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Chapter 2

REVIEW OF RELATED LITERATURE AND STUDIES

RELATED STUDIES

LOCAL

According to the study of "Mixed Up E-games", (Michael Detablan., et. al, ACLC Taguig

October 2013) the project has different categories: different shapes, math games, colouring

games, typing games and more. By creating various games that are fun yet educational, kids

can learn skills like problem-solving and boosting creativity so they'll have advance learning

before they go to school. Parents also benefit from it since they don't have to persuade their

children to learn new things. By letting the kids play educational games, they will be able to

acquire new skills or improve what they already have.

A software game "Traffic Jam 2" created by eSoft Interactive, a Philippine-based

software company established on April 2001 and specializes in game development for various

platforms, is also a casual-mind game. The goal is to get the yellow Beetle out of the traffic

jam by moving vehicles out of its way. There are lots of puzzles to breeze through and

compare time records to friends to know who are the quickest in solving traffic jams.
RELATED LITERATURE

LOCAL

According to an article TJD, GMA News, Game Development Industry in the

Philippines is booming. It has lot of potential in generating jobs because right now, we have

few professionals related to gaming and information technology. This is in comparison to other

competitors from other countries such as China, Singapore, Malaysia, and Vietnam as stated

also by an executive from Vietnam, who said they had 10,000 game developers. If we are to

compete with other countries, it would make a big impact if game development starts at

schools or earlier if possible so that companies that develop games could hire highly skilled

team for the job.

According to the article, "The measure of man 'Gamification' is how we'll live—and

work—in the future" (TJD GMA News, 27 Jan 2014), is about how games and gaming

mechanics could affect how business run in the future. People no longer get motivated by

earning money alone, especially new generations who seek more meaning in their working

lives. According to PHD, some one billion people spend at least one hour every day playing

computer and video games, even as seven billion hours by one billion gamers is up for grabs

in the “Engagement Economy.” Gaming has the ability to create numerous audiences thus

increase market and revenue.

According to the article "The gamification of education Why playing is the future of

learning" by Michael Logarta (June 11, 2014), students can benefit more in gamification of

education rather than using traditional way of educating students. Gamification means using

game mechanics to make teaching more interesting, motivating, casual and fun for students.
So instead of restricting them from playing games, why not use certain games that can

increase their knowledge, memorization and skills. Also, if lessons are given in a game-like

manner, students would tend to remember it more than lectures that are stated in a news-like

manner.

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