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ACLC COLLEGE TAGUIG

FTI Complex, Taguig City


COLLEGE OF COMPUTER STUDIES

Ice Scramble (Word Puzzle Game)

Improving Analytic, Logical and Critical Thinking

Skills through Android Games

A Technical, Scientific, and Business English Project Presented

To the Faculty Department of AMA Computer

Learning Center College Taguig

In Partial Fulfillment of the Requirements for the Degree(s)

of Bachelor of Science in Information Technology/

Bachelor of Science in Business Administration/

Bachelor of Science in Computer Science

Submitted by:

Baniqued, Harold

Haboc, Jessie

Ubang, Alvin

TECHNICAL AND BUSINESS WRITING


ACLC COLLEGE TAGUIG
FTI Complex, Taguig City
COLLEGE OF COMPUTER STUDIES

Table of Contents

I. Chapter 1 : The Problem and Its Background

1.1 Introduction

1.2 Background of the Study.

1.3 Purpose and Description.

1.4 Conceptual Framework

1.5 Statement of the Problem

1.6 Objectives of the Study.

1.7 Scope and Limitations of the Study

1.8 Significance of the Study..

1.9 Definition of Terms........

II. Chapter 2 : Review of Related Literature

2.1 Foreign Related Literature...

2.2 Local Related Literature....

2.3 Foreign Related Studies...

2.4 Local Related Studies...

III. Chapter 3 : Methodology and Technical Background

TECHNICAL AND BUSINESS WRITING


ACLC COLLEGE TAGUIG
FTI Complex, Taguig City
COLLEGE OF COMPUTER STUDIES

3.1 Research Methodology .

3.1.1 Subjects of the Study.

3.1.2 Data Gathering Procedure

3.2 Statistical Treatment of Data...

3.3 Method Used in Developing the Software...

3.4 System Requirements................

3.5 Project Cost and Benefits..

IV. Chapter 4 : Presentation, Analysis, and Interpretation of Data

4.1 Presentation of Profile

4.2 Data Presentation.

4.3 Summary of Evaluation of the

Proposed Application.

V. Chapter 5 : Summary of Findings, Conclusion and

Recommendation

5.1 Summary....

5.2 Conclusion

5.3 Recommendation.

TECHNICAL AND BUSINESS WRITING


ACLC COLLEGE TAGUIG
FTI Complex, Taguig City
COLLEGE OF COMPUTER STUDIES

Chapter 1

THE PROBLEM AND ITS BACKGROUND

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

quickness so you have to think fast in able to arrange many words.

Games have been recognized as being a good tool to promote learners to

actively participate in learning activities. Researchers have indicated that game

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

chance to stimulate children`s abstract thinking during the process of cognitive

development , and further foster their higher order thinking ability and also

computer games are able to boost motivation owing to some characteristics, such

as adventure , challenge and freshness. Therefore, if teachers are able to apply

TECHNICAL AND BUSINESS WRITING


ACLC COLLEGE TAGUIG
FTI Complex, Taguig City
COLLEGE OF COMPUTER STUDIES

computer games to teaching, students cannot only have better learning

achievements, but also learn happily via these games.

1.2 Background of the study

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

and problems that games and brain teasers offer.

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. Based on recent research some of the associated benefits of brain

games and logic puzzles are boosts brain activity, provides emotional satisfaction

and sense of accomplishment Enhances memory and processing speed, helps

slow the decline and reduce the risk for dementia, improves concentration and

reduces boredom.

1.3 Purpose and Description

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ACLC COLLEGE TAGUIG
FTI Complex, Taguig City
COLLEGE OF COMPUTER STUDIES

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.

1.4 Conceptual Framework

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

participants, perception of the participants, and the major components needed to

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-

Power Access Control ID for Computer Laboratory as an output of the research.

TECHNICAL AND BUSINESS WRITING


ACLC COLLEGE TAGUIG
FTI Complex, Taguig City
COLLEGE OF COMPUTER STUDIES

INPUT PROCESS OUTPUT

Demographic profile of Survey questionnaires


the participants Data gathering Ice Scramble
Data analysis (World Game
Perception of the Data evaluation
Puzzle)
participants on the Interpretation of data
effectiveness of the study Developing the Game
Testing and
Experimentation

FEEDBACK

Figure 1
Research Paradigm

1.5Statement of the problem

With the concern about the possible effects of android games to children

and students in terms of education and entertainment.

1.5.1 Specific Problems

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

playing and they cant do their task.

TECHNICAL AND BUSINESS WRITING


ACLC COLLEGE TAGUIG
FTI Complex, Taguig City
COLLEGE OF COMPUTER STUDIES

1.6 Objectives of the Study

1.6.1 General Objective

The aim of the proposed game is to develop a game that can be helpful in

terms of education and entertainment.

1.6.2 Specific Objectives

The main purpose of the research is to find new technology to help the

children learn and enjoy things so we come up to develop a logic game.

Its not only for the children but also for the adults because the game

that we develop has an excitement that giving people satisfaction.

To determine the effectiveness of the proposed game called Ice

Scramble (World Game Puzzle).

1.7 Scope and Limitations of the Study

Scope

Limitations

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ACLC COLLEGE TAGUIG
FTI Complex, Taguig City
COLLEGE OF COMPUTER STUDIES

TECHNICAL AND BUSINESS WRITING


ACLC COLLEGE TAGUIG
FTI Complex, Taguig City
COLLEGE OF COMPUTER STUDIES

1.7 Significance of the study

This study will be valuable and significant to children, parents, readers and future

researchers.

Children. This study is primarily important to children, for it will give

them satisfaction and on the other side it helps them to learn.


The Proponents. The proponents had the opportunity to discover or

find a new technique on how to develop or upgrade the thinking skills

and abilities of the people by using logic game.


The Future Researchers. The proposed logic game can be helpful to

the future researches for them to have a basis for their future research

or they can upgrade the game that we developed.

1.8 Definition of Terms

Logic Games

Adroid Game

Critical Thinking .

Puzzle

Chapter 2

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ACLC COLLEGE TAGUIG
FTI Complex, Taguig City
COLLEGE OF COMPUTER STUDIES

REVIEW OF RELATED LITERATURE

2.1 Foreign Related Literature

According to James Portnow (2008) some portion of your audience will

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

process by which people educate themselves on a topic when it is presented in a

context that they enjoy. Its an effective method of independent learning.

Tangential Learning can be successfully applied in designing video games,

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

games by one thing Tangential Learning.

Portnows tangential learning concept suggest exciting opportunities

especially when one realizes that games naturally lead themselves toward inquiry

learning. To enable and facilitate learning, developers have to channel this

concept of learning.

As video game teaching advocate, Stephen Reid says Self Learning is

more powerful than listening to what any teacher has to say. Educational

TECHNICAL AND BUSINESS WRITING


ACLC COLLEGE TAGUIG
FTI Complex, Taguig City
COLLEGE OF COMPUTER STUDIES

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

games an excellent platform for delivering educational content. Video games

promote exploration of tiny ideas and concepts through active learning. It is a

shared experience that allows for teaching and learning opportunities that are not

always available in traditional settings. Students are able to learn and educate

while at the same time have fun and be entertained.

In designing educational video games, Denis and Jouvelot stated that the

main difference between edutainment software and educational games is

interactivity. Kirrimuir and McFarlane mentioned that most edutainment software

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

player on a deeper level. Such content includes elements such as narrative

context, a reward system, and interactive cues that provide the player with

feedback.

These elements tie into the effectiveness of an educational video game.

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

TECHNICAL AND BUSINESS WRITING


ACLC COLLEGE TAGUIG
FTI Complex, Taguig City
COLLEGE OF COMPUTER STUDIES

include role-playing, narrative arcs, challenges, interactive choices, and

interaction with other players. On motivations role in learning, Denis and Jouvelot

also state that Motivation also leads to the activation of efficient cognitive

strategies for long-term memory issues like monitoring, or organizing information.

On the other side, resignation and amotivation have negative results on

memorization and personal development.

2.2 Local Related Literature

2.3 Foreign Related Studies

2.4 Local Related Studies

Chapter 3

RESEARCH AND METHODOLOGY

TECHNICAL AND BUSINESS WRITING


ACLC COLLEGE TAGUIG
FTI Complex, Taguig City
COLLEGE OF COMPUTER STUDIES

3.1 Research Methodology

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

opinion and attitude of a group of people on a given subject while questionnaires

were used for the Survey method.

3.1.1 Subjects of the Study

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

different degree courses will be used as a sample in the study.

3.1.2 Data Gathering Procedure

For the purpose of this study, the data will be collected using a survey

questionnaire. The survey was created using suitable questions from related

research and individual questions formed by the researchers. The survey

questionnaires were divided into two parts; the Pre-evaluation Survey Form and

Post-evaluation Survey Form.

The population will be asked to answer the Pre-evaluation Survey questions

before they were allowed to play the game. The survey consisted of questions

regarding their personal opinions and thoughts about video games in general.

TECHNICAL AND BUSINESS WRITING


ACLC COLLEGE TAGUIG
FTI Complex, Taguig City
COLLEGE OF COMPUTER STUDIES

Afterwards, they will be asked to answer the Post-evaluation Survey questions that

were composed of questions inquiring about their experience and general

thoughts about the game Mr. E: Adventures in the Lost Island of San Juan.

3.2 Statistical Treatment of Data

The data that will be collected from the Pre-evaluation and Post-evaluation

forms will be tabulated and analyzed by:

Percentage
This statistical tool will be used to determine the quantitative relation to

the whole responses.

Formula: P = (f/n) * 100

Where:

P = Percentage

f = frequency (number of responses in a given item)

n = total number of respondents

3.3 Method Used in Developing the Software

TECHNICAL AND BUSINESS WRITING


ACLC COLLEGE TAGUIG
FTI Complex, Taguig City
COLLEGE OF COMPUTER STUDIES

TECHNICAL AND BUSINESS WRITING

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