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Chapter 1 INTRODUCTION

As civilization advances, rapid application of Information and

Communication Technology (ICT) is evident in various aspects of human lives. From doing simple tasks to accomplishing complex errands, there are applications of technology to make it easy and convenient. It greatly influenced peoples lifestyle and choices they made in terms of gadgets to buy or the means of having leisure on free times. ICT provides mankind a wide array of entertainment to choose from: movies are all around us, social networking sites for people who want to express and share interest with other people across the globe can be accessed easily and games are available 24/7 for everyone. Games have been one of the societys resorts for leisurely spending one time. It provides fun experiences and creates excitement not only to the person playing the game but to the person who watches it as well. Games are usually intended to provide enjoyment to players, but some requires a strong logical thinking skills and a healthy transformed from their classical look to make it more attractive but retaining its original gaming mechanics. There are lots of computer games a person can play so as to be entertained. One can choose online games for adventures with some friends or go for the ones that require physical ability. Some players, especially children prefer games that utilize their critical thinking skills so as to enhance their mental ability to problem solving. Educational games feed the players mind with

2 important information and inculcate knowledge that is very much essential in their studies and growth as a rational human being, such is the case of the proposed program of study the BrainBuds. Background of Study Educational games may come from different types, i.e., a puzzle game, board game or card game. These are products of mans aim to be entertained and spend their free time productively. It may date way back many years when simple tools were being used to play like pencil and paper. Such as the classic local game TIGU-AY, an educational guessing game of whats on the mind of the opponent written in a piece of paper. In order to win the TIGU-AY game, players must have a broad knowledge on things; events of history, people and places. Both players think of something and write in down on a piece of paper depending on their desired category and keep it so as the opponent wont be able to peek on it. They then try to guess it by asking if it is a name of a person, thing, place or event. Then the other player will respond by answer yes if it is a place, thing or event etc., and the first to get the right word is declared as winner. Guessing of words in this game is not that easy especially so that players must have advance knowledge which makes it more exciting. When an opponent fails to guess the right term he/ she has the privilege to petition by asking what is the meaning of the word, where is the exact location of the said city or the story itself of the event written. Some will include a twist into it by having it timed so

3 that players will answer in a given period to make the game fast and more exciting. Thus, providing an avenue for exchange of thoughts that will benefit both the players. There are lots of pencil and paper type of educational games available and are already in computerized forms or online for everyone to play. Some of which includes HANGMAN, the computerized version of BITAY; draw the dots and Bulls and Cows. All of these are games that focus on specific skills such as language, general knowledge and critical thinking in playing process. But these had not embedded a mini tutorial lesson. The proposed BrainyBuds is an educational game comprised of the various forms paper and pencil and mathematics etc., designed primarily for elementary pupils ages seven to thirteen years old. In this game, a player will be given the privilege to choose his/her desired category to answer. Categories may vary from Science, English and Mathematics each with corresponding levels of difficulties. Here, players will have to answer questions under a certain time frame and failure to do so the system automatically presents the next question. Answers to every question will be flashed together with additional information. Completion of a level through the required score will enable a player to proceed to next stage of the game until all stages are successfully won. Scores will be ranked as Top Scores for players to be motivated to take the challenge one more time until they finally get the highest score. These scores will be updated from time to time when a new high score is counted together with the

4 players name. Also included in this system is a tutorial module on certain topics that will possibly serve as the basis of the questions provided on the game. The Tutorial Module will cover educational areas primarily utilized in school, such as English identifying things; Science; Mathematics and the general knowledge subjects necessary for childs mental growth. This will serve as a virtual encyclopedia with texts, audios, and videos of topics like using the fundamental operations (add, minus, divide, multiply) in Mathematics, for pupils to understand clearly and easily why they got the incorrect answer during the game. Every after game, this module will be projected so as to reinforce or correct pupils to knowledge and maximize time learning time and playing. Making it an effective medium of educating children through learning by doing via games. Statement of the Problem Specifically, this study will answer the following questions / problems: Major Problem: How to create an educational game and tutorial that covers various categories? Minor Problems: What is the difference between educational games with one topic versus a multifaceted topic presentation with a gaming environment that is cognitively helping the childs learning?

5 How to create a system that will measure and reinforce a childs learning? How to create a game that will provide feedbacks to players for improvements?

Objectives of the study Major Objective: The study aims to provide children with an educational game separate from the typical educational games. Specific objectives: More specifically, the study will provide: a game that covers a wide array of topics appropriate to kindergartens and create a tutorial module for knowledge reinforcement which will touch the cognitive domain of a childs learning by creating a gaming environment that suits to their likes and needs through animations and images; and serve as an instrument in educating children at home and be an aid to teachers in discussing lessons in school. a game that will ask questions to players related to the category chosen as a mean of assessing the retention of topics. a game that will provide feedbacks through showing scores, its ranking with the use of high score with a corresponding title.

6 Significance of the Study This section will provide a brief description on the various significances of the study given the three facets: Educational, Technological and Economic. To the Students. The proposed study will be a resort for gaming and learning during their free time. This will also serve as their reference in doing research related assignments, projects or tasks in school. To the Teacher. This may be used as a teaching aid such as videos or audios recordings on an effective medium to transfer knowledge. To the Parents. This is a game can assure parents of the beneficial effect to the learning of their children. They can even play the game as a competition with their children to motivate their child to play and make it more exciting. To the Out-of-School Children. Children who cannot anymore attend classes or afford school but has a computer unit at home can play this game. This will facilitate continuous learning even though they are not in school because of the fact that learning thus not only take place inside the four corners of the room but also outside- the society they are into and the experience they are going through. Also, this game will keep them from going elsewhere and indulge in playing non-ethical games for concentration on their part will be required in playing the game.

7 To the Future Researchers. The proposed study can be used as a

reference for future researchers who will focus on the development or enhancing educational games.

Scope and Limitations of the study Scope The study covers the creation of an educational game with a tutorial module integrated into it for kindergarten. It will provide categories for taking the game which will include English, Mathematics, Science, and General Information. Game levels will be enabled for players to continuously play the game until the last level is successfully won. These levels includes easy, moderate and difficult. In addition, forms on tutorials can be printed for use at school and other purposes it may serve. Limitations The study does not cover the subjects other than what was mentioned in the scope of the study. Questions in the game will not b based on lessons or topics for high school and college students. Results on knowledge ranking do not necessarily represent real or actual computations used by specialists.

8 Definition of terms To facilitate understanding of the study, the following terms are defined: Categories. Choices of the kind of game to take; or the specific focus of the tutorial. Educational Game . Refers to games that aim to impart knowledge and inculcate learning to the players while playing.

Lecture Box. Area where outlines on the topics inside the tutorial are stored, accessible to the user and can be printed in a pdf format. Master. Title to players who will get high scores above that of a Wizard. Novice. Title given to players who will get a Score equivalent to an average percentage.

Performance Equivalence. Refers to the titles given to players with scores that meets the criteria for each title. Score Board. Interface visible to players that displays their scores and performance equivalence. Tutorial Module. Part of the study that offers a mini discussion of some topics relevant to the categories provided in the game. Wizard. Title given to players who will get Scores above a Novice.

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