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TRADITIONAL CULTURE GAME

“SEPAK TAKRAW”
WITH MULTIPLAYER AND HISTORICAL
FEATURES on ANDROID DEVICE
Pineda, Jerwin B.#1, Balilu, Christian Paul G.#2, Pangilinan, Lance Amiel M.#3, San Pedro, Aila S.#4
Don Honorio Ventura State University

College of Computing Studies


pinedajerwin25@gmail.com

baliluchristianpaul@gmail.com

pangilinanlanceamiel@gmail.com

ailamsanpedro@gmail.com

Abstract 1-- This study was to develop and learn about history Keywords--- Traditional Culture Game “Sepak Takraw” on
and how to enjoy our cultural game/sport “sepak takraw”, it Android Device
can be played as a solo activity, group recreation, or team; can
be played indoor or outdoor; develops knowledge, idea, and I. INTRODUCTION
skills how to play it; and is very inexpensive to play (equipment
is minimal and inter-club traveling can be done in one device We all know that most Filipino people don’t have idea
(smartphone (android)) since there are only 3 or 6 players on a what or how to play Sepak Takraw. This country don’t
team and 12 in total one game. Why are we developing this have much facilities or equipment to provide needs to learn
system? We develop this system because there is a pandemic how to play the sport, and some Filipino can’t afford to go
spreading in our country and many people can’t go outside or to school and can’t learn how to play it, some sports
interact other people. This is the idea that can know some activity required expensive equipment that cannot afford
knowledge about our historical activity. Taught properly, for some Filipino people and can’t continue for what their
participants quickly discover how easy the game is to play, it’s
hobby is, they can’t motivate their passion because of
all about modifying and progressions and developing the largely
neglected area of eye-foot coordination. This is a very
money issue, and some people scared to try this sport
inexpensive, practical, extremely fun sport that anyone can because they don’t have any idea on the sport Sepak
play. Group of people can learn how to execute and teach the Takraw, Some Filipino people have some body issue like
basic kicks for Sepak Takraw and play the game, which mainly asthma, lack of exercise or have some Body Deficiency so
combines soccer & volleyball on a badminton court people can they can’t afford to try this game outdoor, most of the
learn pass, set, spike, block, but no hands! This game has Filipino child focus on mobile devices so we add a learning
multiplayer so that player can compete to other player or you game that they can enjoy too, the Philippines is among
can play solo vs. AI (Artificial Intellegence). those with the highest percentage of citizens who don’t
exercise regularly mostly due to lack of time, lack of
personal motivation and “distractions” of modern life, and
Abstract 2-- Sepak Takraw on Android can play as long as you most Filipino don’t know that Sepak Takraw is a sport.
want, their was ranking on it and level up to unlock new history
And they just know that sepak is now an old sport and not
of the game, player can unlock new features too, like change
famous once like basketball, volleyball etc.. and some
skin of the player character, new skill, badge, and unlock map
stadium. And if you win or lose the game it will calculate the Filipino don’t know the difference about Sepak Takraw
player ranking with their stats and goals that they provide in and Sipa.
game.
Technology and gadgets are now indispensable in our daily
lives. In the past few years carrying a miniature computer
(a smart phone) in a pocket has become commonplace.
Technology helps advance the human race forward and
makes doing mundane things more efficient and repeatable.
Technology has helped create the information revolution.

Our system targeting for how to focus to learn how to


play this game in mobile (Android). We use mobile
devices because most of the Filipino’s can’t afford to
use/ buy Personal Computer and any other devices
that too much expensive this day and Mobile device is
portable that can use anywhere you go as long as you
have a internet connection/WIFI, Filipinos can avoid
the pandemic situation to play game indoor activity
using this application. PLANNING
With technological advances, devices have evolved to
be so powerful and smart that it feels like having a
super-computer on one’s hands. Humans now have an DESIGN
insatiable appetite for information at their fingertips.
When technology makes this happen, the natural
tendency is for this to become an expectation.
CODING
This system can provide many features and idea on
how to play this sport and how the sport is made of.

TESTING

Figure 3.
PLANNING

In this step thingking of the structure s a mass, and


printing in our mind is a goal, provide some information
and materials needed to build a system, and analyze some
problem and testing some devices, provide all goods and
continue to think for some additional idea.

DESIGN

Next is to do some graphic design and how to function the


game that we build, it can be a low definition to ultra
definition it depends on the device that the player use.
II. Figures and tables BLENDER and SKETCHUP
Fig 1. In this picture it shows the percentage of sepak takraw know in
Philippines.

Fig 2. In this picture it shows how Filipino focus on mobile phones.


CODING Alfawareh & Jusoh (2017) for example, conducted a study
on the use of smartphones in a higher education. Their
In this stage the Design is now done and need to code it, findings reveal that students utilized smartphones as a
we can implement to use some other programming means of knowledge sharing. On the contrary, Ng, Hassan,
language like PYTHON and JAVA SCRIPT Nor, & Malek (2017) demonstrated that university students
tended to use smartphone for pleasure, not for learning.
Accordingly, the study conducted by them indicated that
TESTING the more students utilized their smartphone, the lower their
academic achievement was. Similar to Ng, Hassan, Nor, &
When coding is complete, testing is a mass, we can test
Malek (2017), Nwachukwu & Onyenankeya (2018) also
the system by using mobile phone and find some errors to
found out that college students used smartphones more for
it, we need some player to BETA TEST the system and
social activities than academic ones. The use of
need to find some bugs in the system and provide a good
smartphones is indeed observable in the educational
quality and exceed to the expectation of the user in the
contexts. However, few researchers have addressed how
system
leaners use their smartphone in sport education context. In
fact, smartphone is also widely used by learners in this area
of investigation (Semarayasa, 2016). The present study
attempted to fill this gap by exploring the use of
smartphones by sepak takraw learners. This paper is
organized as follows. Section 2 presents the research
methodology used in the present study. Section 3 provides
the research findings and discussions. Section 4 presents
the conclusion of the study.

RELATED WORK

The data analysis reveals that the use of smartphones CONCLUSION


among sepak takraw learners affect their achievement, in
which their performance in sepak takraw tended to be low. The very based of the study was to improve the
This was caused by some reasons: disruptive training Knowledge and idea of some Filipino of how to play
sessions, lack of social interactions, lack of self-practice, the sport and avoid going outdoor in this pandemic
and decrease physical health. Each of these emergent situation, the user can improve on how to
themes is discussed in the following sessions. communicate others by using the system. This study
In the digital era, smartphones have been widely used by
will help a part of society and other places. Smart
many people, including teenagers. Through the phone is now demand to our country and that’s why
advancement of technology, smartphones are not only used we spread and implement the study.
as a means of communication but also as a medium of
Sepak takraw learners led to having a lack of self-
entertainment (Wang, Xiang, & Fesenmaier, 2014; Wenyu,
2016). There are various media social applications such as practices. Before the training sessions begin, the
Facebook, Instagram, Path, Twitter, YouTube, WhatsApp, participants played online video games or watched
LINE, and many others are readily installed in YouTube channel on their smartphones. They rarely
smartphones. Besides, there are also applications for video did self-practices by practicing sepak takraw skills
makers and pictures editors that can be used by independently before the teachers/coaches came.
smartphones users freely. The existence of video cameras Even, they kept on playing online video games even
and other entertainment tools such as MP4 players or though their teachers/coaches were present. The result
movie applications also could fulfill the entertainment of the interview also indicated that the participants
needs of the young people. Thus, it is natural to observe could not avoid themselves to play online video
that the majority of teenagers owned smartphones and
games on their smartphones.
utilize smartphones in their everyday life. Research
demonstrating the use of smartphones among teenagers are ACKNOWLEDGEMENT
relatively flourishing, particularly in educational contexts.
The Researcher would like to express their deepest
gratitude to the following people, for without them,
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