Beruflich Dokumente
Kultur Dokumente
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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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1.1
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2.) How helpful PH Heroes for the grade school students learning?
1.2
1.3
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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
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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
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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
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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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1.5.2
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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.
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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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Screen
Android has a customizable home screen in which the user
can personalized the active widgets that will be available
2. 1. 2
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Programming Interface) that give the user a better control over objects
at a lower level
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handling events)
Display list API (provides a set of classes for working with the
2.1.4
Interactive Games
Interactive games are powerful environments for learning.
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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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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Advantages of E-Learning
As of today, with the significant growth of mobile devices,
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2.3
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:
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
Cognitive skills
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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.
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
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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to
incorporate
commitment
that
integrates
with
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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
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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Reviews
The review of this game:
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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.
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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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Game Description
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:
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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
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39
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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Tenth,
games
have
problem
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2.10
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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
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Chapter 3
Methodology
3.1
Research Design
This study will make use of the experimentation approach. This
method
is
where
the
variable,
and
Setting
The researchers will conduct research and collect data from the grade 3
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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
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Research Instruments
The researchers will use a particular instruments and tools to determine
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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teacher;
The
Great
Filipino
Heroes
3.4.3
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
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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stated
in
the
documentation
part
and
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
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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
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
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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
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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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Data Analysis
To determine the helpfulness of the Android application for the grade 3
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.
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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
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
PAGE
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
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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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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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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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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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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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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
Strongly Agree
Agree
Disagree
Strongly Disagree
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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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