Beruflich Dokumente
Kultur Dokumente
CHAPTER 1
CHAPTER 1
INTRODUCTION
The term "video game" has evolved over the decades from a purely
technical definition to a general concept defining a new class of interactive
entertainment. There have been millions of games created in the past 58 years,
the first of which is a video game called Pong. Throughout the years, video
games furiously evolved with different platforms and objectives having different
genres, kinds, types, etc.
Since the evolution of video games, many platforms have been created
and developed. One of the platform popular nowadays is on mobile devices.
Coming from simple games like snake and space impact, latest mobile games
have a wide variety where users can download and play anytime and anywhere
with a low-cost retail price.
In late 2000s a recent iteration of mobile phones arrived to the market
called a smartphone. Smartphones became the biggest hit because it is no
longer restricted in sending and receiving calls or SMS but also have the
capabilities of what a modern computer can do. Lastly, the ability of the
smartphone to entertain users by offering different kinds of entertainment such as
games and music. Today more developers are choosing the mobile platform to
develop games because of the larger market of smartphone.
android phones connected via LAN Wi-Fi or can be one device. In addition to
opponents, player can choose to play against the computer. In terms of the game
play, the player can choose different variations that the proposed game offers.
3. Graphics
4. User Interface
5. Game Rules
Hypothesis
H0: There is no significant difference in the assessment of the respondents
in terms of the following criteria: Game Play, Features and Variation. Also, the
game fares well similar to existing games with the same objectives.
Significance of the Study
This part of the study is focused about remaking the traditional board
game to android game.
I.
II.
back in the first interface of the game. And the last is exit button, where player
can exit in the game.
The study does not cover of the following, this game is only limited to the
android devices with the version of 2.3.1 up to the latest version. Online game is
not supported. For the multiplayer, the 2 android devices doesnt connect via
Bluetooth but to LAN WIFI and cannot be away for more than 3 meter radius.
This game can be supported in PC, if the PC have a third party application that
can open android application.
CHAPTER 2
CHAPTER 2
REVIEW OF RELATED LITERATURE AND STUDIES
This chapter presents the related literature and studies from local and
foreign sources related to the development of the present study. This chapter
also includes synthesis, conceptual framework and definition of terms.
Foreign
In creating an educational game, developers should also take to consider the
interest of the player to be entertained aside from learning as mentioned in a
book entitled Characteristics of Games by George Skaff Elias (2012),
When designing educational games, you want to focus on making a fun
game. If the design isnt fun, students wont play, and no learning can take
place. The educational games industry has been going through a
significant learning curve. Many contend the industry is still learning how
best to design games that can teach but are also fun to play.
From different kind of software that can be used in game development, unity was
one of the most popular ones due to its advantages to different game
development software that can be used. Stated in the book of Unity 5 Game
Optimization by Chris Dickinson (2015),
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Because of that the game developers have a challenge to create a game that are
more challenging and compelling, stated in the book of The art of Game
Design: A book of lenses by Jesse Schell (2011),
As mobile device designs continue to improve, with the lightweight
cases, larger full color displays, and faster computer speed, the
challenge for game makers will be to come up with gameplay that is more
challenging and compelling.
LOCAL
As the technology evolves, there are Filipinos wanted to make the traditional
games to be reinvented into new ways that considering the technologies that are
trend nowadays in order to introduce the game to the young generations. Stated
in the article Manila Bulletin entitled Now comes hi tech sipa! by Rachel
Barawid (2012),
The game of Sipa: Street kick is part of the Filipino Pride campaign
organized by Filipino Matters, a non-government organization. The
campaign, which involved lectures in public schools, and inspirational
books to promote Filipino pride and love of country, has been stepped up
further to target the young generation, most of whom are not even familiar
with traditional games that their parents and elders played in their
childhood. By turning this traditional game into a modern format, they
hope to attract audiences of all ages and of different nationalities.
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Mobile games are the most predominant game in the Philippines because
players can play the games anytime and anywhere. Stated in the article in
Philippine Daily Inquirer entitled PH game developers aim to score by
Harvey Barkin (2015):
Currently, the most predominant game in the Philippines are
casual games, Alvin Juban reported. These are games that dont need
much dedication. You wont lose anything when you turn them off any
time. If youre waiting for a cab, you tinker with casual games to kill time.
Casual games are usually meant for cell phones and mobile devices. A
mobile project from conceptualization to publishing would take three
months. With projects for, like, Sony X-box, it would take up to two years
(to develop a game), Alvin Juban said.
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The President said funding for the giant leap to digital education will come
from the P238.8 billion budget allocated to the Department of Education in
2012. The amount is 30 percent more than the education budget last
year.
Video Games have many benefit to the children According to the Article in
Magazine of entitled Games for Learning (2013),
Designing games, of course, takes technology into a real educational
level. Constructing a computer game introduces a child into how systems
work while probing concepts in the sciences and the arts. A game, after
all, should make sense, and, at the same time, should be appealing to the
senses. Imagining a game paves the way to anticipating and participating
in social online interactions. Games can indeed serve as a gateway for
most children to digital literacy. Designing a game truly takes technology
into a classroom far beyond merely gluing a kid's eyes and fingers to a
screen.
Filipino developers have a dream to create a game based on the Filipino culture
Stated in the Article in Manila Bulletin entitled Philippine Governments
Supports Video Game Industry by Danni Pineda (2013),
Alvin Juban said that the first Philippine game developer was Anino
(shadow) Games, established in 2001. It had a run of the award-winning
Anito (ancestral spirit) games at the Independent Games Festival and the
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RELATED STUDIES
Foreign
There are 2 strategy to create the multiplayer games Explained in the research
entitled MicroPlay: A Networking Framework for Local Multiplayer Game by
Anh Le, Christina Fragouli, Lorenzo Keller, Athina Markopoulou (2012),
The strategies used to synchronize game states in multiplayer games can
be divided into two groups: client server and peer to peer. In the first
approach, players synchronize their local game states with the
authoritative state held by the server. This is the approach used by many
commercial engines and taken by our framework. In the peer to peer
approach, no single peer is responsible for the game state. Instead, the
state is synchronized using a distributed protocol run by all players. The
advantages of the clientserver model are that it is easier to implement and
more resilient to cheating. The appeal of the second approach is that it
obviates the need for expensive servers and no node in the network must
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be present for the duration of the game. There are also efforts to build
peer-to-peer based games that are resilient to cheating
Because of the development of technology, wireless technology is become focus
on attention specifically in the android. Exemplified in the Research entitled by
Development of Unity3D Network Functionality on Android by Shangguan
Dayan and Huang Xinyuan (2016),
With the development of network and communication technology,
wireless communication plays an important role in peoples life and closerange wireless communication technology is becoming the focus of
attention. The current close-range wireless communication technology
includes Bluetooth, ZigBee, WiFi, UWB, IrDA, NFC, etc, which are based
on the special requirements of transmission distance and transmission
rate or emphasized on the need to the applications such as power
consumption and function expansion
Educational games caught the attention of many educationalist because of the
benefit of motivating the people in learning according to the Research entitled
The Use of Computer Games in Education by Thomas Hainey, Thomas
Connolly, Mark Stansfield, Liz Boyle (2011),
Games-based learning has captured the interest of educationalists as it is
perceived as a potentially highly motivating approach for learning in a
diverse number of areas. Despite this, there is a dearth of empirical
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Playing board games have many benefits not only the skills but also giving
relaxation and enjoyment according to the Journal entitled The Benefits of
Playing Board Games by Teresa Martinez (2012),
Children benefit from playing board games by developing skills in
recognition, perception, coordination, and communication. Adults may
obtain the same benefits in an enhanced level. Playing board games is
said to be therapeutic because it provides time for relaxed and unhurried
enjoyment. It also provides tremendous learning opportunities while
satisfying the competitive streak of players. Another advantage of playing
board games is the release of tension from performing repetitive, boring,
or highly stressful work functions.
Brain games giving a benefit to improve the long term memory. Said in the
Journal Entitled More Please! Why our brains cant seem to get enough of
brain teasers and logic puzzles by Daisy Brains Team (2014),
Research is finally demonstrating that our brains do better in the long
term if they are exposed to novel activities including brain teasers, brain
games and logic puzzles.
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LOCAL
Students see that the new generation games are most appealing than traditional
way of teaching. Stated in the undergraduate thesis entitled DAMATHINIK by
Hermoso, Venzon, Paat (2011),
Many students find new generation games more appealing than the usual
educational tools teachers and professors use on their students. Damath,
a mathematical board game where both strategy and logic are tested is
one of those educational board game where both proponents intend to
improve for the future of gaming industry and educational technology.
Gamer and non gamers have no problem to accept the new games that
introduced to them. Stated in the undergraduate thesis entitled ARMOR 3D: A
Multiplayer FPS Game Development by Cruz, Lim, Ngo (2013),
Proponents concluded that there is no significant difference in the
acceptability of the proposed game (ARMOR 3D: A Multiplayer FPS Game
Development) between non gamers and gamers. The familiarity to
games of the respondents did not affect their opinions on newer games
introduced to them.
The new way of teaching engaged the students to be more encouraging in
learning stated in the case study of Transforming Education in Rural
Philippines by Intel Education (2014),
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SYNTHESIS
The aforementioned literature and studies discussed related topics
regarding the study. The Video games are beneficial to everyone not only giving
relaxation and enjoyment but at the same time learning and developing their
skills. Mobile games have been discussed as dominant in the market since the
advancement of mobile devices. Adaptation and designing of games are
mentioned to enlighten the proponents to create the games that are more
appealing and compelling to everyone. Since the innovation of technology in the
Philippines, Filipinos finally recognize the significance of technology in terms of
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education. It shows also in the related studies the acceptability of every games to
the gamers and non gamers. Mobile devices can play multiplayer games
through wireless communication. However, the proponents think that the
proposed system in differ in all related literatures and studies with its concept of
combining all the ideas of android game, educational game with the subject of
damath and sci dama.
Conceptual Framework
Figure 2.1
Conceptual Framework
The figure above illustrated the concept behind the game development
project. The players cognitive skills is being enhanced. The game emphasizes
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gameplay, both in its single player and multiplayer. The player interacts with the
game engine which contains the logic, AI, graphics and audio components
through the GUI. The Game Variation were developed with challenge that gives
an enjoyment to the Players. Multiplayer can played via LAN Wi Fi or one
device.
Definition of Terms
1. Artificial Intelligence the theory and development of computer systems
able to perform tasks that normally require human intelligence, such as
visual perception, speech recognition, decision-making, and translation
between languages.
2. Android Phones. The name of the mobile operating system owned by
American company; Google. It most commonly comes installed on a
variety of smartphones and tablets from a host of manufacturers.
3. Computer Graphics - are graphics created using computers and, more
generally, the representation and manipulation of image data by a
computer with help from specialized software and hardware.
4. Game
Development.
The
process
of
creating
video
game.
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CHAPTER 3
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CHAPTER 3
Materials and Method
Research Design
This study used Experimental Research and Descriptive
Research method to explain and test the hypotheses to describe the situation
concerning the cause and effect relationship.
Descriptive research in which the proponents interact with the
respondents,
information while Experimental Research the only method of research that can
truly test hypotheses concerning cause-and-effect relationships.
By employing research method, the proponents collected data to
answer questions concerning the current status of the subject of the study. It paves
way for the enhancement and improvement of the proposed process and provides
additional facts about the certain topic.
Instrumentation
The proponents used different instruments in order to gather data for the
development of the proposed software; the instruments used are techniques
which consist of the following:
Questionnaire The questionnaire is most frequently a very concise,
preplanned set of questions designed to yield specific information to meet a
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particular need for research information about a pertinent topic. The research
information is attained from respondents normally from a related interest study.
Interview - It is the most common and widely used method in gathering data
regarding the opinions of the users. The proponents directly ask questions to
gain factual information in identifying problems encountered, determine solution
and other concerns to improve the simulation game.
Observation - This technique enables the proponent to obtain additional
knowledge somewhat more objectively than conducting personal interviews. One
of the tools that researcher used was direct observation which is considered to
be the most direct means of gathering information from a certain activity or
behavior. This is the art or process of paying attention or noticing the activity that
is being watched or scrutinized.
Evaluation - Similar to the questionnaire, the evaluation is a survey type
instrument will be given to respondents after have played a portion of the game in
development. Here it will answer how shall be asked opinions about the quality of
the project in several aspects.
Respondents
The respondents that were surveyed are 30 people. A one stage nonrandom sampling technique was utilized in this study.
The sampling technique used is quota sampling. Using equal allocation,
a sample size of 30 was set for each player who is going to play the existing
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game and the proposed game in order to make percentage results and means
across these levels more comparable for statistical analysis.
Procedure
Questionnaires is in the form of survey forms and handed out to the
respondents. The results of the survey were tallied, review and studied. An
interview was also conducted with some of the respondents in order to gather
more opinions. Observation was applied on interpreting the data gathered
through surveys. Evaluation was done by a selected few through playing the
game.
Initally, data gathering took place before conceptualizing, designing and
developing the new system. At the end of software development stage,
installation and software demonstration took place. Then, the
second
Statistical Tools
The statistical tool will determine the difference of the system. The
following statistical tools were used in the analysis and interpretation of the
collected data.
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Percentage Distribution
This was used to show the distribution of the respondents demographic
profiles.
= 100
Where:
= percentage
= frequency
= number of respondents
Weighted Mean
This was used to determine the average rating for each criteria in the
evaluation.
=
=1
=1
Where:
= frequency
= rating
= weighted mean
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T Test. The t test assesses whether the means of two groups are statistically
different from each other. This analysis is appropriate for comaprison of the
means of two groups.
=
1 2
1 2
2 2
+
1
2
Where:
1 = mean of the first sample
2 = mean of the second sample
1 2 = variance of the first sample
2 2 = variance of the second sample
Ranking
Likert scaling was used to show the positional importance of the item
analyzed. It is a bipolar scaling method, measuring if the response is either
positive or negative.The following shows the verbal interpretation of the Likerts
5-point rating scale and its intervals to be used in evaluating the responses of the
users.
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Verbal Interpretation
Weight
Interval
Excellent
4.21 5.00
Very Good
3.41 4.20
Good
2.61 3.40
Fair
1.81 2.60
Poor
1.00 1.80
Figure 3.0
Likerts Scale
Analytical Tools
The following Analytical tools were used in analyzing the existing and
proposed system:
Use Case Diagram at its simplest is a representation of a user's
interaction with the system that shows the relationship between the user and the
different use cases in which the user is involved. A use case diagram can identify
the different types of users of a system and the different use cases and will often
be accompanied by other types of diagrams as well.
Use Case Narrative is a textual representation of the course of events
encountered when an actor is interacting with the system. There can be several
use cases associated with a system, each of which describes the system in a
functional or behavioral point of view.
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Figure 3.1
Evolutionary Prototype
Evolutionary Prototype Cycle - The evolutionary approach aims to develop a
mature system through a series of prototype iterations. This approach is
particularly useful when the exact requirements of the solution cannot be set out
in advance, or are considered to be vague. The client and/or end-users can
become closely involved the development, playing a key role as each iteration
moves further from prototype and closer to a useable solution that does what it is
needed to do, and does it well.
Requirements. Gathering of all the needs for the development of the project. The
proponents gather all necessary data in the development of the proposed system.
Specification. Specifying all the required resources of the proposed system. The
proponents specified the required resources in the proposed system
Outline Design. Design of the outcome of the proposed system. It will be the final
design output of the proposed system. The proponents planning the outline of the
design in the proposed system
Design a piece. Design of the outcome of the proposed system to be created.
After outlining the design of each piece in the proposed system. Proponents
design the piece in the proposed system
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Construction. Develop the piece of designed for the proposed system. After
designing the piece in the proposed system. Proponents began coding in the
proposed system
Integration. Use the constructed piece and implement it on the proposed system.
After construction, proponents test the proposed system.
Delivery. The last phase of the deployment of the piece of object implemented
on the proposed system. After to complete all test of the proposed system,
proponents deploy the system in the market.
Specification
Software Requirements:
Recommended
Components
Minimum Requirements
Requirements
Operating System
Android 2.3.1
Android 4.0 to
updated
Figure 3.2
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Hardware Requirements:
Recommended
Components
Minimum Requirements
Requirements
830 Mhz
1.5 Ghz
Unit)
GPU (Graphics
300 Mhz
400 Mhz
Processing Unit)
Application Size
60MB
100MB
RAM
512MB
1GB
720 x 1280 Pixels(~ 294
Figure 3.3
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