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Chapter 2

REVIEW OF LITERATURE

This chapter discusses both the foreign and local review of related literature and studies

that are relevant to the proposed study. This chapter covers literary works and on-going

or past research studies that give significant information.

Review of Related Literature

This section presents both foreign and local related literatures that are relevant to the

study, literary works are used as a basis for information to verify the details of the

proposed system. It can also provide information that the proponents can use to further

improve their study. Included in this section are citations from articles or books from

different sources that are relevant to the study.

Foreign

According to the Entertainment Software Association Games: Improving Education;

“Researchers have found that video games have real

potential as next-generation learning tools. Games use new

technologies to incorporate principles crucial to human

cognitive learning. (2012)”

The statement above shows that video games can be a way to learn new things and

playing video games can improve one’s learning capacity. It can also be a teaching tool

According to Margaret R. from an article in whatIs.com;

“Maya is an animation and modeling program used to create

three-dimensional ( 3-D ), full-motion effects. Maya


incorporates the natural laws of physics to control the

behavior of virtual objects in computer animation. (2015)"

Based on the statement above, Maya Software can easily execute a complicated or

nearly impossible realistic effects. Working in Maya increases once productivity. It can

also be used not just in animations but also for television commercials, advertisements,

manufacturing etc.

According to the book: "Learning C# by Developing Games” published by Terry N., it

was said that;

“C# is a well-known and a heavily used programming

language developed by Microsoft for creating Windows

application and web-based applications. (2013)”

The statement from the book said that C# is widely known and is used to create

Windows client applications and other web-based applications, XML web services,

distributed components, client server applications etc. It also provides an advanced

code editor, convenient user interface designers, integrated debugger, and many other

tools to make it easier to develop applications.

According to Nickolas V. from 3DS Max Design Review, he stated that;

"If you are looking to make video games, animations,

renders, graphic design, anything 3D related at all. 3ds max

is a excellent answer! (2017)”


3DS Max is program that helps the animators to imagine in 3D realm. It gives the users

more idea on creating an advanced graphic design that looks like real.

According to Vildan D., in his article entitled "The use of social networks in

educational computer-game based foreign language learning" he stated that;

“Individuals spend much time on games in order to get rid of

the boredom of their daily lives. With the introduction of

computers into our lives, computer based games and after,

internet based games, have started to be used widely in

order our lives be much more exciting and interesting. (2010)”

People nowadays are being distracted by the new technologies that keeps us busy,

especially games, It draws the attention of people and makes them to forget time and

just focus on the game, but by playing games you can also learn things and enhances

your logical and critical thinking.

Local

According to Mitch A. in an article entitled “Why Philippine game development

industry needs more artists and storytellers?” He stated that;

““Game development is not all about programming. In fact, there are three equally
important components to it. Apart from programming, game development requires visual
design to create the characters and there is the storytelling part, to make the game
really engaging. (2016)”

Playing games excites individual due to its story and how it is played, most people enjoy
playing games because they are entertained at the same time they are learning from it.
Based from an article entitled “Developing an Educational Augmented Reality Game

on the Battle of Mactan Using the Intel Perceptual Computing” by Aaron A.O., he said

that;

“Studies into video games as an educational tool were made

as a way to improve their potency in delivering content to

learners. (2014)“

The article states that playing video games has more influence in delivering what the

game is giving you, since video games has more impact, people can easily absorb and

understand what the game is all about.

In an article from Rappler entitled “Video games adversely affect children’s brains”, it

was stated that;

“A lot of children in the Philippines and worldwide are crazy

about video game play (VGP). Some parents even

encourage it with the belief that it can increase their children’s

dexterity and could even improve their IQ. (2016)”

The article tells that most children plays video games, And some of their parents are

believing that it can increase their children's learning capacity.

In an article from the Philippine Star entitled “Mobile devices enhance learning

among pre-schoolers, study shows” stated that;

“Mobile devices like computer tablets have enhanced the

learning experience for pre-school pupils at Culiat Elementary


School, leading to higher level of interest and comprehension

among the kids. (2013)”

Kids nowadays are more addicted to gadgets and it stated in the article above that

kids has much interested in studying through mobile devices.

From an article entitled “Smartphone use in PH seen rising to 70%” from the Inquirer

by Miguel R.C., she stated that;

“Filipino game developers are well-versed in different kinds of

art, allowing them to do outsourced game development for

foreign companies, in addition to creating original games,

(2015)”

Because Filipinos are creative, it allows them to make good and original games,

other countries do not notice how good Filipino game developers are which makes them

underrated.

Review of Related Studies

This section presents both the Foreign and Local related studies that the proponents

reviewed. It includes similar revisions concerning the existing system and the proposed

system. The proponents reviewed some articles, unpublished thesis, proposals and

other related studies that can help further improve and develop their proposed system

and support the foundation of their system.

Foreign
As stated in an article entitled “A systematic literature review of games-based

learning empirical evidence in primary education” by Thomas H.,Thomas C., Elizabeth

B., Amanda W., Aisya R., They stated that;

“Games-based Learning (GBL) has developed a reputation

with educationalists it is perceived as a potentially engaging

form of supplementary learning that could enhance the

educational process and has been used at all levels of

education including primary, secondary and tertiary

education. (2016)”

The statement above explains that the Game-based Learning is more effective and

efficient in educational processes, and is being used at all levels of education.

An article entitled “Can Video Games Make Kids Healthier?” by Yale F., Kimberly H.,

Jennifer E., Deepa C., Yale School of Medicine, states that;

“Electronic games are a promising tool for educating people

and changing behavior. While the first wave of interactive

educational games relied on what some call the “chocolate-

covered broccoli” model, where the narrative was interrupted

by tedious, poorly constructed tasks that proceeded like

homework, the new trend is to integrate learning and fun.

One of our primary goals is that more researchers and

funding sources will emerge to take on the task of developing

and rigorously testing evidence-based electronic games to


find the best ways to encourage healthy behaviors among

young people.(2017)”

As stated in the article above, video games have the potential to serve as a valuable

tool in educating students. Making game more interesting can give them the fun at first

glance, in a way children will understand that learning is entertaining

According an article entitled “That's Edutainment” by Randy W., he stated that;

“The idea that learning can be fun, and fun can promote

learning, is transforming attractions that once saw

themselves as primarily either education- or entertainment-

oriented. It's even spawned a new word: edutainment.

(2003)”

The statement above promotes that learning can be fun and it is also entertaining to

learn new things. Edutainment is used because it delivers educational content in an

entertaining format.

According to a blog “7 studies that prove game-based learning really works” by

Stephanie C., she stated that;

“In this sense, it became apparent that video games would

not replace the teaching of core content, but could be used

as a tool to reinforce concepts and skills. (2017) Heins wrote”

The research above states that being taught in school is still essential and must not

be replaced, video games will only serve as a tool for learning and enhancing the skills

of the students.
Based from an article "Edutainment: An interactive method of learning or an

entertaining concept?” by Lisa;

“Through edutainment, individual and collective curiosity can

be stimulated. (2012)”

Playing games gives an individual curiosity on how will the game turns out, more and

more people getting addicted, because they want to know what happens next, how the

story goes and so on, adding education in gaming is more exciting as long as the

gameplay would get their attention and excitement.

Local

According to the research entitled “HiStorya: a Game Based Mobile Learning

Application” by Zeus J.P.M., Ritzman S., Christian J.G. and Saturnina N., They stated

that;

“To motivate students to learn Araling Panlipunan and

facilitate learning for them even if they are on-the-go or

outside the school, HiStorya, a game-based

mobile learning application was designed, developed, and

tested. (2015)”

This study states that historical gameplay within the country is still working and this

study gives the proponents the courage and more patience to work on more interesting,

entertaining and educating game.

According to the research that is entitled "Implementation of a digital game-based

learning environment for elementary Education" by Ceferino G.R., Jason A., Reynaldo

T. and Rowel A., they stated that;


“Computer games are exciting, fast-paced, compelling, and

rewarding compared to school where students think of it as

slow and boring. They are also more appealing to students

compared to classroom-based strategies and provide an

ideal learning environment for students. (2012)”

Based on the statement above, going to school is boring and thinks of it as a boring

thing to do, they do not find the classroom based teaching method appealing that's why

their attention are on different things, compared to computer games, they find it more

interesting because they find it more entertaining and it is fast paced.

According to an article entitled "The gamification of education: Why playing is the

future of learning" by Michael L., He wrote that;

““When lessons are delivered in a game-like manner – that is, interactive, challenging,

with instantaneous feedback – students easily remember them, Ambrozowicz said

(2012)”

The article stated that by being challenged and a game like type of lessons is more

appealing and much easier to understand by the students. More likely, people

nowadays wants to be tested and try to focus more when they are being challenged.

Another line from the first article “The gamification of education: Why playing is the

future of learning” stated that;

“By giving students a sense of achievement (through exciting

rewards and recognition), students will be encouraged to

learn and progress more (2012)”


The statement above tells that students nowadays find themselves to be more

boosted and more competitive by gaining achievements and getting rewards.

Based on an article entitle "The effects of computer games to Filipino children" Bryan

V., he stated that

"I believe that the rise of information leads to the rise of

knowledge, and that is good for the economy, but it has also

its downside. Thousands or even millions of my fellow young

men were hooked up in computer games and online games.

Lots of time were wasted and lots of money were invested in

vain. (2012)"

According to the article above, most of the children are

hooked up playing and wasting time in online games which

gives the proponents more idea, instead of playing games

that are irrelevant and non-educating games, why not spend

their time in playing and learning at the same time in a

reasonable way

Synthesis

From the different literature and studies that the proponents have gathered, they

were able to understand the importance of the proposed system and Game-based

learning affects the way of a new teaching and how it helps the students enhance their
thinking skills. The idea of Game-based learning (GBL) is much favorable and more

effective especially in today's time, students and kids who love to play games will

experience learning at the same time being entertained.

The different researches also proved how the video games affect the lives of the

people today, they were more attracted to their gadgets and keeps them busy when in

front of them. Since most of the students finds that using gadgets as a source of

knowledge is less boring, most of the game companies have released an educational

game that can help students, specially the younger ones to make their way of studying

more fun. Just like our system that is informative about our history, that many find it

boring.

The system itself helps the students to enjoy their vacant time without waste since

they will learn at the same time they're going to find themselves entertained.

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