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DAMATH AND SCI DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME

College of Computer Studies:

Antonio, Caparal, Landeza

CHAPTER 1

DAMATH AND SCI DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME

College of Computer Studies:

Antonio, Caparal, Landeza

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.

DAMATH AND SCI DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME

College of Computer Studies:

Antonio, Caparal, Landeza

In line with this, the proponents decided to create and remake


a traditional board game by giving a new platform in IT industry on how to play
the game that will surely enhance the logical thinking, strategic thinking,
arithmetic skills, critical thinking and decision making of the players/Gamers but
at the same time be entertained by the proposed game.

Background of the Study


In the Philippines, most teachers encountered teaching problems in
terms of mathematics and science using the traditional methods of teaching. In
line with the said problem, a teacher from Sorsogon, Philippines whose name is
Jesus L. Huenda invented a board game called Damath and Sci-Dama.
Damath game is a combination of dama and math while in Sci-dama
game it is combination of science, math and dama. These games is a logical,
strategic and arithmetic game. The purpose of these games is to explore, firmup, deepen, and transfer the daily tasks of the concepts of real numbers and to
its properties and operations.
The game is designed for 2 players and scorer, who jot down the score.
The board is similar to a checkerboard but with a twist. All white tiles on the
board have a mathematical symbol which dictates the operation that will be used
when a player's piece captures the opponent's piece. It has numbers labeled 0-7
on its sides to determine the coordinates of the piece.

DAMATH AND SCI DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME

College of Computer Studies:

Antonio, Caparal, Landeza

The rules of damath and sci-dama is almost similar to checkers on how to


play, the differences are: for every pieces there are corresponding values
depending on what variety of damath or sci-dama is being played, there is one
minute allotted time to each player to make a move, when capturing the
opponent's piece. The mathematical operation used depends where the players
piece lands after the capture. The game ends when the player resigns; the 20
minute game period lapsed; the player has no more pieces; repetitive moves; the
opponent chips is cornered or the last opponents piece is captured. Final score
determined by adding all score in scoresheet and the remainder pieces in board.
To be able to win in Damath the one who score highest is the winner while in Scidama the one who score lowest is the winner.
Playing game of the damath and sci-dama required board and pieces for
every variation, this is the one problem of traditional play; players need to bring
board and pieces to be able to play with the corresponding pieces for every
variation.
The proponents then decide to propose a game that will be able to solve
the problems of traditional way of playing damath and sci dama. The proposed
system entitled Damath and Sci Dama: A 2D Android Application Educational
Board Game will be having factors like: adding a twist with a new trend in
information industry; will be going to accommodate many variations of damath
and sci dama; In terms of opponents, the propose game can be played by 2

DAMATH AND SCI DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME

College of Computer Studies:

Antonio, Caparal, Landeza

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.

Statement of the Problem


Android games does not only to give entertainment but also to give
knowledge and enhance the skills. The proponents decide to create a game that
will help everyone with the following conditions:
1. What are the demographic profile of players in terms of
Smartphone Proficiency/literacy
2. Is the proposed game able to strengthen the players cognitive
skills?
3. How will the respondents assess the game developed by the
proponents in terms of:
A. Variation
B. Features
1. Single Player
2. Multiplayer
C. Game Play
1. Game Controls
2. Audio

DAMATH AND SCI DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME

College of Computer Studies:

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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.

Player/Gamer the proposed system will enhance the logical


thinking, strategic thinking, critical thinking, decision making and
arithmetic skills while gaining knowledge.

II.

Future Researchers the proposed system will give the users to


gain more knowledge and to enhance the proponents skill in
creating a system. Aimed at discovering, interpreting, and revising
facts.

DAMATH AND SCI DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME

College of Computer Studies:

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Scopes and Limitations


The proposed study also known as Damath and Sci Dama is an offline
game which is can be played by using an android phone. Upon playing the
game, the first thing players can see is the game main menu, the game main
menu is consist of 4 menus: the first menus is the single player menu, two
player menu, how to play menu, credits menu and exit button. The single
player menu has another menu of damath, sci dama and back button. In the
damath menu, there are types of damath that consists of the following: Whole
Numbers, Integers, Fractions, Polynomials, Radical, Trigonometric, Binary while
in Sci dama menu, has the types of the following: Dama Sci notation, Electro
Sci dama, Thermo Sci dama, THI (Temperature Humidity Index) Dama. The
second menu is two player menu. The two player menu have a menu of
wireless menu and one device menu, back button. The wireless menu and
one device menu is similar in the menu of damath menu and sci dama menu
which is also the same types as single player, the difference is the wireless menu
is can connect two android phones via LAN wifi while in one device menu is can
play the game in one device. The third menu is the how to play menu, it is
where player know how to play the game in different types of damath and sci
dama. The fourth menu is credits menu, it will merely introduce to the players
who are the developers of the proposed game. The back button is player can

DAMATH AND SCI DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME

College of Computer Studies:

Antonio, Caparal, Landeza

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.

DAMATH AND SCI DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME

College of Computer Studies:

Antonio, Caparal, Landeza

CHAPTER 2

DAMATH AND SCI DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME

College of Computer Studies:

Antonio, Caparal, Landeza

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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DAMATH AND SCI DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME

College of Computer Studies:

Antonio, Caparal, Landeza

Unity is another terrific development tool to look at which is quite popular


with developers for the home computer market. Games made with unity
are also playable on mobile devices, the web, and social gaming.
Damath and Sci dama is strategy game same as chess. Strategy game have a
primary goals that to determine methods for overcoming conflicts through
planning and tactics. Stated in the book of Rules of Play: Game Design
Fundamentals by Katie Salen Tekinbas (2014),
Chess is a classic example of a strategy game. In this game style, the
primary goals for the players are to determine methods for overcoming
conflicts through planning and tactics. Strategy games tend to be
designed for two players and are known as turn based games one
player takes a turn and implements his strategy, and then the other player
gets to play.
Playing multiplayer games give benefits to interact socially the players according
to the book entitled Unity Multiplayer Games by Alan Stagner (2013),
Multiplayer online games tend to be real time games that allow players
to not only move through elaborate words, solve puzzles, experience
intricate storylines, and master quests, but also interact socially. Players
can talk to each other in the guises of their characters during play.
Nowadays Smartphones is a big hit in the market and because of that there are
many smartphone with different specifications and design are been released.

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DAMATH AND SCI DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME

College of Computer Studies:

Antonio, Caparal, Landeza

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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DAMATH AND SCI DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME

College of Computer Studies:

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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.

Philippine Government planning to introduce the digital education in the schools


during the launch of K 12 education program. Present in the Article in Magazine
of Enterprise Innovation entitled Philippines eyes use of tablets for new K-12
basic education program (2012),
Philippine President Simeon Benigno Aquino III announced during the
launch of the country's new K-12 basic education program recently that
the government is eyeing the use of PC tablets in public schools in lieu of
traditional textbooks.

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DAMATH AND SCI DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME

College of Computer Studies:

Antonio, Caparal, Landeza

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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College of Computer Studies:

Antonio, Caparal, Landeza

International Mounted Games Association events.


It didnt prosper, Alvin Juban rued. Last year Anino Games merged with
Bangkok-based Pocket Playlab to become Anino Playlab.
Juban said it has always been the dream of Philippine game developers to
create a game based on their folklore. But Anitos are no match for ninjas.

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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College of Computer Studies:

Antonio, Caparal, Landeza

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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DAMATH AND SCI DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME

College of Computer Studies:

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evidence in the GBL literature, and confusion as to where games-based


learning fits in relation to games, simulations, and serious games.

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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College of Computer Studies:

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The new technology and new methods of teaching helped engage


students in learning, ensuring that they stayed in school. The dropout rate
declined dramatically, from 5.18 percent when the technology was
introduced to 2.22 percent two years later. Stronger engagement and
student effort also helped improve students educational achievement:
average scores on the Philippines National Achievement Test (NAT),
administered to all Grade 6 students, increased by 24 percent in the two
school years after the technology was introduced. Students have become
invested in the devices role in improving education - for themselves and
their peers.
People is more dependent in the technological devices according to the
undergraduate thesis entitled Mobile Personal Organizer by Karl Jordan
Acompanado and Kristian Aggabao (2012),
It is obvious nowadays, peoples fast-paced lives have been so
dependent on a plethora of technological devices. One of the most
important of these gadgets is the mobile phones. It is in this regards that
there has been a widespread development of mobile phone.
Philippines have a low percentage in internet access according to the article
entitled UN report: Only 37% of Filipinos have Internet access by
http://www.rappler.com/business/industries/172-telecommunicationsmedia/69836-un-report-filipinos-access-internet (2014),

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DAMATH AND SCI DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME

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According to the 2014 edition of the State of Broadband report, only


37% of Filipinos were able to use the Internet in 2013, below the world
average of 37.9%, thus placing the Philippines 106th out of the 191
countries evaluated in the report.

Smartphone growing in Philippines is fast according to the article entitled


Smartphone penetration in the Philippines to grow by a tenth this year to
40% by Santos, Jose Bimbo (2015).

According to the companys quarterly Mobility Report released this


month, smartphone penetration in the country is set to increase by 10
percent this year to 40 percent, up 30 percent from last year.

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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DAMATH AND SCI DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME

College of Computer Studies:

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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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DAMATH AND SCI DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME

College of Computer Studies:

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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.

Development is undertaken by a game developer, which may range from


one person to a large business.
5. Game Play - the tactical aspects of a computer game, such as its plot and
the way it is played, as distinct from the graphics and sound effects.

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DAMATH AND SCI DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME

College of Computer Studies:

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6. GUI A graphical user interface (GUI) is a human-computer interface (i.e.,


a way for humans to interact with computers) that uses windows, icons
and menus and which can be manipulated by a mouse (and often to a
limited extent by a keyboard as well).
7. LAN - A local-area network (LAN) is a computer network that spans a
relatively small area.
8. Networking - networking is the construction, design, and use of
a network, including the physical (cabling, hub, bridge, switch, router, and
so forth), the selection and use of telecommunication protocol and
computer software for using and managing the network, and the
establishment of operation policies
9. User Interface the means by which the user and a computer system
interact, in particular the use of input devices and software.
10. Wi Fi - a facility allowing computers, smartphones, or other devices to
connect to the Internet or communicate with one another wirelessly within
a particular area.

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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,

may involve surveys or interviews to collect the necessary

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

questionnaire was distributed to complete the evaluation.

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

1 = number of cases in the first sample


2 = number of cases in the second sampl

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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Activity Diagram is a graphical representation of an executed set of


procedural system activities and considered a state chart diagram variation.
Activity diagrams describe parallel and conditional activities, use cases and
system functions at a detailed level
Fishbone Diagram identifies many possible causes for an effect or
problem. It can be used to structure a brainstorming session. It immediately sorts
ideas into useful categories.

Software Development Model

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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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College of Computer Studies:

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Hardware Requirements:
Recommended
Components

Minimum Requirements
Requirements

CPU (Central Processing

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

240 x 320 pixels (~133


Resolution
ppi pixel density)

Figure 3.3

34

ppi pixel density)

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