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CHAPTER I
Introduction
isda." - this is an infamous line of our national hero, Dr. Jose P. Rizal. Unfortunately in
our present time, other cultures are treated as superior than our own. Philippines have
been colonized in the past which have affected the general way of living of the 104
Filipinos in this day and age. It is long overdue that we promote our own culture, our
Baybayin is the pre-colonial ancient writing script of the Islands of the Philippines.
Reliving this aspect of our culture could further strengthen the Filipinos nationalism. The
researchers strongly believe that Baybayin should be learned by the Filipinos as a part of
our identity.
Though teaching Baybayin to the million Filipinos scattered around the globe could
into games could help Filipinos to learn Baybayin easier. The researchers have chosen
In line with this, the researchers developed “Likha” to help Filipinos learn Baybayin
Word games benefit the brain because they activate parts of the brain that deal with
language and word finding, which forces the brain to exercise, work and be active. Word
games serve as effective and fun ways to engage the mind. For seniors, puzzles help to
improve memory, word recall and other functions in the brain. And with this the
researchers decided to conduct a study on making a word factory which uses Baybayin.
and made deeper understanding on how it will affect Filipino people in terms of mental
“If you have no memory of your past, it is easier to make you a slave, especially if
the colonizer replaces your memory with a new memory, through their education and the
idea that they are superior,” National Artist for Literature and incumbent National
Commission for Culture and the Arts (NCCA) Commissioner Virgilio Almario said.
Learning Baybayin with this game is not just about learning how to read and write
the characters of the script, it is about connecting to Filipino culture and identity and most
importantly, it is also good for our brains. Such activities like word games keep us
which offer a different kind of challenge, word games like “Likha” grabs our attention,
get us to make new connections, and give us the chance to think outside of our mind's
box.
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Word games benefit the brain because they activate parts of the brain that deal with
language and word finding, which forces the brain to exercise, work and be activeWord
games serve as effective and fun ways to engage the mind. For seniors, puzzles help to
Theoretical Framework
Non-sequential Models
One of the most influential models that satisfy this criterion was proposed by
Mintzberg, Raisinghani, and Théorêt (1976). In the view of these authors, the
decision process consists of distinct phases, but these phases 11 do not have a simple
sequential relationship. They used the same three major phases as Simon, but gave
them new names: identification, development and selection. The identification phase
recognition, in which "problems and opportunities" are identified "in the streams of
ambiguous, largely verbal data that decision makers receive" (p. 253).
information channels and the opening of new ones to clarify and define the issues"
(p. 254). The development phase (Simon's "design") serves to define and clarify the
options. This phase, too, consists of two routines. The search routine aims at finding
modifying ready-made ones. The last phase, the selection phase (Simon's "choice")
consists of three routines. The first of these, the screen routine, is only evoked "when
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evaluated" (p. 257). In the screen routine, obviously suboptimal alternatives are
eliminated. The second routine, the evaluation-choice routine, is the actual choice
between the alternatives. It may include the use of one or more of three "modes",
namely (intuitive) judgment, bargaining and analysis. In the third and last routine,
hierarchy.
The relation between these phases and routines is circular rather than linear. The
decision maker "may cycle within identification to recognize the issue during design,
he may cycle through a maze of nested design and search activities to develop a
development to reconcile goals with alternatives, ends with means". (p. 265)
The sprint is a five-day process for answering critical business questions through
design, prototyping, and testing ideas with customers. Developed at GV, it’s a
and more—packaged into a battle-tested process that any team can use.
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Working together in a sprint, you can shortcut the endless-debate cycle and
compress months of time into a single week. Instead of waiting to launch a minimal
product to understand if an idea is any good, you’ll get clear data from a realistic
prototype. The sprint gives you a superpower: You can fast-forward into the future
to see your finished product and customer reactions, before making any expensive
commitments.
Usability Testing
Usability testing is a method used to evaluate how easy a website is to use. The
tests take place with real users to measure how ‘usable’ or ‘intuitive’ a website is and
The key difference between usability testing and traditional testing (bug testing,
acceptance testing etc.) is that usability testing takes place with actual users or
Conceptual Framework
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Filipinos are fond of embracing change and unique culture of the society. The group
have discussed that the purpose of the game is not just for brain training or practicing,
enhancing and discovering cognitive skills, but also to promote nationalism to people.
The target market of this game are the Filipinos who want to develop nationalism
within them and also help the government promote Baybayin. It can also be played of
children 7 years old, teenage, adults and senior citizens, in any gender.
The study directly involves the response of five engineering students from PUP Sta.
Mesa.
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Cognitive skills are the skills that the brain uses in order for an individual to be able
to reason, think, remember, learn, pay attention and read. As these abilities arouse,
information is generated as they work together and would put them into the knowledge
bank that you use every day wherever you are. Every cognitive skills is very important
especially when playing this game, because when one skill is weak, it will affect the other
skills whereas you might end up in cringe or even no idea to generate at all.
The process is like this, people absorb incoming information from the internet, books,
resource speakers and other information sources and right after that, the cognitive process
inside our brain is working to filter the messages that we are to keep or not and lastly,
our brain store those filtered information inside the knowledge bank. That is when we
Here are some cognitive skills listed and described below that will be used as we play
the game:
A. Sustained Attention: This is when you stay focused on the game for a sustained
period of time. It also defines the consistency of your attention to the game as you
B. Selective Attention: This is when you stay not distracted of your surroundings.
C. Divided Attention: This is when as you focus on a certain section, you can also focus
D. Long-term Memory: This is when you are able to recall memory from the past
E. Working Memory: This is when you don’t need to read instructions of the game
F. Logic & Reasoning: This is when you are able to reason and form ideas right after
G. Visual Processing: This is when you are able to think while seeing visual images.
Baybayin may be a visual image for many beginners because of not using it as part
H. Processing Speed: This is when you perform the tasks quickly. It is when you are
Therefore, this game is brain training for everyone who would want to play
as they will be able to practice, enhance and discover their cognitive skills that can
be applied not just to the game itself but is a stepping stone in performing our daily
tasks and activities wherever we may be. This will also help us to be inspired of being
productive every day because it gives us the confidence in ourselves that we are
CHAPTER II
This chapter discusses the related studies and literature that was used as a basis on
Foreign Literature
Chinese Champions is a Mandarin Chinese language card game that challenges you
to enrich your vocabulary. In this game, players unlock and command powerful weapons,
monsters, characters, and locations by memorizing their names. Every card clearly shows
an English word, its simplified Chinese character translation, and the pinyin
pronunciation guide for those characters. If you can remember a card’s name, you can
trading card game with language learning! Players can choose which vocabulary words
and which creatures to include in their deck based on their strategy and what they
personally want to learn. Every card has a unique rule and ability, so players can collect
The learning curve for this game is a little bit higher than most language card games
on the market, but the challenge, strategy, and replay value are also higher as a result.
Foreign Studies
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Othertongue is a language learning card game where players use vocabulary from
foreign languages they are studying to fight each other! The best part is: two or more
people can play together even if they are studying different languages. In this game,
players are required to speak vocabulary words in their target language, which belong to
different categories (like sci-fi films) and different linguistic types (like cognates). By
doing this successfully, they activate the magical powers of their cards and battle.
hacker groups, musical genres, musical instruments, sci-fi movies, power sources,
classifiers, comparatives, taboo, cliche, kinship terms, binomial pairs, minimal pairs, and
more!
In Othertongue, players can construct their own personal decks strategically before
the game or share a common deck in melee format. During the fight for survival, players
will reinforce what they already have learned, but also learn new words and sentences
from each other. Players may also attempt to bluff each other and declare challenges. If
Throughout the game, you can take cards, improve the strength of your cards, and
destroy your opponent’s cards, by demonstrating a rich and colorful knowledge of your
Othertongue is a more challenging language learning card game than you will
typically find on the market these days. It will take you a little time to learn how to play
and much longer to master. Moreover, what happens each game will be surprising and
powers.
Local Literature
Players are required have a basic understanding of the Filipino language, an adequate
Tagalog vocabulary (or a Filipino dictionary), and a basic knowledge of the Baybayin
writing system.
This game dramatically improves your Baybayin character recognition and script
ancestral Filipino's method of writing. Ukyabít is a revolutionary new and fun approach
This unique game is brought to you by BHM Games Studio and is developed by
Nordenx, the creator of Baybayin Modern Fonts and the Anak Bathala Project.
Anak Bathala is a multifaceted project that aims to promote a positive global image
and awareness of the Filipino heritage and culture by sharing our unique customs,
traditions, stories, and mythologies through modern, digital, and conventional media.
Baybayin Word-Finder has a similar format from the original version of the simple word-
finder game that almost every grade-school child in the world is familiar with; however,
instead of forming words by finding their corresponding alphabet letters, you have to
formulate words using alphasyllabary. This puzzle challenges the person's Baybayin
learning. Baybayin Crosswords uses the established crossword puzzle format loved by
millions worldwide; however, the clues are given in English whereas the answers must
be completed using Filipino words (Tagalog, Ilocano, Bisaya, etc.) written in Baybayin
script's syllabic characters. This puzzle challenges the person's language translation,
In the literature used in this research paper. The researchers have determined that
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CHAPTER III
RESEARCH METHODOLOGY
Research Design
Descriptive Method was used in this research. This kind of research method needs
survey to be both reliable and valid, it is valued that the questions were created properly.
This means that descriptive research gathers quantifiable information that were used for
statistical inferences on your target audience through data analysis. Consequently, this
type of research takes the form of close-ended questions, which limits its ability to
provide unique insights. Descriptive method is appropriate for this study because we
Research Instruments
Questionnaires
at the Polytechnic University of the Philippines to gather data about their perception
The population size of the study is the whole architecture and engineering
In view of the subject and the nature of the study, the researchers used the
Slovin’s formula for determining the sample size of the population, which then
disciplines. The researchers selected subjects from the various subgroup while taking
subgroup, this is the ideal sampling technique. It allows the researchers to observe
Description of Respondents
The sample of interest is 30 respondents. They were gathered from the first year to
fifth year engineering and architecture students from Civil, Computer, Electrical,
departments, who are currently enrolled in the first semester of the academic year 2019-
Data-Gathering Procedure
This Study used the following Data Gathering Procedures: Drafted the Usability Test
Plan, Recruit Test Participants, Perform the Test, Electronic Surfing, Documentation of
The researcher self-administered the usability test to randomly selected 370 students
The researchers used a composite of statistical measures to treat raw data that were
responses for each question by majority and minority. This tool was used to find
out the frequency and percentage of all responses from the questionnaire. Its
formula is as follows:
𝑓
%= 𝑋 100
𝑛
CHAPTER IV
Yes
No
TOTAL 30 100%
The table above shows the total number of respondents of 370 students with 4.32%
of the total population (ewan) and 95.68% that are not (ewan).
2. Emehen
TOTAL 30
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The table shows (eme) with 134 respondents or 36.22% on travelling in less than 1
hour, 143 respondents or 38.64%(eme), and 93 or 25.14% (eme) with a total of 370
respondents or 100%.
3.
TOTAL 30
The table above show(eme) with 127 respondents or 34.32% on (eme), 144
respondents or 100%.
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CHAPTER V
Summary of Findings
With the general objective of determining the usability of LIKHA: Baybayin Word
Factory for the Filipino people, specifically, students in the College of Engineering and
1.
Conclusions
(From Chapter 4)
Recommendations
parents, educators and students is informed about the positive impact of using
Baybayin in our daily life. These researches will help them support claims about
REFERENCES