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DAMATH AND SCI – DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME

College of Computer Studies: Antonio, Caparal, Landeza

CHAPTER 1

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DAMATH AND SCI – DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME
College of Computer Studies: Antonio, Caparal, Landeza

CHAPTER 1

INTRODUCTION

The term "video game" has evolved over the decades from a purely

technical definition to a general concept defining a new class of interactive

entertainment. There have been millions of games created in the past 58 years,

the first of which is a video game called “Pong”. Throughout the years, video

games furiously evolved with different platforms and objectives having different

genres, kinds, types, etc.

Since the evolution of video games, many platforms have been created

and developed. One of the platform popular nowadays is on mobile devices.

Coming from simple games like snake and space impact, latest mobile games

have a wide variety where users can download and play anytime and anywhere

with a low-cost retail price.

In late 2000’s a recent iteration of mobile phones arrived to the market

called a smartphone. Smartphones became the biggest hit because it is no

longer restricted in sending and receiving calls or SMS but also have the

capabilities of what a modern computer can do. Lastly, the ability of the

smartphone to entertain users by offering different kinds of entertainment such as

games and music. Today more developers are choosing the mobile platform to

develop games because of the larger market of smartphone.

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DAMATH AND SCI – DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME
College of Computer Studies: Antonio, Caparal, Landeza

In line with this, the proponents decided to create and remake

a traditional board game by giving a new platform in IT industry on how to play

the game that will surely enhance the logical thinking, strategic thinking,

arithmetic skills, critical thinking and decision making of the players/Gamers but

at the same time be entertained by the proposed game.

Background of the Study

In the Philippines, most teachers encountered teaching problems in

terms of mathematics and science using the traditional methods of teaching. In

line with the said problem, a teacher from Sorsogon, Philippines whose name is

Jesus L. Huenda invented a board game called Damath and Sci-Dama.

Damath game is a combination of dama and math while in Sci-dama

game it is combination of science, math and dama. These games is a logical,

strategic and arithmetic game. The purpose of these games is to explore, firm-

up, deepen, and transfer the daily tasks of the concepts of real numbers and to

its properties and operations.

The game is designed for 2 players and scorer, who jot down the score.

The board is similar to a checkerboard but with a twist. All white tiles on the

board have a mathematical symbol which dictates the operation that will be used

when a player's piece captures the opponent's piece. It has numbers labeled 0-7

on its sides to determine the coordinates of the piece.

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DAMATH AND SCI – DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME
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The rules of damath and sci-dama is almost similar to checkers on how to

play, the differences are: for every pieces there are corresponding values

depending on what variety of damath or sci-dama is being played, there is one

minute allotted time to each player to make a move, when capturing the

opponent's piece. The mathematical operation used depends where the player’s

piece lands after the capture. The game ends when the player resigns; the 20

minute game period lapsed; the player has no more pieces; repetitive moves; the

opponent chips is cornered or the last opponent’s piece is captured. Final score

determined by adding all score in scoresheet and the remainder pieces in board.

To be able to win in Damath the one who score highest is the winner while in Sci-

dama the one who score lowest is the winner.

Playing game of the damath and sci-dama required board and pieces for

every variation, this is the one problem of traditional play; players need to bring

board and pieces to be able to play with the corresponding pieces for every

variation.

The proponents then decide to propose a game that will be able to solve

the problems of traditional way of playing damath and sci – dama. The proposed

system entitled Damath and Sci – Dama: A 2D Android Application Educational

Board Game will be having factors like: adding a twist with a new trend in

information industry; will be going to accommodate many variations of damath

and sci – dama; In terms of opponents, the propose game can be played by 2

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DAMATH AND SCI – DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME
College of Computer Studies: Antonio, Caparal, Landeza

android phones connected via LAN Wi-Fi or can be one device. In addition to

opponents, player can choose to play against the computer. In terms of the game

play, the player can choose different variations that the proposed game offers.

Statement of the Problem

Android games does not only to give entertainment but also to give

knowledge and enhance the skills. The proponents decide to create a game that

will help everyone with the following conditions:

1. What are the demographic profile of players in terms of

Smartphone Proficiency/literacy

2. Is the proposed game able to strengthen the player’s cognitive

skills?

3. How will the respondents assess the game developed by the

proponents in terms of:

A. Variation

B. Features

1. Single Player

2. Multiplayer

C. Game Play

1. Game Controls

2. Audio

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DAMATH AND SCI – DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME
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3. Graphics

4. User Interface

5. Game Rules

Hypothesis

H0: There is no significant difference in the assessment of the respondents

in terms of the following criteria: Game Play, Features and Variation. Also, the

game fares well similar to existing games with the same objectives.

Significance of the Study

This part of the study is focused about remaking the traditional board

game to android game.

I. Player/Gamer – the proposed system will enhance the logical

thinking, strategic thinking, critical thinking, decision – making and

arithmetic skills while gaining knowledge.

II. Future Researchers – the proposed system will give the users to

gain more knowledge and to enhance the proponent’s skill in

creating a system. Aimed at discovering, interpreting, and revising

facts.

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Scopes and Limitations

The proposed study also known as Damath and Sci – Dama is an offline

game which is can be played by using an android phone. Upon playing the

game, the first thing players can see is the game main menu, the game main

menu is consist of 4 menus: the first menus is the single player menu, two

player menu, how to play menu, credits menu and exit button. The single

player menu has another menu of damath, sci – dama and back button. In the

damath menu, there are types of damath that consists of the following: Whole

Numbers, Integers, Fractions, Polynomials, Radical, Trigonometric, Binary while

in Sci – dama menu, has the types of the following: Dama Sci – notation, Electro

Sci – dama, Thermo Sci – dama, THI (Temperature Humidity Index) Dama. The

second menu is two player menu. The two player menu have a menu of

wireless menu and one device menu, back button. The wireless menu and

one device menu is similar in the menu of damath menu and sci – dama menu

which is also the same types as single player, the difference is the wireless menu

is can connect two android phones via LAN wifi while in one device menu is can

play the game in one device. The third menu is the how to play menu, it is

where player know how to play the game in different types of damath and sci –

dama. The fourth menu is credits menu, it will merely introduce to the players

who are the developers of the proposed game. The back button is player can

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DAMATH AND SCI – DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME
College of Computer Studies: Antonio, Caparal, Landeza

back in the first interface of the game. And the last is exit button, where player

can exit in the game.

The study does not cover of the following, this game is only limited to the

android devices with the version of 2.3.1 up to the latest version. Online game is

not supported. For the multiplayer, the 2 android devices doesn’t connect via

Bluetooth but to LAN WIFI and cannot be away for more than 3 meter radius.

This game can be supported in PC, if the PC have a third party application that

can open android application.

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DAMATH AND SCI – DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME
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CHAPTER 2

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DAMATH AND SCI – DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME
College of Computer Studies: Antonio, Caparal, Landeza

CHAPTER 2

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter presents the related literature and studies from local and

foreign sources related to the development of the present study. This chapter

also includes synthesis, conceptual framework and definition of terms.

Foreign

In creating an educational game, developers should also take to consider the

interest of the player to be entertained aside from learning as mentioned in a

book entitled “Characteristics of Games” by George Skaff Elias (2012),

“When designing educational games, you want to focus on making a fun

game. If the design isn’t fun, students won’t play, and no learning can take

place. The educational – games industry has been going through a

significant learning curve. Many contend the industry is still learning how

best to design games that can teach but are also fun to play.”

From different kind of software that can be used in game development, unity was

one of the most popular ones due to its advantages to different game

development software that can be used. Stated in the book of “Unity 5 Game

Optimization” by Chris Dickinson (2015),

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DAMATH AND SCI – DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME
College of Computer Studies: Antonio, Caparal, Landeza

“Unity is another terrific development tool to look at which is quite popular

with developers for the home computer market. Games made with unity

are also playable on mobile devices, the web, and social gaming.”

Damath and Sci – dama is strategy game same as chess. Strategy game have a

primary goals that to determine methods for overcoming conflicts through

planning and tactics. Stated in the book of “Rules of Play: Game Design

Fundamentals” by Katie Salen Tekinbas (2014),

“Chess is a classic example of a strategy game. In this game style, the

primary goals for the players are to determine methods for overcoming

conflicts through planning and tactics. Strategy games tend to be

designed for two players and are known as turn – based games – one

player takes a turn and implements his strategy, and then the other player

gets to play.”

Playing multiplayer games give benefits to interact socially the players according

to the book entitled “Unity Multiplayer Games” by Alan Stagner (2013),

“Multiplayer online games tend to be real – time games that allow players

to not only move through elaborate words, solve puzzles, experience

intricate storylines, and master quests, but also interact socially. Players

can talk to each other in the guises of their characters during play.”

Nowadays Smartphones is a big hit in the market and because of that there are

many smartphone with different specifications and design are been released.

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Because of that the game developers have a challenge to create a game that are

more challenging and compelling, stated in the book of “The art of Game

Design: A book of lenses” by Jesse Schell (2011),

“As mobile device designs continue to improve, with the lightweight

cases, larger full – color displays, and faster computer speed, the

challenge for game makers will be to come up with gameplay that is more

challenging and compelling.”

LOCAL

As the technology evolves, there are Filipinos wanted to make the traditional

games to be reinvented into new ways that considering the technologies that are

trend nowadays in order to introduce the game to the young generations. Stated

in the article Manila Bulletin entitled “Now comes hi – tech sipa!” by Rachel

Barawid (2012),

“The game of Sipa: Street kick is part of the Filipino Pride campaign

organized by Filipino Matters, a non-government organization. The

campaign, which involved lectures in public schools, and inspirational

books to promote Filipino pride and love of country, has been stepped up

further to target the young generation, most of whom are not even familiar

with traditional games that their parents and elders played in their

childhood. By turning this traditional game into a modern format, they

hope to attract audiences of all ages and of different nationalities.”

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Mobile games are the most predominant game in the Philippines because

players can play the games anytime and anywhere. Stated in the article in

Philippine Daily Inquirer entitled “PH game developers aim to score” by

Harvey Barkin (2015):

“Currently, the most predominant game in the Philippines are

casual games, Alvin Juban reported. “These are games that don’t need

much dedication. You won’t lose anything when you turn them off any

time. If you’re waiting for a cab, you tinker with casual games to kill time.”

Casual games are usually meant for cell phones and mobile devices. “A

mobile project – from conceptualization to publishing – would take three

months. With projects for, like, Sony X-box, it would take up to two years

(to develop a game),” Alvin Juban said.”

Philippine Government planning to introduce the digital education in the schools

during the launch of K – 12 education program. Present in the Article in Magazine

of Enterprise Innovation entitled Philippines eyes use of tablets for new K-12

basic education program (2012),

“Philippine President Simeon Benigno Aquino III announced during the

launch of the country's new K-12 basic education program recently that

the government is eyeing the use of PC tablets in public schools in lieu of

traditional textbooks.

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The President said funding for the giant leap to digital education will come

from the P238.8 billion budget allocated to the Department of Education in

2012. The amount is 30 percent more than the education budget last

year.”

Video Games have many benefit to the children According to the Article in

Magazine of entitled Games for Learning (2013),

“Designing games, of course, takes technology into a real educational

level. Constructing a computer game introduces a child into how systems

work while probing concepts in the sciences and the arts. A game, after

all, should make sense, and, at the same time, should be appealing to the

senses. Imagining a game paves the way to anticipating and participating

in social online interactions. Games can indeed serve as a gateway for

most children to digital literacy. Designing a game truly takes technology

into a classroom far beyond merely gluing a kid's eyes and fingers to a

screen.”

Filipino developers have a dream to create a game based on the Filipino culture

Stated in the Article in Manila Bulletin entitled Philippine Governments

Supports Video Game Industry by Danni Pineda (2013),

“Alvin Juban said that the first Philippine game developer was Anino

(shadow) Games, established in 2001. It had a run of the award-winning

Anito (ancestral spirit) games at the Independent Games Festival and the

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DAMATH AND SCI – DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME
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International Mounted Games Association events.

“It didn’t prosper,” Alvin Juban rued. Last year Anino Games merged with

Bangkok-based Pocket Playlab to become Anino Playlab.

Juban said it has always been the dream of Philippine game developers to

create a game based on their folklore. But Anitos are no match for ninjas.”

RELATED STUDIES

Foreign

There are 2 strategy to create the multiplayer games Explained in the research

entitled MicroPlay: A Networking Framework for Local Multiplayer Game by

Anh Le, Christina Fragouli, Lorenzo Keller, Athina Markopoulou (2012),

“The strategies used to synchronize game states in multiplayer games can

be divided into two groups: client – server and peer – to – peer. In the first

approach, players synchronize their local game states with the

authoritative state held by the server. This is the approach used by many

commercial engines and taken by our framework. In the peer – to – peer

approach, no single peer is responsible for the game state. Instead, the

state is synchronized using a distributed protocol run by all players. The

advantages of the clientserver model are that it is easier to implement and

more resilient to cheating. The appeal of the second approach is that it

obviates the need for expensive servers and no node in the network must

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be present for the duration of the game. There are also efforts to build

peer-to-peer based games that are resilient to cheating”

Because of the development of technology, wireless technology is become focus

on attention specifically in the android. Exemplified in the Research entitled by

Development of Unity3D Network Functionality on Android by Shangguan

Dayan and Huang Xinyuan (2016),

“With the development of network and communication technology,

wireless communication plays an important role in people’s life and close-

range wireless communication technology is becoming the focus of

attention. The current close-range wireless communication technology

includes Bluetooth, ZigBee, WiFi, UWB, IrDA, NFC, etc, which are based

on the special requirements of transmission distance and transmission

rate or emphasized on the need to the applications such as power

consumption and function expansion”

Educational games caught the attention of many educationalist because of the

benefit of motivating the people in learning according to the Research entitled

The Use of Computer Games in Education by Thomas Hainey, Thomas

Connolly, Mark Stansfield, Liz Boyle (2011),

“Games-based learning has captured the interest of educationalists as it is

perceived as a potentially highly motivating approach for learning in a

diverse number of areas. Despite this, there is a dearth of empirical

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evidence in the GBL literature, and confusion as to where games-based

learning fits in relation to games, simulations, and serious games.”

Playing board games have many benefits not only the skills but also giving

relaxation and enjoyment according to the Journal entitled The Benefits of

Playing Board Games by Teresa Martinez (2012),

“Children benefit from playing board games by developing skills in

recognition, perception, coordination, and communication. Adults may

obtain the same benefits in an enhanced level. Playing board games is

said to be therapeutic because it provides time for relaxed and unhurried

enjoyment. It also provides tremendous learning opportunities while

satisfying the competitive streak of players. Another advantage of playing

board games is the release of tension from performing repetitive, boring,

or highly stressful work functions.”

Brain games giving a benefit to improve the long term memory. Said in the

Journal Entitled More Please! Why our brains can’t seem to get enough of

brain teasers and logic puzzles by Daisy Brains Team (2014),

“Research is finally demonstrating that our brains do better in the long

term if they are exposed to novel activities including brain teasers, brain

games and logic puzzles.”

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LOCAL

Students see that the new generation games are most appealing than traditional

way of teaching. Stated in the undergraduate thesis entitled DAMATHINIK by

Hermoso, Venzon, Paat (2011),

“Many students find new generation games more appealing than the usual

educational tools teachers and professors use on their students. Damath,

a mathematical board game where both strategy and logic are tested is

one of those educational board game where both proponents intend to

improve for the future of gaming industry and educational technology.”

Gamer and non – gamers have no problem to accept the new games that

introduced to them. Stated in the undergraduate thesis entitled ARMOR 3D: A

Multiplayer FPS Game Development by Cruz, Lim, Ngo (2013),

“Proponents concluded that there is no significant difference in the

acceptability of the proposed game (ARMOR 3D: A Multiplayer FPS Game

Development) between non – gamers and gamers. The familiarity to

games of the respondents did not affect their opinions on newer games

introduced to them.”

The new way of teaching engaged the students to be more encouraging in

learning stated in the case study of Transforming Education in Rural

Philippines by Intel Education (2014),

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DAMATH AND SCI – DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME
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“The new technology and new methods of teaching helped engage

students in learning, ensuring that they stayed in school. The dropout rate

declined dramatically, from 5.18 percent when the technology was

introduced to 2.22 percent two years later. Stronger engagement and

student effort also helped improve students’ educational achievement:

average scores on the Philippines’ National Achievement Test (NAT),

administered to all Grade 6 students, increased by 24 percent in the two

school years after the technology was introduced. Students have become

invested in the devices’ role in improving education - for themselves and

their peers.”

People is more dependent in the technological devices according to the

undergraduate thesis entitled “Mobile Personal Organizer” by Karl Jordan

Acompanado and Kristian Aggabao (2012),

“It is obvious nowadays, people’s fast-paced lives have been so

dependent on a plethora of technological devices. One of the most

important of these gadgets is the mobile phones. It is in this regards that

there has been a widespread development of mobile phone.”

Philippines have a low percentage in internet access according to the article

entitled “UN report: Only 37% of Filipinos have Internet access” by

http://www.rappler.com/business/industries/172-telecommunications-

media/69836-un-report-filipinos-access-internet (2014),

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“According to the 2014 edition of the State of Broadband report, only

37% of Filipinos were able to use the Internet in 2013, below the world

average of 37.9%, thus placing the Philippines 106th out of the 191

countries evaluated in the report.

Smartphone growing in Philippines is fast according to the article entitled

“Smartphone penetration in the Philippines to grow by a tenth this year to

40%” by Santos, Jose Bimbo (2015).

“According to the company’s quarterly Mobility Report released this

month, smartphone penetration in the country is set to increase by 10

percent this year to 40 percent, up 30 percent from last year.”

SYNTHESIS

The aforementioned literature and studies discussed related topics

regarding the study. The Video games are beneficial to everyone not only giving

relaxation and enjoyment but at the same time learning and developing their

skills. Mobile games have been discussed as dominant in the market since the

advancement of mobile devices. Adaptation and designing of games are

mentioned to enlighten the proponents to create the games that are more

appealing and compelling to everyone. Since the innovation of technology in the

Philippines, Filipino’s finally recognize the significance of technology in terms of

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education. It shows also in the related studies the acceptability of every games to

the gamers and non – gamers. Mobile devices can play multiplayer games

through wireless communication. However, the proponents think that the

proposed system in differ in all related literatures and studies with its concept of

combining all the ideas of android game, educational game with the subject of

damath and sci – dama.

Conceptual Framework

Figure 2.1

Conceptual Framework

The figure above illustrated the concept behind the game development

project. The player’s cognitive skills is being enhanced. The game emphasizes

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gameplay, both in its single player and multiplayer. The player interacts with the

game engine which contains the logic, AI, graphics and audio components

through the GUI. The Game Variation were developed with challenge that gives

an enjoyment to the Players. Multiplayer can played via LAN Wi – Fi or one

device.

Definition of Terms

1. Artificial Intelligence – the theory and development of computer systems

able to perform tasks that normally require human intelligence, such as

visual perception, speech recognition, decision-making, and translation

between languages.

2. Android Phones. The name of the mobile operating system owned by

American company; Google. It most commonly comes installed on a

variety of smartphones and tablets from a host of manufacturers.

3. Computer Graphics - are graphics created using computers and, more

generally, the representation and manipulation of image data by a

computer with help from specialized software and hardware.

4. Game Development. The process of creating a video game.

Development is undertaken by a game developer, which may range from

one person to a large business.

5. Game Play - the tactical aspects of a computer game, such as its plot and

the way it is played, as distinct from the graphics and sound effects.

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6. GUI – A graphical user interface (GUI) is a human-computer interface (i.e.,

a way for humans to interact with computers) that uses windows, icons

and menus and which can be manipulated by a mouse (and often to a

limited extent by a keyboard as well).

7. LAN - A local-area network (LAN) is a computer network that spans a

relatively small area.

8. Networking - networking is the construction, design, and use of

a network, including the physical (cabling, hub, bridge, switch, router, and

so forth), the selection and use of telecommunication protocol and

computer software for using and managing the network, and the

establishment of operation policies

9. User Interface – the means by which the user and a computer system

interact, in particular the use of input devices and software.

10. Wi – Fi - a facility allowing computers, smartphones, or other devices to

connect to the Internet or communicate with one another wirelessly within

a particular area.

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CHAPTER 3

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CHAPTER 3

Materials and Method

Research Design

This study used Experimental Research and Descriptive

Research method to explain and test the hypotheses to describe the situation

concerning the cause and effect relationship.

Descriptive research in which the proponents interact with the

respondents, may involve surveys or interviews to collect the necessary

information while Experimental Research the only method of research that can

truly test hypotheses concerning cause-and-effect relationships.

By employing research method, the proponents collected data to

answer questions concerning the current status of the subject of the study. It paves

way for the enhancement and improvement of the proposed process and provides

additional facts about the certain topic.

Instrumentation

The proponents used different instruments in order to gather data for the

development of the proposed software; the instruments used are techniques

which consist of the following:

Questionnaire – The questionnaire is most frequently a very concise,

preplanned set of questions designed to yield specific information to meet a

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particular need for research information about a pertinent topic. The research

information is attained from respondents normally from a related interest study.

Interview - It is the most common and widely used method in gathering data

regarding the opinions of the users. The proponents directly ask questions to

gain factual information in identifying problems encountered, determine solution

and other concerns to improve the simulation game.

Observation - This technique enables the proponent to obtain additional

knowledge somewhat more objectively than conducting personal interviews. One

of the tools that researcher used was direct observation which is considered to

be the most direct means of gathering information from a certain activity or

behavior. This is the art or process of paying attention or noticing the activity that

is being watched or scrutinized.

Evaluation - Similar to the questionnaire, the evaluation is a survey type

instrument will be given to respondents after have played a portion of the game in

development. Here it will answer how shall be asked opinions about the quality of

the project in several aspects.

Respondents

The respondents that were surveyed are 30 people. A one stage non-

random sampling technique was utilized in this study.

The sampling technique used is quota sampling. Using equal allocation,

a sample size of 30 was set for each player who is going to play the existing

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game and the proposed game in order to make percentage results and means

across these levels more comparable for statistical analysis.

Procedure

Questionnaires is in the form of survey forms and handed out to the

respondents. The results of the survey were tallied, review and studied. An

interview was also conducted with some of the respondents in order to gather

more opinions. Observation was applied on interpreting the data gathered

through surveys. Evaluation was done by a selected few through playing the

game.

Initally, data gathering took place before conceptualizing, designing and

developing the new system. At the end of software development stage,

installation and software demonstration took place. Then, the second

questionnaire was distributed to complete the evaluation.

Statistical Tools

The statistical tool will determine the difference of the system. The

following statistical tools were used in the analysis and interpretation of the

collected data.

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Percentage Distribution

This was used to show the distribution of the respondents’ demographic

profiles.

𝑓
𝑃 = 100 ×
𝑁

Where:

𝑃 = percentage

𝑓 = frequency

𝑁 = number of respondents

Weighted Mean

This was used to determine the average rating for each criteria in the

evaluation.

∑𝑛𝑖=1 𝑓𝑖 𝑥𝑖
𝑋=
∑𝑛𝑖=1 𝑓𝑖

Where:

𝑓 = frequency

𝑥 = rating

𝑋̅ = weighted mean

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T – Test. The t – test assesses whether the means of two groups are statistically

different from each other. This analysis is appropriate for comaprison of the

means of two groups.

̅̅̅1 − 𝑋̅2
𝑋
𝑡=
𝑠1 2 𝑠2 2
√ +
𝑛1 𝑛2

Where:

𝑋1 = mean of the first sample

𝑋2 = mean of the second sample

𝑠1 2 = variance of the first sample

𝑠2 2 = variance of the second sample

𝑛1 = number of cases in the first sample

𝑛2 = number of cases in the second sampl

Ranking

Likert scaling was used to show the positional importance of the item

analyzed. It is a bipolar scaling method, measuring if the response is either

positive or negative.The following shows the verbal interpretation of the Likert’s

5-point rating scale and its intervals to be used in evaluating the responses of the

users.

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DAMATH AND SCI – DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME
College of Computer Studies: Antonio, Caparal, Landeza

Verbal Interpretation Weight Interval

Excellent 5 4.21 – 5.00

Very Good 4 3.41 – 4.20

Good 3 2.61 – 3.40

Fair 2 1.81 – 2.60

Poor 1 1.00 – 1.80

Figure 3.0

Likert’s Scale

Analytical Tools

The following Analytical tools were used in analyzing the existing and

proposed system:

Use Case Diagram at its simplest is a representation of a user's

interaction with the system that shows the relationship between the user and the

different use cases in which the user is involved. A use case diagram can identify

the different types of users of a system and the different use cases and will often

be accompanied by other types of diagrams as well.

Use Case Narrative is a textual representation of the course of events

encountered when an actor is interacting with the system. There can be several

use cases associated with a system, each of which describes the system in a

functional or behavioral point of view.

30
DAMATH AND SCI – DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME
College of Computer Studies: Antonio, Caparal, Landeza

Activity Diagram is a graphical representation of an executed set of

procedural system activities and considered a state chart diagram variation.

Activity diagrams describe parallel and conditional activities, use cases and

system functions at a detailed level

Fishbone Diagram identifies many possible causes for an effect or

problem. It can be used to structure a brainstorming session. It immediately sorts

ideas into useful categories.

Software Development Model

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DAMATH AND SCI – DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME
College of Computer Studies: Antonio, Caparal, Landeza

Figure 3.1

Evolutionary Prototype

Evolutionary Prototype Cycle - The evolutionary approach aims to develop a

mature system through a series of prototype iterations. This approach is

particularly useful when the exact requirements of the solution cannot be set out

in advance, or are considered to be vague. The client and/or end-users can

become closely involved the development, playing a key role as each iteration

moves further from prototype and closer to a useable solution that does what it is

needed to do, and does it well.

Requirements. Gathering of all the needs for the development of the project. The

proponents gather all necessary data in the development of the proposed system.

Specification. Specifying all the required resources of the proposed system. The

proponents specified the required resources in the proposed system

Outline Design. Design of the outcome of the proposed system. It will be the final

design output of the proposed system. The proponents planning the outline of the

design in the proposed system

Design a piece. Design of the outcome of the proposed system to be created.

After outlining the design of each piece in the proposed system. Proponents

design the piece in the proposed system

32
DAMATH AND SCI – DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME
College of Computer Studies: Antonio, Caparal, Landeza

Construction. Develop the piece of designed for the proposed system. After

designing the piece in the proposed system. Proponents began coding in the

proposed system

Integration. Use the constructed piece and implement it on the proposed system.

After construction, proponents test the proposed system.

Delivery. The last phase of the deployment of the piece of object implemented

on the proposed system. After to complete all test of the proposed system,

proponents deploy the system in the market.

Specification

Software Requirements:

Recommended
Components Minimum Requirements
Requirements

Android 4.0 to
Operating System Android 2.3.1
updated

Figure 3.2

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DAMATH AND SCI – DAMA: A 2D ANDROID EDUCATIONAL BOARD GAME
College of Computer Studies: Antonio, Caparal, Landeza

Hardware Requirements:

Recommended
Components Minimum Requirements
Requirements

CPU (Central Processing 830 Mhz


1.5 Ghz
Unit)

GPU (Graphics 300 Mhz


400 Mhz
Processing Unit)

Application Size 60MB 100MB

RAM 512MB 1GB

720 x 1280 Pixels(~ 294


240 x 320 pixels (~133
Resolution ppi pixel density)
ppi pixel density)

Figure 3.3

34

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