digital era (thesis)

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 MAPUA INSTITUTE OF TECHNOLOGY PA GE 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 red !ogers Center "#$%&' point out, ()ust as *e encourage children to use crayons and paper *ell before *e expect them to *rite their names, it seems reasonable to pro+ide access to technology tools for exploration and experimentation. According to amenet- "#$%$', children no* spend /0 hours a day absorbing and creating media, as much time as they spend in school. 1ore and more of these acti+ities are happening on smartphones e2uipped *ith audio, +ideo, 313 and hundreds of thousands of apps. Ne* studies and pilot pro4ects sho* smartphones can actually make kids smarter. Andre* 3halit "#$%$', creator of the irst 5ords app and father of a grade school student son 2uoted that (5hat *e try to do *ith the game is cr eat e a +er y si mple uni +er se *i th si mple rule s that ki ds can exp lore6. 3pecifically about 78 of young children *atch tele+ision, 98 read or are read to from print books, #8 *atch D:Ds, %;8 use a computer, <8 play console +ideo games, and 98 use handheld game players, mobile phones, i=ods, or i=ads to access games, apps or +ideo. :ideo games still include action games, but they also include simulations, strategy, role/playing, sports  pu--les and ad+enture "urt 32uire, #$$&' %

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8/9/2019 Digital era (Thesis)

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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 red !ogers Center "#$%&' point out, ()ust as

*e encourage children to use crayons and paper *ell before *e expect them to

*rite their names, it seems reasonable to pro+ide access to technology tools

for exploration and experimentation. According to amenet- "#$%$', children

no* spend /0 hours a day absorbing and creating media, as much time as

they spend in school. 1ore and more of these acti+ities are happening on

smartphones e2uipped *ith audio, +ideo, 313 and hundreds of thousands of 

apps. Ne* studies and pilot pro4ects sho* smartphones can actually make kids

smarter. Andre* 3halit "#$%$', creator of the irst 5ords app and father of a

grade school student son 2uoted that (5hat *e try to do *ith the game is

create a +ery simple uni+erse *ith simple rules that kids can explore6.

3pecifically about 78 of young children *atch tele+ision, 98 read or are

read to from print books, #8 *atch D:Ds, %;8 use a computer, <8 play

console +ideo games, and 98 use handheld game players, mobile phones,

i=ods, or i=ads to access games, apps or +ideo. :ideo games still include

action games, but they also include simulations, strategy, role/playing, sports

 pu--les and ad+enture "urt 32uire, #$$&'

%

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As *e apply to educational purposes for grade school students using

android application to their smartphones, i=ods and other mobile de+ices, it is

important to enhance their skills in reading, *riting and speaking *ith their 

 parents> guidance. The results of study sho*ed grade school students are most

fre2uently used smart phones at home *ith their mothers, and grade school

students used smart phones more than toddlers did. 1edia and technology are

here to stay and are +irtually guaranteed to play an e+er/increasing role in

daily life, e+en among the +ery young "Eli-abeth :ande*ater, #$$0'.

1.1 Stateent o! the pro"#e

=laying digital games has become a popular pastime amongst children

and most parents keep their kids from being exposed on these games because

these get their attention that may result to their lack of interest to study. 5ith

the ad+ancement of technology and the increasing number of electronic games

targeting the youth, it is not a surprise that kids spend hours of their leisure

time playing electronic games "Etuk, #$$9? !ideout, oehr, @ !oberts, #$%$'.

ere are the problems that the researcher *ishes to ans*er *ith this studyB

1.) What are the features to include in the PH Heroes Android 

 Application?

#

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

1.$ O"%ecti&e' o! the Stud(

n order to sol+e the problem through proper research, the researchers

formulated se+eral ob4ecti+es? these ob4ecti+es *ill ans*er the researchers

 problem statements.

1.) To create an android game that will include the necessary

 features needed in the game to learn more about ilipino

 Heroes?

2.) To create an e!aluation form that will determine the helpfulness

of the android application de!eloped for the grade school 

students learning?

1.) Si*ni!icance o! the Stud(

&

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The study *as undertaken in order to help the follo*ing peopleB

%. The parents, this study *ould help them understand that mobile

de+ices today could be a useful material for education and not 4ust

for playing games.

#. The grade & students *ho *ere currently taking Araling

=anlipunan sub4ect, *hose age ranges 9/< years old, this *ill help

them to learn the =hilippine National eroes in a fun and exciting

*ay. t *ill help them to be a*are to our =hilippine National

eroes *hen they had learned the intention of this application.

This *ill also be a supplement for the students to re+ie* or recap

their lesson in that particular sub4ect.

&. The teacher, they can use the application as an inno+ati+e *ay of 

teaching the sub4ect.

;. The programmers, it *ill gi+e them an idea on ho* to design a

game that *ill be effecti+e to help the grade school students in

learning the =hilippine eroes.

. The multimedia artist, they can design an interacti+e application

= eroes the design of the android application should be

;

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effecti+e and *ill 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.+ Scope and ,e#iitation' o! the Stud(

n this thesis pro4ect, the researchers mainly focus on the target

audience, *hich are the grade school students. The goal of this thesis pro4ect is

to educate and to entertain the user "grade school students' in playing the

game that is focus on =hilippine National eroes. The proponents *ill create a

game that the user understands easily and for educational purposes that are

related in =hilippine istory specifically =hilippine National eroes and their 

contribution to the country.

This study co+ered grade school students *hose age ranges from 9 to <

years old, *hich is in the grade & le+el studying the sub4ect Araling

=anlipunan. The android application *ill not be compliant to /%# education

system. This study *ill focus on pro+iding an alternati+e learning tool for 

grade school students to impro+e their learning kno*ledge in the =hilippines

istory particularly on National eroes contributions to the country. The

study *ill be created using Adobe lash for the game layout and interface

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*hile the Action3cript &.$ *ill be used for the functionality and interaction of 

the actual game. lash ame *ill be published for Android de+ices. This

Android Application *ill ser+e as a useful aid for the grade school students in

learning = eroes the application *ill help the students to de+elop their 

cogniti+e skills and learning ability *hile they>re en4oying the game.

!esearchers *ill also interpret and analy-e the data using

experimentation specifically using the instrument, sur+ey 2uestionnaire for the

e+aluation of the game to ans*er the stated problem.

1.- Stud( Fraeor/ 

The thesis *ill follo* a study frame*ork that *ill be di+ided into t*o

 parts. The first part *ill focus first on de+eloping the android application that

*ill target grade & students in learning about the contributions of the

=hilippine National eroes. The second part *ill be the e+aluation of the

android application (= eroes6 by the respondents to determine the

effecti+eness of the design and helpfulness of the = eroes application to the

grade & students.

1.-.1 ,e&e#opent F#o ,ia*ra

7

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INPUT

ame layout and interface

cts and nformation about =hilippine National eroes or =ersonal information or their Contribution "pro+ided by the3toryboard for ame nteraction

Action3cript &.$ Codes

P0OCESS

!esearch on facts about =hilippi

!esearch on ho* to produce an effecti+e design of the application for=lan and Conceptuali-e the a

Create the 3toryboard for the ame

Create the ame layoutinte

=rogramming the functionality of the game using A=ublishing the ame for Androi

OUTPUT

Android ApplicationB = eroes for rade & 3tudents

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The diagram abo+e sho*s the de+elopmental process on ho* to

design and de+elop an android application nameB = eroes for rade

& 3tudents. irst, the researchers *ill gather all the necessary and

rele+ant facts and information about =hilippine National eroes and

their contribution through careful research and by coordinating *ith

the respondent>s teacher in that particular sub4ect. 3econd, the

researchers *ill carefully study *hat kind of design is best for the

game and suitable for the target audience. The researchers *ill decide

and layout the design and interface of the game using Adobe

=hotoshop, Adobe llustrator and similar soft*are. Third, the

researchers *ill plan and conceptuali-e the game play. ourth, the

researchers *ill also create a storyboard for the game interaction so the

*hole process of creating the game *ill be organi-ed. Fastly, the

researchers *ill program the game using Action 3cript &.$ codes. The

researchers *ill make sure that the game that *ill be installed for 

Android de+ices and *ill *ork perfectly, so that the ob4ecti+e of 

creating this game application *ill be achie+ed.

1.-.$ 0e'earch F#o ,ia*ra

The research diagram belo* sho*s the process of ho* the

researchers *ill determine the helpfulness of the Android ApplicationB

9

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Te'tin*

,eterine ho he#p!u# the

Android ApplicationB = eroes

Ana#(e and interpret the data

0ando Sap#in* of !espondents

nduct Sur&e( assisted by the respondents> Class Ad+iser 

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= eroes. The researchers *ill ask for the help of the respondents>

class ad+iser for the game testing of the android application (=

eroes6 as a technological medium for the grade & students. After, the

game testing the researchers *ill conduct a sur+ey assisted by the class

ad+iser of the respondents. This *ill ser+e as test "experimentation', so

the researchers can get their solid opinion about the game. The process

after getting the data is to analy-e and interpret it to kno* the

helpfulness of the android application and *hether it>s helpful or not in

learning the =hilippine National eroes and their contribution to the

country.

<

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Chapter $

0e&ie o! 0e#ated Literature

$.1 Android App#ication

Android is the Gperating 3ystem that po*ers all android de+ices. )ust

similar to Apple>s iG3 and to most desktop and laptop computers make use of 

5indo*s as operating system. Android G3 is an open source, *hich means

that a big community of organi-ations, programmers and designers keep up

and assume a part to create more current features. This all happens under the

sponsorship of oogle, *hich purchased the company "Android, nc.' that

first created the Android G3. Compared *ith iG3 of Apple, the Android G3

*orking system>s ongoing gro*th is not in+isible behind lock and key? about

9$ organi-ations are members of the group H the Gpen de+ice =artnership that

leads to further gro*th of the Android G3 *orking program "Iegun, #$%%'.

1anufacturers are free to alter the Android G3 *orking program as

they see right and fit for their gadgets. t allo*s e+ery company to make a

distinction for their gadgets from other companies that produce Android/

 po*ered de+ices by adding impro+ements.

%$

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$.1.1 Ad&anta*e' o! Android App#ication

• Android Gperating 3ystem can !un se+eral Applications at

the 3ame Time

• Android is an Gpen market place for distributing

applications? control of the selling of the application. You

can post *hene+er you *ant, as often as you *ant, and to

the clients you *ant. You can spread generally to all

marketplaces and gadgets or concentrate on particular 

sections, gadgets, or +aries of components abilities.

• Android keeps the notification noticeable on Your ome

3creen

• Android has a customi-able home screen in *hich the user 

can personali-ed the acti+e *idgets that *ill be a+ailable

and noticeable *ithout ha+ing to open an application.

• Android lets you send files to other smartphones

• Android lets you change your configurations faster.

$. 1. $ ,i'ad&anta*e' o! Android App#ication

• Android re2uires continuous nternet connection, so that the

de+ice is al*ays ready to go online to suit our needs.• Android 1arket has less control of the manager, thus

results to ac2uiring mal*ares and +iruses.

• Android applications can be easily do*nload for free, but

the conse2uence is lot of ad+ertising *ill be on display.

%%

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o*e+er, it does not interfere *ith the performance of the

application itself since ads are usually in the top or bottom

of the application.

$.1.) Ado"e F#a'h and ActionScript ).2

Adobe lash *ith Action3cript & is considered as the top tool

for creating multimedia, applications, presentations, and games on

nternet H a highly effecti+e system for creating systems, prototypes,

 pc and mobile/applications. Action3cript &.$ pro+ides a true ob4ect

oriented model for de+elopers and allo*s de+elopment of programs

*ith large data sets and ob4ect oriented reusable codes. t is also

significantly faster than its older +ersion.

Action3cript &.$ pro+idesB

• !un/time exceptions "reports more error conditions'

• !un/time types "pro+ides perform run/time type checking'

• EC1A3cript for J1F "E;J' "A3& implements E;J'

• 3ealed classes "includes the concept of sealed classes'

• 1ethod closures "to remember ob4ect instance, useful in e+ent

handling'

Action3cript &.$ includes the follo*ing ne* A=s "Application

=rogramming nterface' that gi+e the user a better control o+er ob4ects

at a lo*er le+el

%#

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interacti+e games, and those *ho play games spend an a+erage of 

about % to %. hours per day playing them relaxation "E3A, #$$'.

Children are attracted to games that support them in de+eloping the

skills needed to succeed in the game, and they like disco+eries and

construction acti+ities that help them to achie+e game Hrelated goals

"Ermi, elio@ 1ayra, #$$;'.

ames in+ol+e deep thinking? 4ust think of ho* chess is a

recogni-ed problem sol+ing exercise for imitation intelligence

 programmers "32uire, #$$#? 3teinkuehler, #$$7a'. TodayLs games are

much more compound, are designed to be learned by their players o+er 

%$, #$, or e+en #$$ hours, and con+ert sophisticated forms of thinking,

including the understanding of complex systems, the creati+e

expression *ith digital tools, and the formation and manipulation of 

social net*orks "e.g., guilds, clans' "ee, #$$;? 32uire, #$$'. or 

educators interested in learning *ith digital technologies, they are an

excellent place to examine *hat interactions are possible *ith the

mode. :ideo games are the medium of the computer representing the

most refined, po*erful, and systematically digital learning experiences

kno*n. o*e+er, if the phrase M+ideogamesM is still troubling, more

hea+y "and hence failed' labels such as Minteracti+e digital

simulations,M Mimmersi+e digital *orlds,M and Mentertainment soft*areM

might be replaced. or a number of reasons "see ent, #$$$, for an

%;

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$.$ E3Learnin* a' a too# !or Education

Technology is no* used as a tool for educating students. According to

DeCurtis and errer "#$%%', children are adapted to changing materials and

traditional educational tools to help them expand their communication skills.

These tools are prepared *ith touch screen technology and are extremely long/

lasting, making them attracti+e to younger and less agile users, they pro+ide

immediate access to a *orld of learning, entertainment, and creati+ity for 

younger children, including those *ith more speciali-ed needs.

The mobile de+ices seem spontaneous to children *ho can pick one

up, press a button, and begin controlling an app *ith +ery little direct teaching

or modeling. 3andra Cal+ert, a professor of psychology and director of the

ChildrenLs Digital 1edia Center at eorgeto*n Kni+ersity, 4ustify that the

tablet computer interface maps onto ho* young children already think and

 perform tasks, including their early action/based learning and iconic and

figurati+e representation skills "Iaute, #$%$'.

Child psychologist )ean =iaget described four stages of intellectual

de+elopment that explains ho* children understand and adapt ne*

information. These stages support *hy a tablet computer appears to be

 percepti+e for young children. is first sensorimotor stage ranging from birth

to age # highlighted a primary means of learning through a childLs senses and

motor skills.

%7

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

illustrations and enchanting musical accessory, and they explore the app

through their sense of touch. 3uccessful na+igation of the apps in+ol+e gross/

and fine/motor actions including pressing a button to acti+ate it, separating

one or t*o fingers for pointing to or tapping on the screen, holding one or 

more fingers do*n to drag items around, using t*o fingers to -oom in and out,

or s*eeping a finger across the screen, The cumulati+e motor mo+ements

 pro+ide access to interesting acti+ities *hich offer immediate sensory and

cogniti+e stimulation. "DeCurtis and errer, #$%%'.

$.$.1 Ad&anta*e' o! E3Learnin*

As of today, *ith the significant gro*th of mobile de+ices,

numerous researchers "Fam @Duan, #$%#' ha+e suggested the use of 

the smart phones and tablet de+ices for learning. There are many

 benefits as for the utili-ation of said de+ices in the learning

methodology including incitement, inspiration, rest of utili-ation,

a+ailability ":a+oula@aragiannidis, #$$'. 3uch de+ices are getting

to be profoundly significant instruments in the instructi+e procedure in

light of their appealing features "lopfer, 32uire, @ )enkins, #$$#'.

1obile de+ices are handy and reasonably priced, offering the chance

for ac2uisition *ithout restrictions and limitations, accessing

information *ith ease by using possible action offered by these

%0

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de+ices, supporting the de+elopment of digital learning, offering lots of 

opportunity for independent learning, and assisting people *ith

disabilities. 3huler "#$$<' sho*ed that applications on smartphones

and other mobile de+ices *ill most likely become the ne* means of 

teaching to students. These mobile technologies no* become part of 

the li+es of children globally and educational institutions are testing

the use of these de+ices for a +ariety of different *ays of studying and

educating goals. 3martphones and tablets are 4ust some of the ne*

emerging technologies that *ill possibly ha+e a ma4or impact on

learning and teaching in primary education ")ohnson, 3mith, 5illis,

Fe+ine, @ ay*ood, #$%%'. According to Nix "#$$', this kind of 

learning interests young students and it is +ie*ed as both an attracti+e

learning en+ironment and an amusing experience. !ushton, )uola and

Farkin "#$$<' point out the necessity for good learning circumstances

and specify that children can absorb information easily in encouraging

and positi+e learning en+ironments. These learning en+ironments let

children be responsible for their learning by simultaneously inspiring

different areas of their brain that results in healthier intellectual

de+elopment "!ushton @ Farkin, #$$%'.

$.$.$ Android App#ication a' a ediu in E3Learnin*

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for multiple de+ices and G3 according to the different screen/si-es,

resolutions, orientation "landscape or portrait', color graphics and

+ideoaudio formats is time consuming, not cost/effecti+e, and sub4ect

to different security and reliability issues.

mplementation of e/learning is increasing *orld*ide. As more

and more institutions re+ie* their e/learning programs from the

+arious dimensions of an e/learning en+ironment, *e become

increasingly more kno*ledgeable about e/learning *hich, in turn,

guides us to further in2uiry in the field. Fiterature on e/learning

 program e+aluation is naturally skimpy,rydenberg "#$$#' noted that

fe* fully de+eloped programs ha+e arri+ed at a stage *here summati+e

e+aluation is possible. To e+aluate online programs, han "#$$;'

combined the kno*ledge base from his =& model and the E/Fearning

rame*ork to de+elop a Comprehensi+e Approach to =rogram

E+aluation in Gpen and Distributed Fearning "CA=EGDF *hich can

 be pronounced as (A/=GG/DKF' model.

$.) The 4ene!it' o! Pu#e' in Ear#( Chi#dhood ,e&e#opent

=eople ha+e long kno*n that pu--les present many benefits for 

children as they de+elop. Children usually start out *ith simple knobbed

 pu--les that are outlines of simple shapes that fit into corresponding board

#$

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cutouts. rom there they go to more complex silhouettes of real *orld ob4ects

that take more consideration "Anonymous, #$%&'.

The last step that people take *ith pu--les is usually to 4igsa* pu--les of 

+arying complexity. The user is guided by an image they assemble and e+ery

time you end up *ith the same result.

http://teach.com/education-technology/the-benefits-of-puzzles-in-early-

childhood-development 

According to Teach.com, these are the three basics of *hat pu--les do for your 

child5

  Ph('ica# '/i##'  // from holding pu--le pieces and turning them

until they fit

• Co*niti&e '/i##' // as they sol+e the problems of a pu--le

• Eotiona# '/i##'  // they learn patience and are re*arded *hen

they complete the pu--le

These three basic skills are the building blocks for a *ell/rounded

 person. =u--les allo* (an opportunity for young children to focus on an

activity that has an ending ,6 completing the pleasing image "1aldonado,

#$%&'.Each of the three basics breakdo*ns further into specific skills that a

#%

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 pu--le can build for your child. >ll look at them in point form under each

heading,

Ph('ica# '/i##'

• Hand3E(e Coordination // your child *ill de+elop a keen

relationship bet*een *hat their eyes see, *hat their hands do and

*hat their brain relates to this information.

• Gro'' Motor S/i##'  // Farger pu--le pieces and stacking pu--le

games can enhance the large mo+ements of your child to the point

*here they can then *ork on their fine motor skills.

• Fine Motor S/i##' // small and precise mo+ements, such as the

mo+ement of fingers to get a pu--le piece in exactly the right spot,

are built and can lead to better hand*riting and typing skills.

Co*niti&e '/i##'

##

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• Under'tandin* the 'urroundin* or#d // there is no better *ay

for your child to gain an understanding of the *orld around them

than by letting them literally manipulate the *orld around them.

• Shape reco*nition // the first pu--les *e use are simple shapes //

triangle, s2uares and circles. rom there more complex shapes are

used until the abstract 4igsa* pu--les are used.

• Meor( // Your child has to remember the shape of pieces that

don>t fit fir *hen they *ill fit later on.

• Pro"#e 'o#&in* // Either the pu--le piece fits or it does not. Your 

child uses critical thinking skills to sol+e the pu--le and, best of all,

you can>t cheat a pu--leO

Eotiona# '/i##'

• Settin* *oa#' // The first goal is to sol+e the pu--le, the next goal

*ill be a series of strategies your child comes up *ith to sol+e the

 pu--le. 3uch as putting familiar shapes or colors in one pile for 

future reference.

• Patience // =u--les are not like sports, you can>t 4ust step up to the

 plate and s*ing until you knock it out of the park. You must

#&

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 practice patience and slo*ly *ork through the pu--le before you

reach the ending.

$.+ Characteri'tic' that a/e a *ae en*a*in*

According to 1arc=rensky"#$$%', an internationally acclaimed

thought leader, speaker, *riter, consultant, and game designer in the critical

areas of education and learning *hich is also the author of Digital ame/

Iased Fearning "1cra*/ill, #$$%'.

These are the %# characteristics that make computer games and

+ideogames engaging formillions of peopleB

1. ames are a form of !un. That gi+es us en"oyment and pleasure.

2. ames are form of p#a(. That gi+es us intense and passionate

in!ol!ement.

#. ames ha+e ru#e'. That gi+es us structure.

$. ames ha+e *oa#'. That gi+es us moti!ation.%. ames are interacti&e. That gi+es us doing.

&. ames are adapti&e. That gi+es us flow.

'. ames ha+e outcoe' and !eed"ac/. That gi+es us learning.

(. ames ha+e in 'tate'. That gi+es us ego gratification.

<. ames ha+e con!#ict6copetition6cha##en*e6oppo'ition. That gi+es

usadrenaline.

1. ames ha+e pro"#e 'o#&in* . That sparks our creati!ity.

11. ames ha+e interaction. That gi+es us social groups.

12. ames ha+e repre'entation and 'tor(. That gi+es us emotion.

$.- ,e'i*n Princip#e'

n e+ery art*ork, it can be a poster, +ideo or application, the artist

should kno* the design principles. The best designers sometimes ignore the

#;

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 principles of design. 5hen they do so, ho*e+er, there is usually some

counterbalancing +alue attained at the cost of the +iolation. Knless you are

certain of doing as *ell, it is best to accept by the principles " Fid*ell,

olden, Iutler, #$%$'.

There are 7 design principles that the artist can use to make hisher 

art*ork an effecti+e design.

• Unit( 6 Haron(. Knity is the main target of graphic design. A

design is considered unified *hen all elements are in pact.

According to 5hite "#$%$', bet*een unity and +ariety, a good

 balance must be pro+en to a+oid a chaotic or a lifeless design.

• 4a#ance. Ialance is a state of e2uali-ed *eight and rest, *hich

may not al*ays be calm. Each one of these language and pictorial

structures ser+es a different purpose "Fiikkanen@=erttula, #$$7'.

As Puinn "#$$' claimed, learning/games ha+e to be designed

 properly to incorporate commitment that integrates *ith

educational effecti+eness the challenge is to find a balance bet*een

game/play and learning purposes.

• Hierarch(. A good design features that lead the reader through

each element in order of its importance. Thus, the challenge of 

game design is to create belie+able human/like performance for 

#

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non/player characters that can adapt to player>s ability le+el and

that *ay facilitates flo* experiences "=an-oli, =eters, Dun*ell,

3anche-, =etridis, =rotopsaltis, 3cesa, @ de reitas, #$%$'.

• Sca#e 6 Proportion. Ksing the relati+e si-e of elements against

each other can attract attention to a main idea. 5hen elements are

designed larger than life, scale is being used to sho* drama.

Emotion has a tendency to play a biased role in decision/making,

logical search, interpreting functionality, or in gaining relief from

the density of a task "Fera et al, #$$0'. The role of emotion in a

game has been ackno*ledged as a key concern "erbon et al,

#$$'

• ,oinance 6 Epha'i'. Dominance is created by contrasting si-e,

 positioning, color, style, or shape. ultima, NiemelQ, =aa+ilainen,

@3aarenpQQ "#$$9' establish a familiar, relaxed and relati+ely

uncensored design en+ironment that reduces the po*er relations

 bet*een the participants and the designers "Irandt et al., #$$9'.

 

Sii#arit( 6 Contra't. Too much similarity is boring but *ithout

similarity important elements *ill not exist and an image *ithout

contrast is ordinary so the key is to find the balance bet*een

similarity and contrast. Design and e+aluation methods that place

#7

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The android application main game play *ill look like this the pu--le

 pieces scattered in the game play. The user needs to put the pieces together, in

a logical *ay, in order to arri+e at the correct solution of the pu--le and to

unlock the selected hero tri+ia and information. f the player double click the

 pu--le piece it *ill rotate until it matches the right position

n e+ery piece that *ill be placed by the user in the correct position,

the piece *ill be locked so that the user *ill kno* that it is correct.

#9

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Gnce the pu--le has been completed by the player remarks (=u--le

Complete6 *ill pop up in the screen sho*ing the o+erall progress of the player 

in the game. This consist of the time? ho* long did it take the player to finish

the game, the faster the player finish the pu--le the more star the player gets &

as the highest and % as the lo*est and each pu--le hero finished *ill earn the

 player a flag? the flag *ill unlock the finished pu--le hero tri+ia and facts.

The user *ill also ha+e the option to choose again from the selection in

*hich pu--le to build next or to unlock the tri+ia.

Gae ,e'cription

Fearning the alphabet @ the AICLs 4ust got a lot more fun. Children

can build each alphabet 4igsa* pu--le to form a happy animal related to the

letter.Teaching and learning the alphabet *ith animal *ords has ne+er been

easier or more fun for kidsO Teachers=aradise.com 3tudiosL ids AICs )igsa*

=u--les help teach fine motor skills and animal alphabet related +ocabulary

*ords. Colorful and fun pu--les pieces are easily snapped together to make

age appropriate educational 4igsa* pu--les. After the 4igsa* pu--le is

completed the animal name *ill be heard. 5ant to play againR )ust shake the

 phone to restart the pu--le or continue to the next 4igsa* pu--leO

Gae ,e&e#oper

#<

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Teachers=aradise.com *as founded in %<<< *ith the goal of becoming

the premiere destination for online teacher supplies. 3ince then, *eL+e become

much more than 4ust an online teacher store. Gur focus on customer ser+ice

has allo*ed us to expand our online selection to include teacher printables,

free coloring pages, educational soft*are, Android Apps and so much moreO f 

youLre looking for teacher supplies or classroom materials online, compare us

to other online teacher stores and online teacher resources, as *ell as general

school supplies stores. YouLll find the absolute best ser+ice and the best

selection in online shopping here at Teachers=aradise.comO

0e&ie'

The re+ie* of this gameB

There are some people *ho ha+e comments in this gameB

%. 1egan anna

 Pretty fun game My three year old loves it, she repeats the letters. It's

ind of lie a little re!ard at the end of the puzzle for them, it tellsthem the letter and !ords.

#. man=u4ono It's good application for my " years son. I did not find any problem

e#cept $ust to suggest to mae bigger on left / right buttons. %uite

difficult for me to change onto another puzzle :&

&$

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&. A oogle Kser 

reat( My " your old loves to play puzzles and this is a fun !ay for 

him to do it digitally( lad you moved the ads from the original 

location, my son !ould al!ays tap them on accident !hen he !astrying to get the puzzle pieces. It !as annoying, but the problem is

 solved(

;. )ac2ueline 1cDonald

)amsung *ab + . ont lie arro! button so close to picture that you

have to eep tapping + or " timed to get to the ne#t puzzle. verall  great game(

. Christine Ien4amin

 Pretty good overall and my toddler really lies it..but... a fe! of the

images are overly cartoon-lie and se! recognition of the animal associated. *he functionality is good, the puzzles are simple enough

but challenging enough for the age group. It has a good basis, $ust needs a fe! t!eas(

7. DeAngela Cain)izes. *he child should have options on ho! small or big theh !ant 

their puzzle pieces. ther than that my t!o year old loves it.

Tota# In'ta##' o! the *ae5

 $$,$$$ H %,$$$,$$$ users

4rain Te't 3 I: Trainin*

&%

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The game *ill ha+e a main character *ho *ill guide the player in the

game play of the android application. The character *ill sho* some tips and

hints on ho* to finish the pu--le ahead of time? it *ill be also +isible during

the pu--le game play in e+ery missing piece assembled by the player a pop up

information regarding the picture *ill be displayed on the screen.

There *ill be a timer button in the left topside of the screen? in the

android application the player is only allo*ed to play %$$ seconds per pu--le

 picture. The timer *ill sho* the remaining time of the player to finish the

 pu--le if the player doesn>t finish the pu--le the player *ill ha+e the choice to

try again or choose another picture of his choice.

The score button *ill be in the right topside of the screen? this *ill

sho* the progress of the player in e+ery right piece in the pu--le board that

*ill be placed. This *ill be an effecti+e tool for the player to be engaged in the

application

&#

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The pause button *ill stop the game and the user *ill ha+e an option to

restart the game, instructions and to go back to the main menu.

Gae ,e'cription5

FetLs be smarter *ith this challenging fun gameOIrain Test / Train your 

P is a game like Fumosity, but *ith much more fun. You *ill find you

 become much smarter *ithin only a fe* *eeks.

0e&ie'5

%. GrangeAsteriskB

 I thin the game !ith the floating shapes around the numbers is oay,

but the numbers should be in a different font, or underlined. I can't tell the difference bet!een the 0 and 1, or the 2 and . *here could be a

leaderboard, or achievements. I !ould lie to compare my score to my

 friends', but there's no system for that. I also agree that !e should beable to practice single games, instead of all three at once. I do lie the

interface, though. *he game runs smoothly, for me. I !ould 

recommend it. It's nice overall.

#. IagallagherB

 It is fun but you al!ays start from the same place. 3othing changes

 from one attempt to the ne#t. 4nd my brain profile never changes.

&. Concussion3ur+i+orB

*his 4PP needs some !or( It doesn't !or all the time. 5ou can push

the right response and nothing happens then you get a very poor score

but you have done nothing !rong()o !hat good is it to try to train your brain if you can't get the app to !or correctly6 I am deleting it 

 from my iPhone.

&&

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Gae ,e&e#oper

DapengFiu, recei+ed a bachelor>s degree in Computer 3cience from

arbin nstitute Gf Technology Kni+ersity, in #$$, then he proceeded to get

his master>s degree in 3oft*are Engineering from =eking Kni+ersity, in #$$9.

5hile he *as doing his master>s degree, he started *orking at

Tigerno*s in #$$0, *here he *as !esponsible for de+elopment of Tiger1ap

application ser+er, and in #$%# he 4oined %$%game to become the company>s

CTG.

Lo*o :ui

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n the android application there are +arieties of pictures of the

=hilippine National eroes in thumbnail si-e so the player *ill ha+e the

option to choose *hat pu--le picture to build first. Gnce the player has

accomplished the build pu--le picture a star *ill be sho*n in the thumbnail of 

the picture.

Gae ,e'cription

• uess the brands *ith S% Fogo Pui-O

• Fogo Pui- is a free game full of fun that consists on guessing the

names of hundreds of logos from different companies.

• 5e can see +arious company logos e+ery day and e+ery*here.

Gn T:, *alking along the street, in maga-ines ... simply

e+ery*hereO

• o* many of brand logos can you guessR

• 1ore than % $$$ logos are a+ailable for you to guess in o+er %7

exciting le+els.

• 1ore than ; $$$ $$$ do*nloads around the *orldO Thank youO

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The application *as created in such a *ay that the users *ill be able to

learn *ith an ease. n order to create an application that is suitable for learning,

the factors such as the design rationale, typography rationale and the color

rationale *ere taken into important consideration.

lat Design or lat K has been one of the most talked about trends in

*eb and user interface today. t has fre2uently been compared *ith

skeuomorphic design, because of its completely opposite principles and style.

lat design is a minimalistic design approach that emphasi-es usability. t

features clean, open space, crisp edges, bright colours and t*o/dimensionalflat

illustrations. "1ay, #$%;'

1icrosoft *as one of the first to apply this design style to its interface.

nstead of con+erting a real/life ob4ect, such as a calendar, into a tiny realistic

illustration, ad+ocates of flat design identify apps *ith simple, icon/like

images.

n flat design, ornamental elements are +ie*ed as unnecessary clutter.

f an aspect ser+es no functional purpose, itLs a distraction from user 

experience. This is the reason for the minimalistic nature of flat design.

o*e+er, 4ust because it lacks any flashy design doesnLt mean this style is

 boring. Iright, contrasting colours make illustrations and buttons pop from

&0

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 backgrounds, easily grab attention, and guide the userLs eye. The purpose of 

minimalistic imagery also contributes to flat designLs functional character

1oreo+er, lat Design is Puick to grasp. 3imple images con+ey

messages more 2uickly than detailed illustrations. mages like icons can indicate

uni+ersal actions or purposes so that e+eryone can easily understand them.

lat K design focuses on the content. The content is focused on through

the *ise use of typography. radient, textures, drop shado*s and other +isual

noise are all remo+ed in this design language.

This means that the K is made for the users> understanding and help. The

users are able to interact *ith the content, but K must ne+er compete *ith the

content. or the userLs delight and +itality, animations are added.

To design an effecti+e flat K, all design elements must be centered on this

idea of simplicity. 3olid, +i+id colours gi+e aspects the emphasis needed to set

them apart in place of illustrati+e detail? sans serif typography pro+ides a clean,

crisp supplement to illustrations? text is concise and to/the/point? K elements like

 buttons and links are clear and noticeable. E+erything should be designed *ith the

same goal in mind to create a cohesi+e +isual and functional android app design.

2.8 Typography Rationale 

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

surface "=ekta, #$$%'. n today>s *orld, type is no longer read only in print,

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 but also in a multitude of screen/based en+ironments, including computers,

smart phones, tablets and e/readers. Content is +ie*ed on a range of media of

the +ie*er>s choosing. =eople +isit *ebsites on their tablets and smart phones?

they read e/books on computers as *ell as mobile de+ices. This array of

(deli+ery mechanisms6 adds a dimension of complexity to the designer>s 4ob.

n relation to lat K Design, *here the more important thing is the

content, the text is expected to be clean and crisp. !eadability is the first factor

to consider. t is important to kno* *here the text should be read because

 printed material is different from materials on computer screen. 3tudies sho*

that sans serif characters are much more readable than the serif characters on

the digital screen "Erdoan, #$$9'. This is *hy *ebsites usually use this type of

font. KserLs perception is +ery important because it affects the encoding.

Fegibility and readability of the content are the keys to engage and hold the

reader>s attention. Typefaces from different font families must not be used at

the same time, especially in screen oriented en+ironments for the userLs

 perception. "Iurger, %<<&'. :ariety can still be made, but not by using different

font families. Iold and italic are some examples of +ariations that can be

applied. Aside from the readability and legibility of the content,

it is also important to consider who the target audience is and

choose the font that is appropriate for them.

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Fonts used:

Big John

PH HEROES

(Used for Titles and Headers)

Slim Joe

PH HEROES

(Used for contents and information)

;$

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$.< S(nthe'i'

Android is the Gperating 3ystem that po*ers all android de+ices. )ust

similar to Apple>s iG3 and to most desktop and laptop computers make use of 

5indo*s as operating system. Android G3 is an open source, *hich means

that a big community of organi-ations, programmers and designers keep up

and assume a part to create more current features. This all happens under the

sponsorship of oogle, *hich purchased the company "Android, nc.' that

first created the Android G3. Compared *ith iG3 of Apple, the Android G3

*orking system>s ongoing gro*th is not in+isible behind lock and key? about

9$ organi-ations are members of the group H the Gpen de+ice =artnership that

leads to further gro*th of the Android G3 *orking program "Iegun, #$%%'.

The ad+antages of Android Application are first, can run se+eral

applications at the same time. 3econd, it is an open market place for 

distributing applications. Third, keeps the notification noticeable on your 

home screen. ourth, it has a customi-able home screen in *hich the user can

 personali-e the acti+e *idgets. ifth, it lets you send files to other 

smartphones. And lastly, it lets you change your configurations faster.

The disad+antages of Android Application is first, Android re2uires

continuous nternet connection, so that the de+ice is al*ays ready to go online

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to suit our needs. 3econd, Android 1arket has less control of the manager,

thus results to ac2uiring mal*ares and +iruses. Fastly, Android applications

can be easily do*nload for free, but the conse2uence is lot of ad+ertising *ill

 be on display.

Adobe lash *ith Action3cript &.$ is considered as the top tool for 

creating multimedia, applications, presentations, and games on nternet H a

highly effecti+e system for creating systems, prototypes, pc and mobile/

applications. Action3cript &.$ pro+ides a true ob4ect oriented model for 

de+elopers and allo*s de+elopment of programs *ith large data sets and

ob4ect oriented reusable codes. t is also significantly faster than its older 

+ersion.

nteracti+e games are po*erful en+ironments for learning. !esearch

consistently finds that players learn ne* skills, kno*ledge, insights, attitudes

or e+en beha+iors in games that challenge them to think, explore, and respond

"Fieberman, #$$%'. ormer CC Commissioner Nicholas )ohnson>s famous

2uotation made decades ago about the effects of tele+ision, and substituting

interacti+e (gamesB for (tele+ision6, it is fair to say that (All games are

educational games. nteracti+e games can moti+ate people to learn, including

those *ho at first are not particularly interested in the sub4ect matter 

"Fepper@enderlong, #$$$'.

Technology is no* used as a tool for educating students. According to

DeCurtis and errer "#$%%', children are adapted to changing materials and

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cause significant alignment issues not only in terms of readability and

resolution, but also in terms of the effecti+eness of content transmission.

n e+ery art*ork, it can be a poster, +ideo or application that the artist

should kno* the design principles. The best designers sometimes ignore the

 principles of design. 5hen they do so, ho*e+er, there is usually some

counterbalancing +alue attained at the cost of the +iolation. Knless you are

certain of doing as *ell, it is best to accept by the principles "Fid*ell, olden,

Iutler, #$%$'.

There are %# characteristics that make computer games and

+ideogames engaging for millions of people. irst, games are a form of fun.

3econd, games are form of play. Third, games ha+e rules. ourth, games ha+e

goals. ifth, games are interacti+e. 3ixth, games are adapti+e. 3e+enth, games

ha+e outcomes and feedback. Eight, games ha+e *in states. Ninth, games ha+e

conflictcompetitionchallengeopposition. Tenth, games ha+e problem

sol+ing. Ele+enth, games ha+e interaction. And lastly, games ha+e

representation and story.

=eople ha+e long kno*n that pu--les present many benefits for 

children as they de+elop. Children usually start out *ith simple knobbed

 pu--les that are outlines of simple shapes that fit into corresponding board

cutouts. rom there they go to more complex silhouettes of real *orld ob4ects

that take more consideration "Anonymous, #$%&'.

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Poor#( de'i*ned Acti&itie'  H simple sedentary acti+ities that

contribute little in children>s learning.

?er( poor#( de'i*ned acti&itie'  H cause considerable damage to

children either through strengthening the aggressi+e or antisocial

 beha+ior.

Android H an operating system based on te open Finux ernel. t is an

open source that de+elopers can modify and customi-e the GD for each

 phone.

App#ication H is a program or group of programs that is designed for 

the end user.

Ado"e F#a'h H is a multimedia and soft*are platform used for creating

+ector graphics, animation, games and rich nternet applications

"!As' that can be +ie*ed, played and executed in Adobe lash =layer.

ActionScript H is an ob4ect/oriented programming language originally

de+eloped by 1acromedia nc. "no* o*ned by Adobe 3ystems'.

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data collection *ill happen exactly in the classroom of the grade & students

during their history class.

).) 0e'earch Participant'

The participants for testing the game *ill be all of the grade & students

of 3aint )oseph Academy of :alen-uela City specifically && grade & students

*hose age ranges from 9/< years old. The basis of these respondents is based

on the follo*ing computation *ith a <8 confidence le+el, 8 margin error,

and 7$ for the estimated population of the grade & students in 3aint )oseph

Academy of :alen-uela

x "-#'/"stdde+'"%/ stdde+'"margin of error'#

sample si-e "x "% U "x/%pop''

*here - %.7, stdde+ $., margin of error.$9, and pop7$

=articipants *ill be identified and chosen using the purposi+e sampling

techni2ue. =urposi+e sampling is the process of recruiting participants *ho

appear to be +aluable sources of information, as opposed to random sample

"Fiamputtong and E--y, #$$'.

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).+ 0e'earch In'truent'

The researchers *ill use a particular instruments and tools to determine

the +ariables and techni2ues for this studyB

).+.1 Pre3Te'tin*

The researchers *ill do a pre/test to determine the 2uestions for 

the game. The teachers *ill aid in the de+elopment of 2uestions about

the researcher>s game = eroes that *ill be asked in the nter+ie* to

collect of data "2uestions about the ilipino eroes and other historical

facts'. t *ill also determine the 2uestions to be included in the

2uestionnaire for the actual data collection "testing the helpfulness'

after the game has been de+eloped. 

"Knder ata to ng De+elopmental =rocedures'

&.;.% nter+ie*

The researchers *ill inter+ie* the teacher of the rade &

students that *ill guide them to de+elop the android application specifically on

the content of the researcher>s game = eroes from the heroes to be included

in the android application, their information or facts and the 2ui- that *ill be

taken by the grade & students is under the super+ision and appro+al of the

rade & 3tudent Teacher in Araling =anlipunan.

3.4.2 Books

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 The two books the researchers used in the content

of the android application is referred b the !rade

3 teacher" The !reat #ilipino Heroes

$Supple%entar for the Students& written b '.(.

Batabulani and People) Places) and E*ents in the

Philippines written b (a. Stella S. +i,ardo and

-arolina P. anao for !rade 3 +e*el.

).+.) Li/ert Sca#e 6 Picto*ra

The researchers *ill also utili-e Fikert scale to gather more

specific data that are not 4ust ans*erable by yes or no. The respondents

can ans*er %/ by using different smileys *ith corresponding +alues.

The researchers *ill ask the class ad+iser respondents> if they can

assist the researchers *hile conducting the focus group.

Fikert 3cale "sub4ect to change'B

V%WStron*#( ,i'a*ree

V#W ,i'a*ree

V&W Neither A*ree nor

,i'a*ree

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V;W A*ree

VW Stron*#( A*ree

 8iert )cale

The researchers *ill be using likert scale to determine if the

application is effecti+e as a learning tool to the respondents. They also

*ant to kno* if the respondents can get kno*ledge from the game and

if the game is helpful in kno*ing the facts about = eroes.

).+.+ Gae App#ication

The researchers *ill use the Android Application = eroes

that they *ill be created using Adobe lash and Action3cript &.$ that

the researchers *ill need to de+elop first. The flash game *ill be

 published into an android app and installed on tablets that *ill be

 pro+ided by the researchers for game testing. This is the most

important instrument of this research because this is *hat the

researchers *ill try to e+aluate, if the android app that *ill be produced

is helpful or not in teaching grade & students in their sub4ect Araling

=anlipunan that is focused on =hilippine heroes.

).+.- 0ecordin* ,e&ice'

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 The researchers will use recordin/ de*ices) like

S+R and a recorder to record the entire focus /roup for

the researchers to ha*e the e*idence that real results

are stated in the docu%entation part and

e0peri%entation occurred in Saint 1osephs 'cade% of 

alen,uela -it. This will help the researchers in the anal,in/ the

data fro% each student in ter%s of their opinion)

perception in the /a%e PH Heroes" for the researchers

can pla back the *ideo and recorder so that nothin/

will be %issed.

).+.7 E&a#uation For

This *ill determine the helpfulness of the android application.

The 2uestions are close ended using the likert scale. as the strongly

agree and % as the strongly disagree.

).- Creati&e Proce''

%. =reparation

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

art*ork. t depends on him if it is a painting, *ord or anything that can be

an art. e should kno* his aiming goal, research and thoughts on ho* to

 build that kind of art in his mind.

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#. Conceptuali-ation

The creator *ill no* ha+e the concept about the design or looks of 

his art. e *ill use his imagination to construct or create his art*ork. e

should also conceptuali-e the possible output of his idea in order for the

audience kno*s on *hat to expect in his art*ork.

&. Collaboration

The creator *ill put together all the ideas and things he has

 prepared and conceptuali-ed to finali-ed the art*ork he *ants. All his ideas

and information gathered *ill be in one art*ork.

;. E+aluation

The creator *ill e+aluate his finished art*ork. e may consult *ith

his friends or someone *ho is into art to gi+e suggestions or comment on

his finished art*ork. The creator should accept the comments of his

consultants to make changes if ha+e and make it better for the audience

*ould appreciate it more.

. mplementation

The creator *ill implement the changes gi+en to him and finali-ed

the final output of his art*ork. After his done *ith the ad4ustments, he can

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sho* it to the public and it depends on them if they *ill like or *ill sho*

no interest in his finished art*ork. e should accept the crimination to

impro+e his skills in art.

).7 ,e&e#openta# Procedure'

n order to de+elop the application properly, the researchers *ill follo*

a certain de+elopmental procedures. These procedures *ill make sure that the

application *ill be de+eloped properly and each phases of the de+elopment

*ill be tested to lessen the errors and inconsistent process of the actual game

de+elopment.

).+.1 Gae Content

The content of the game *ill be coming from the teacher of the

grade & school students *hich is about the =hilippine eroesB personal

information and significant contribution. The researchers *ill

incorporate these lessons to the game carefully so the students can

really learn from the game.

As for the initial plan for the game, for e+ery correct mo+e of 

the player the symbol of the tri+ia *ill be displayed in the game after 

completing the selected pu--le the player can access the information or 

tri+ia about the hero.

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).+.$ Gae Screen La(out

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 ;inal ame )creen 8ayout< colors, fonts, design

The final game screen layout of the android application. This

*as carefully researched by the researchers, the game play, design and

layout of the android application is based on the existing games

discussed in Chapter #. The game is more focused on pro+iding facts

and information. The genre of the game is pu--le, and it>s more like a

 4igsa* pu--le. The goal of the game is for the player to completely

 build the pu--le to learn ne* facts and information about the hero for 

e+ery pu--le completed that *ill unlock the tri+ia facts about the

 pu--le hero selected by the user. The game has %$ pu--les meaning

there are also %$ =hilippine heroes that *ill be included in the game as

content and %$ tri+ia to be unlocked as *ell. The player can choose

*hat pu--le to build first. The researchers also included an instruction

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 before the start of the game after reading the instruction the player can

 proceed to the actual game. The player can pause the pu--le anytime

and go back to play the game or exit the game. The game *ill help the

user to de+elop their young brain and as *ell to help the user 

concentrate for there is a time needed for the pu--le to be finished,

after the player finished the selected pu--le a remarks *ill appear then

the tri+ia *ill be unlocked this *ill ser+e as a re+ie* for the student

 before taking the 2ui-. After all of the pu--le *as completed the player 

can finally take the 2ui- that *ill assessed if the android app is

effecti+e as a tool for the children learning. The features of the game

*ill also be based in the related literatures.

).+.) Gae F#o

The Android ApplicationB = eroes, 1ain 1enu 3creen *ill

 be the first screen in the game? the player has # buttons to select the

=lay Iutton and Credits. f the player chooses to start the ame a

different screen *ill appear, the player can choose a pu--le to be build

there are %$ pictures of national heroes to be build, then an instruction

on ho* to play the game *ill appear and a next button. 5hen the

 player selected the next button the game *ill *ill start? there are

elements in the design of the game? time, pause button, pu--le pieces

and the symbol of the tri+ia. The player has %$$ seconds to finish the

game, the pause button? gi+es the player the option to go back to the

game or end the game. The pu--le pieces are in random position, the

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 player needs to double tap the pu--le piece to get its correct position.

Fastly, the symbol of the tri+ia collected by the player, there are <

 pu--le pieces to be placed by the user and for e+ery odd number the

 player *ill get a tri+ia.f the player completed the pu--le a remarks screen *ill appear 

he *ill get a star depends on ho* fast did it take to complete the pu--le

& as the highest and % as the lo*est, for e+ery pu--le completed by the

user the tri+ia and information about the completed pu--le hero *ill be

unlocked or accessed by the player and the user *ill ha+e the option to

go back to the selection of the pu--le or to read the tri+ia and

information about the hero.f the player didn>t able to finish the game on time he can retry

the game or choose another pu--le to be build. The star collected by

the player in the remarks *ill appear on the thumbnail of the pu--le.

n the tri+ia, there *ill be a picture of the information and a text

that can easily be understand by the rade & student.

The 2ui- *ill consist of %$ 2uestions it *ill be a multiple

choice, & choices and like the pu--le it has a timer the player must

finish the 2ui- before the timer ends. At the end of the 2ui- it *ill sho*

the final score of the player.

YKN DA!A1 NAFAN KN KFAN EE BD

).; ,ata Co##ection Procedure'

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The study *ill ha+e a sample si-e of && grade & students both male and

female from 3aint )oseph>s Academy. The study *ill disregard grade &

students *ho are 9 years old belo* and < years old abo+e. To collect the dataB

first, the ad+iser of the students *ill assist the students in instructing the

students on ho* to play the game, the researchers *ill gi+e the respondents

enough time to play the game. The game testing as part of the experimentation

is in a closed room en+ironment and because the researcher de+ices are

limited the respondents *ill be experimented in the control en+ironment

ha+ing 9 students at a time. After testing the game, the researchers *ill gi+e

the respondent an e+aluation form consisting of %$ 2uestions on ho* helpful

the android applicationB (= eroes6 for the grade & students> that is

ans*erable by Fikert scale, *ith as strongly agree and % as the strongly

disagree and because the respondents are grade & students, the 2uestionnaire

*ill be represent in a pictorial scale for better appreciation and understanding

of the 2uestions to be ask by the researcher. After all data are carefully

gathered, the researchers *ill then tally the results.

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).@ ,ata Ana#('i'

To determine the helpfulness of the Android application for the grade &

students in learning in their sub4ect Araling =anlipunan, the collected data

from the e+aluation form *ill be e+aluated using descripti+e statistics mean,

fre2uency distribution, and percentage to compare, interpret and analy-e the

data of the respondents. raphs *ill be used to clearly present and broaden the

understanding of the results.

Percenta*e5 This *as used to compare the fre2uency of respondents to total

number of respondents and to describe the profile of the responses.

Arithetic Mean5 This *as used to option responses for 2uantitati+e analysis

since responses or options in the 2uestionnaire are 2ualitati+e.

Li/ert Sca#e5  The other items *ill be interpreted using as basis for 

interpretation, the /point rating scale *ith a boundary of numbers on arbitrary

mode a follo*sB

0an*e =ei*ht Interpretation

.$$ H ;.$ 3trongly Agree

;.$$ H &.9 ; Agree

&.9; H &.$ &

 Neither Agree nor

Disagree

&.; H #.$$ # Disagree

%.9 H %.$$ % 3trongly Disagree

0atin*5

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Pu#e

Tie 0eainin*

Star

'

Interpretation

7% s H <$ s & ast

&% s H 7$ s # Normal

% s H &$ s % 3lo*

$ s $ ailed

:ui

Score 0ear/'

9/%$ Excellent

/0 ood

#/; Nice Try

$/% Ietter Fuck Next Time

CHAPTE0 I?

Pre'entation Ana#('i' and Interpretation o! ,ata

+.1. Ana#('i' and E&a#uation o! ,ata

To determine *hether = eroes Xfeatures *ere helpful and effecti+e for 

learning, the researchers pro+ided 2uestionnaires for the rade & 3tudents to

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ans*er after the testing of the android application. The researchers use re2uency

Distribution to tally the results of the =ost/Test

+.$. Po't3Te'tin*

The data *ere gathered from one section of rade & 3tudents in 3aint

)oseph Academy of :alen-uela, *hich consist of thirty/three students. The

ob4ecti+e of this testing is to kno* the effecti+eness of the design and to determine

ho* helpful the Android ApplicationB = eroes for the respondents learning. The

follo*ing are the results gathered in the post/testing.

Suar( o! the 0e'u#t'

3trongly

Agree

Agree Neither  

AgreeDisagree

Disagree 3trongly

Disagree

Puestion % &% # $ $ $

Puestion # #% %% $ $ %

Puestion & #$ < & $ %Puestion ; % 0 %$ $ %

Puestion #; < $ $ $

Puestion 7 # & $ $

Puestion 0 #7 0 $ $ $

Puestion 9 %< %% & $ $

Puestion < %7 %% $ %

Puestion %$ #$ %$ $ $ &

Iased on the result of the test, the researchers ha+e disco+ered that most of

the participants ga+e a +ery positi+e response to the = eroes Android App. Iy

seeing the table, it sho*s that in any of the %$ 2uestions most of them ans*ered

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(3trongly Agree6 and (Agree6, though there are students *ho are honest enough to

tell *here or *hat features of the game needs impro+ement.

According to the chart belo*, it is +ery ob+ious that most of the students

strongly agreed and agreed that the android app is good, fun, interesting,

informati+e and good for learning. Although in the 2uestion number ;, it appears

that many of the students had a hard time finishing the pu--le game *ithin a

limited time of <$ seconds. G+erall, the participants ga+e positi+e response to the

= eroes Android Application.

Stron/l '/ree

'/ree

5either '/ree6 isa/ree

isa/ree

Stron/l isa/ree

+.) Indi&idua# :ue'tion' Interpretation

:UESTIONS

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:ue'tion 15 The *ae a' en%o(a"#e

Stron/l '/ree '/ree

5either '/ree6

isa/ree

isa/ree

Stron/l isa/ree

0e'u#t5

3trongly Agree &%

Agree #

 Neither Agree nor Disagree $

Disagree $

3trongly Disagree $

Ana#('i'5

The results sho* that all of the students had fun *hile playing the

game.&% out of &&studentsstrongly agreed that the application is en4oyable

*hile# out of && 4ust agreed to it. The researchers think that the features of

the game are *ell appropriate for their age and these features really made

this Android app truly en4oyable for them.

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:ue'tion $5 The *ae a' intere'tin*

Stron/l '/ree '/ree5either '/ree6

isa/ree

isa/ree

Stron/l isa/ree

0e'u#t5

3trongly Agree #%

Agree %%

 Neither Agree nor Disagree $

Disagree $

3trongly Disagree %

Ana#('i'5

The results sho* that %% out of && students agreed that the game is

interesting *hile #% out of && strongly agreed that the game is interesting.

5ith the results, the researchers obser+ed that playing on mobile tablets is

really exciting and interesting for children no matter *hat. The researchers

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of && students neither agree nor disagree if the instructions *ere clear and %

out of && students had a hard time to understand the instructions in the

game. The researchers obser+ed that some students can use the app *ithout

a lot of detailed instructions on ho* to use it *hile some other needs more

detailed instructions that are easy to understand for their age. The game

only has # instructionsB "%' ho* to play the pu--le game, and "#' ho* to

ans*er the 2ui-. The lesser instructions caused confusion to one of the

 participants.

:ue'tion +5 The *aep#a( a' proper#( #a(out

Stron/l '/ree

'/ree

5either '/ree6 isa/ree

isa/ree

Stron/l isa/ree

0e'u#t5

3trongly Agree %

Agree 0

 Neither Agree nor Disagree %$

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Disagree $

3trongly Disagree %

Ana#('i'5

The results sho* that 0 out of && students agreed that there *ere

enough time for them to play the pu--le game and ans*er the 2ui- game.

% out of && students strongly agreed that they had enough time to play and

ans*er the 2ui- game. %$ out of && neither agree nor disagree if there *ere

enough time in the game. Fastly, % out of && students strongly disagreed

that there *ere enough time.

The researchers *anted to challenge the students to finish each

 pu--le game in 4ust <$ seconds in order for them to gain and collect stars at

the end of e+ery pu--le. n a game, you either *in or lose and so the

students *ho ha+e failed to complete a pu--le might say that the time is not

enough *hile the others *ho didn>t ha+e a hard time finishing the pu--le

might say that the time is enough to complete a pu--le *ith a lot of stars as

a re*ard.

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:ue'tion -5 The de'i*n o! the *ae a' *ood

Stron/l '/ree

'/ree

5either '/ree6 isa/ree

isa/ree

Stron/l isa/ree

0e'u#t5

3trongly Agree #;

Agree <

 Neither Agree nor Disagree $

Disagree $

3trongly Disagree $

Ana#('i'5

The results sho* that < out of && students agreed that the design of 

the game *as good *hile #; out of && students strongly agreed that the

design of game *as 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.

:ue'tion 75 The *ae a' u'e!u# !or #earnin*

Stron/l '/ree

'/ree

5either '/ree6 isa/ree

isa/ree

Stron/l isa/ree

0e'u#t5

3trongly Agree #

Agree

 Neither Agree nor Disagree &

Disagree $

3trongly Disagree $

Ana#('i'5

The graph sho*s that out of && students agreed that the game *as

useful for learning. # out of && strongly agreed to it and & out of &&

neither agree nor disagree that the = eroes> *as helpful for them in

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learning a particular sub4ect. The researchers think that the right amount of 

information, +isuals and features made this useful enough for learning.

:ue'tion ;5 It he#ped to recap the pre&iou' #e''on'

Stron/l '/ree

'/ree

5either '/ree6 isa/ree

isa/ree

Stron/l isa/ree

0e'u#t5

3trongly Agree #7

Agree 0

 Neither Agree nor Disagree $

Disagree $

3trongly Disagree $

Ana#('i'5

The graph sho*s that 0 out of && students agreed that they *ere

able to learn ne* things from the game *hile #7 out of && strongly agreed

that the game *as able to gi+e them ne* learning *hile playing. The 2ui-

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that is embedded in the game can support these results *ith all of their 

2ui--es ha+ing an a+erage score of 0 out of %$, *hich is good, and abo+e

the passing mark for grade schools.

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friendly. t goes to sho* that the application *as generally easy to use

 based on the response of the respondents.

:ue'tion 125 The tri&ia ere re#e&ant and he#p!u# to an'er the Bue'tion' in

the Bui

Stron/l '/ree

'/ree

5either '/ree6 isa/ree

isa/ree

Stron/l isa/ree

0e'u#t5

3trongly Agree #$

Agree %$

 Neither Agree nor Disagree &

Disagree $

3trongly Disagree $

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Ana#('i'5

The graph sho*s that %$ out of && agreed that the information

learned in the game *as helpful to ans*er the 2uestions after*ards. #$ out

of && strongly agreed that the information *as helpful to ans*er the

2uestions. & out of && neither agreed nor disagreed to it.

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CHAPTE0 -

CONCLUSION AN, 0ECOMMEN,ATIONS

-.1. Conc#u'ion

The t*o ob4ecti+es of the research study *ereB "%' to kno* *hat are the

features to include in the = eroes Android Application? "#' to determine ho*

helpful = eroes for the grade school students learning. Ioth of these 2uestions

*ere ans*ered by the post testing, sur+ey results. t sho*s that the rade 3chool

3tudents find the Android Application helpful for their learning and the feature that

*as included in the Android Application make it suitable for grade school students

to be interested in the game.

The results of the post testing sur+ey sho*s that almost all of the

rade 3chool 3tudents appreciated the application from its design, game play,

functionality, sounds and information. Although some of them at first find it

hard to sol+e the pu--le, but later on as they continue to play the pu--le they

soon reali-e the techni2ues in playing the game.

Stron/l '/ree '/ree 5either '/ree6 isa/ree isa/ree Stron/l isa/ree

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The rade & students became so excited as soon as the researchers

discussed *hat the android app is all about and demonstrate *hat they are

going to do *ith it. 1ost of them +olunteered to play and test the application

first. The researchers think that the students *ere attracted by the design and

the animation of the game at the beginning specifically in the loading screen

and main menu part of the app. The researchers obser+e that the students are

familiar to a (4igsa* pu--le game6 so it *as not hard for them to understand

ho* the game *orks. The students liked the functionality of the game and the

fact that it>s user/friendly. The students also like the badge re*ard system of 

the game. The researchers learn that the students are so eager to finish a pu--le

as fast as they can in order for them to collect stars. The researchers think that

students are more moti+ated to learn *hile playing. The researchers obser+ed

that the students became really interested about the topic (=hilippine eroes6

that they re+ie*ed almost all of the tri+ia that they ha+e collected *hile

 playing pu--les. The students *ere +ery focus on *hat they *ere doing, from

completing all the pu--les to reading the tri+ia up to taking the short 2ui- that

are all embedded in the = eroes Android Application. The researchers also

think that factors like background music and sound effects also added to their 

interest of playing and learning more *ith the application.

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-.$ 0ecoendation

The follo*ing are the recommendations of the researchers for future

researchers guidelines on ho* to de+elop the Android ApplicationB = eroes

e+en more that *ill impro+e its functionality, design and o+erall use for the

 benefit of the rade 3chool 3tudents learning.

%. The design of the game must be impro+ed, all of the pictures must

 be +ectored or done by the researchers and not from the internet, so

that no one *ill be credited or no copyright issues *ill be

encountered by the researchers once it *as distributed.

#. The android application *ill be more educational if there *ill be a

main character that *ill gi+e the introduction of the game and help

the player in completing the pu--le by gi+ing some tips and the

main character can also narrate the information or tri+ia for each

hero.

&. The study can be a guide or reference for future researchers on ho*

to de+eloped and designs an android application for grade school

students.

;. The application can be updated for /%# education.

9#

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. The nformation or Tri+ia must be animated so that it *ill entertain

and catch the attention of the grade school students at the same

time feed them information that *ill educate them.

7. The sound of the android application, the researchers only used one

sound and it is looped in all of the stages of the game. The

researchers *ants to impro+e this if there are more time in the

de+elopmental of the android application, Fike changing the sound

of the game as the player goes to different stages of the game.

0. The android application responsi+eness and performance can

further be impro+ed by fixing the codes in+ol+ed in the creation of 

the application. urther research can be done in order to impro+e

the 2uality of the application in terms of its animation, transition

and the actual logic of the application itself.

9. This android application *ill also be beneficial for G3 users if it

*ill be compatible in their de+ice making it open for G3 users

makes the android application more helpful not 4ust for android

users but also for G3 users.

<. !eleasing the android application and uploading it in oogle =lay

or the Apple 3tore.

9&

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