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Chapter 1

PROJECT OVERVIEW

Background of the Study

Technology is causing a new tide in our education community.

Technology is permeating many, if not all, facets of education. It is

reshaping the process of teaching and learning, redefining the role and

authority of faculty members in organizing and overseeing the

curriculum and altering the basis for evaluating the performance of both

students and faculty. The development of improved tools and technology

has increased the demand for mobile devices for educational purposes

(Little, 2013). The use of mobile technology can take advantage and

essential to be an effective learning device.

Education community is in the midst of accelerated change. It can

be expected that the emerging newer technology will penetrate and

reconfigure the education community in the early stage.

Moreover, the new technology is changing the environment of the

teaching and learning. (Hussin et al. 2012) have stated that mobile

learning has great potential to be an effective learning tool due to the

rapid growth of new generation of mobile devices. Its positive

contribution, the technology provides us with a set of powerful tools,

adds a lot of a new components to the teaching and learning, creates a


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better teaching and learning environment for students and faculty

through this tools and components.

Lan and Sie (2011) stated that with the use of mobile devices and

availability of internet, learners are able to obtain learning material

anytime and anywhere. Undoubtedly, this are helpful for improving

teaching, learning and promoting its quality, as well as providing

students with an opportunity to improve their achievement.

E Learning is one of the revolution that were born through the

growth of technologies. It gives opportunity to the user for distant

learning through internet. It has given community a new and innovative

way of spreading information. E-Learning comprises all forms of

electronically supported learning and teaching. The information and

communication systems, networked learning or not, serve as specific

media to implement the learning process. Using E-Learning the teachers

and students and other people around the world have benefited at large

scale one way or another.

E-learning offers institutions and their students the flexibility of

place and time of delivering or receiving learning information. Continuing

professional development practices in today's fast moving work place

environment increasingly involve the use of modern technologies as part

of the quest to provide a flexible and responsive learning experience

(Smedley, 2010).

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Game-based mobile educational learning applications have been

created for different curricular areas such as: language learning or

mathematics learning among others. (Kam et al.2009) explored the use

of mobile learning games to improve English literacy among Indian

children. The results of their pilot study showed that mobile phones have

the potential to improve English literacy. However, the results were

uneven among the participants: the students that had a higher English

level at the beginning of the pilot benefited more from the use of the

mobile learning application. In order to solve this discrepancy, the

authors proposed as a solution the creation of adaptive mobile learning

games that offer personalized contents depending on the students

knowledge. Using games to nurture education and useful skills has been

a rising topic in the games industry.

According to (Ke F. 2009) because digital games can provide an

opportunity for play through simulated environments, these games are

not necessarily a distraction from learning, but rather can be an integral

part of learning and intellectual development.

Therefore Digital games can be more engaging than regular

classroom activities.

Zainab and Rashina (2014) have created an Android-based

application with named Math Tutor for the primary education in

Auckland, New Zealand. The targeted is in classroom teaching and

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learning for both students and teachers. The application is design to

assist students on learning and practicing single digit addition and

subtraction by using numbers and images. Graphical User

Interface(GUI) and colors have been chosen to ease the learning and

making fun also to attract children.

The intention of using a mobile application is based on the

contextual factors of the users in terms of adopting one application. Then

it is clear enough that mobile application may be used according to its

use and preferences of the users. Also, (Mlot, 2013) stated that 38

percent of kids under two years old have used a mobile device based on

the recent Common Sense Media research study with parental

monitoring.

Meanwhile, Kallo and Mohan (2015) have developed a Mobile Math

application to investigate the value of personalization in a mobile

learning application. The target population was high school students.

The features of Mobile Math consist of Lessons, Examples, Tutorials,

Quizzes, and Games. It is just to give more interest for the students to

gain knowledge, get motivation and the resources accessibility in anytime

and anywhere. It provide with the opportunity to learn at the same time.

Educational games are games that have been specifically designed

to teach people about a certain subject, expand concepts, reinforce

development, understand an historical event or culture, or assist them in

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learning a skill as they play.

Asian country are also rendering a Game-based mobile educational

learning applications. The study on mobile learning apps in Malaysia

started in 2010. Nadia et al. (2010) have conducted a study on Engaging

Children to Science Subject: A Heuristic Evaluation of Mobile Learning

Prototype. The mobile learning prototype was designed for the primary

school with the age range of 10-12 years old. The language used for the

mobile application was English. It contains notes and exercise of chapter

The Basic Needs of Human that the contents were extracted from the

textbook and work book. The software used to developed the prototype

were JCreator LE and Sun Wireless Toolkit 2.5.2.

Novarina Dina (2010) has conducted a research in FY ABA 01

Miles, Indonesia in relation to the use of the snake and ladder game, too.

The research which is entitled "The Use of Snake and Ladder Game in

order to Improve Cognitive Ability Among Children to Understand the

Concept of Number 1-10 at TK ABA 01 Batu" is to describe the use of the

snake and ladder game to enhance students cognitive ability to

understand the concept of numbers up to ten and to describe an

increase in the cognitive ability of students to understand the concept of

numbers up to ten in group A TK ABA 01 Batu. Through the observation,

the results are; The use of snake and ladder game in learning had proven

that it can enhance the cognitive ability of kindergarten students to

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understand the concept of numbers up to ten. Students are able to recite

number one up to ten smoothly according to the sequences. Students

can indicate a number of objects up to ten. Adjust the number of objects

using a number of cards up to ten correctly. Through the experience

of this activity, it is proven that this learning activity is fun and

meaningful. Learning quality has been more innovative and can be used

as motivation to do other research.

The use of mobile game-based role-play for learning provides an

opportunity for learners to apply acquired knowledge. Real-world

challenges are easier faced within a game containing effective, interactive

experiences that actively engage pupils in the learning process.

In the advent of the implementation of the 2002 Basic Education

Curriculum of the Philippines under the leadership of the Department of

Education (DepEd), the need to use of E- learning games in the

classroom is important since integration of subject areas is emphasized.

In the formal school curriculum, the subjects are being offered at the

basic education level including Filipino, English, Mathematics, Science

and Makabayan or Nationalism. There are lot advantages of using mobile

learning in the in-school and off-school settings in the Philippines. It

allows interactively between the lesson and the learner. The

individualization of each learner is enhanced.

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Red et al. (2013) developed a Design and Development of a Mobile

Game - Based Learning Application in Synonyms, Antonyms, and

Homonyms in Malayan Colleges Laguna. The goal of this study is to

design and develop an interactive mobile game-based learning

application in synonyms, antonyms, and homonyms for elementary

school students using an android operating system. The mobile game-

based application incorporated graphical design, background music and

animation, and key structural elements in the development of a game to

interests the elementary school students. It is expected that this game-

based learning application named Word Infection for mobile devices can

act as a supplementary tool for the improvement of students vocabulary

through word game familiarization in synonyms, antonyms, and

homonyms.

According to (Ramirez et al. 2010) at an average, a pupils spends

more than two to three hours playing video games on a regular school

day. Students spend much more time mastering a video game rather

than doing their assignment/homework. The studies found out that the

mobile games had an attractive element that induces motivation and

engagement in pupils to enhance the knowledge. Pupils embrace a

challenge. They want rewards if the game finish, compared to pupils

where pupil think of it as slow and boring at school. On the study of (Dio

2015), that the numerous researchers of mathematics educators is how

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to enhance the knowledge of students in problem solving which integral

part of a bigger area of critical thinking, a generally acknowledge goal of

education. The pupils show different skills and performance in

Mathematics, most of them would rather memorize than research for

deeper meaning of concepts. One of the major concerns of mathematics

educators is how to enhance the pupils skills in problem solving is the

goal of mathematics.

Game play are the set of problems and challenges a player must

face to win a game. Game story includes all plot and character

development. Game mechanics involved programming that provides the

structure by which units inter act the environment and game usability

addressed the interface and encompasses the elements the utilizes to

interact with the game. The students show different skills and

performance in mathematics most would rather memorize than research

for deeper understanding one of the major concern in mathematics

educators is the enhance student skill in problem solving, (Killi and

Lainema,2008).

Libradilla, Teves K. and Teves M.(2015) conducted a study on

Teaching Effectively with Use of Game-Based Interactive Mathematics.

The main objective of this study was to determine if the use of nineteen

interactive mathematics lessons improved the pupils mathematics

performance and ascertain if significant relationship occurs between

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pupils responses on the features of the lessons and their performance

after game-based lessons were launched. The study followed the Pretest-

Posttest under Quasi-Experimental with Two Control Group research

design employing 76 Grade Six pupil respondents of Don Cristito C.

Tirambulo Memorial Elementary School, Mabinay District II in

Paniabonan, Mabinay, Negros Oriental, Philippines. E-learning game is

beneficial not only for those who belong to higher education but also for

those are preschoolers. Games have been widely used to promote

childrens mathematics achievement in various domains including

problem-solving and algebra skills.

Learning becomes more interesting to pupils when they are

exposing varied experience and manipulative devices. It is crucial that

the teachers are able to guide the pupils to go through the conceptual

level, the concrete level and the symbolic levels which are involve in the

learning of mathematics.

Central to digitized teaching and learning environment, ubiquity

and portability are affordances of ICTs that are recognized as enhancing

the learning process.

Tuliao et al. (2014) presented a mobile learning tool for

Kindergarten which provides a new learning pedagogy integrating ICTs

in the learning process. The study focused on the development of the

iSuro, a mobile learning application. The contents of the application

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were based from the existing learning modules of kindergarten in mother

tongue (Iloko). The iSuro provides a new tool in teaching and learning in

the Kindergarten curriculum, digital information content, a user-friendly

environment, and a solution to the scarcity of learning materials.

Similarly, the paper by (Nisperos et al. 2014) presented the results

of a research on mobile application as a supplementary tool in teaching

Philippine History (AralingPanlipunan). HIStorya is an interactive

mobile game based developed using the Android platforms; the Digital

Game-based Learning-Instructional Design Model was used to evaluate

the mobile application for Social Studies or Araling Panlipunan that can

used as a supplementary tool in learning the subject by the Grade 8

students under the K-12 Curriculum of the Department of Education

(DepEd) in the Philippines. The topics, teaching methods and evaluation

techniques of teachers, and game preferences of students were identified

though surveys and interviews. The immersive, challenge and reward

aspects of the game were shown to motivate the students to study and

learn more about the countrys history. Teachers identified the game

statistics report generated by the system as a useful aid to evaluating

subject proficiency level of students. According to Macaraeg (2011),

combining software games with education: Evaluation of its educational

effectiveness the effectiveness of e-learning materials on the performance

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level of low achievers in Araling Panlipunan III of Speaker Eugenio

National Agricultural School, San Carlos City, Pangasinan.

(Navarte et al. 2009) conduct a study and developed a software

that may improve pupils mathematics problem solving and simulate

interest to learner that making them more interactive and faster to

comprehend. Computer-Aided Instruction in Mathematics Made Easy

for Grade Three Pupils for Divine World Academy of Dagupan. The

system has visual instructions, graphics and games capture the pupils

attention and interest to prompting them to acquire intensive learning,

and promote a high-level of learning. The system will ease the teachers

burden of her topic especially those topics that the grade three pupils

find too complex of difficult to understand. The teacher used a system to

supplement the lecture method to facilitate a more efficient discussion

and it also be used to evaluate the pupils comprehension of the lesson.

Moreover, (Estabilio et al. 2013) proposed a study entitled

Urdaneta City Day Care E-learning system an electronic learning

tutorial software application made to nurture minds of young generation.

The system provides teaching and tutorial methodologies for young

learners between 3-5 years of age. This study will help the children and

teachers to have an interactive class discussions and activities.

Each related literature discussed the idea on how to create a better

project study. The researchers pursue this study in believing that

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technology is the need of the day. The researchers are very positive that

technology is bound to be a part of the future every pupils of Don

Amadeo Perez Sr. Memorial Central School and it is best to introduce

them to it during school life in the form of E-learning system.

The Don Amadeo Perez Sr. Memorial Central School (DAPSMECS)

supports E-learning in their teaching processes. Pupils have their tablets

mobile or laptops but the school is starting in this kind of adaption.

DAPSMECS are still uses books, magazines and any other forms of

learning material for their lessons.

The researchers chose this study to develop because of wide

spread of E-learning in the global society. With the aim of providing

access to educational materials for 38,000 schools nationwide, the

innovative mobile e-learning initiative Text2Teach is set to be elevated to

mainstream implementation by the Department of Education (DepEd)

and the Department of Interior and Local Governance (DILG). Text2Teach

is a mobile learning intervention for public elementary students in the

Philippines that present "interactive, multimedia educational videos" that

enhance learning experience of pupils inside the classroom, elementary

teachers in selected areas are using the mobile phones under the

Text2Teach program. It is considered an effective visual aid for teachers

and provides an opportunity to create a new, interactive, student-focused

learning environment in the classroom. According to Education

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secretary, Jesli Lapus, the educational videos created for the project,

which would last 3-5 minutes, will bring Science, Math and English

subjects to life, illustrating key concepts, skills and competencies that

students are expected to master. Through this implementation of e-

learning it will make it easier to accelerate the learning process of pupils

with the help of proposed system. The researchers would like to make

learning more interactive so that the pupils can enjoy while learning and

experience what technology has to offer.

The advantage of the proposed system, Snake Meets Math: Android

Game Base Mobile Application is that the pupils can enjoy using the

mobile while actually theyre also learning. With this system pupils can

now enjoy their learning experience in mathematics without being bored.

Company Profile

Don Amadeo Perez Sr. Memorial Central School West is located at

San Vicente West, Urdaneta City. The school was established during the

Administration of Captain Dolores Arangorin in 1974 with three

thousand, one hundred forty square meters (3, 140 sq. m). The lot was

donated by Mr. and Maximino Manzano and Family. DAPSMECS WEST

was named after the late Don Amadeo Perez Sr. - the great grandfather of

City Mayor Amadeo Gregrorio E. Perez IV.

The school opened with three (3) monograde with three teachers.

Mrs. Asuncion B. Cadimas taught in Grade I, Mrs. Leonora De Guzman

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handled Grade II and Mrs. Lourdes G. Valdez taught in Grade III Pupils

during the Administration of Mrs. Juana-Mondala, Principal II,

DAPSMECS WEST was a satellite school for DAPSMECS Main. As of now,

DAPSMECS WEST has the K to 6 Basic Education Curriculum. Mrs. Ma.

Jo Adora G. Manantan is the Principal II, a National Qualifying Exam for

School Head Passer.

Vision

We dream of Filipinos who passionately love their country and

whose values and competencies enable them to realize the full potential

and contribute meaningfully to build the nation.

As a learner-centered public institution, the Department of

Education continuously improves itself to better serve its stakeholders.

Mission

To protect and promote the right of every Filipino to quality,

equitable, culture-based, and complete basic education where: Students

learn in a child-friendly, gender-sensitive, safe and motivating

environment.

Teachers facilitate learning and constantly nurture every learner.

Administrators and staff, as stewards of the institution, ensure an

enabling and supportive environment for effective learning to happen.

Family, community, and other stakeholders are actively engaged and

share responsibility for developing life-long learners.

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Maria Jo Adora
G. Manantan
Principal II

Gliceria C.
VisperasMaster
Teacher 1

Jessie C. Dela Catherine A.


Cruz Pasamonte
Teacher Teacher I

Manolito M. Josephine S. Purita B. Aurora E.


Paraiso Delos Santos Tabobo Banfod

Figure 1.2 Organizational Chart of Don Amadeo Perez Sr. Memorial Central

School

Conceptual Framework

A conceptual frame work is a set of broad ideas and principles

taken from relevant fields of inquiry that is used to structure a

subsequent activity. According to (Jabareen, 2009) a conceptual

framework is a network, or a plane of interlinked concepts that together

provide a comprehensive understanding of a phenomenon. Moreover,

conceptual framework is a researchers viewpoint on how the hypothesis

or problem statement of the study was explored or investigated.

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(RoccoanPlakhotnik, 2009) stated that a conceptual framework can help

novice and experienced researchers in organizing, conceptualizing, and

conducting their research, whether qualitative, quantitative, or mixed-

methods. The basic objective of the conceptual framework is to help the

researcher find a direction for his study.

The researchers used the Input-Process-Output model to present

the framework of the study. The input phase is the existing procedures

and problems encountered by the Don Amadeo Perez Sr. Memorial

Central School (DAPSMECS). On the process block, the researchers used

the Extreme Programming (XP) methodology with the following phases;

User Stories, Architectural Spike, Release Planning, Iteration Planning

and Small Release. On the output block of the study is the Snake Meets

Math: Android Game Base Mobile Application.

Snake Meets Math: An Android Game Base Mobile Application


Input Process
Output

1. Current processes and


problems of existing
procedures in recording
information of Don Amadeo Extreme
Perez Sr. Memorial Central Programming
School in: Snake Meets Math: An
SDLC Model
a.) understandable Android Game Base
learning approach Mobile Application
User Stories
b.) getting the attention
Architectural
of the pupils
Spike
c.) Learning math
problem solving Release
Planning
2. Functional and non- Iteration
functional requirements of Acceptance
the proposed system. text small
3. Hardware and

Snake Meets Math: An Android Game Base Mobile Application


releases
software requirements of
the proposed system.
4. Acceptability of the
proposed system.

Feedback

Figure 1.2 Research paradigm of the proposed system


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Project Overview | 18

Statement of Objectives

The main objective of the proposed system is to develop a Snake

Meets Math: Android Game Base Mobile Application

1. Determine the current teaching method in teaching mathematics in

Don Amadeo Perez Sr. Memorial Central School (DAPSMECS)

2. Identify the features to be adopted in the development of the proposed

system.

3. Identify the hardware and software requirements of the proposed

system.

4. Test the acceptability of the proposed system to the end-user.

Importance of the Study

This project study aims to develop e-learning system for much

improved and reliable learning approach for the grade 3 pupils. The

result of the study will benefit the following:

To Don Amadeo Perez Sr. Memorial Central School. The system

can ensure a better quality of education by applying new technologies.

Thus, the system can increase the number of pupils as a result of

effective teaching strategies with the use of Snake Meets Math: Android

Game Base Mobile Application.

To Teachers. The proposed system will ease the teachers burden

of teaching math to lower grades pupils having difficulty in

understanding math.

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To Pupils. Visual instruction, graphics and games capture the

pupils attention and interest thus prompting them to acquire intensive

learning and a high-level of learning.

To Parents. Result of this study will remind them of their role in

guiding their sons/daughter in their school works.

To Researchers. The study will aim to help the researchers

enhance their knowledge and skills in software development, develop

their communication skills and open doors and opportunity to be

involved in a wider range of research projects.

To Future Researchers. The future researchers will have an idea in

creating a system and having more reference for the documenter and a

better concept in creating a system

Scope and Limitations

The project primarily focuses on Snake meets Math. A mobile-

based software application designed in elementary pupils for solving

problem in mathematics.

It tackles math problems specifically the MDAS (Multiplication,

Division, Addition, and Subtraction) which is needed by elementary

pupils of Don Amadeo Sr. Memorial Central School. The pupils can

choose any levels which contains different computation for MDAS.

There is a game module that mainly focuses on the game similar to

the classic snake game which it can be played while solving math

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problems and the user may be able to provide a feedback regarding the

reactions on the said application. It also consists of a game mechanics

wherein how the pupils will use the application. Scoreboard feature is

included that records and notify the score got by the pupils.

On the proposed system, there is also a math module that consists

of problems and computations to be solved by the pupils and definitely

can learn from the application.

However, the limitation of the proposed system is that it can be use

and played through Android smartphones and cant be implemented in a

pc based system.

Definition of Terms

This study would be better understood if the understanding of

some terms is set aside in favor of what they used in this paper. The

following terms were used with the following meaning:

Development. The process of economic and social transformation

that is based on complex cultural and environmental factors and their

interactions.

E-Learning. It is computer and network-enabled transfer of skills

and knowledge. E-Learning applications and processes include Web-

based learning, Computer-based learning, virtual education

opportunities and digital collaboration.

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Game. A game is a form of art in which participants, termed

players, make decisions in order to manage resources through game

tokens in the pursuit of a goal.

Mathematics. The science of numbers and their operations

interrelations combinations generalizations and abstractions and of

space configurations and their structure measurement transformations

and generalizations.

Module. Each of a set of standardized parts or independent units

that can be used to construct a more complex structure, such as an item

of furniture or a building. Typical characteristics of modular components

include portability, which allows them to be used in a variety of systems,

and interoperability, which allows them to function with the components

of other systems.

Notifications. Is the portion of the user interface that displays icons

for system and program features that have no presence on the desktop

as well as the time and the volume icon.

Operators. A person who uses and controls something (such as a

machine device or business).an operator is a character that represents

an action, as for example x is an arithmetic operator that represents

multiplication.

Software. Is a set of instructions and associated documentation

that tells a computer what to do or how to perform a task or it can mean

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all the software on a computer, including the applications and the

operating system.

Score. The record of points or strokes made by the competitors in a

game or match. The total number of points made by each competitor or

side in a contest, either final or at a given stage.

Technology. Technology can be the knowledge of techniques,

processes, and the like, or it can be embedded in machines which can be

operated without detailed knowledge of their workings.

Snake Meets Math: An Android Game Base Mobile Application

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