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CHAPTER I

THE PROBLEM AND ITS BACKGROUND

Introduction

"Ang hindi marunong magmahal sa sariling wika ay higit sa hayop at malansang

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

own identity which have been forgotten for a long time.

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

be an arduous task, strategically incorporating it to our everyday lives like integrating it

into games could help Filipinos to learn Baybayin easier. The researchers have chosen

the Word Factory game as the medium towards Baybayin literacy.

In line with this, the researchers developed “Likha” to help Filipinos learn Baybayin

while learning and enjoying the game, word factory, itself.


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Background of the Study

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

capacity and how it can help the overall performance of someone.

Objectives of the Study

“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

intellectually engaged by getting us to "stretch" our thinking. Unlike some activities,

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

improve memory, word recall and other functions in the brain.

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

(Simon's "intelligence") consists of two routines. The first of these is decision

recognition, in which "problems and opportunities" are identified "in the streams of

ambiguous, largely verbal data that decision makers receive" (p. 253).

The second routine in this phase is diagnosis, or "the tapping of existing

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

ready-made solutions, and the design routine at developing new solutions or

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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search is expected to generate more ready-made alternatives than can be intensively

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,

authorization, approval for the solution selected is acquired higher up in the

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

solution during evaluation, he may cycle between development and investigation to

understand the problem he is solving... he may cycle between selection and

development to reconcile goals with alternatives, ends with means". (p. 265)

Typically, if no solution is found to be acceptable, he will cycle back to the

development phase. (p. 266)

The Design Sprint

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

“greatest hits” of business strategy, innovation, behavior science, design thinking,

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

how easy it is for users to reach their goals.

The key difference between usability testing and traditional testing (bug testing,

acceptance testing etc.) is that usability testing takes place with actual users or

customers of the product. Whilst traditional testing might be undertaken by a

developer, designer or project manager, usability testing removes any bias by

collecting feedback direct from the end user.

Conceptual Framework
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Scope and Limitations

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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Significance of the Study

This study is significant to the following:

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

get informed and learn from those information sources.

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

play from the beginning until time is up.

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

on the other section of the game, simultaneously.

D. Long-term Memory: This is when you are able to recall memory from the past

(Baybayin Counter-part in Abakada and Formulation of Tagalog Words).


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E. Working Memory: This is when you don’t need to read instructions of the game

again while playing.

F. Logic & Reasoning: This is when you are able to reason and form ideas right after

the other ideas you’ve formulated.

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

of our daily living.

H. Processing Speed: This is when you perform the tasks quickly. It is when you are

able to find words in just a little time, give that it is in Baybayin.

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

capable of doing tasks consistently and paying attention to it.


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CHAPTER II

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter discusses the related studies and literature that was used as a basis on

conducting this research.

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

use it to fight; if you can’t, you lose it!

Chinese Champions language card game combines the strategy of a competitive

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

and trade them in order to build one-of-a-kind decks.

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.

Word types included: computer parts, programming languages, cryptocurrencies,

hacker groups, musical genres, musical instruments, sci-fi movies, power sources,

recyclable materials, and more!

Linguistic types included: cognates, paralinguistic cues, measure words, numerical

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

a player loses a challenge, they must discard some of their cards.

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

target language. Of course, strategy and luck will also be needed!


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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

different due to the infinite possibilities of interlocking combinations of unique card

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

reading comprehension as well as understanding Tagalog word syllabary and the

ancestral Filipino's method of writing. Ukyabít is a revolutionary new and fun approach

to word puzzle card games and language learning.

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 Script Word-Finder


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It is another radically unique modification to the classic word-finder puzzle that

dramatically improves Baybayin character recognition and reading comprehension.

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

reading, Filipino phonetics, and syllabary skills.

Baybayin Crossed-Scripts Puzzle

It is a revolutionary new approach to crosswords puzzle solving and language

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,

word knowledge, script handwriting, Filipino phonetics and syllabary skills.

Synthesis and Relevance of the Reviewed Related Literature

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

participants to answer questions administered through questionnaires. In order for the

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

used survey questionnaires to gather information regarding the perception of Filipino

people, specifically, students in the college of engineering at the Polytechnic University

of the Philippines on using LIKHA: Baybayin Word Factory.

Research Instruments

Questionnaires

Questionnaires will be distributed to the students in the College of Engineering

at the Polytechnic University of the Philippines to gather data about their perception

on playing LIKHA: Baybayin Word Factory.


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Population, Sample Size and Sampling Techniques

The population size of the study is the whole architecture and engineering

students in the College of Engineering of the Polytechnic University of the

Philippines, Main Campus, Sta Mesa, Manila.

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

resulted to 30 respondents. Then the researchers applied quota sampling on the

population by dividing it into subgroups that is the engineering and architecture

disciplines. The researchers selected subjects from the various subgroup while taking

into consideration the proportion of the subgroup population.

Qouta sampling allows the researchers to sample a subgroup that is of great

interest to the study. If study aims to investigate a trait or characteristic of a certain

subgroup, this is the ideal sampling technique. It allows the researchers to observe

relationships between subgroups. In some studies, trait of a certain subgroup interact

with other trait of another subgroup.

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,

Mechanical, Electronics, Industrial departments and Interior Design and Architecture

departments, who are currently enrolled in the first semester of the academic year 2019-

2020, Polytechnic University of the Philippines – Sta Mesa, Manila.


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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

Data, and the Analysis of Data.

The researcher self-administered the usability test to randomly selected 370 students

and collected after answering the form.

Statistical Treatment of Data

The researchers used a composite of statistical measures to treat raw data that were

gathered in the investigation. These are the frequency and percentage.

1. Frequency and percentage. This mathematical formula shows proportion of

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

Where % = computed percentage distribution


f= observed frequency responses
n = total number of respondents
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CHAPTER IV

PRESENTATION AND ANALYSIS OF DATA

Questions to Answer No. of Respondents Percentage

1. I-eme na lang. Wala pa


me maisip sa usability
taest.

 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).

Questions to Answer No. of Respondents Percentage

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%.

Questions to Answer No. of Respondents Percentage

3.

TOTAL 30

The table above show(eme) with 127 respondents or 34.32% on (eme), 144

respondents or 38.92% on (eme), and 99 or 26.76% on (eme) with a total of 370

respondents or 100%.
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CHAPTER V

SUMMARY OF FINDINGS, CONCLUSIONS AND RECOMMENDATIONS

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

Architecture at the Polytechnic University of the Philippines on playing LIKHA:

Baybayin Word Factory.

Specifically, the study's finding was the following:

1.

Conclusions

The researchers have arrived to the following conclusion:

(From Chapter 4)

Recommendations

The Philippine Government should further conduct researches on so that

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

whether using it will yield positive results.


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REFERENCES

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