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Submitted by:
Baniqued, Harold
Haboc, Jessie
Ubang, Alvin
Table of Contents
1.1 Introduction
Proposed Application.
Recommendation
5.1 Summary....
5.2 Conclusion
5.3 Recommendation.
Chapter 1
1.1 Introduction
Our game named Ice scramble (Word Game Puzzle) is a game which you
will rearrange the letters to make a word. The longer the word you make the bigger
the score youll get. The twist is that you have to hurry up because there will be a
time limit depending on the level. This game will test your vocabulary and
based learning could be the best way to trigger student`s learning. In addition , it
has been reported that a game-based learning approach might provide a good
development , and further foster their higher order thinking ability and also
computer games are able to boost motivation owing to some characteristics, such
We all know that children love to play. Its how they learn. Creating block
towers teaches spatial reasoning and motor skills. Playing Crazy Eights and
Monopoly help develop logical reasoning abilities. Adults need to play too but
dont seem to get enough of it. Our brains are stimulated by the unique challenges
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
games and logic puzzles are boosts brain activity, provides emotional satisfaction
slow the decline and reduce the risk for dementia, improves concentration and
reduces boredom.
The reason behind that development of our game which is called Ice
Scramble (World Game Puzzle) is that we must satisfy the people or meet their
expectation. Another reason is that we want to develop the skills of the people
especially the students such as their logical, analytical and critical thinking skills.
We must say that our proposed project can be a substitute in teaching because we
believe that logical games can improved their minds in many ways.
The proposed game has features that can be easily to operate and it has only a
simple rules.
Figure 1 shows the logical structure of the proposed game the Ice Scramble
(World Game Puzzle). It starts from the input that includes the profile of the
construct device. In process, we used survey questionnaires that have been validated to
gather data to obtain the results and analysis from the participants perception, and also to
be able to build a device, designing and coding should be done to make sure that the
device is assembled properly and to come-up with a workable design and device testing,
and experimentation should be done. Finally, after all the processes we developed the E-
FEEDBACK
Figure 1
Research Paradigm
With the concern about the possible effects of android games to children
In terms of education it can be helpful but on the other side there is bad
effect which is the students can focus only on the game and not in what
should be learned.
In terms of entertainment, it helps the people to have some past time
when they are bored but on the other side it can lead to addiction on
The aim of the proposed game is to develop a game that can be helpful in
The main purpose of the research is to find new technology to help the
Its not only for the children but also for the adults because the game
Scope
Limitations
This study will be valuable and significant to children, parents, readers and future
researchers.
the future researches for them to have a basis for their future research
Logic Games
Adroid Game
Critical Thinking .
Puzzle
Chapter 2
self-educate if you can facilitate their introduction to topics they might like in a
context that they already find exciting and engaging. Tangential Learning is the
but the distinction between Educational and Entertainment based video games are
so vast that they are almost completely two separate industries - Educational
games have sacrificed the fun element in their games while Entertainment has
then lost its educational value, and such issue can be solved for both set of video
especially when one realizes that games naturally lead themselves toward inquiry
concept of learning.
more powerful than listening to what any teacher has to say. Educational
innovations are emerging from all sorts of places including the much-maligned
world of video games. The benefits of interactive activities for learning make video
shared experience that allows for teaching and learning opportunities that are not
always available in traditional settings. Students are able to learn and educate
In designing educational video games, Denis and Jouvelot stated that the
failed to meet expectations due to obstacles such as games being too simplistic,
repetitive, patronizing, and having limited and poorly designed tasks. Edutainment
calls for linear progression and repetitive exercises to help enforce ideas, while
educational games require higher order thinking with content that engages the
context, a reward system, and interactive cues that provide the player with
feedback.
One such element is motivation. Several explanations for the compelling nature
of games are offered, such as narrative context, goals and rewards, and the act
of playing itself. Dickey states that design strategies that lead to engagement
interaction with other players. On motivations role in learning, Denis and Jouvelot
also state that Motivation also leads to the activation of efficient cognitive
Chapter 3
For the purpose of this study, the researchers will be using the Descriptive
and Survey methods. The main idea behind the Descriptive method is to define an
The population that we will be using in this study will consist of students
aged 13 to 19 years old and currently enrolled in the second semester at ACLC
College Taguig, for the school year 2016 2017. A number of 50 students from
For the purpose of this study, the data will be collected using a survey
questionnaire. The survey was created using suitable questions from related
questionnaires were divided into two parts; the Pre-evaluation Survey Form and
before they were allowed to play the game. The survey consisted of questions
regarding their personal opinions and thoughts about video games in general.
Afterwards, they will be asked to answer the Post-evaluation Survey questions that
thoughts about the game Mr. E: Adventures in the Lost Island of San Juan.
The data that will be collected from the Pre-evaluation and Post-evaluation
Percentage
This statistical tool will be used to determine the quantitative relation to
Where:
P = Percentage