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“Math-Tinik”

Math Learning App for Android

APPROVAL SHEET

Title of Thesis:

“Math-Tinik”

Math Learning App for Android

Adviser: Ferdinand Dalisay

Name of Researchers:

Jerome Corpuz Gonzales

Deford Jeck Bautista Fernandez

Domingo Jr. Dadacay Bustamante

Maricar DeGuzman Ico


Thesis and Abstract Approved by: Date:

_______________________ ____________

_______________________ ____________

_______________________ ____________

_______________________ ____________
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CHAPTER 1

PROJECT OVERVIEW

Background of Study

With the growing interest of people in android-based applications, it has been

observed that mobile devices can be used to increase the educational skills of school

going children instead of leaving them to waste their time on only playing games.

Therefore, development of educational application is essentially required especially to

improve the mathematical related skill of children. Although many applications exist

online for such purposes, however there is a need to develop a simple, interactive and

easy to use android-based application for enhancing the skill of children in basic

mathematical concepts. The game produced in this thesis is an innovative attempt to

develop an engaging computation mathematical game for kids aged 7 to 12. In this work,

we intend to develop not only an entertainment but with an educational purpose

application, named “Math Tinik” which assist the beginners in math to learn basic math

operations while making fun and to know more about mathematics.

Gee (2005) agreed that a game would turn out to be good for learning when the

game is built to incorporate learning principles. Some researchers have also supported the

potential of games for affective domains of learning and fostering a positive attitude

towards learning (Ke, 2008). For example, based on the study conducted on 1,274 1st -

and 2nd -graders, found a positive effect of educational games on the motivation of

students.
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The proposed “Math Tinik” Game for android is about through gaming, game

based learning similar to problem based learning. Where in different scenarios are placed

within a played framework. Due to the fact that this game in general may include

mathematical problem solving and also adding element of competition and

enhancements.

The application we will develop is very interesting and provides the students a

school like environment. Apps for collaborative learning scenarios are quite rare so far

due to their more complex programming efforts and necessary environment to run it. On

the other side, the learning outcome is indeed promising, because the gaming

environment and the communication about the learning problem of the learners, as well

as the collaboration through devices is a very powerful combination.

Statement of the Objective

The main purpose of creating this application is to improve the mathematical

ability in addition, subtraction, multiplication, and division of primary students, by

introducing a concept of learning through the combination of education and

entertainment in a simple game that provides what they need. Improving their skills in

mathematics while playing. Following is list of objectives that we want to achieve:

i. To identify the mechanics of the game.

ii. To identify the features of the game.

iii. To develop and deploy the game.


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Scope and Delimitation

This game is only focused on basic math operations using images, and numbers.

The game covers a level by level game features that allows the students to get challenge

from it.

This game cannot be implemented in pc based system. It can only be downloaded

in android OS versions.

Significance of Study

This math learning app helps students to develop their knowledge in the field of

mathematics. While kids this days are more driven towards using gadgets or android

phone for every purpose using their mobile phone they can play this Mathematical

Learning App that can help increase their mathematical knowledge by answering the

quizzes and activities.

This study will be valuable and significant to children, parents, and future researchers.

Children. This study is primarily focused to children, for it will give them knowledge in

basic math operations.

Parents. They will not have to struggle to find a way to teach them in mathematics

because of this game.

Future Researchers. This may serve as a basis for future research that they will conduct.
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Definition of Terms

In order to facilitate an understanding and clarify terminologies used in

this research, the following have been defined:

Application – also referred as an application program or application software, is a

computer software package that performs a specific function directly for an end user or,

in some cases, for another application

Android – an open-source operating system used for smartphones and tablet computers.

Multimedia – is content that uses a combination of different content forms such as text,

audio, images, animations, video and interactive content. Multimedia contrasts

with media that use only rudimentary computer displays such as text-only or traditional

forms of printed or hand-produced material.

Interactive–An

interactive system or computer program is designed to involve the user in

the exchange of information.

Device – is an objects or systems that have a specific purpose or intention, like electronic

communication devices like cell phones

Learning Games – are those intentionally designed for the purpose of education, or

those entertainment games that have incidental or educational values? Learning


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games are designed to help people understand concepts, learn domain knowledge, and

develop problem solving skills as they play games.

CHAPTER 2

REVIEW OF RELATED LITERATURE AND STUDIES

Related Literature

A. Local

Moreover, the study of Schlosser and Balzano. Utilized twenty experienced,

urban teachers volunteered to attend monthly professional development workshops where

they engaged in math games, simulations, and problem-solving activities based on the

Common Core and modeled by college faculty. It was revealed in the study that majority

of teachers who participated in game-based learning at the professional development

workshops believed that their own math knowledge and skills improved.

They also reported that the use of games and activities in their math clubs

increased students’ understanding and enjoyment of math, as well as their ability to focus

and stay engaged even when activities were hard for them. Play experiences motivated

young adolescents to think mathematically were central to their evolving beliefs about

effective teaching strategies.

B. Foreign
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The literature review is presented in two sections, digital gaming and mathematics

instruction, to present relevant information related to each of the major components

within the study. The first section provides an overview of the use of digital games in

education. In addition, the first section examines pertinent research related to the effects

of digital games on student achievement and motivation. The second section provides an

overview of mathematics instruction. Further, the second section examines middle school

students mathematical

Some Serious digital games advocates for the use of digital games in education

stated that digital games are effective learning tools because they use action instead of

explanation, create personal motivation and satisfaction, accommodate multiple learning

styles and skills, reinforce mastery skills, and provide interactive and decision making

contexts.

According to Oblinger, computer games have received a lot of attention from

educators as a potential way to provide learners with effective and fun learning

environments (Oblinger, 2006).

Related Studies

A. Local

In his study on the on the effects of mathematical games to the achievement of

scores of the students in geometry in Nueva Viscaya, Philippines revealed that the

students who were exposed to mathematical games strategy had obtained a higher

achievement scores compared to students who were exposed to traditional method. He


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recommends to use mathematical games strategy in presenting and discussing lessons in

Geometry so that the students will be able to understand and internalized the

mathematical the concepts and eventually obtained a higher grades.

The results of the study of Abonyi, Maduagwuna & Ugama (2014) on the

effect of mathematical games on students achievement in quadratic expressions revealed

that the mathematical game approach is superior compared to the conventional

method. Their study also revealed that mathematical game approach resulted to a

higher achievements in mathematics particularly in the topic quadratic expression.`

We can use it to implement the our study because some of the mathematics need a

strategy to solve and get higher score and the concepts of our study is to increase the

knowledge of the player or who want to use it the game.

B. Foreign

Kafai who stresses “making games for learning instead of playing games for

learning” (Kafai, 2006) and thereby indicates an importance of understanding what

games are so that one can create games with specific design goals. These design goals

have to co-exist with characteristics that have been identified as being essential for

activities to be pleasurable (Csikszentmihalyi, 1991), which in a game context translated

to providing good gameplay (Järvinen, 2002).


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CHAPTER 3

METHODOLOGY

Application Development Methodology

Every framework acts as a basis for applying specific approaches to develop and

maintain software. Several software development approaches have been used since origin

of information technology.

In Waterfall the project is divided into sequential phases, with some overlap and

splash back acceptable between phases. Emphasis is on planning, time, schedules, target

dates, budgets and implementation of an entire system at on time. Waterfall development

are that it allows for departmentalization and control. A schedule can be set with

deadlines for each stage of development and a product can proceed through the

development process model phases one by one. Development moves from concept,

through design, implementation, testing, installation, troubleshooting, and ends up at

operation and maintenance. Each phase of development proceeds in strict order.

This chapter deals with the method of study that covers population selection of

the samples and validation of the tools, their administration and statistical technique use

for data analysis.


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The phases of Waterfall Model are as follows:

Requirement Gathering and Analysis. All possible requirements of the software to

be developed are captured in this phase and documented in a requirement

specification document.

Design. The requirement specifications from first phase are studied in this phase and

the software design is prepared. This software design helps in specifying hardware

and software requirements and helps in defining the overall software architecture.

Implementation. With inputs from the system design, the software is first

developed in small programs called units, which are integrated in the next phase.
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Each unit is developed and tested for its functionality, which is referred to as Unit

Testing.

Integration and Testing. All the units developed in the implementation phase are

integrated into a system after testing of each unit. Post integration the entire software

is tested for any faults and failures.

Deployment of system. Once the functional and non-functional testing is done; the

product is deployed in the customer environment or released into the market.

Maintenance. There are some issues which come up in the client environment. To

fix those issues, patches are released. Also to enhance the product some better

versions are released. Maintenance is done to deliver these changes in the customer

environment.

Data Gathering Techniques

Combination Research is a data collection encompasses the use of innovative

methods to enhance participation to both individuals and groups but it is the most

time consuming.

Reading Case Study books related to the proposed system is also helping the

proponents to collect information to study the proposed system/application.

Website Articles gathering and using data contained in website articles is also

another tool for data collection. Collecting data from web articles is a quicker and
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less expensive data collection two major disadvantages of using this data reporting

method are biases inherent in the data collection process and possible

security/confidentiality concerns.

Source Data (Internet/Books). Some information can be found through the books,

the information that can get from the internet much more large and spacious. The

various information about the current techniques are can be found from the internet.
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CHAPTER 4

DISCUSSION OF FINDINGS

4.1 Start Screen


This is the first screen (Fig. 5.1) of our project in which there are five buttons. The first

button is “PLAY” button, which is used to start the quiz and navigates to the next screen.

The second button is “SETTING” which when clicked results in the opening of

“SETTING Screen”. The third button is “ACHIEVEMENT” which when clicked results

in the opening of “ACHIEVEMENT Screen”. The forth button is the

“INSTRUCTION&ABOUT”, which , when clicked results in the opening of

“INSTRUCTION&ABOUT Screen”.

Fig. 5.1 Startup Screen


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4.2 Mode selection

This screen (Fig. 5.2) is used to select the mode of the application. It has five operational
buttons, namely(i) “+” Addition button, (ii) “-” Subtraction button, (iii) “x” Multiplication button,
(iv) “/” Division button, and (v) “+-x/” Hybrid button. And three mode buttons, the “EASY”
button which is used to select the Drag and Drop mode, the “MEDIUM” button, when clicked,
results in the opening of the matching type mode, and the “HARD” button, which is used to
select the Blank mode. And the “BACK” button used for going back to the main screen.

Fig. 5.2 Selection Mode

4.3 Level Selection

This is the third screen (Fig. 5.3) the selection level. It has four buttons; first the “BACK” button

that leads to the second screen, second the “1-30” button that have 1-30 button quizzes with 1

or 2 digit (Fig. 5.4), “31-60” button that have 31-60 button quizzes with 2 or 3 digit (Fig. 5.5) ,

and “61-90” button that have 61-90 button quizzes with 3 digit (Fig. 5.6).
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Fig. 5.3 Selection Level

Fig. 5.4 1–30 Quizes


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4.4 Drag&Drop Quiz

This screen (Fig.5.5) is where the player answer the quizzes, since this is a Drag&Drop mode it

has six buttons; first is the “BACK” button that leads to the previous screen, in the four buttons

there is only one correct answer that the player can drag and drop in the space provided. And

the last button is the “SUBMIT” button where it checks whether the players answer is correct

(Fig. 5.6) or wrong (Fig.5.7).

Fig.5.5 Drag and Drop Quiz


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Fig. 5.6 Correct Answer Screen Fig. 5.6 Wrong Answer Screen

SYSTEM REQUIREMENTS SPECIFICATION

Android Version Android 5.0 Version Lollipop and Up

RAM Minimum of 512 MB, 1 GB ram is


recommended.

ROM 50mb Free Space required in internal


Storage
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