Professional Documents
Culture Documents
APPROVAL SHEET
Title of Thesis:
“Math-Tinik”
Name of Researchers:
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CHAPTER 1
PROJECT OVERVIEW
Background of Study
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.
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
develop an engaging computation mathematical game for kids aged 7 to 12. In this work,
application, named “Math Tinik” which assist the beginners in math to learn basic math
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
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
entertainment in a simple game that provides what they need. Improving their skills in
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.
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
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
Parents. They will not have to struggle to find a way to teach them in mathematics
Future Researchers. This may serve as a basis for future research that they will conduct.
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Definition of Terms
computer software package that performs a specific function directly for an end user or,
Android – an open-source operating system used for smartphones and tablet computers.
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
Learning Games – are those intentionally designed for the purpose of education, or
games are designed to help people understand concepts, learn domain knowledge, and
CHAPTER 2
Related Literature
A. Local
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
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
B. Foreign
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The literature review is presented in two sections, digital gaming and mathematics
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
styles and skills, reinforce mastery skills, and provide interactive and decision making
contexts.
educators as a potential way to provide learners with effective and fun learning
Related Studies
A. Local
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
Geometry so that the students will be able to understand and internalized the
The results of the study of Abonyi, Maduagwuna & Ugama (2014) on the
method. Their study also revealed that mathematical game approach resulted to a
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
B. Foreign
Kafai who stresses “making games for learning instead of playing games for
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
CHAPTER 3
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
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,
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
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
Deployment of system. Once the functional and non-functional testing is done; the
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.
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
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
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
“INSTRUCTION&ABOUT Screen”.
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.
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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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 Correct Answer Screen Fig. 5.6 Wrong Answer Screen