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CHAPTER 1

INTRODUCTION

Project Context

Being knowledgeable about the history of your own country is an integral of being a citizen of

that said country and it is also essential to students not because it is a requirement based on what is

said according to the law, but because it is the one reason why we are here today. It basically influences

the way we live and how we fight for our rights as a human being. History may seem as a mind-

numbing subject to students nowadays. They think that history is only a matter of memorizing

important events that happen in the past.

A pre-survey was conducted on five schools to ponder whether the students were having

difficulty in learning the history and 60% of the population answered yes. History is more than it

meets the eye and more so than just memorization. History is a matter of understanding why certain

things or events happened. History refers to the academic discipline which uses a narrative to examine

and analyze a sequence of past events, and to objectively determine the patterns of cause and effect

that determine them. History helps us understand people and societies and contributes to moral

understanding. As shown in the survey, students are having difficulty in learning the World War II

history. The students suggest that a role-playing game about it could be possibly help in the learning

process.

While technology is continuously innovating, learning is becoming more digital. According to

a survey, 37% confirmed that they often use smart devices for gaming purposes, 28% for academic

purpose, 22% for Social Media and 23% for surfing the web. There are some games that are used as

a medium for learning, such as learning application tools for pre-school students who have down
syndrome focus on primary colors, tracing and numbers. (Ong, et al., 2016). Game of the Generals

of students of City College of Calamba (Calbadia, et al.2013). Learning about the stories of individuals

and situations in the past allows the student to test his or her own moral sense, to hone it against the

real complexities individuals have faced in difficult settings. History helps to one’s identity and it is

unquestionably one of the reasons that all modern nations encourage in their teachings in some form.

Studying history is essential for good citizenship.

Studying history is most common justification for the place of history in the school curricula.

The hard part of instilling history is when the students are disinterested on the history topic itself.

The students are willing to listen but are not willing to read. Students are lazy to read and to memorize

dates, events and happenings. Students are more likely willing to learn history through story-telling

with visuals. Though there are various sites with videos and documentation that are found in the

Internet about the Philippine history, the number of students that are willing and interested to learn

is minimal.

Many computer games have been introduced in the new generation. Playing video games, as

what as many say, is “addictive”. On the contrary, video games have numerous benefits including the

development of cognitive skills in both children and adults. Cognitive games can help improve one’s

brain stimulation, which improves the brain’s performance. Playing video games improves

coordination as well. (El-Nasr & Yan, 2013). You may think the child or adult is only staring at the

computer inactively, but in reality, the things happening in the computer screen provides mental

stimulation.

Based on the information gathered, the researchers came up with developing a mobile game

that interacts to the probability of learning history, since most of the students have handheld phones
and more likely interested in a fun and entertaining learning experience. The main purpose of this

study is to educate the students about the importance of history and at the same time, give them a

source of entertainment as well.

Purpose and Description

The purpose of this study is to educate the students about what actually happened during the

2nd World War. Some history books would get students nowhere and it will certainly make them

sleepy. Playing video games however, is addicting and can make the nerve cells of the youth brittle,

causing them to be forgetful. Despite the effects, historical video games help people to get started in

learning while giving those who love history a chance to play a game about their favorite time period.

The purpose of the project is to develop a game that will improve and increase the knowledge

of the students about history, especially about the peak of the World War II in the Philippines. The

aim of the researchers is to combine the most “trending” game and history to provide an entertaining

learning method.

The proposed game is a first-person shooting game combat based on what happened in the

Philippines during the World War II. The game can be played on a desktop or laptop. It is a one-

player game, since it only focuses on one person’s point of view. The game will show the scenario in

the war history. There will be missions and objectives in the game for them to finish.

Statement of the Problem

The researchers aim to make history more interesting and for the game to serve as an eye-

opener about some certain events that happened during the war. It came down to answering these

questions:
1. What tools and methods can be used to rekindle the knowledge and idea of the students of

Calamba City about the Philippine history?

2. How can the proposed game help the students/users in learning Philippine history?

3. How can the effectiveness of the game improve when it comes to educating people about the

history of WWII in terms of the following:

3.1. Functionality

3.2. Reliability

3.3. Usability

3.4. Efficiency

Objectives of the Problem

The main objective of the study is to develop a game which will not only serve as a recreation

but also as an educational tool that will help users remember the iconic life events in the Philippines.

The specific objectives are as follows:

1. To identify the tools and method that can be used to rekindle the knowledge and idea of the

students of Calamba City about the Philippine history.

2. To determine how the proposed game can help the students/users in learning Philippine

history.

3. To determine the effectiveness of the game when it comes to educating people about history

in terms of the following:

3.1. Functionality

3.2. Reliability

3.3. Usability

3.4. Efficiency
Significance of the study

The beneficiaries of the study will be the following:

Academic Institution. The school will benefit from the study when the students are studying the

Philippine history.

Teachers. The teachers will be one of the beneficiaries of the proposed system since they can use it

as a new teaching strategy. The research also offers an edutainment experience for the user.

Students. History is a subject that is required to be studied in school, but most of the students find

this subject boring. The proposed game will be a big help to students during class discussions about

history of world war here in the Philippines. Moreover, a game that focuses on history of world war

will help pique the interest of students who barely know the events that happened in the Philippines,

because sadly, students are more interested in other countries’ history and culture and are almost

forgetting the importance of the Philippine history. Also, students are more interested in games rather

than books, because nowadays, most people are glued to their smart devices wherever they are. Games

do not only provide entertainment, but they can also be used as an educational tool.

Computer game enthusiast. The proposed game will offer additional entertainment in field of

computer gaming.

Researchers. The researcher will understand and improve their way of thinking in terms of role-

playing games.

Future Researchers. The study may be used as reference in conducting new researches in the future

for those who want to develop a game about the condition of the Philippines during the World War

II. Future researchers may improve this study and may contribute a better idea that they can apply on

their own study.


Scope and Limitations

The scope of the study is focused on Philippine history as highlighted in the World War II.

The app will not include the entire history in the game. The researchers will only focus on developing

a game that can be played in desktop or laptop with high-quality specifications. The game included

the achievement and progression system where the user will be allowed to see the previous succession

in the game.

The hardware specs needed are as follows: CPU with intel core i7 sixth gen and media GTX

950 or better. It is highly requiring 8 GB of RAM. The research locale is in the City of Calamba. The

study focuses not only on providing entertainment but also giving educational knowledge or

background about the war. The proposed game offers digitalized timeline- based system. The game

does not require wireless connection or internet connection and is only for people ages 12 and above.

Players ages 12 and below can only play with the guidance of the parents. The participants of the

survey conducted by the researchers range from high school to college.


CHAPTER 2

REVIEW OF RELATED LITERATURE

This chapter presents further information that is notably relevant to the present study. These facts

are taken from books, journals, the Internet and different authorities that will strengthen the validity

of the results of the study.

Related Literature

The proposed application strives to become a historical game. Movies and stories sprang free.

Barely the war had ended when genres regarding the war became one genre recalling or viewing the

war. Though war movies from Hollywood came first, Filipino movie houses sprung back on their

feet, they as well began producing war movies. The movies show the brutality and violence of the

Japanese, and the act of Filipino heroism with the Americans in their aid. Critics advised that the

violence in the movies might spark more violence, but these movies also provided a catharsis for

Filipinos who reminisced the war too well and also countered Hollywood movies featuring the

Americans as the victors the Philippines.' (Jose, 2013).

Different Seminars explores World War II from its self-contained causes in Asia and Europe

through its major military campaigns to its global consequences. This includes discussion of

economic, geopolitical and moral consequences of the greatest war ever fought. Whether major

decisions by individual leaders determined the grand strategic outcomes of the war or material factors

offer a better explanation of who won and lost and how they won or lost. While the course necessarily

explores statecraft at the top levels of grand strategy and command decision-making, it is also

concerned with experiences of battle by flesh and blood soldiers and with ‘home front’ conditions,

including resistance to or collaboration with various occupation forces. It views the in-depth motives
of the Axis Powers, the bizarre politics of Japan, and gives sue emphasis to the German-Soviet war

as well as the key events in Italy, Africa, China & the Pacific. It delves into the ‘moral history’ of the

war, from decimation of law and combat rules to starvation and bombing by the Western Allies to

Japanese crimes. (Peter Reese, 2013)

History is taught to the students at school. Teachers cannot help but feel overwhelmed.

Apparently, some of the material is difficult to comprehend as an adult. If it is hard for adults, it is

even more difficult to the students. Events that occurred in the 2nd World War tend to be difficult

to cope with and understand. This kind of topic should not be glorified hence, it should be treated

with sensitively. It can be an emotional experience to the students studying the Holocaust or just

studying about the War in general. (Allen, 2013).

The U.S. Medal of Honor, from its commencement in 1861, traces the history of one genre

of commemoration early in the Civil War up to the present. We begin by locating the Medal of Honor

historically in relation to other genres that memorialize wartime military service and in so doing

construct narratives that address wartime trauma. The central sections of the article identify the main

elements of the Medal of Honor as a genre that works to define ideals of military honor and bravery.

“We present our methodology for analyzing the citations.” (Lachman & Styvers, 2014).

The Philippine history is rich, the war that the country had encountered is numerous, just like

the Treaty in Versailles wherein the treaty was seen as severe. It has damaged Germany economically,

made it weak and hurt the German pride. Hitler used this bitterness and anger as fuel for his speeches

to justify for his foreign policy. In the Global Depression. The Wall Street crash marked the start of
a Global Depression. This helped dictators come to power and other countries were too weak to

stand against them. (Tes, 2017)

Game

Game designers want to make sure that players learn to play the games they design so that

these players will then buy the games they have come to enjoy. But researches over the past decade

has shown that the effects of learning to play at least some types of video games extend well beyond

the market confines of commercial entertainment. One genre of video games in particular, the action

video games—which involve lots of fast motion, many items to keep track of simultaneously, and a

need to attend to peripheral vision constantly—has been linked to a multitude of benefits from the

lowest levels of perception up through the highest levels of cognition. ( Eichenbaum , Bavelier , &

Green, 2014)

According to Pho & Dinscore (2015), game-based learning refers to the borrowing of certain

gaming principles and applying them to real-life settings to engage users (Trybus 2015). The

motivational psychology involved in game-based learning allows students to engage with educational

materials in a playful and dynamic way. Game-based learning is not just creating games for students

to play, it is designing learning activities that can incrementally introduce concepts, and guide users

towards an end goal. Traditional games can incorporate competition, points, incentives, and feedback

loops. These concepts have become increasingly popular in higher education and in libraries as a way

to engage students in learning.


Unity

Unity is a flexible and powerful development platform for creating multi-platform 3D and 2D

games and interactive experiences. It is a complete ecosystem for anyone who aims to build a business

on creating high-end content and connecting to their most loyal and enthusiastic players and

customers. One code-base for all platforms. A lot of out-of-the-box engine features: animation;

physics; lighting; etc. Quick integration of assets: images, audio, 3D models, animations, etc. A very

active developer community integrates whole team into the engine. No need for a test pipeline (e.g.,

“visual designer waits for a programmer to make a build”). Quick prototyping. (Kuffner Dos Anos,

2016)

Understanding players’ visual attention patterns within an interactive 3D game environment

is an important research area that can improve game level design and graphics. Several graphics

techniques use a perception-based rendering method to enhance graphics quality while achieving the

fast rendering speed required for fast-paced 3D video games. Game designers can also enhance game

play by adjusting the level design, texture and color choices, and objects’ locations, if such decisions

are informed by a study of players’ visual attention patterns in 3D game environments. (El-Nasr &

Yan, 2013)

3D graphics is nearly as old as the computer itself, tracing its roots back to the 1960s. It has

been used in applications spanning engineering, education, training, architecture, finance, sales and

marketing, gaming, and entertainment. Historically, 3D applications have relied on high-end

computer systems and expensive software. But that has changed in the last decade. 3D processing

hardware is now shipped in every computer and mobile device, with the consumer smartphone of
today possessing more graphics power than the professional workstation of 15 years ago. More

importantly, the software required to render 3D is now not only universally accessible, it’s also free.

It is called a web browser. (Luna, 2016)

Local Studies

Based on the research of Canta, et.al (2017) entitled “Basic Software for Crowd in New

Building of CCC using A* algorithm”, the researchers want to create a system that will simulate the

actual scenario in an ordinary evacuation drill. A* algorithm has the best compatibility for the path

finding in line with this, if the algorithm was applied to the system. The paths that are being simulated

are the shortest paths to be followed the combination of the concept in the previous researches was

used for the success of their study.

E-Sports is a league of video games in professional level. It discusses the industry of eSports.

Rolando Tolentino of Popular Culture studied the history of online gaming in the Philippines and

how the game “League of Legends” started in the international level. eSports also studied how a

professional player in online gaming is trained in everyday life. This study focuses only in the progress

of eSports in the industry. (Gripal, 2017).

A thesis entitled “Learning Application Tool for Pre-school Down Syndrome Children

Focused in the Primary Colors, Tracing and Numbers” by Ong, et.al (2016) from City College of

Calamba said that the technological medium through the application of multimedia and software

inside the class has been achieved by many schools. Some experts mentioned that developing a game

through the use of Android can be a big help to the children. They decided to create a game not only
to entertain the user but also to gain some knowledge and understanding in every situation in everyday

life.

Online judges, as well as students, are used by competitive programmers to practice and hone

their skills in programming. Unfortunately, most online judges are not explicitly designed as a training

platform. Because of this, beginners are often lost when finding a suitable problem and get stuck on

hard problems due to the lack of an effective training structure to follow. This causes them to become

less inclined to practice further. Recently, there has been a trend of non-gaming applications

introducing elements found in video games in order to increase user engagement and retention. This

practice is known as gamification. This research project designed and implemented an online judge

that is better suited for practice by utilizing gamification to create a structured training program to

better guide and motivate its users to practice. Results show that the users of this system were

substantially more active in practicing than those who did not use the system. However, the results

were unable to show an improvement in learning in comparison to their current systems. (Abejuro,

2016).

The "big idea" of this campaign is that Casino Filipino cares for its customers by helping them

maintain a fun and enjoyable casino experience through responsible gaming. It not only considers

responsible gaming as an advocacy but as a way of doing business (core competency) and thus, looks

after the welfare of its customers through friendly reminders to those who may be at risk of problem

gambling to play in a way that will not be harmful to their themselves and their families. (Conde,

2016).
This paper analyzes oral narratives of 10 Filipino comfort women, who are members

of the Liga ng mga Lolang Pilipina, or Lila Pilipina, an organization of victims and survivors of sexual

slavery by Japanese military soldiers during the World War II in the Philippines. Guided by Ernest

Bormann’s Symbolic Convergence Theory, this paper aims to describe the content, identify the salient

structure, and determine the rhetorical vision in the oral narratives of Filipino comfort women. This

paper argues that a pattern of characters, settings, and plotlines may be discerned from the oral

narratives, and that these formal elements structurally and ideologically constitute the comfort

women’s rhetorical vision of the future. This rhetorical vision is by and large a social drama that

visualizes a just and warless society, renders the war as the major culprit in the destruction of Filipinos’

lives, and highlights the roles of Filipino comfort women and the youth in fighting militarization and

in seeking peace and social justice in society. (Serquiña Jr., 2015).

Since its inception as an area studies program instituted by the United States after World War

II, Philippine Studies in the University of the Philippines has undergone a radical transformation.

From being a neo-colonial program designed to create a venue for the Americans to perpetuate their

hegemony in Philippine scholarship, it has become a springboard from which some progressive

Filipino intellectuals particularly in the 1970s formally launched the indigenization movement in the

Philippine academic community. It would take on significant epistemological and methodological

shifts emphasizing the vital role of Filipino language as primary tool of knowledge production. To

map out the extent of this paradigm shift, knowledge production in Filipino both at the undergraduate

and graduate levels of the Philippine Studies program is analyzed. Two general directions based on

Virgilio Enriquez’s SP construct are discernible along this line: (a) “indigenization from within” or the

development of our own analytical tool and conceptual framework using our indigenous language and

culture as source; and (b) “indigenization from without” or appropriation/adaptation of foreign


formulations to local realities. Such production is viewed in the larger context of the development of

a “Philippine studies” envisioned by Rizal in the 19th century and carried on by Filipino scholars over

the last five decades in their efforts to construct a more meaningful framework for understanding

Filipino psyche, culture and society. It is hoped that a fully-developed Filipino academic discourse

shall be our significant contribution to a truly universal scientific tradition. (Tatel, 2015).

In the discourse of Philippine national history, the ethnolinguistic groups in the marginalized

islands of Visayas and Mindanao play an important role in the construction of the nation. For instance,

the parang sabil of the Tausug may be considered as a form of resistance against the colonizers vis-à-

vis the 1896 revolution of the Katipuneros in Luzon. The term parang sabil comes from parang,

meaning war or sword, and sabil, meaning killed in the way of God. It is a traditional Tausug practice

by which the Tausugs defend their religion Islam against the threatening infidels. This paper will make

use of an ethnic narrative song of the Tausug of Sulu entitled “The Parang Sabil of Abdulla and Putli’

Isara,” as a tool to understand how the group fought based on their cultural beliefs, from the armed

struggle against a country who treats them as outsiders up to the battles invoked in the name of

religion. (Quintos, 2015).

According to the research entitled “Development of Edutainment Game in Mathematics

Using Android Technology for Grade School Students in Learning Performance” of Castillo, et.al

(2014) from City College of Calamba, the use of computer or video games is very interesting and

challenging for formal education settings. Challenges surround the use of edutainment game in the

classroom. The idea served as instrument to them in developing a system as well as adapting the

instructional learning objectives of an elementary school as part of the system objectives. Interactive

game environment had grown increasingly interesting to students’ cognitive affect status. Rodrigo
(2012) believed that the detection and the adaptation to the students’ cognition may boost the learning

of the students and will enhance their quality learning experience. The researchers examined the

dynamics of the Filipino students as they use the pre-algebra game math Blaster 9-12 and focused on

the boredom, confusion, delight, engagement, neutrality and surprise states that are cognitive-

affective. The researchers determined that boredom was the only state that tended to persist which

leads the students not to engage. From the findings, it was concluded that boredom is a persistent

and undesirable state.

The study “Development and Evaluation of a 3D siato game using A* algorithm” by

Manzano, Delfinado et.al (2013) from City College of Calamba states that games are becoming more

popular and popular than usual physical games. According to the studies and literature taken, games

are part of children lives especially outdoor games where motor and social skills are developed. But

the continuous innovation of technology makes children forget their old games and face the computer

instead. AI plays an important role for improving gameplay features, not the visualization of a perfect

human ability to play. Some games that implement AI use auto-generated bots to add an enemy that

can be powerful or weak depending on the level of difficulty of the game.

The University of the Philippines Herbarium was established in 1908 and was originally

located in Ermita, Manila. The majority of its pre-war collections were destroyed during World War

II, and no formal records of its specimens were preserved. Since then, multiple efforts to restore and

improve the Herbarium have been proposed and implemented, most notably its move to the UP

Diliman campus. In 1999, the Herbarium was officially renamed as the Jose Vera Santos Memorial

Herbarium after the noted grass expert, who initiated rehabilitation work in the Herbarium after the

war. The Herbarium is registered with the international code PUH in the Index Herbarium, a global
directory of public herbaria managed by the New York Botanical Garden. To assess the accessioned

(uniquely numbered and recorded) collection of the Herbarium, an electronic database of its

accessions was created. The Herbarium currently contains 14,648 accessions, 12,681 (86.6%) of which

were collected in the Philippines. This is comprised of 309 families, 1903 genera, and 4485 distinct

species. Thirty-nine type specimens form part of the collection, only one of which is a holotype. On

the basis of major plant groups, angiosperms make up 71% of the collection. (Yap, Estacio, Pales, &

Co, 2013).

Story Sense is a web-based learning environment that acquires common sense knowledge

from children by allowing them to fill blanks to complete stories. Story Sense has three types of users:

1) Authors, which are aged 7-10 and they allow Story Sense to acquire knowledge by filling up stories,

2) Reviewers, which are age 18 and above and are tasked to evaluate the completed stories of the

authors, and 3) administrators, which are linguists that responsible for adding and editing story and

relation templates in Story Sense. Story templates are premade files that contain an incomplete story

where the blanks are answers to a relation template. On the other hand, relation templates are relations

that match the blank in a particular story template. Various theories from related researchers like

gamification, crowdsourcing, knowledge acquisition, and interactive learning environment were

applied to Story Sense to motivate the users to continue using the system. Gamification incorporates

game mechanics into non-gaming circumstances to engage the users into using Story Sense through

the use of leaderboards, level-up system, badges, liking stories, and featuring certain things within a

given amount of time which are all present in Story Sense. Crowdsourcing refers to handing over a

particular task to a group of people. This was done by making the app web-based; thus, enabling a

wider audience to contribute into Story Sense which complements the process of knowledge

acquisition by obtaining more knowledge. For the knowledge to be considered as acceptable, a


process of validation was done on the stories that were filled up by adhering to a certain criterion.

After running the system for 2 days, results showed that through crowdsourcing, there was a 42.52%

growth with the concepts learned by story Sense. Moreover, 81.61% of these concepts provided by

children to complete the stories were usable to Story Sense, having received an average rating of

77.62% from the evaluators. (Bienes, 2013).

The development and evaluation of 3D game assessment tool (Sumaong, Alvarez et.al 2013)

from City College of Calamba is really helpful for the grade school students. This software will

contribute in honing their learning capability. According to Betley (2012), it says that much of what

we learn is through our visual sense. That is approximately 80% of our sensory inputs that comes

with the visual system. A three-dimensional design is attractive to the eyes of the students and catches

their attention. Nowadays, they are having a hard time coping with their lessons by using 3D the

proponents even when it provides good quality of graphics.

Based on the research “Effectiveness of Digital Media as a Tool for Teaching Three Students

in Bangyas Elementary School in Calamba Laguna” (Dequito, Gamboa et.al, 2013) from LPU

Calamba, learning through the use of digital media devices helps the students to improve their

cognitive skills. Recent studies show the effectiveness of visualization in learning including the text

and audio that generated in the Internet or computer networks.

According on the research, “Games of the General” (Calabia et.al, 2013) of City College of

Calamba, Artificial Intelligence can be classified into different types, such as intelligent system,

knowledge , expert systems, agents and neutral networks, robotics, vision system, natural language

processing and learning system through the continuous development in the field of AI, it offers many
application of AI on the following game playing such as speech recognition, understanding natural

language , computer vision , expert systems and heuristic classification.

The research entitled “Philippine Mythology in Android Using Monte Carlo And A*

Algorithm” (Collo et.al, 2016) of City College of Calamba states that the Artificial intelligence in

developing a game brought the researchers to realize the most of the game include AI because it

makes the game challenging and more fun to play with.

A game entitled “Educational Role-playing game for pre-elementary students using Logic

Algorithm” (Cansanay et.al, 2015) of City College of Calamba states that the students ae challenge by

educational activities but studies found out that are not focusing on the lesson and they spend time

for it in trivial ways. According to the researcher’s video games become more popular in the later

years so the educational content can be incorporated with a game platform to make users be motivated

to learn. It can also enhance the childhood education and increase variety of working methods using

Role-playing games (RPG) develop in android platform so it will be a portable one by just installing

in mobile devices or handheld gadgets.

The study entitled “EPIC: A 3D role playing game using Fuzzy Logic Algorithm” by Alzona

et.al, 2017 of City College of Calamba states that the technology for education is a great benefit to

society in many ways. Technology for education let the students familiarized the image and video to

learn the information quick and they can recall all the information and in the book of Game

Development Essential: Game Interface Design, it is included that a software allows player to

communicate with the software (Game). The researchers created a 3D game to make it more realistic.
Most of the games today are installed on a mobile device and tablets but there are some

reasons why mobile devices are not capable of handling a 3D game flawlessly. As perceived by

Hosseini, Peters, & Shirmohammadi (2013) despite the many attractive feature, 3D graphics impose

significant demands on the limited battery capacity of mobile game device. Thus, the development of

efficient approaches to decrease the amount of streamed data with the aim of increasing the battery

lifetime has become a key research topic. Also, gaming had benefits in learning Role-playing gives the

user a motivation to think critically and logically. Computer games boost the minds of the user to

think of the strategy they will apply on the game.

A study “Legend of the Heroes (LOTH): A 3D Tactical Role-playing Game using Fuzzy Logic

and Monte Carlo Algorithm “(Alcira et.al 2017) of City College of Calamba states that technology can

be used to support both teaching and learning. It fills classrooms with learning tools, such as

computers and hand-held devices; experiences, and learning materials which supports learning 24

hours a day, 7 days a week and build 21st century skills. The game will help the users get more

familiarized with the Philippine heroes and at the same time, enjoy the game. Computer learning tools

are developed not only for entertainment and leisure purposes, but for recognition of recreational

educational aspects. Almonte et al (2013). Discussing benefits of 3D games, Kim (2015) wrote an

article that the recent research in the fields of neuroscience, psychology and cognitive science has

found evidence that playing certain video games can be like exercise for the brain. Participants who

played the popular 2D game Angry Birds received fewer cognitive benefit. Even players of casual

games, such as Bejeweled Blitz or Candy Crush Saga report memory improvements and quicker

response time as a result. In another study, it is also said that the demand on high quality graphics and

realistic gameplay are top priorities of most games nowadays.


Foreign Studies

Drawing on qualitative interviews with seven queer gamers, I argue in that we should

understand gamers as socio-technological assemblages, in order to illustrate how gamer identity,

subjectivity, and sociality are enacted through the relationship between the body of a gamer and the

game technologies. I further expand upon this by tending to how queer gamers talk about their

embodied experiences and affective connections to various games through wording and storytelling

elements. These stories illustrate how games create affective possibilities for connection and

belonging for queer gamers. I conclude by arguing that an attention to gaming as an embodied

experience expands our conceptualizations of play and helps us understand the world making

practices that queer gamers often employ. (Taylor, & Ruelos, 2018).

Nowadays, social networks are popular among people of all ages. It is an interesting fact that

social networks are also used by the future graduates in Masters of Primary Education for checking

their status or playing online games. The result of the study shows that among using Facebook,

browsing the social networks, playing online video games of the future Master of Primary Education

graduates, they consider themselves addicted to online gaming. (Ružić-Baf & Tutan, 2018).

This study introduces a system design in a form of cognitive dialog game (DiaCog) to support

pedagogical factors and student learning model ideas. The purpose of the study is to describe how

such a design achieves tracking and adapting students’ knowledge and mastery learning levels as a

cognitive assistant. Also, this study shows alternative ways for supporting intelligent personal learning,

tutoring systems, and MOOCS. This paper explains a method called DiaCog that uses a structure for

students` thinking in an online dialog by tracking student`s level of learning/knowledge status. The
methodology of computing is concerned with the semantics that match between students`

interactions in a dialog. This way gives the DiaCog’s learner model the chance to show the pedagogical

model. The semantic fingerprint matching method of DiaCog allows making comparisons with expert

knowledge to the detect students’ mastery levels in learning. The paper concludes with the DiaCog

tool and methodologies that used for intelligent cognitive assistant design to implement pedagogical

and learner model to track and adapt students’ learning. Finally, this paper discusses future

improvements and planned experimental set up to advance the techniques introduced in DiaCog

design. (Karahoca, Yengin, & Karahoca, 2018).

The study develops a 3D, networked multi-user Virtual Environment for Rehabilitative

Gaming Exercises (VERGE) system for home therapy. Within this environment, stroke survivors

can interact with therapists and/or fellow stroke survivors in the same virtual space even though they

may be physically remote. Each user’s own movement controls an avatar through kinematic

measurements made with a low-cost, Kinect™ device. The system was explicitly designed to train

movements important to rehabilitation and to provide real-time feedback of performance to users

and clinicians. To obtain user feedback about the system, 15 stroke survivors with chronic upper

extremity hemiparesis participated in a multisession pilot evaluation study, consisting of a three-week

intervention in a laboratory setting. (Triandafilou, et al. 2018).

The article is devoted to the issues of engineering and psychological evaluation of gaming

interfaces and environments for eSports. The typical program interface of group computer games is

analyzed from the point of view of their user properties (usability). The functions and structure of

the game interface are discussed. Definitions are given and the main usability functions are considered

as an application to the gaming systems used in eSports. The basic requirements for user properties
are formulated, and definitions of usability are given in accordance with the requirements of the

International Organization for Standardization (ISO). (Sergey, & Arturas, 2018).

The study aims to evaluate the prevalence of internet addiction among 13 to 18-year-old

school children and its relation to sex, age, and time spent playing computer games, game type, and

subjective health evaluation. It concludes that internet addiction was significantly associated with

poorer self-rated health among boys. (Ustinavičienė, et al. 2016).

This paper is about the relationship dynamics in the virtuality of the gamers into the massively

multiplayer online role-playing game “Perfect World” in the not orifical Latin-American server

“Comunidad Zero”. The main objective of this study is to describe the dynamics of the relationships,

analyzing them from the context of the game using the virtual ethnography, understanding the

emotional interactions between couples, through a case study. During the development of the

research, it was found that several categories related to affective interactions of pre-attachment are

manifested in virtual environments of the game and that ultimately manage to simulate the

engagement dynamics of the physical contexts. (Acevedo, De Avila, 2016).

The article examines the structure of the game space as a factor, providing formation of creativity

which in its turn is regarded as personal competence in preschool children. The data obtained by the

author contribute to the general knowledge about age dynamics and typology of skills that are gained

by children in the process of shaping of their playing competences. They also demonstrate the deficit

of child development in conditions of artificial gaming environment, lacking natural components.

The article also contains a big number of pictures, showing the functional capacities of different

playgrounds, tabular figures, and volumetric methodical application. The present comparative
qualitative analysis is aimed at mapping cognitive skills, formed in preschool children in case they

spend more time on the playgrounds, equipped with the elements of natural origin (natural) or

artificial (metal) elements. (Florova, 2016).

Pnina Ron School of Social Work, Faculty of Welfare and Health Sciences, University of

Haifa, Haifa, Israel Objective: A majority of work immigrants from the Philippines came to Israel to

fill positions involving personal and nursing care. Most of them were in Israel during the Second

Lebanon War, the Cast Lead operation, and the Protective Edge Operation. These migrant care

workers experienced these events no differently than did the Israeli population. The goal of this study

was to examine the connections between the Philippine migrant care worker’s exposure to the military

operations and the levels of post-traumatic stress disorder (PTSD), death anxiety, and burnout among

them. Methods: A random sample of 147 Philippine migrant care workers was recruited through four

agencies that employ migrant care workers. Participants completed a self-report questionnaire.

Results: Philippine migrant care workers reported high levels of PTSD, high levels of death anxiety,

and low levels of burnout. Levels of exposure were positively associated with levels of PTSD, death

anxiety, and negatively with burnout. A significant inverse relationship was found between

interpersonal variables (self-esteem and sense of mastery) and the PTSD, death anxiety, and burnout

levels reported by the participants. (Ron, 2015).

As restated by McVay et.al (2013), challenges imposed by the rapid rate of technological

change on society are significant, as the skills and knowledge imparted by a classical education are no

longer seen as an adequate preparation for success in life. The rise of various “21 st century skills”

taxonomies and framework highlights the growing discrepancy between current educational

outcomes and the skills sets needed to succeed in the quickly shifting world. The next generations of
jobs will be characterized by the increasing technology use, extensive problem solving and complex

communication. These skills that go beyond typical reading, writing and arithmetic of years past, are

not only the skills that the students need to learn in shifting, but also how they learn them. Students

of today are growing up with laptops, tablets cellphones and video calls, and they expect to use this

technology in their daily interactions.

One of the fundamental problems faced by military planners is the assessment of changes to

force structure. An example is whether to replace an existing capability with an enhanced system. This

can be done directly with a comparison of measures such as accuracy, lethality, survivability, etc.

However, this approach does not allow an assessment of the force multiplier effects of the proposed

change. To gauge these effects, planners often turn to war-gaming. For many war-gaming

experiments, it is expensive, both in terms of time and dollars, to generate a large number of sample

observations. This puts a premium on the statistical methodology used to examine these small

datasets. (Hurley, Farrell, 2013).

According to Uttal and O’ Doherty (2010), the use of visualization has become nearly

presented in the practice, teaching, and learning of mathematics, science and engineering, they also

defined visualization as any type of physical representation designed to make an abstract concept

visible, they also stated that it helps because they make complex information accessible and cognitive

tractable. Visualization highlight the portion of the information that the designer intends for the

learners to see and hence support both learning among novice and new discoveries among experts.

According to Rocky Heckman, (2016) in his book “Designing Platform Independent Mobile

Apps and Services”, mobile apps are becoming more and more popular. Because “mobile” does not
just apply to phones but as well as tablets, phablets and other portable devices. With some people

making billions of dollars on them, people can easily assume the prominence of mobile apps these

past few years. But for an application to be relevant to common individuals it must deliver compelling

user experience. Mobile games are not the only option for developers to have a successful application.

But it has to stand out to show people its relevance. Now, it has to embody a user’s lifestyle, it has to

connect them to the world, and presents interesting features. It needs to add significance to their

device, no matter what their mobile device specification is. Which also indicates that it must go

beyond its current capabilities.

Synthesis

History might be considered one of the least favorite subjects in school for most students.

The researchers come up to develop a game that will help the students to interact to history and also

provide an edutainment medium for every potential user of the proposed game.

The comparison of the related studies that the researchers notice to the researches above is

the aim of their studies is to provide an alternative way of learning in the expanding technological

changes in the society. The main objective of the studies shows the different strategies of involving

of consciousness in mental activities such as thinking, understanding, learning and remembering. The

awareness of learning through these devices is the main purpose of the study with the help of

visualizing events and happening which may help the game become more attractive and eye catching.

But unlike the other studies, the researchers focused on creating a game that will interact to

specific subjects such as history. Many studies focus on giving highlights to major subjects like Math,

English etc. through game but don’t give attention to secondary subjects. Instead of creating a logical

game. The researchers came up with the idea of developing a role-playing game (RPG) which can help
the user to behave and to study real-life systems. This will also help to increase cognitive way thinking

of the user. The game offers digital historical timelines, (an interactive timeline to be precise) which

allows the user to see important information’s which is more creative and entertaining alternative way

of learning.
CHAPTER 3

RESEARCH FRAMEWORK

In this chapter, the technologies and software applications that were applied to the proposed

game will be discussed.

Research Design

The researchers used the descriptive research method. Descriptive research method is a

study designed to depict the participants in an accurate way. This is sometimes referred as a

correlational or observational study. It is one in which the information is collected without changing

the environment. Descriptive studies can involve a one -time interaction with groups of people or

study might follow individual/s over time. It is usually the best method for collecting information

that demonstrates relationship and the world as it exists.

Descriptive studies are conducted to demonstrate association or relationship between things

in the world around a person, in which the researchers interact with the participant. It may involve a

survey or an interview to collect the needed information.

The researchers used the descriptive method because of its effectiveness. This method helped

the researchers to find the exact solution to the problem. The researchers created surveys and

conducted interviews to gain valuable information and use the collected data to take action on the

problem.

The researchers also used qualitative and quantitative strategy. Quantitative data is

information about quantities that can be measured and written down with numbers and qualitative

data is information about qualities. An information that can't actually be measured. It is used as the

basis of the conducted interview and survey.


Technical Aspect

The target of the proponents is to develop a game that will provide entertainment to the

students and the teachers. To do this, the developers planned to create a game about the World War

II in a Role Playing Game. RPG is a type of game that allows the player to take part in a game that is

more appealing.

The idea of this application would not have been possible if not for the prevalence of smart

devices. Most students these days would resort to using these devices in taking notes, sharing files,

and keeping up with their daily activities. The proponents made it available to both of these by

programming with Unity.

Hardware

Old models do not have the same capabilities as smart devices. Since smart devices today are more

like computers, they can do almost do anything. From opening documents, watching videos from the

Internet and playing online games. It does not only pertain to phones, but also tablets or phablets. A

Smart device has specific characteristics which makes it better than the rest.

Software

The application software that were used are Blender and Unity. The former was used for creating 3D

animation and the latter was used to develop computer programs, as well as websites, web apps, web

services and mobile apps.

People ware

From the previous discussion; the ones who will benefit from the application will be the

developers. The developers will conduct planning and documentation.


Software Development Models

The researchers used the Rapid Application Development for this particular program which

needs development and more innovative ideas to make it more useful and appealing to the end users.

Rapid Application Development. describes a method of software development which heavily

emphasizes rapid prototyping and iterative delivery. RAD should be used when there is a need to

create a system that can be modularized in few months. RAD is composed of 5 phases:

Business Modeling, Data modeling, Process Modeling, Application Modeling and Testing &

Turnover.

Figure 1: Diagram of RAD

Analysis and quick design phase. Focuses on the requirement of the system to the potential user,

in this phase the design/ blueprint of the system that will be develop is planned. The researchers

identified the project management plan. This include the development schedule, deliverables, tools

and technologies to be used. The preferred end result and the financial cost of the system.
Prototype Cycle. This phase includes demonstration, refinement and building stage where the

project scope is gathered, evaluate and organized. Also included are the complete construction of the

physical application of the system and the execution of work plans.

Demonstrate. In this phase, proving of reasoning is illustrated. The pre-survey and interview helped

the researchers to prove that the study will be efficient for the potential user. The logical reasoning

of the study is also proven.

Refined. In this phase, the researchers defined the scope and limitation of the study. The data

reasoning is aligned and in order.

Build. Constructing according to the systematic plan. Through the use of the organized and refined

data, building a system for a purpose.

Testing: The phase system coded, integrated and verified from analysis, design, implementation and

testing of the functional requirements. The effectiveness of the system is also measured. The

satisfaction of the potential user to the created system will be test. Through this, the researchers are

able to identify the efficiency of the study whether it help or give solution to the identify problem.

Implementation. If the testing phase is proven the implementation of the study will be granted. This

is also known the development stage. This stage includes the delivered working system, final user

testing and training data conversion, and the implementation of the application system.

The advantage of using this method is that development time is reduced. On the other hand,

the disadvantage is that the usability and efficiency of the proposed system may not give satisfaction

to the user since the researchers only have limited time to construct it. The researchers used this

method in developing a game and applied the all the strategy use in this model.
Research Locale

Figure 2: Map of Municipality of Calamba

Calamba was just a part of Tabuco, now known as Cabuyao. On August 28, 1742, Calamba

became a pueblo, separating it from Cabuyao. Progress set in and since then development started to

flood in continuously. Calamba became a component city on April 21, 2001 by virtue of Republic

Act 9024. According to a legend, the word “Calamba” was taken from the phrase “kalanbanga”.

Kalan-banga was an earthen jar being carried by a young woman whom a Guardia Civil stopped to

ask for the name of the place. Mistakenly thinking that she was being asked what she was carrying,

she answered “kalan-banga”. Later on, Kalambanga was shortened to Calamba.

Calamba is bounded in the east by Laguna de Bay, in the north by Cabuyao, in the south by

Los Baños and in the west by Sto. Tomas and Tanauan in Batangas. Only 54 kilometers away from
Metro Manila, the city is a haven for industries, hence the influx of migrants. Considered as the heart

of CALABARZON (Cavite, Laguna, Batangas, Rizal, Quezon) due to the numerous number of

companies located in its area, Calamba is the premier industrial hub outside of Metro Manila. The

total land area of Calamba is 14,480 hectares.

Population of the Study/Sampling Design

The respondents of the study are the Students within the municipality of Calamba. The

researchers used the convenience sampling method for data gathering. Convenience sampling (also

known as availability sampling) is a specific type of non-probability sampling method that relies on

data collection from population members who are conveniently available to participate in study.

Facebook polls or questions can be mentioned as a popular example for convenience sampling.

Convenience sampling is a type of sampling where the first available primary data source will be used

for the research without additional requirements. In other words, this sampling method involves

getting participants wherever you can find them and typically wherever is convenient. In convenience

sampling no inclusion criteria identified prior to the selection of subjects. All subjects are invited to

participate.

The advantages of Convenience Sampling is the Simplicity of sampling and the ease of

research, it is helpful for pilot studies and for hypothesis generation, Data collection can be facilitated

in short duration of time and cheapest to implement that alternative sampling methods While

disadvantages of Convenience Sampling is it highly vulnerable to selection bias and influences beyond

the control of the researcher and high level of sampling error . Below is the example of convenience

sampling method.
Figure 1. Convenience Sampling method(research-methodology.net)

The researchers use this sampling method and conducted survey on different schools in

Calamba. The illustration shows above.


Table 1. Population Table

SCHOOLS RESPONDENTS

City College of Calamba 30

Laguna Colleges of Business and Art 50

Kapayapaan Integrated School 28

Others 12

120

The table above shows the type and number of respondents. Since there is no definite number

of schools and population of the students in Calamba, through the use of the convenience sampling

method the researchers come up to 30 respondents for every school.

The criteria for the survey is that the participants must have a history subject to have a

background idea for the survey. Most of the participant ranged from high school to college.

Data Gathering Tool

Below are the tools that the researchers used to gather information about the proposed

system.

In the research conducted, the proponents used interview, survey, research, and

questionnaires. The following discusses about how these were used to help with acquiring the data

with also the corporation of the population and the knowledge from publications used in the research.
Interview - Interview is a formal meeting in which one or more persons question, consult, or evaluate

another person. (Dictionary.com, 2018) The researchers interviewed a professor that teaches history

subject.

Survey - is examining and recording the area and features of (an area of land) so as to construct a

map, plan, or description. (Google). The researchers used this tool to gather information regarding

the proposed system. The survey’s respondents are the students of City College of Calamba.

Internet - The researchers used this as a source for the foreign studies, information about the WWII,

definitions of terms and other useful information that included in the research

Research - The researchers searched other theses from the school library and other libraries to gather

important information and knowledge that is related to the proposed system. It is also used as a

reference regarding the ideas and other local researches that are useful to the proposed system.

Books - The researchers read books, magazines and other readable medium to gather information

about the history of WWII here in the Philippines.

Movies - Through this, the researchers are given a better insight about the strategies and what

happened during the war.

Observation - According to Merriam- Webster, observation is an act of recognizing and noting a

fact or occurrence often involving measurement with instruments. It helped the researchers to

understand how the identified problem affects the lifestyle of the participant and will provide a better

solution that will be implemented in the proposed system.

Data Gathering Procedures

The researchers conducted interview and surveys in different schools in Calamba. With the

help of the researchers’ adviser, Prof. Elvinard R. Reyes, the researchers gave a formal letter to Ms.
Nina Torreta, a former professor in the institute of City College of Calamba. The interview was held

at the Lazaro Hall. During the interview, a questionnaire was given by the researchers.

After the interview, the researchers conducted a survey from different schools. The

respondents are the students of City College of Calamba, LCBA, KIS and other schools.

During the interview and survey, the researchers conducted observation among the

participants. The questionnaires were given to random students from different schools to see if all

the respondents have the same appreciation and perspective of making a computer game. The

questionnaire guides the researchers about the information to be gathered. The researchers went to

different libraries for related literatures and conducted research from different books as a reference

for the proposed game.

Data Analysis Plan

Data analysis plan is a process of evaluating data using analytical and logical reasoning to

examine each component of the data provided (businessdictionary.com). The researchers made a

table below to evaluate the problem statement, the procedure and tools, source of data and the

analysis.

Problem Statement Procedure Tools Source of Data Analysis

1. What tools Students-survey/


and method can be Questionnaire/Interview Professor -Interview Qualitative
used to rekindle the /Quantitative
knowledge and idea
of the students of
Calamba City about
the Philippine
history?
2. How can the
proposed game can Questionnaire/Interview Students-survey/
promote historical Professor -Interview Qualitative/
awareness and Quantitative
deeper
understanding of the
students/users about
Philippine history?
3. How can the
effectiveness of the
game improve when Questionnaires Student –Survey Quantitative
it comes to educating
people about history
of WWII in terms of
the following:
3.1. Functionality
3.2. Reliability
3.3. Usability
3.4. Efficiency

Table 2. Data Analysis Table

The table above shows the problem statement, procedure of getting the data, sources of data and its

analysis.
CHAPTER 4

DESIGN AND METHODOLOGY

This chapter will be discussing about the construction of the application. How it works, the

process it has undergone and its theories and algorithm

Conceptual Design

INPUT PROCESS OUTPUT

 User  Entertaining
information history game.
 Instruction of  Improve
the game to learning and
be inputted.  Invasion of enjoyment of
 Characters the rising Sun. students
button for  Learning  Portable,
directions. Theory reliable,
 Characters playing game usable and
movement. functioning
game
application .

Figure 2: Conceptual Design Diagram

Input. Any information or data that is sent to a computer for processing is considered input. It is sent

to a computer using an input device.

Process. Process is also the act of manipulating, altering, or viewing data. It evaluates the

performance and functionality of the application. The purpose of this features it to allow the user to

apply, navigate and use the program. This shall determine how the user can adapt the system and how

they used to carry out the functions and the interface as well. The process will always involve the

navigation of the main functionality of the application as well as what is going to be the feedback to

the user of the program. Primarily the game would be able to send ideas to the users about certain
functions of the program. The internal process shall provide feedbacks and outcomes to be able to

evaluate the input of the user, and the guidelines shall be always takes into consideration in running

in the process stage. In general, process refers to a set of predetermined rules in place that must be

followed.

Output. Output deals with the result to the inputs and process, this are any information that has been

processed by and sent out from a computer or similar device is considered output. A simple example

of output is anything you view on your computer monitor. The output takes effect after processing

conditions and obtaining states in the game.

Theoretical Framework

The researchers considered the Learning theory and Game theory as the foundations of the

research project.

Game Theory

The researchers will use the game theory. A game theory is a framework for hypothetical

social situations among competing players. In some respects, game theory is the science of strategy,

or at least the optimal decision-making of independent and competing actors in a strategic setting.

(investopedia.com). This theory is prominent in living systems and human society. When you observe

everyday life when people make decisions, they just don’t realize it but they make use of simple

concepts of this theory. Other areas also utilized game theory like Economics and Politics. As for

biology they use Algorithmic game theory. Another explanation for game theory is that it expounds

why a situation happens. It also predicts the outcomes depending on the actions, options, and moves

of the agents in the different types of situations. And when a person can identify these then they can

give advice or prescription on what to do next or for future decision-makings.


Figure 3: Game Theory Diagram (Researchgate.net)

Learning Theory

Learning theory, also known as “Educational theory” is the theory of the purpose, application

and interpretation of education and learning. It is comprised of a number of theories, rather than a

single explanation of how we learn, and how we should teach. Rather, it is affected by several factors,

including theoretical perspectives and epistemological position. There is a range of theories, each with

its background in a different psychological and epistemological tradition. To understand learning

then, there is a need to understand the theories, and the rationale behind them. While much learning

can be attributed to social imitation or cultural lessons, these are queries on how one acquires more

complex knowledge, and states that it is this learning that gives rise to the need for an educational

learning theory. Learning theory seeks to know, to understand and to prescribe educational policies

and practice. Learning theory includes many topics, such as pedagogy, andragogy, curriculum,
learning, and educational policy, organization and leadership. Educational thought is informed by

many disciplines, such as history, philosophy, sociology, and psychology. Learning theory has been a

contested scientific field for most of its history, with completing contributions from many scientific

disciplines, practice and policy positions. With the continuing and disruptive influence of technology

in information, knowledge and practice in all sectors of society it is no wonder that innovators, drown

to the interactive potential that computers bring to learning, a challenge maybe by the theoretical basis

for their innovations. Each of these societal purposes and these learning outcomes demands different

approaches and understanding for the theorist and may develop at varying rates or found to be diverse

in relation to context, location and culture. The graphical model of this theory is shown below.

Figure 4: Learning Theory Diagram (Google)

The diagram shows the relationship of the three factors – Cognitive Factor, Environmental

Factor, and Behavior Factor that affect the learning of an individual. The double arrow end explains

that from one factor it is connected or can affect the two other factors and vice versa.
Block Diagram

A block diagram is a specialized, high-level type of flowchart. It is highly structured form

presents a quick overview of major process steps and key process steps and key process participants.

As well as the relationships and interfaces involved.

The illustration below shows the block diagram of the proposed game.

Figure 5. Block Diagram


The figure above shows the flow of the proposed game. A block diagram is a diagram which

labeled figures and interconnecting lines represents the relationship of parts. (Merriam-Webster

Dictionary)

Algorithm

The construction and analysis of algorithms and data structure is a basic and very important

part of modern computer science.

A* (pronounced as A star), is a modification of Dijkstra’s Algorithm that is optimized for a

single destination. Dijkstra’s Algorithm can find paths to all locations; A* finds paths to one location,

or the closest of several locations. It prioritizes paths that seem to be leading closer towards to a goal.

It is the most popular pathfinding algorithm that is fairly flexible and can be used in a wide

range of contexts. A* is a global path planning algorithm which computes a path on the known static

obstacles at that point in time which enables the path to be recomputed when a new static obstacle is

found. It allows the system to regenerate a path if the virtual obstacle occurs.

Pseudocode:

Function A*(start, goal)

//The set of nodes already evaluated closedSet: ={}

//The set of currently discovered nodes that are not evaluated yet.

//Initially, only the start node is known. total_path:

=[current]

while current in cameFrom.Keys: current:

= cameFrom[current]

total_path.append(current)

return total_path

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