Professional Documents
Culture Documents
A. Introduction
Still, mathematics remains as one of the least favorite subject of high school
students (Tandoc Jr., 2015). Because of this attitude, the Philippines still lag
behind countries in Filipino’s mathematical proficiency. Based on World Economic
Forum’s (WEF) Global Competitiveness Report for 2011-2012, the Philippines
ranked 115th out of 142 countries in perceived quality of Math and Science
education (Gurney-Read 2016). High school graduates that are not fully equipped
with mathematical skills often suffer during the later years of education, some even
stopped studying.
The main problem of this study is to develop two games that will immerse high
school students in mathematics. Specifically, it aims to answer the following
research question:
D. Assumptions
The development of this study will provide new ways in which students can
fully comprehend and apply mathematical concepts. Teachers can use these
games as enrichment activities and as a part of strategic intervention materials.
On the other hand, students can be productive while enjoying games as their
leisure.
These games will also help students understand the importance of math in
real life situations outside the classroom. If fully utilized, it will help Filipino
youths become proficient in math resulting in personal and economic growth
alike.
This study was focused on the development of two games and measuring
the games’ entertainment value and immersion value. This was conducted in the
school grounds and in one of the researcher’s house from October to January
2019.
Teaching mathematics is not the purpose of creating the game. Instead, the
games will immerse the students in mathematics. The game will only increase
students’ interest in math, not imitate classroom style of teaching mathematics.
DEPARTMENT OF EDUCATION I REGION IV – A CALABARZON I CITY SCHOOLS DIVISION OF DASMARIÑAS
G. Definition of Terms
Hyper-casual game. These are games that are lightweight and playable in an
instant.
Shooter game. These are games in which the player controls a character that
wields weapons that shoot or harm an enemy.
Sprite. A bitmap graphic that is designed to be part of a larger scene. It can either
be a static image or an animated graphic.
DEPARTMENT OF EDUCATION I REGION IV – A CALABARZON I CITY SCHOOLS DIVISION OF DASMARIÑAS
Entertainment
High School Playing the Hyper- rating
students casual game
Immersion in
Mathematics 10
Entertainment
rating
High School Playing the
students Shooter game Immersion in
Mathematics 10
Controlled group
Construct 2
Construct 2 makes HTML5 games. These run online in a web browser on a wide
variety of different devices and operating systems, including on mobile devices like
phones and tablets, ensuring your game is accessible to as many people as
possible. This section is a summary of the technology involved. It is probably of
more interest to technically-minded people and can be skipped if you are more
interested in the details of how to use Construct 2.
Despite the fact that Construct 2 games can be ported to a variety of different
platforms even as "native" apps, the underlying technology is still a HTML5-based
engine.
HTML5
HTML stands for HyperText Markup Language. HTML is the standard way web
pages have been made since the beginning of the internet. HTML5 is the fifth major
revision of the HTML standard, and it started to gain widespread adoption in 2011.
It introduces many new features, but only a small number apply to games.
However, "HTML5" is still the most appropriate way to describe the technology
used for Construct 2's games. JavaScript is the standard programming language
used to program web pages, and this is also used to power Construct 2 games.
Of particular interest in HTML5 is the newly introduced <canvas> tag. This creates
a rectangular surface in a HTML web page where any images or content can be
drawn. This makes it ideal for games. All Construct 2 games use the HTML5
canvas to display the game.
DEPARTMENT OF EDUCATION I REGION IV – A CALABARZON I CITY SCHOOLS DIVISION OF DASMARIÑAS
JavaScript
JavaScript is the standard programming language for the web. It allows web pages
to become interactive and in many ways work like traditional applications. It is also
an industry-agreed standard.
JavaScript is not Java. These are two unrelated programming languages which
simply happen to have a similar name. Java applets are another technology which
can run in a web page, but it is a totally different technology to JavaScript. Try not
to get confused between the two: games made in Construct 2 do not need or use
Java to run. Modern browsers compile java script to native machine code (or CPU
instructions). This ensures that web pages (including games) using java script run
as quickly and efficiently as possible.
JavaScript programmers can extend Construct 2 with their own plugins and
behaviors.
DEPARTMENT OF EDUCATION I REGION IV – A CALABARZON I CITY SCHOOLS DIVISION OF DASMARIÑAS
Clip Studio Paint's tool set is focused and optimized for use in creating comics and
manga. It has tools for creating panel layouts, perspective rulers, sketching, inking,
applying tones and textures, coloring, and creating word balloons and captions. It
supports creation of bitmap and vector art, importing 3D models, and frame by
frame animation. It supports input with a mouse, or with a stylus and a graphics
tablet or tablet computer.
Adobe Photoshop
Adobe Photoshop is graphics software that is widely used for raster image editing,
graphic design and digital art. It makes use of different layering and various tools
to allow for depth and flexibility in the design and editing process.
In addition to raster graphics, Photoshop also has limited abilities to edit or render
text, vector graphics (especially through clipping path), 3D graphics and video.
Photoshop's feature set can be expanded through the use of Photoshop plug-ins,
programs developed and distributed independently of Photoshop that can run
inside it and offer new or enhanced features.
Aseprite
Google Chrome
Children learn mathematics in the early stages of their lives through real-life
interaction and playing with toys or materials, guided by their parents, siblings, or
peers (Broody & Wilkins, 1999; Griffin, 2004, as cited by Kermani, 2017). In the
Philippines, the K-12 curriculum imposes a student-centered way of teaching
(“Why Teachers in the Philippines”, 2015). Nowadays, learners enter the school
and learn mathematics through a hands-on and practical approach. In addition,
group work and brainstorming with peers is implemented so that the students can
clarify their thoughts, process concepts, and discuss ideas with much ease. These
teaching practices are proven to be more effective than the conventional question
and answer exposition in which the teacher will discuss all the laws and concept
while the students sit and listen (Ulep, 2006). Applications of concepts in real life
situations are also given importance, especially in the K-12 curriculum.
DEPARTMENT OF EDUCATION I REGION IV – A CALABARZON I CITY SCHOOLS DIVISION OF DASMARIÑAS
The use of games in teaching is not new and is proven advantageous in teaching
mathematics (Ernest, 1986). It evolved from older games that are actually drills in
which lessons learned in the classroom is practiced, to construction versus
instruction, constructivism, and collaborative community of learning of modern
games (Kebritchi, 2002). Several studies and literature reviews have proven that
interactive computer games are successful in motivating students in mathematics
and improving their academic achievement (Hmaid & Ibrahim, 2017; Huang & Wu,
2015; Hui, 2006; Kebritchi, 2008). In particular, McLaren, et al (2017), tested the
effectiveness of math games in teaching decimals. After playing the game, the
respondents answered a post-test, delayed post-test, evaluation rating, and
confidence rating to assess their learning.
In modern games, students develop and apply math concepts in real life situations
that they actually experience while playing the game. Problem solving skills such
as trial and error methods, simplifying difficult tasks, looking for patterns, making
and testing hypotheses, reasoning, and proving and disproving are also developed
while playing games.(Ernest, 1986). Games also engage students in mathematics
at cognitive, affective, affective, and operative levels. Cognitive level refers to the
actual math concepts that the student learned from the game, affective level refers
to the fun or pleasure that the student feels while playing the game, and operative
level refers to the improvement in the student’s strategic and problem solving skills
after playing the game. Also, games provide challenge to students, which in turn
improve immersion in the lesson. Dialogue and interaction during and after playing
also engages the student and prevents boredom (Attard, 2017).
Hyper-Casual games are defined as games that are lightweight and playable. The
addiction on these games comes from the short gaming session and the ease of
playing. In addition, players can start and stop playing the game anytime he
DEPARTMENT OF EDUCATION I REGION IV – A CALABARZON I CITY SCHOOLS DIVISION OF DASMARIÑAS
pleases. User Interfaces of these games are also simple making it easy to play
(Heinze, 2018).
On the other hand, Shooter games are games in which the player controls a
character that wields weapons that shoot or harm an enemy (Hosch, 2009).
Specifically, the game developed is a top down Shooter game. Top down refers to
the perspective used in the game. It provides an elevated viewpoint above the
action. This can include games with Isometric graphics, dual-joystick Shooters,
and 3D platforms.
Both games are popular to teenage and young adult Filipinos (The Filipino Gamer,
2017). While Shooter games have been popular since 1960s (Rigney, 2012), the
popularity of Hyper-casual games is relatively new. Even so, game developers and
marketers see a positive trend in the bloom of Hyper-casual games (Heinze, 2018)
While there are no studies coining mobile games and learning, several researches
about the behavioral and motivational effect are published. Yee (2006) stated that
games affect people in three components – achievement, social, and immersion.
Behavioral patterns such as domination, analysis, and wanting progress (under
the achievement component); friendship, self-disclosure, and collaboration (under
the social component); and exploration, fantasy, lore, relaxation, escaping real life
(under the immersion component) are related depending on the kind of games
someone plays. On the other hand, Pollak et al. (2010) proved the motivational
effect of mobile games in having a healthy diet. In the journal “It’s Time to Eat!
Using Mobile Games to Promote Healthy Eating”, they used a digital pet game that
needs to be fed and taken care of. Taking care of the pets encourage the players
to take care of their own health as well.
The possibility of changing behaviour towards diet through mobile games serves
as a basis of this study which in turn aims to change the student’s bahavior twards
learning mathematics.
DEPARTMENT OF EDUCATION I REGION IV – A CALABARZON I CITY SCHOOLS DIVISION OF DASMARIÑAS
The researchers used a game engine called Construct 2 to create the game. A
game engine is defined as a software-development environment that is used to
build video games. Construct 2 is a powerful ground breaking HTML5 game
creator designed specifically for 2D games. It allows anyone to build games without
the need to code programs. Construct 2, developed by Scirra, is an HTML5-based
2D game development engine that is aimed to non – programmers. It has the drag-
and-drop functionality for easy creation with a visual editor and a behavior-based
logic system. Though it is an HTML5-based engine, it has the ability to export the
game to an .exe file. The primary method of programming games and applications
in Construct is through 'event sheets', which are similar to source files used in
programming languages. Each event sheet has a list of events, which contain
conditional statements or triggers. Once these are met, actions or functions can
be carried out. Event logic such as OR and AND, as well as sub-events
(representing scope) allow for sophisticated systems to be programmed without
learning a comparatively more difficult programming language. Groups can be
used to enable and disable multiple events at once, and to organize events. A
JavaScript plugin SDK is used in Construct 2 as a compatible scripting system.
DEPARTMENT OF EDUCATION I REGION IV – A CALABARZON I CITY SCHOOLS DIVISION OF DASMARIÑAS
CHAPTER 3: METHODOLOGIES
C. Procedure
Game Planning
Game Development
DEPARTMENT OF EDUCATION I REGION IV – A CALABARZON I CITY SCHOOLS DIVISION OF DASMARIÑAS
Environment designs
Figure 1.5
Figure 1: Pre-design of stage (Shooter game)
Character Designs
Figure 3.1
Figure 3.2
Figure 3: Sprite Designs (Hyper-Casual game)
Programming
Managing
Figure 6: Layout
After individual tasks are accomplished, the designs are embedded to the code.
Bug fixing is required to remove bugs.
Figure 7: Debug-mode
Hyper-casual: Shepherd
Arcade mode – players have more interaction with game elements such as
character levels; Custom mode – players can choose what math question they
want to answer
Players may choose from eight characters and may even have pets in
Arcade mode. The math includes Algebra, Geometry, Trigonometry, Word
Problems and Statistics
Shooter: Agent 42
Agent 42 is a highly interactive game that uses math in the most indirect
ways. Agent 42 is also committed to a comedic writing through dialogue and
action. The players will play as Agent 42, an android who had just been salvaged
by an organization having the same interest of Agent 42's team, Ancient Math
Relics.
D. Research Design
Game Design
The basic background and design of the Hyper-casual game was heavily
influenced by endless games available mostly on mobile devices.
DEPARTMENT OF EDUCATION I REGION IV – A CALABARZON I CITY SCHOOLS DIVISION OF DASMARIÑAS
Game Flow
Hyper-casual game
Shooter game
DEPARTMENT OF EDUCATION I REGION IV – A CALABARZON I CITY SCHOOLS DIVISION OF DASMARIÑAS
Background Design
Number of 15 15 15
Respondents
(players)
a. Evaluation rating
Table 1 shows the evaluation rating of the Hyper casual game. The mean
rating of the gameplay is 4.07, which is equivalent to good. The mean rating of the
game design is 4.34, which is also equivalent to good. Next, the mean rating of the
sound effects and music embedded in the game is 3.73, which is equal to good.
Application of math concepts has a mean of 3.93, and is also rated good. Lastly,
the game’s addictiveness has a mean rating of 4.00, equivalent to good
Table 2 shows the evaluation rating of the Shooter game. The mean rating
of the gameplay is 4.47, which is equivalent to good. The mean rating of the game
design is 4.47, which is also equivalent to good. Next, the mean rating of the sound
effects and music embedded in the game is 3.80, which is equal to good.
Application of math concepts is rated good, with a mean of 4.40. Lastly, the game’s
addictiveness is rated good with a mean of 4.00.
Over-all, with a mean rating of 4.27, the Shooter game has a good
entertainment value based on the evaluation rating.
DEPARTMENT OF EDUCATION I REGION IV – A CALABARZON I CITY SCHOOLS DIVISION OF DASMARIÑAS
b. Confidence Rating
Over-all, with a mean rating of 3.17, players are confident while playing the
game based on the confidence rating.
DEPARTMENT OF EDUCATION I REGION IV – A CALABARZON I CITY SCHOOLS DIVISION OF DASMARIÑAS
Over-all, with a mean rating of 3.7, players are confident while playing the
game based on the confidence rating.
DEPARTMENT OF EDUCATION I REGION IV – A CALABARZON I CITY SCHOOLS DIVISION OF DASMARIÑAS
Table 5 shows the evaluation rating and confidence rating of the Hyper-
casual and Shooter games. In evaluation, it can be seen that the grand mean of
Hyper-casual is 4.0 while the grand mean of Shooter is 4.2 and has the same
interpretation of Good. On the other hand, in the confidence rating, the grand mean
of Hyper-casual is 3.1 and falls in the interpretation of Neutral while the grand mean
of Shooter is 3.7 and falls in the interpretation of Confident.
One way ANCOVA was used by the researchers to compare the difference
between the number of pre-test and post-test items answered by the three groups
whilst taking control of the respondent's current math grades
Dependent Variable: Difference between the number of pre-test and post-test items
answered
Type III
Sum of Mean Partial Eta
Source Squares df Square F Sig. Squared
Corrected
1298.147a 3 432.716 83.359 .000 .859
Model
Total 10871.000 45
Corrected
1510.978 44
Total
It can be seen in table 7 that at 5% level of significance, with (2, 42) degrees
of freedom, the F value is 120.345 is greater than the p value of 6.36E-16. The null
hypothesis is rejected and the alternative hypothesis is accepted. Therefore, there
is a significant difference between three groups in terms of the difference between
the number of pre-test and post-test items answered.
DEPARTMENT OF EDUCATION I REGION IV – A CALABARZON I CITY SCHOOLS DIVISION OF DASMARIÑAS
Lower Upper
Bound Bound
Hyper- Shooter -1.127 1.121 .961 -3.925 1.670
casual Control -.947 2.677 1.00 -7.630 5.736
0
Shooter Hyper- 1.127 1.121 .961 -1.670 3.925
casual
Control .180 2.431 1.00 -5.889 6.249
0
Control Hyper- .947 2.677 1.00 -5.736 7.630
casual 0
Shooter -.180 2.431 1.00 -6.249 5.889
0
It can be seen in table 8 that the post hoc tests showed there was a
significant difference between the groups shooter and control (p=1.000), and
groups hyper-casual and control (p=1.000).
A. Summary of Findings
In Problem 1, it was shown that the Hyper-casual game has a mean evaluation
rating of 4.0 which is equivalent to good, and a confidence rating of 3.1 which
is also equivalent to good. On the other hand, the Shooter game has a mean
evaluation rating of 4.2 which is equivalent to good, and a confidence rating of
3.7 which is also equivalent to good.
In Problem 2a, it was shown that the Hyper-casual group has a mean of 8.13
pre-test items answered, 26.67 for the post test, and 17.87 as the difference
between the two. Second, the Shooter group has a mean of 7.80 pre-test items
answered, 25.20 for the post-test, and 17 as the difference between the two.
Lastly, the control group has a mean of 7.93 pre-test items answered, 14.87 for
the post test, and 6.87 as the difference between the two.
In Problem 2b, it was shown that at 5% level of significance, with (2, 42)
degrees of freedom, the F value is 120.345 is greater than the p value of
6.36E-16. The null hypothesis is rejected and the alternative hypothesis is
accepted. Therefore, there is a significant difference between three groups
in terms of the difference between the number of pre-test and post-test
items answered. It is also shown in the post hoc test that there was a
significant difference between the groups shooter and control (p=1.000),
and groups hyper-casual and control (p=1.000).
In Problem 3, it was shown that at 5% level of significance, with (1, 28) degrees
of freedom, Pillai's trace of .480 is less than the F value of 1.429. The null
hypothesis is accepted and the alternative hypothesis is rejected. Therefore
DEPARTMENT OF EDUCATION I REGION IV – A CALABARZON I CITY SCHOOLS DIVISION OF DASMARIÑAS
B. Conclusion
Problem 1 shows that both the Hyper-casual and the Shooter games got
positive entertainment value based on the ratings in the evaluation rating and
confidence rating. Therefore, the respondents that played the Hyper-casual game
or Shooter game were entertained because of the game's entertainment factor.
C. Recommendation
3. To give the respondents more time to play the game before conducting surveys.
DEPARTMENT OF EDUCATION I REGION IV – A CALABARZON I CITY SCHOOLS DIVISION OF DASMARIÑAS
5. Further studies about the possible effects of using mobile games to immerse
students in mathematics.
DEPARTMENT OF EDUCATION I REGION IV – A CALABARZON I CITY SCHOOLS DIVISION OF DASMARIÑAS
REFERENCES
Callaghan MN, Long JJ, van Es EA, Reich SM, Rutherford T. How teachers
integrate a math computer game: Professional development use,
teaching practices, and student achievement. J Comput Assist Learn.
2018;34:10–19. https://doi.org/10.1111/jcal.12209
Romer (Eds.). Media and the Well-Being of Children and Adolescents (109-
128). New York: Oxford University Press.
Sosa, G., "The Impact of a Video Game Intervention on the Cognitive Functioning,
Self- Efficacy, Self-Esteem, and Video Game Attitudes of Older Adults"
(2012). CGU Theses & Dissertations. Paper 19.
http://scholarship.claremont.edu/cgu_etd/19
T. Dillahunt et al., “Motivating Environmentally Sustainable Behavior Changes with
aVirtual Polar Bear,” Pervasive 2008 Workshop Proc., 2008, pp. 58–62;
www.pervasive2008.org/Papers/Workshop/w2-04.pdf.
Ulep, S. (2006). Good Mathematics Teaching Practices - In The Making: A
Philippine Experience. Tsukuba Journal of Educational Study in
Mathematics, 25(1), 289-297
Yee, N. (2006). Motivations for Play in Online Games. Cyberpsychology &
Behavior, 9(6), 772-775
DEPARTMENT OF EDUCATION I REGION IV – A CALABARZON I CITY SCHOOLS DIVISION OF DASMARIÑAS
APPENDICES
APPENDIX A: QUESTIONNAIRES USED
A.1 Demographic Survey
DEPARTMENT OF EDUCATION I REGION IV – A CALABARZON I CITY SCHOOLS DIVISION OF DASMARIÑAS
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Gameplay 4 4 3 4 5 4 4 5 5 4 3 4 4 5 5
Game Design 5 4 4 5 4 4 4 4 5 4 5 4 5 4 4
Sound/Music 4 3 4 4 3 4 4 4 4 3 4 3 4 4 4
Application of 4 4 3 4 4 3 4 4 4 5 4 4 3 4 5
Math
Concepts
Addictiveness 4 5 4 4 4 3 4 4 5 3 5 4 4 4 3
of the game
Shooter Game
Criteria Respondents
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Gameplay 4 5 5 4 4 5 4 4 5 4 5 5 5 4 4
Game Design 5 4 5 4 4 5 5 4 4 4 4 5 4 5 5
Sound/Music 4 3 3 5 4 4 4 3 3 3 5 4 3 4 5
Application of 4 5 5 4 4 5 5 4 4 4 5 4 4 4 5
Math
Concepts
Addictiveness 3 4 4 5 5 4 4 4 5 4 4 3 4 4 3
of the game
DEPARTMENT OF EDUCATION I REGION IV – A CALABARZON I CITY SCHOOLS DIVISION OF DASMARIÑAS
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Performance 4 3 3 4 3 4 4 3 3 3 4 3 4 5 5
confidence
Time spent 5 4 3 4 3 5 3 4 4 3 3 2 3 5 3
in each level
Ease in 4 3 3 3 3 3 4 3 3 3 3 2 3 4 3
solving the
problems
Achievement 4 4 5 4 4 5 4 4 4 4 4 3 4 5 3
factor
Improvement 5 4 4 5 5 4 5 4 4 4 5 3 4 3 3
factor
Shooter Game
Criteria Respondents
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Performance 5 5 4 4 3 4 4 3 3 3 4 3 4 5 3
confidence
Time spent 5 5 5 4 3 5 3 4 4 3 3 2 3 5 3
in each level
Ease in 4 4 3 5 3 3 4 4 3 4 4 2 3 4 2
solving the
problems
Achievement 4 4 5 4 4 3 4 4 3 4 4 3 4 4 3
factor
Improvement 4 4 5 4 5 4 5 4 4 4 4 3 4 3 3
factor
DEPARTMENT OF EDUCATION I REGION IV – A CALABARZON I CITY SCHOOLS DIVISION OF DASMARIÑAS
Total 346756.000 45
Groups * Math
2.103 2 1.052 .195 .824 .010
Grades
Total 10871.000 45
Hypothesis
Effect Value F df Error df Sig.
Box's M 113.022
F .969
df1 66
df2 2499.814
Sig. .548
Type III
Dependent Sum of Mean Partial Eta
Source Variable Squares df Square F Sig. Squared
B.1 September 24, 2018 – Creating the concept for the math game