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IV.

METHODOLOGY

This chapter presents the outline of the research methodology – Requirement Analysis and Design of Software

and/or System and/or Product and/or Processes.

A. Requirement Analysis

User Requirements

Figure 1. Use Case Diagram of MATHinding Edukasyon.

Figure 1 illustrates the case diagram of MATHinding Edukasyon. The case diagram was parted in two
parts, the user and the admin. The admin part, Figure 1 illustrates the admin manages the game settings of the
applications which this consist also the system back-up and restore functions of the applications in order for
recovering the data and the Manage Users for the ability for the admin to enable to manage the users and to control
the user access. The user part, In order for the user to access the game, the user must sign up and fill out the basic
information form. Once registered, the user may now log in using their password and username as the
authentication. Upon entering the game the users has to choose what school grade are they in. This mobile games
application is preferable for kids and the materials provided only for primary school students from grade 3 until

grade 4, now the users are able to choose the character they would like, the application would provide few
characters for the user to choose. After choosing the character, the user can now pick a game mode for the game.
The game mode consist two options a) Single mode and lastly, b) p v p mode. Single mode are for one player only
while P v P mode are for two players, the user can invite anyone they would like to share the game with and
proceeding to the game which involves problem-solving that tackles mathematics. The also applications provides the
user their game records and results of the game, upon finishing the game the application will redirect you back to the
unit interface in order to play again.

User Characteristics

The MATHinding Edukasyon: Game-Based Learning System is intended to use by primary grader students
particularly Grade 3 and 4. The user must have some experience using mobile operating systems and a basic
knowledge of the Android operating system on mobile devices however in using this application the user must be
either connected to the internet or cellular connectivity. Administrators of the system should have more knowledge
of internal modules of the system and are able to rectify small problems that may arise due to specific catastrophes.

The user will be able to: 
1. Choose a character
2. Choose a game mode (e.g., Single mode, Pvp mode)
3. Pick their School Grade and Chapters (e.g., Grade 4, Grade 3)
4. Can change the game settings
5. Add or connect with another player
6. Can view the game scores and records.
7. Play the game

The administrator will be able to: 
1. Add users that is in charge of encoding data to the software
2. Can do what the users can do
3. Set backup and restore settings
4. Set business information

Functional Requirements

This chapter discuss the features and functions the researcher’s implement to enable users in accomplishing
their task.

Table 1. Functional Requirement of MATHinding Edukasyon

Req.ID Requirement Description Priority Complexity


FR1. The application must run on the Android operating system. Medium Low
FR2. A user must provide network connectivity in order for the High Low
application to fully function.
 Once the connectivity is settled. The users shall be
redirected to the log in form of the game.
 If then, the game wouldn’t let the user to enter the game.
FR3. Unregistered user shall fill up forms regarding about their basic High Low
information
 Users are required to fill up the name section, birthday,
email, re-entered email and lastly username.
FR4. Registered Users shall be able to Login to System by providing High Low
Username and Password.
 Upon successful login, users shall be redirected to the Game
opening.
 If incorrect username or password, Login error message
shall be displayed.
FR5. The user must be able to choose their school grade. High Medium

 Once the School Grade has been chose. The user will be
directed in picking their preferred chapters.
 Chapters will be opened depending on when the user player
can finish for playing the game in the previous chapter.
FR6. The user must be able to choose their character that will be given Medium Low
by the developers.
 Once the character mode has been chose. The user will be
directed in picking their preferred game mode.
FR7. Before starting the game, the user must pick their preferred High Low
game mode in playing.

 Single Mode – This is where the game is only for one user
 P v p mode – This refers to two players. Where the user can
pick their preferred game competitor.
FR8. Playing “MATHinding Edukasyon” involves problems solving High Medium
regarding mathematics. In order for the user to play the game,
the user must answer the given questions for their character to
jump from a block. All questions are multiple choice and each
questions that are answered correctly equivalent to 1 jump.

 In single mode in order for the user to win. The user must
reached the top within the given duration.
 In p v p mode, the user and their competitor must reached
the highest score within the given duration in order for the
user to win.
 When both of the players receive a tie score, the game will
restart for another set of game or another re-matched.

Non-Functional Requirements

This chapter provides specifications that discussed the capabilities of the proposed system.

Table 2. Non-Functional Requirement of MATHinding Edukasyon.

Cod Dependencies Description


e
SS1 Users can authenticate by logging in using their Username and Password
SS2 All game records, scores and history are recorded in the database
SS3 Backup and restore function
SS4 The Administrators shall handle expected and non-expected error from the application.
SS5 Users can read information but they cannot modify anything except their personal and other
information.
SS6 Only the Administrators can access all the data.

B. Design of Software and/or System and/or Product and/or Processes

ER Diagram

Figure 2. Database Schema of MATHinding Edukasyon.

Figure 2 shows the Entity Relationship Diagram of the software. Account will serve as the user
unregistered account, in creating the account the user must fill out their basic information such as First Name, Last
Name, Phone Number, Email and lastly, their Password and Username. Once the form was settled the user is now
known as a registered user, Logging in through game required authentication and this means the user must enter
their Username and Password. After the user entered the game, the user has to pick their school grade and chapters
will be provided per grade. And now the user is able choose the characters they would like to use on playing the
game the application will provide few characters for the user to enjoy and after, the user is now going to pick the
mode for the game. Game mode has two parts, Single mode and P v P mode. Single mode are for one player only
while P v P mode can get the user to share the game to another user that they would prefer playing it with. Game
plays provide game logic, problem solving and knowledge for the user. Game plays also provides the game date
when they have played the game and a given duration in order the user to know their time which gives the user the
time how many seconds and minutes the user have reached upon answering and playing the game. Result will
provide the user scores regarding about the game, this would also provide both players scores and game date and
lastly their time duration during their game.

Functional Decomposition Diagram

Figure 3. Functional Decomposition Diagram of MATHinding Edukasyon.

Figure 3 shows the Functional Decomposition Diagram of MATHinding Edukasyon. Here are the following
FD and their functions.
Log-in – In order for the user to access the application the user must need to log in using their Username and
Email as the authentication of the application.
User – are the one who can able to use the application nor the one who can access the game.
Profile - The profile provides basic information regarding about the users. (e.g., First Name, Last Name)
Edit Profile – The user can modify or change their profile.
Game – This is where the user plays the application.
Pick Grade - The user must pick their school grade for the game.
Game Mode – The user must pick their preferred game mode for the game which includes single or p v p mode.
Characters – The user can pick their characters for the game.
View Score – After playing the application this view score is a record of the user points made.
Settings - This will provide options and configurations regarding on the users would likely use. (e.g., Volume)
About Us - The user can access the about us tab for them to be able to know who are the developers and the
game maker of the application.
Feedback – For a fully functional application, the feedback from users could help in enhancing the
development of the application.
Admin - The admins are the one who will manage the application including the records and database of the
application.
Manage User - This provides the ability for the admin to manage the user access of the application.
Manage Game Records – This refers to a set of activities that the admin required.
Manage Database – This refers to the actions the admin made to manipulate and control the data of the
applications.
Upgrade – The admin upgrades the application for a better version

Operating Environment

This chapter provides an operating environment that consist features, conditions, operating software, and
operating system.

Cod Environment Description


e
OE1 MATHinding Edukasyon shall be used on an Android 8 or higher operating system.
OE2 MATHinding Edukasyon shall be used on a smart phones devices with a minimum 1 GB
RAM in order for the game to run smoothly.
OE3 MATHinding Edukasyon shall be installed using the Google Play Store.
OE4 MATHinding Edukasyon shall be accessed that has Internet Connectivity.

Design and Implementation Constraints

This chapter provides parameter to identify the design and implementation constraints of the proposed
system.

Cod Design Constrains and Implementation Constraints Description


e
IC1 The users must have their correct usernames and password in order to enter the application.
IC2 The system shall use Android 8 or higher.
IC3 The users may access the application that has Internet connection.
DC1 The software shall be programmed in Game Maker 2 using GMDSB as the database.
DC2 The questions used in the application are self-learning module issued by the Department of
Education on learning resources portal.
DC3 English language is used for the application.
User Interface

Figure 4. (a) Login Interface, (b) User Records and Profile Interfaces and (c) Sign up
Interfaces of MATHinding Edukasyon

Figure 4(a) shows the login interface when the user should enter their username and password
before logging in to the mobile games application. Moreover, figure 4(b) shows the User records and profile
interfaces when the user should do the registration. Figure 4(b) also illustrates the user profile which consist the
user’s basic information and username, the user profile also provides the user game records regarding about the
game and the log out button and the “ask us” button. The email can only be viewed specifically for the user. And
lastly, Figure 4(c) shows the Sign up Interfaces of MATHinding Edukasyon. In registering for the game the user can
able to choose whether to put photos for their profile or not, after the user must fill out their first and last name,
suffixes if they have and their birthday form. Username and Password are required to answer because this will serve
as an authentication for the user in logging unto the game and guidelines would be given from the admin in order for
them to understand the applications rules.

Figure 1. (a) User interface of choosing grade, (b) User interface of Grade 4 (c) User interface of picking game mode and (d)
User interface of choosing character of MATHinding Edukasyon

Upon entering the game the user can directly choose their school grade as shown in figure 6(a) where this
mobile games application is preferable for kids and the materials provided only for primary school students from
grade 3 until grade 4. However, the user player can freely choose which grade that they want to play for it and the
content of the math subject should be different for each grade as refer to the primary school curriculum. The first
chapter as the first level is open automatically and other next chapters will be opened depending on when the user
player can finish for playing the game in the previous chapter. As seen in figure 6(b) it is shown that the rest of the
chapters are still locked and to unlock it, the user player must complete the previous chapter. Once the user opens
the chapter box, it will be directed to the choosing their preferable game mode. As shown in Figure 6(c) Game mode
consist of two parts and those are a) Single Mode, users are only able to play by themselves and b) P v p mode, users
are able to connect with their preferable competitor and lastly Figure 6(d), this illustrates that the game application
requires the user to pick the character they would prefer using in playing the game.
Figure 7. Game Structure of MATHinding Edukasyon

Figure 7 illustrates the game structure of MATHinding Edukasyon. Once the user settled a chosen character
the user will proceed to the game. The user must answer the given questions in order for their character to jump
from the blocks, All questions are multiple choices and the questions that are accustomed in the
“MATHinding Edukasyon” game are from Grade 3 & 4 learner materials (LM’S K – 12) these sources are self-
learning module issued by the Department of Education on learning resources portal. Each questions that are
answered correctly is equivalent to 1 jump per blocks. And in order for the user to win, the user must reach the top
within the given duration. Nevertheless P v p mode is just like single mode however in order for the user to win their
score must be higher within the given duration, when both of the players receive a tie score the game will restart for
another set of game or another re-matched.

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