Analysis:
The graph shows that 10 out of 33 agreed that the information
learned in the game was helpful to answer the questions afterwards. 20 out
of 33 strongly agreed that the information was helpful to answer the
questions. 3 out of 33 neither agreed nor disagreed to it.

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CHAPTER 5
CONCLUSION AND RECOMMENDATIONS
5.1.

Conclusion
The two objectives of the research study were: (1) to know what are the

features to include in the PH Heroes Android Application; (2) to determine how


helpful PH Heroes for the grade school students learning. Both of these questions
were answered by the post testing, survey results. It shows that the Grade School
Students find the Android Application helpful for their learning and the feature that
was included in the Android Application make it suitable for grade school students
to be interested in the game.
The results of the post testing survey shows that almost all of the
Grade School Students appreciated the application from its design, game play,
functionality, sounds and information. Although some of them at first find it
hard to solve the puzzle, but later on as they continue to play the puzzle they
soon realize the techniques in playing the game.

Strongly Agree

Agree

Neither Agree/ Disagree

Disagree

Strongly Disagree

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The Grade 3 students became so excited as soon as the researchers


discussed what the android app is all about and demonstrate what they are
going to do with it. Most of them volunteered to play and test the application
first. The researchers think that the students were attracted by the design and
the animation of the game at the beginning specifically in the loading screen
and main menu part of the app. The researchers observe that the students are
familiar to a jigsaw puzzle game so it was not hard for them to understand
how the game works. The students liked the functionality of the game and the
fact that its user-friendly. The students also like the badge reward system of
the game. The researchers learn that the students are so eager to finish a puzzle
as fast as they can in order for them to collect stars. The researchers think that
students are more motivated to learn while playing. The researchers observed
that the students became really interested about the topic Philippine Heroes
that they reviewed almost all of the trivia that they have collected while
playing puzzles. The students were very focus on what they were doing, from
completing all the puzzles to reading the trivia up to taking the short quiz that
are all embedded in the PH Heroes Android Application. The researchers also
think that factors like background music and sound effects also added to their
interest of playing and learning more with the application.

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5.2 Recommendation
The following are the recommendations of the researchers for future
researchers guidelines on how to develop the Android Application: PH Heroes
even more that will improve its functionality, design and overall use for the
benefit of the Grade School Students learning.
1. The design of the game must be improved, all of the pictures must
be vectored or done by the researchers and not from the internet, so
that no one will be credited or no copyright issues will be
encountered by the researchers once it was distributed.
2. The android application will be more educational if there will be a
main character that will give the introduction of the game and help
the player in completing the puzzle by giving some tips and the
main character can also narrate the information or trivia for each
hero.
3. The study can be a guide or reference for future researchers on how
to developed and designs an android application for grade school
students.
4. The application can be updated for K-12 education.

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5. The Information or Trivia must be animated so that it will entertain


and catch the attention of the grade school students at the same
time feed them information that will educate them.
6. The sound of the android application, the researchers only used one
sound and it is looped in all of the stages of the game. The
researchers wants to improve this if there are more time in the
developmental of the android application, Like changing the sound
of the game as the player goes to different stages of the game.
7. The android application responsiveness and performance can
further be improved by fixing the codes involved in the creation of
the application. Further research can be done in order to improve
the quality of the application in terms of its animation, transition
and the actual logic of the application itself.
8. This android application will also be beneficial for IOS users if it
will be compatible in their device making it open for IOS users
makes the android application more helpful not just for android
users but also for IOS users.
9. Releasing the android application and uploading it in Google Play
or the Apple Store.

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