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COLLEGE OF COMMUNICATION AND.

INFORMATION TECHNOLOGY

SQUID GAME

Villanueva, Thaddeus Jadion


Baluyot, Bryan Paul F.
Lajara, Rico
Manalad, J-Mark

A Thesis
In partial Fulfillment of the Requirements
for the degree of Bachelor of Science in Computer Science
College of Communication and Information Technology
President Ramon Magsaysay State University
Iba, Zambales

JULY 2022

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COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

Republic of the Philippines


PRESIDENT RAMON MAGSAYSAY STATE UNIVERSITY
College of Communication and Information Technology
Iba, Zambales

APPROVAL SHEET

This, study entitled “SQUIDGAME” prepared and submitted by Thaddeus


Jadion Villanueva, Bryan Paul F. Baluyot, RicoLajara and J- Mark Manalad in
partial fulfillment of the requirements for the degree of BACHELOR OF SCIENCE IN
COMPUTER SIENCE are hereby recommended for oral examination.

ENGR. MELOJEAN C. MARAVE ENGR. CARL ANGELO PAMPLONA


Subject Instructor Adviser
________________________________________________________________________
_______
Approved by the Panel of the Oral Examiners on July 12, 2022 with a grade of ________.

DR. GEOFFREY S. SEPILLO


Member

DANIEL A. BACHILLAR, MSCS MR. DARWIN M. MORAÑA


Member Member
________________________________________________________________________
______
Accepted and approved in partial fulfillment of the requirements for the degree of
BACHELOR OF SCIENCE IN COMPUTER SCIENCE.

___________________ __________________________
Date Signed MENCHIE A. DELA CRUZ, PhD
Dean, CCIT

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COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

ACKNOWLEDGMENT

The researchers would like to extend their profound gratitude and appreciation to

those people who devoted much time, talent and ideas in all the accomplishments of this

study.

Engr. Carl Angelo Pamplona, their thesis adviser, for his patience and support

endowed to the researchers as the critic of the study and guidance during the preparation

to make this study successful.

Engr. Melojean Marave, their Research instructor, for her encouragement and

guidance to the researchers and for imparting her knowledge and suggestions for this

study.

Menchie A. Dela Cruz, PhD, Dean of the College of Communication and

Information Technology, for her valuable support and encouragement to finish this study.

Dr. Geoffrey S. Sepillo, Mr. Daniel A. Bachillar, and Mr. Darwin M.

Moraña, as panel members for their intellectual comments and provide suggestions and

recommendations in order to improve this study,

Mrs. Myrna S. Pangan, Principal of Polytechnic College of Botolan, for

allowing and guiding the researchers to distribute the questionnaires to the student

respondents.

All the respondents of this study, First Year students of the Polytechnic College of

Botolan, Botolan Zambales, for their honest response and mutual cooperation.

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COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

Their families and loved ones, especially to their beloved parents for their

unconditional love, support, sacrifices.

Most of all, to the Almighty God, for all the blessings, knowledge, and wisdom

bestowed upon the researchers.

The Researchers
TJV
BFB
RL
JM

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COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

EXECUTIVE SUMMARY

The Squid Game has the Flipmatch and Puzzle game that has categories and time

level, the goal of the game is to find its match while spending time of the chosen time

level. The mobile game application is an interactive game that is great for developing the

quality and thinking skills of the players and will also help students in improving their

knowledge and skills in making an interactive game for their future research.

This study aimed to develop a mobile game application that is designed to help

students in gaming and thinking skills. The information for the study was gathered

through a survey questionnaire that was distributed to the First year students of

Polytechnic College of Botolan. It is sought to determine the quality of the application

using ISO/IEC 25010:2011 Software Quality Metrics in terms of compatibility, usability,

maintainability, portability, functionality, and performance efficiency. The researchers

used qualitative approach for this study. Random sampling was the researcher’s method

to conduct a survey to the respective respondents. With the type of research design

utilized, the researchers were able to observe and provide analyzable data that will be a

useful tool in developing their researcher adopted surveys. The study was conducted at

Polytechnic College of Botolan, First year students: 24 Female and 25 Male with the total

of 30 students as the respondents.

The overall evaluation on the software quality by the students has computed

average weighted mean 4.54, interpreted as Very Good. The overall evaluation on the

level of acceptability by the students has computed average weighted mean 4.53,

interpreted as Highly Acceptable.

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COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

The researchers recommend the implementation of “Squid Game” as a tool for

schools is recommended, the implementation of “Squid Game” as a tool for schools is

recommended, maintain the application accuracy and consistency of the task, enhanced

functionality through system completeness and develop performance through developing

user-friendliness of the system and further enhance the performance of the required

functions at different hardware specification and software environment.

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COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

TABLE OF CONTENTS

TITLE PAGE................................................................................................................................ i

APPROVAL SHEET.................................................................................................ii

ACKNOWLEDGMENT............................................................................................iii

ABSTRACT.............................................................................................................iv

TABLE OF CONTENTS…………………………………………………………………vi

LIST OF TABLES…………………………………………………………….………....ix

LIST OF FIGURES……………………………………………………………………... xi

LIST OF NOTATIONS………………………………………………………………….xii

CHAPTER 1. INTRODUCTION

Project Context.....................................................................................................................1

Purpose and Description......................................................................................................2

Objectives ...........................................................................................................................3

Scope and Limitations..........................................................................................................3

CHAPTER 2. REVIEW OF RELATED LITERATURE/ SYSTEMS

Technical Background.........................................................................................................5

Review of Related Literature, Studies/ Systems..................................................................6

Synthesis............................................................................................................................11

CHAPTER 3. METHODOLOGY

Requirement Analysis........................................................................................................13

Requirement Documentation.............................................................................................14

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Design of Software, System, Product and or Processes………………………………….16

Development and Testing………………………………….…………………………….19

Data Analysis Plan and Statistics……………………………………………………..….21

CHAPTER 4 RESULTS AND DISCUSSION

Evaluation of the Software Quality in terms of Compatibility………...………………...24

Evaluation of the Software Quality in terms of Usability.…………………………........24

Evaluation of the Software Quality in terms of Reliability……………………………...25

Evaluation of the Software Quality in terms of Maintainability………………………...27

Evaluation of the Software Quality in terms of Portability……………….......................28

Evaluation of the Level of Acceptability in terms of Functionality…...………………...29

Evaluation of the Level of Acceptability in terms of Performance…...………………...30

CHAPTER 5

RECOMMENDATIONS…………………………………………………………………

….33

REFERENCES…………………………………………………………………………34

APPENDICES

Appendix A Relevant Source Code...................................................................................38

Appendix B Evaluation Tool or Test Documents..............................................................49

Appendix C Users’ Guide..................................................................................................50

Appendix D Screen Layouts .............................................................................................51

Appendix E Test Results....................................................................................................52

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COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

Appendix F Copy of Request Letter/ MOA/ MOU ..........................................................53

Appendix G Curriculum Vitae ..........................................................................................54

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COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

LIST OF TABLES

Table Title Page

1 Distribution of Survey Questionnaire to the ……………………. 21

selected user of the proposed game entitled

“Squid Game”.

2 Respondents Evaluation on the Software Quality ……………… 24

of the “Squid Game” in terms of Compatibility

3 Respondents Evaluation on the Software Quality ……………… 24

of the “Squid Game” in terms of Usability

4 Respondents Evaluation on the Software Quality ……………... 25

of the “Squid Game” in terms of Reliability

5 Respondents Evaluation on the Software Quality ………………. 27

of the “Squid Game” in terms of Maintainability

6 Respondents Evaluation on the Software Quality ……………… 28

of the “Squid Game” in terms of Portability

7 Respondents Evaluation on the Level of Acceptability ………... 29

of the “Squid Game” in terms of Functionality

8 Respondents Evaluation on the Level of Acceptability ………… 30

of the “Squid Game” in terms of Performance

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COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

LIST OF FIGURES

Figure Title Page

1 Data Flow Diagram……………………………………………. 13

2 Conceptual Framework………………….…………………….. 16

3 System Architecture………………………………………….... 17

4 Block Diagram………………………………………………… 18

5 Iterative Model………………………………………………… 19

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COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

LIST OF NOTATIONS

ISO/IEC International Organization for Standardization and International


Electrotechnical Commission
PCB Polytechnic College of Botolan
PRMSU President Ramon Magsaysay State University

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COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

Chapter 1

INTRODUCTION

Project Context

Though this widespread of technology, the computer has been improving where it

incorporates with the in demand nowadays are the tablets, touchpads, and mini pads.

Most of these tablets are powered Android OS system that is use to be able to execute the

android programs. In years, there are several versions of operating system which are now

used to execute the tablets, smartphones and android phones.

Android is the most popular mobile platform in the world. Android development

is becoming an increasingly popular field. For developers who want to target a huge,

diverse audience, the in demand use of computer system software has been implemented

from PC, mobile and even other means of technology and Applications / Games are now

invading it. In years, Games are also being implemented by the use of the World Wide

Web. Programmers and developers continuously discover and develop new faces, styles

of games or apps which most of the people were looking forward in it. In line with this,

several android applications are being developed running to the tablets. Most are for

gaming, application system, knowledge base system and data processing.

Squid game is a kind of game that make the gamers addicted of it. It is hard to

win the game for people with ordinary people. So, they keep trying. Teenagers want to

get more points as compared to their mates that make them addicted to it. People with

fewer social activities also become an addict of it for many reasons. On the contrary,

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positive psychological
COLLEGE OF effects of this game
COMMUNICATION on the mental
AND INFORMATION status of the gamer will
TECHNOLOGY

improved the

thinking ability of the gamer, improves their response time toward any matter and

increase decision-making and deep learning ability of the player.

Purpose and Description

The purpose of this study is to develop and design an interactive game app. This

project has one main goal – to meet the player’s satisfaction. The researchers should be

able to meet the standard by giving effective solutions for the existing problems. The

system was a user friendly and usable so that it can be access by Polytechnic College of

Botolan first year students and help them learn vibrant and interesting material supported

by images and videos that will enhance their quality and thinking skills.

This study ensure that the design project will benefit the following:

Gamers. They will be able to enhance their gaming skills and their creative thinking

skills.

Researchers. The researchers can use this software as the basis for their future research.

President Ramon Magsaysay State University. This institution of the researchers

benefited due to another research will be added in the collection books at the campus

library and contributed as references for the future researchers.

Objectives

To understand this study, the researchers conducted an interview in the

establishment of Polytechnic College of Botolan to gather data and information that

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include in our system.OF
COLLEGE We as the researcher
COMMUNICATION ANDproclaim that are
INFORMATION said that system will benefit
TECHNOLOGY

the establishment to become more and have a good and satisfying service to students.

Specifically, these are the following objectives:

1. Identify the evaluation of students and IT Experts on the Software Quality of

Squid Game in terms of the ISO/IEC 25010:2011 Software Quality Metrics:

1.1 Compatibility;

1.2 Usability;

1.3 Reliability;

1.4 Maintainability; and

1.5 Portability.

2. Identify the evaluation of students and IT Experts on the Level of Acceptability

of Squid Game in terms of the ISO/IEC 25010:2011 Software Quality Metrics:

2.1 Functionality; and

2.2 Performance Efficiency.

Scope and Limitations of the Study

The Squid game system was designed for the First year students of Polytechnic

College of Botolan created as Android based operating system compatibility. The mobile

game a

pplication has a two types of game, categories and the time level. It is a memory testing

game. The mobile game application does not accessible to World Wide Web. It is not

applicable for IOS users.

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COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

Chapter 2

REVIEW OF RELATED LITERATURE AND STUDIES/ SYSTEMS

This chapter presents the review of related literature and studies that is significant

in the development of the present study.

Technical Background

This chapter discusses concepts and conducted studies related to the phenomenon

of Squid Game. The literature reviewed here provided the researcher insights into the

subject matter of the present study. It also provided the researcher information and

materials needed in the formulation and development of the data-gathering instrument.

This review consists of books, articles, documents that focus on the same subject matter

or other concepts of the study.

System Technical Background

This chapter discussed the technicality of the entitled “Squid Game”. This system

is a software application or used to plan, implement and assess a specific learning

process. It is used for practice and a user interface that is operated by students.

These are the tools used on the system:


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1. Csharp or calledOFC#
COLLEGE Programming Language.
COMMUNICATION AND INFORMATION TECHNOLOGY

2. Adobe Photoshop

3. Unity game Engine 2D- for C# IDE and Game Build

4. Visual Studio Codes for Text Editor in C# Programming Language

5. Blender Tool for Animation

Review of Related Literature, Studies/ Systems

According to J. Lee and H. Jung (2019), Game-based learning is learning that

learners reach their learning goals through games that contain educational content

independently, without direct involvement by the instructor. Games naturally provide

learners with immersion and fun, creating an interesting learning environment and giving

them a natural and educational effect in the process of playing. Games for game-based

learning must have learning goals, have fun, and be motivated. In particular, recent

researches have shown that digital game-based learning provides continuous interest to

learners and strengthens motivation to induce active participation, thereby enhancing

learning perception along with natural review effects (W. Hwang et al.,2016). The

interaction effect of the game improved the logical thinking ability of learners not only in

the highlearning group but also in the low-learning group. Prensky has defined

generations that use the digital languages of computers, video games, and the Internet as

generations N or D, signaling the emergence of a different kind of generation from

previous generations. Unlike their predecessors, these generations are very familiar with

video and cyberspace. Especially for them, computer or online games are more than just

entertainment or entertainment. Because of this, everyday life in cyberspace has a huge

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impact on education andCOMMUNICATION
COLLEGE OF learning. Research on cognitive TECHNOLOGY
AND INFORMATION performance improvement by

game-based learning has been mainly conducted from healthy young adult samples.

Bruce D. Homer has been shown to be effective in training cognitive skills by proposing

custom video games to

support the development of high school students' executive functions showed that digital

games were effective for improving the attention of students for Brazilian elementary

school students ( Homer, 2018)

Android tablets, smartphones and touchpad are very in demand in today’s

generation. People are all having this kind of gadgets not just to personal and business but

it also lessen the boredom from work and daily stressful life. Enjoyment which might

carried from the use of this gadgets and maintaining to use as a stress and boredom

relievers. Games are one of the attractive features that the android tablets, smartphones

and touchpad have. The different version, styles and story of games makes the common

user curious to explore and enjoy from it. From the famous Facebook game CANDY

Crush, tablet games Plants versus Zombies, Temple run, Bubble Mania, and Angry Birds,

people get to explore and download games that might fits to their needs to lessen the

boredom. The group would like to develop an App to be able to provide a continuous

storyline program that will keep the user continuously playing from it. A story line

gaming apps which aims to gain scores from it, as the user interacts with the game. Since

player is been dealing with the interactive features, and graphics might help to be able to

generate a good gaming output. Most of the gaming apps of today’s make use of the

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scoring, making the cutest
COLLEGE outfits and changing
OF COMMUNICATION it, makingTECHNOLOGY
AND INFORMATION challenging for the gamer to

think and create moves from it. .

Furthermore, student’s study time is reduced significantly because of the number

of activities high school or university students are expected to participate in. Therefore,

studying a periodic table, and trying to remember all the elements becomes boring and

repetitive, more so when trying to remember from textbooks. If students are unable to

learn and remember all the important details of the main topics, essential elements, the

periodic table, and chemical compounds, it will continually affect their future learning in

chemistry, making it difficult to continue learning, and pass yearly university entrance

exams. However, game-based learning has been used as a tool for centuries and is much

more attractive and interesting, and results in active learning rather than passive learning

through textbooks and theory (Saksrisathaporn & Maneewan, 2012). Currently, there are

only a few other resources that can help students learn chemistry by themselves. Game-

based learning is very close in meaning to a serious game, and a serious game has

become a hot topic in training and education as shown in the abundant academic research

since 2012 (Guillen, V and Aleson-Carbonell, M, 2012). Mostly, the digital game-based

learning available in the market does not focus on graphics or level designs. For example,

the Kagaku Chemistry Periodic Table of Elements only displays the 16th International

Conference on Cognition and Exploratory Learning in Digital Age (CELDA 2019) table

on a scrollable screen and includes buttons for explanation and a search window

(Freewarepocketpc, 2017). Also, mobile devices have become widely popular devices

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because theyCOLLEGE
are easyOFtoCOMMUNICATION
use, portable and
ANDcan support a variety
INFORMATION of applications. In this
TECHNOLOGY

study, a smartphone game named “Chemistry Pop” was designed and developed. The

proposed game was designed to help students to learn chemistry with more interest and

enthusiasm. This mobile game aims to support science students to learn and remember

the essential elements in the periodic table with more interest and enthusiasm and to

increase

the resources that may help aid students in self-studying. The game is designed with

colorful graphics. The students can play a game and remember the essential elements in

the periodic table at the same time. They can also continue growing and improving these

memories at a higher level of education. The game consists of three stages, each stage

plays differently and has different goals. The first stage is to support the student to

remember the names and symbols of elements from the periodic table. The gameplay of

this stage is adapted from a “Bubble Shooter” game. The single-player video game

Bubble Shooter probably became famous as it is very intuitive and easy to learn. It is a

mix of “Tetris” and “Connect Four” (Shooter-bubble (2019). This creates a game

addiction feeling similar to the Candy Crush Saga game (Chen, C., 2016). The aim of

Bubble Shooter is to collect as many points as possible. To get points you need to destroy

the colored bubbles. For the Chemistry pop game, the player must connect and group at

least three bubbles of the same property to collect them according to the goal, which is

given at each level. Players must shoot the bubbles with given symbols to collect and

clear the goal, which uses the elements' names. To pass each level, players must clear all

progress bars within the time and moves limits. The second stage is to help students
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remember the group OF
COLLEGE andCOMMUNICATION
period of elements from the periodic
AND INFORMATION table. The bubbles with
TECHNOLOGY

element symbols will be released randomly and will always be moving. Players must use

their fingers to touch, hold and drag to form a circle around bubbles with the same

property and need at least three bubbles to collect them and clear the goal, which would

be the group or period numbers. The last stage is to help students remember the 5-

chemical compounds. The bubbles will be collected if the connection of bubbles is in

accordance with a chemical compound. To pass each level,

players must clear all progress bars within the time limit. The prototype game was tested

and evaluated with a sample student population.

Synthesis

After reviewing the literature and studies, most of the research positive in the

gamification of learning material. The goal of this literature review was to support the

idea on game based learning and the gamification. The underlying result of the literature

and studies shows that the uses of games improve students in learning. The increasing

integration of digital games and applied sciences into learning environments has an

impact on student’s learning. Game- based learning has been shown to be effective in

both learning and teaching. Information learned through game- based learning is retained

longer that information learned through other techniques. A successful learning process is

one in which you are completely immersed in the task at hand. At the same time,

gamification becomes the latest phenomena to try to engaged the students fully in

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learning. The use ofOFit COMMUNICATION
COLLEGE has a successful
ANDoutcome may TECHNOLOGY
INFORMATION it be used in business or in

education. (Chou, 2017; Mollick and Rothbard, 2014).

Meanwhile, the methods of teaching in the Philippines are still relatively

traditional and lack innovation. Game Based Learning in the Philippines still has less

study and is highly probable that use of it in instruction will not guarantee learning gains

over time. “Filipinos might have designed board games utilized in class, however very

few Filipinos have researched on the use of educational games as learning tools.” (Conte,

2017, p 2). The same with the lack of interest in the study of Philippine mythology. Many

teachers and

students find the lack of enthusiasm in the subject. It is very important to learn about the

Philippine mythology because according to Jacano (2018), it is the most important

functions in the society

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COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

Chapter 3
METHODOLOGY

This chapter covers the requirements analysis, documentations and design of

software, system, product or processes.

Requirements Analysis
Choose
Squid Puzzle Time
Game Level
130
seconds

Flipmatc Pairs 60
h
seconds

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COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

10 15 20
Back History
Pairs Pairs Pairs

Squid

Figure 1
Data Flow Diagram

The Squid Game Data Flow Diagram contains one external entity and twelve

processes.

Based on the diagram, the squid game starts with the flipmatch and puzzle game.

When you click the flipmatch button, it will take you to the pairs then you will choose on

the 10 pairs, 15 pairs and 20 pairs after that there is a squid category. After the game you

will click the back button then if you want to see the rank of your score, just click the

history. In puzzle game, you choose the time level: the 130 seconds and 60 seconds then

after the time is up, you will click the back button and then thte history.

Requirement Documentation

The Squid game consists of two games which is the “Flipmatch and the Puzzle

Game” where the players can choose what they are going to play. The Flipmatch game

consists of different level: The 10 pairs, 15 pairs and 20 pairs where the players can

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choose howCOLLEGE
many pairs they are going toAND
OF COMMUNICATION find a match, there
INFORMATION is a squid category. Squid
TECHNOLOGY

Category contains different types, colors and varieties of squid that are going to find its

match. It has different level from 10 pairs to 20 pairs, while the pairs are getting higher,

the difficulties of the game can affect you.

There are also a time while playing the game, it indicates on how fast you find

their match in the categories and your game will saved into the history. In history, the

time and the date on when you play the game will be save. The faster the time you finish

matching, you will get into Top three, based on the different pairs.

In Puzzle Game, you can choose the time level: the 130 seconds and the 60

seconds. If you choose the 130 seconds, the time that you are going to play the game will

be on 130 seconds, also that is how 60 seconds worked when you are playing the game.

When the time level is fully consume, the game will stop, the time is up and will post

your score.

Design of Software, System, Product and or Processes

INPUT PROCESS
OUTPUT
Design of Squid Game Development of Squid
as to: Game using:
1. ISO/IEC 25010:2011
Functional requirements,
Software Quality
Data Flow Diagram,
Metrics:
Block Diagram, Iterative
1.1 Compatibility; model.

1.2 Usability; Hardware:


1.3 Reliability;  Personal computer,
Laptop, Android SQUID GAME
1.4 Usability; Smartphone
Software:
1.5 Maintainability;  Unity3D, Adobe
1.6 Portability; Photoshop, Adobe
13 Visual
Illustrator,
2. Level of acceptability Studio
in terms of: Data gathering
procedure: .
2.1 Functionality;
 Survey questionnaire
2.2 Performance

COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

FEEDBACK

Figure 2
Conceptual Framework of the Study

The input-process-output model issued to demonstrate the study's conceptual

framework. The design of the mobile game application that is relevant to ISO/IEC

25010:2011 Software Quality Metrics is one of the study's inputs, Compatibility,

usability, maintainability, portability, functionality, and performance efficiency are

among the ISO's attributes.

The functional requirements, data flow diagram, block diagram, data models, and

iterative model were all employed in the study to create the mobile game application. The

researchers used both hardware and software. For hardware, the researcher used a

personal computer, and for software, unity and Photoshop were used. The information for

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the study was gathered
COLLEGE OF through a surveyAND
COMMUNICATION questionnaire,
INFORMATION which is going to be distributed
TECHNOLOGY

by the researcher. The mean is also employed in the analysis.

Development and Testing

Designing and
Planning Requirements Deployment
Developing

Testing Evaluation

Figure 5
Iterative Model

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In developing
COLLEGE OFthe proposed mobile
COMMUNICATION AND game application,
INFORMATION iterative model is used.
TECHNOLOGY

Upon completing the planning of the mobile game application, the next step is that

gathering the requirements for the game. Followed by the designing and developing. Next

are the testing and the evaluation. The process continued through a repeated cycle till the

complete mobile game application is ready for deployment as per the requirement. This

method is used with the aim to improve the application at each iteration of cycle.

The researchers used a qualitative approach for this study. The study was carried

out by using a survey questionnaire based on ISO/IEC 25010:2011 given to the

respondents. Cluster sampling was the researcher’s method to conduct a survey to the

respective respondents. With the type of research design utilized, the researchers were

able to observe and provide analyzable data that will be a useful tool in developing their

researcher adopted surveys.

Table 1
Distribution of Survey Questionnaire to the selected user

Respondent Frequency (f) Percentage

Female 24 49%

Male 25 51%

TOTAL 49 100%

Table 1 shows Purposive sampling, it is a sampling technique where researchers

select a group of subjects (a sample) for study from a larger group (a population) until the

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needed criteria and respondents
COLLEGE were gained.
OF COMMUNICATION In the studyTECHNOLOGY
AND INFORMATION there were a total of Forty-

nine(49) respondents selected as sample frame and distributed by percentage where (24)

of respondents are female which 49% and rest (25) is Students with 51%. In this regard,

the researchers utilized only the number of respondents.

The product quality model of ISO/IEC 25010:2011 needs by the researchers to

their study, stating that the ISO/IEC 25010:2011-based quality models and respective

Guidance for Producers are available through the following: Compatibility, Usability,

Reliability, Maintainability, Portability, Functionality, and Performance Efficiency.

Data Analysis Plan and Statistics

The draft of the questionnaire was made by the researchers and was corrected.

Suggestions and recommendations were given by the instructor/adviser to enhance the

questionnaire and adopted by the researchers. After this validation, reproduction of

copies of questionnaires were made for the distribution to the respondents.

1. Frequency and Percentage Distribution. This was used to determine the ratio

of respondents that have same answers with general number of respondents

Formula:

%=f x 100 %
N

Wherein: % = percentage

f = number of respondents that answered the question

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N = totalAND
COLLEGE OF COMMUNICATION number of respondents
INFORMATION TECHNOLOGY

2. Weighted Arithmetic Mean – This tool utilized in order to show the weighted

mean of the intervals and their total weighted of the respondents.

Formula:



f (x)
Xw =
n

Wherein: Xw = Weighted Arithmetic Mean

∑ f (x) = sum of all the products of f and

x = s the weight as 5, 4, 3, 2, 1

n = sum of all students

3. Likert Scale – this was used to rate the functions by having a person complete

a questionnaire that requires them to indicate the extent to which they agree or

disagree with a series of statements. It rates by a scale to which can rate by the

user.

Likert Scale for Evaluating of the System

Scale Class Interval Descriptive Equivalent


5 4.20-5.00 Excellent (E)

4 3.40-4.19 Very Good (VG)


3 2.60-3.39 Good (G)

2 1.80-2.59 Fair (F)

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1 OF COMMUNICATION
COLLEGE 1.00-170 Poor (P)
AND INFORMATION TECHNOLOGY

Part II

Likert Scale for Evaluating of the System on the Level of Acceptability of the game
entitled Squid Game

Scale Class Interval Descriptive Equivalent

5 4.20-5.00 Highly Acceptable (HA)

4 3.40-4.19 Moderately Acceptable (MA)


3 2.60-3.39 Acceptable (A)

2 1.80-2.59 Slightly Acceptable (SA)

1 1.00-179 Not Acceptable (NA)

Chapter 4

RESULTS AND DISCUSSION

1. Respondent’s evaluation on the Software Quality of Squid Game.

1.1. Compatibility

Table 2

Respondents Evaluation on the Software Quality of the


“Squid Game” in terms of Compatibility.

19
COLLEGE OF COMMUNICATION AND INFORMATION
Compatibility TECHNOLOGY
Weighted Quantitative Rank
Mean Description
1. The application can perform its required 4.55 Excellent 2
functions efficiently while sharing a
common environment and resources, without
detrimental impact on any other application.
2. The application has different games that can 4.59 Excellent 1
be play and becomes a thrilling game.
3. The application is compatible with android 4.48 Excellent 3
phones.
Average Weighted Mean 4.54 Excellent

Table 2 shows the evaluation of the respondents on the Software Quality using

ISO/IEC 25010: 2011 in terms of compatibility.

Indicator 2, “The application has different games that can be played and becomes a

thrilling game”, respectively obtained an average weighted mean 4.59 (rank 1)

interpreted as Excellent. Indicator 3, “The application is compatible with android

phones”, obtained the least average weighted mean 4.48 (rank 3) interpreted as Excellent.

The computed overall weighted mean on the evaluation on Squid game as evaluated by

respondents using the ISO/IEC 25010:2011 metrics as to Compatibility was 4.54

interpreted as “Excellent”.

1.2 Usability

Table 3
Respondents Evaluation on the Software Quality of the “Squid Game” in terms of
Usability.

Usability Weighted Quantitative Rank


Mean Description
1. The application users can recognize that the 4.48 Excellent 5
application is appropriate for their needs.

20
COLLEGE OF can
2. The application COMMUNICATION
be used byAND INFORMATION
specified TECHNOLOGY
4.53 Excellent 4
users to achieve specified goals of learning
to use the application with effectiveness,
efficiency and satisfaction.
3. The application has attributes that make it 4.61 Excellent 1
easy to operate and control.
4. The application protects users against 4.57 Excellent 3
making errors.
5. The application enables pleasing and 4.59 Excellent 2.5
satisfying interaction for the user.
6. The application can be used by people with 4.59 Excellent 2.5
the widest range of characteristics and
capabilities.
Average Weighted Mean 4.56 Excellent

Table 3 shows the evaluation of the respondents on the Software Quality using

ISO/IEC 25010: 2011 in terms of usability.

Indicator 3, “The application has attributes that make it easy to operate and

control”, respectively obtained an average weighted mean 4.61 (rank 1) interpreted as

Excellent. Indicator 2, “The application can be used by specified users to achieve

specified goals of learning to use the application with effectiveness, efficiency and

satisfaction.”, obtained the least average weighted mean 4.53 (rank 4) interpreted as

Excellent. The computed over-all weighted mean on the evaluation on Squid game as

evaluated by respondents using the ISO/IEC 25010:2011 metrics as to usability was 4.56

interpreted as “Excellent”.

1.3 Reliability

Table 4
Respondents Evaluation on the Software Quality of the “Squid Game” in terms of
Reliability.

Reliability Weighted Quantitative Rank

21
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
Mean Description

1. The application meets needs for reliability 4.53 Excellent 1.5


under normal operation.

2. The application is operational and accessible 4.51 Excellent 2


when required for use.
3. The application operates as intended despite 4.44 Excellent 3
the presence of hardware or software faults.
4. The application can recover the data directly 4.53 Excellent 1.5
affected and re-establish the desired state of
the application in the event of an
interruption or failure.
Average Weighted Mean 4.50 Excellent

Table 4 shows the evaluation of the respondents on the Software Quality using

ISO/IEC 25010: 2011 in terms of Reliability.

Indicators 1 and 4, “The application meets needs for reliability under normal

operation” and “The application can recover the data directly affected and re-establish the

desired state of the application in the event of an interruption or failure”, respectively

both obtained an average weighted mean 4.53 (rank 1) interpreted as Excellent. Indicator

3, “The application operates as intended despite the presence of hardware or software

faults”, obtained the least average weighted mean 4.44 (rank 3) interpreted as Excellent.

The computed over-all weighted mean on the evaluation on Squid game as evaluated by

respondents using the ISO/IEC 25010:2011 metrics as to reliability was 4.53 interpreted

as “Excellent”.

1.4 Maintainability

Table 5
Respondents Evaluation on the Software Quality of the “Squid Game” in terms of
Maintainability.

22
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
Maintainability Weighted Quantitative Rank
Mean Description
1. The application is composed of discrete 4.57 Excellent 3
components such that a change to one
component has minimal impact on other
components.
2. The application’s asset can be used in more 4.51 Excellent 4
than one device.
3. The application’s effectiveness and 4.63 Excellent 1
efficiency with which it is possible to assess
the impact on an application of an intended
change to one or more of its parts, or to
diagnose an application for deficiencies or
causes of failures, or to identify parts to be
modified.
4. The application can be effectively and 4.48 Excellent 5
efficiently modified without introducing
defects or degrading existing application
quality.
5. The application’s effectiveness and 4.59 Excellent 2
efficiency with which test criteria can be
established for an application and tests can
be performed to determine whether those
criteria have been met.
Average Weighted Mean 4.55 Excellent

Table 5 shows the evaluation of the respondents on the Software Quality using

ISO/IEC 25010: 2011 in terms of Maintainability.

Indicator 3, “The application’s effectiveness and efficiency with which it is

possible to assess the impact on an application of an intended change to one or more

of its parts, or to diagnose an application for deficiencies or causes of failures, or to

identify parts to be modified”, respectively both obtained an average weighted mean

4.63 (rank 1) interpreted as Excellent. Indicator 4, “The application can be effectively

and efficiently modified without introducing defects or degrading existing application

quality”, obtained the least average weighted mean 4.48 (rank 5) interpreted as

23
Excellent. The computed
COLLEGE over-all weighted
OF COMMUNICATION mean on theTECHNOLOGY
AND INFORMATION evaluation on Squid game as

evaluated by respondents using the ISO/IEC 25010:2011 metrics as to reliability was

4.55 interpreted as “Excellent”.

1.4 Portability

Table 6
Respondents Evaluation on the Software Quality of the “Squid Game” in terms of
Portability.

Portability Weighted Quantitative Rank


Mean Description
1. The application can effectively and 4.53 Excellent 3
efficiently be adapted for different or
evolving hardware, software or other
operational or usage environments.
2. The application’s effectiveness and 4.61 Excellent 1
efficiency with which an application
can be successfully installed and/or
uninstalled in a specified environment.
3. The application can replace specified 4.57 Excellent 2
software for the same purpose in the
same environment.
Average Weighted Mean 4.57 Excellent

Table 6 shows the evaluation of the respondents on the Software Quality using

ISO/IEC 25010: 2011 in terms of Portability.

Indicator 2, “The application’s effectiveness and efficiency with which an application

can be successfully installed and/or uninstalled in a specified environment”, respectively

obtained an average weighted mean 4.61 (rank 1) interpreted as Excellent. Indicator 1,

“The application can effectively and efficiently be adapted for different or evolving

hardware, software or other operational or usage environments”, obtained the least

average weighted mean 4.53 (rank 3) interpreted as Excellent. The computed over-all

24
weighted mean on the
COLLEGE OFevaluation on Squid
COMMUNICATION ANDgame as evaluated
INFORMATION by respondents using the
TECHNOLOGY

ISO/IEC 25010:2011 metrics as to reliability was 4.57 interpreted as “Excellent”.

2. Respondent’s evaluation on the Level of Acceptability of Squid Game.

2.1. Functionality
Table 7
Respondents Evaluation on the Level of Acceptability of the “Squid Game” in terms
of Functionality.

Functionality Weighted Quantitative Rank


Mean Description
1. The application is capable of 4.53 Highly Acceptable 4
completing its functions efficiently.
2. The application is capable of 4.51 Highly Acceptable 5
accepting instructions accurately.
3. The application’s software is error 4.57 Highly Acceptable 2
free.
4. The application has adaptive 4.55 Highly Acceptable 3
functionality.
5. The application is dedicated to the 4.61 Highly Acceptable 1
owner of device.
Average Weighted Mean 4.55 Highly Acceptable

Table 7 shows the evaluation of the respondents on the Acceptability using

ISO/IEC 25010: 2011 in terms of Functionality.

Indicator 5, “The application is dedicated to the owner of device”, respectively

obtained an average weighted mean 4.61 (rank 1) interpreted as Highly Acceptable.

Indicator 2, “The application is capable of accepting instructions accurately”, obtained

the least average weighted mean 4.51 (rank 5) interpreted as Highly Acceptable. The

computed over-all weighted mean on the evaluation of the respondents on the

Acceptability using ISO/IEC 25010: 2011 in terms of Functionality was 4.55 interpreted

as “Highly Acceptable”.

25
2.2OFPerformance
COLLEGE COMMUNICATION AND INFORMATION TECHNOLOGY

Table 8
Respondents Evaluation on the Level of Acceptability of the “Squid Game” in terms
of Performance Efficiency.

Performance Efficiency Weighted Quantitative Rank


Mean Description
1. The application is capable of 4.53 Highly Acceptable 2
completing tasks in a fast and
efficient.
2. The application requires minimal 4.48 Highly Acceptable 4
steps to get information needed.
3. The application buttons are easy to 4.46 Highly Acceptable 5
understand and control.
4. The application can provide the 4.51 Highly Acceptable 3
necessary information required by the
user.
5. The application has reliable 4.55 Highly Acceptable 1
information.
Average Weighted Mean 4.51 Highly Acceptable

Table 8 shows the evaluation of the respondents on the Acceptability using

ISO/IEC 25010: 2011 in terms of Performance Efficiency.

Indicator 5, “The application has reliable information”, respectively obtained an

average weighted mean 4.55 (rank 1) interpreted as Highly Acceptable. Indicator 3, “The

application is capable of accepting instructions accurately”, obtained the least average

weighted mean 4.46 (rank 5) interpreted as Highly Acceptable. The computed over-all

weighted mean on the evaluation of the respondents on the Acceptability using ISO/IEC

25010: 2011 in terms of Functionality was 4.51 interpreted as “Highly Acceptable”.

26
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

chapter 5

RECOMMENDATIONS

This chapter consists of three parts. The first part gives the summary of findings.

The second part is the conclusions of the inquiry which derived from pertinent findings.

27
The last part presents
COLLEGE OF valid recommendations
COMMUNICATION necessary TECHNOLOGY
AND INFORMATION for the improvement of the

proposed mobile game application.

Recommendations:

These are the following recommendations:

1. The implementation of “Squid Game” as a tool for schools is recommended.

2. Maintain the consistency of the task.

3. Enhanced functionality through system completeness and develop performance

through developing user-friendliness of the system.

4. Changing Background of the system.

5. Further enhance the performance of the required functions at different hardware

specification and software environment.

REFERENCES

Allery, L. (2014). How to Make Use of Educational Games. Education for Primary

Care. Vol.25:65–6.Retrieved

from http://content.ebscohost.com/ContentServer.asp?
28
T=P&P=AN&K=93455035&S=R&D=ehh&EbscoContent=dGJyMNHX8kSeprY
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

4yOvsOLCmr1Gep7JSr664Sa6WxWXS&ContentCustomer=dGJyMO7o44vh5ep

T69fnhrnb4osA

Annetta, L. A. (2011). The “I’s” have it: A framework for serious educational game

design. Review of General Psychology, 14(2), 105-112.

Becker, K. (2021). What’s the difference between gamification, serious games,

educational games, and game-based learning? Academia Letters, Article

209. https://doi.org/10.20935/AL209

Conte Jr., P. D. (2017, December 4). Effect of Game-Based Learning on Students’

Performance in Economics: A Case of “L-AKAD para sa Pilipino.” PSU Journal

of Education, Management and Social Sciences. Retrieved December 3, 2021,

from https://psurj.org/wp-content/uploads/2018/01/JEMSS_0001.pdf

D’Angelo, C., Rutstein, D., Harris, C., Bernard, R., Borokhovski, E., Haertel, G. (2014).

Simulations for STEM Learning: Systematic Review and Meta-Analysis. Menlo

Park. CA: SRI International

Deterding S, Dixon D, Khaled R, et al. (2011) From game design elements to

gamefulness: defining gamification. In: Proceedings of the 15th international

academic MindTrek conference: envisioning future media environments,

Tampere, Finland, 28–30, pp.9–15. 


29
Garris, R., Ahlers,
COLLEGER.,OF
& COMMUNICATION
Driskell, J. E. (2012). Games, motivation
AND INFORMATION and learning: A
TECHNOLOGY

research and practice model. Simulation & Gaming, 33(4), 441-467.

Gee, J. (2013, November 16). GBL Influences James Gee’s Principles for game Based

Learning. Legends of Learning. Retrieved December 1, 2021, from

https://www.legendsoflearning.com/blog/james-paul-gee-game-based-learning

Gee, J. P. (2013). What video games have to teach us about learning and literacy. New

York, NY: Palgrave Macmillan.

Jocano, F. L. (2018, November 11). MYTHOLOGY AND PHILIPPINE STUDIES: Why It

Is Important. The Aswang Project. Retrieved December 2, 2021, from

https://www.aswangproject.com/mythology-and-philippine-studies-why-it-is-

important/

Mackay, R. F. (2013, March 1). Playing to learn: Panelists at Stanford discussion say

using games as an educational tool provides opportunities for deeper learning.

Stanford University. Retrieved December 2, 2021, from

https://news.stanford.edu/2013/03/01/games-education-tool-030113/.

Miranda, C. (2021a, October 10). ENGKANTO: THE SHARDS Philippine Mythology

Board Game. The Aswang Project. Retrieved December 4, 2021, from

https://www.aswangproject.com/engkanto-the-shards/

Reid, Maurice, Brown, Steve, and Tabibzadeh, (2012), “Capstone Teaching Models -

30
Combining
COLLEGESimulation, Analytical
OF COMMUNICATION ANDIntuitive Learning
INFORMATION Processes, History and
TECHNOLOGY

Effectiveness”. Journal of Education for Business. Vol. 87(3), pp. 178-184, 2012.

Vandercruysse, S., Vandewaetere, M., & Clarebout, G. (2012, February). Game-Based

Learning: A Review on the Effectiveness of Educational Games. ResearchGate.

Retrieved December 1, 2021, from

https://www.researchgate.net/publication/260360868_Game-

Based_Learning_A_Review_on_the_Effectiveness_of_Educational_Games

Von Wangenheim, C.G. Savi, R. and A.F. Borgatto. (2012), “DELIVER! –An

Educational Game for Teaching Earned Value Management in Computing

Courses”. Information and Software Technology. Vol. 54(3): pp. 286-298, 2012.

Welbers, K., Konijn, E., Burgers, C., de Vaate, A., Eden, A., & Brugman, B. (2019),

February 27). Gamification as a tool for engaging student learning: A field

experiment with a gamified app. SAGE Journals. Retrieved December 1, 2021,

from https://journals.sagepub.com/doi/full/10.1177/2042753018818342

31
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

APPENDICES

32
Appendix
COLLEGE OF COMMUNICATION A
AND INFORMATION TECHNOLOGY

RELEVANT SOURCE CODE

Flipmatch

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PictureManager : MonoBehaviour


{
public Picture PicturePrefab;
public Transform PicSpawnPosition;
public Vector2 StartPosition = new Vector2(-2.15f, 3.62f);
[Space] [Header("GameOver")]
public GameObject GameOverPanel;
public GameObject NewBestTimeText;
public GameObject YourTimeText;
public GameObject EndTimeText;
public enum GameState
{
NoAction,
MovingOnPosition,
DeletingPuzzles,
FlipBack,
Checking,
GameEnd
};
public enum PuzzleState
{
PuzzleRotating,
CanRotate
};
public enum RevealedState
{
NoRevealed,
OneRevealed,
TwoRevealed
};
//
[HideInInspector]
public GameState CurrentGameState;
//
33
[HideInInspector]
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
public PuzzleState CurrentPuzzleState;
//
[HideInInspector]
public RevealedState PuzzleRevealedNumber;
//
[HideInInspector]
public List<Picture> PictureList;
private Vector2 _offset = new Vector2(1.5f, 1.52f);
private Vector2 _offsetFor15Pairs = new Vector2(1.12f, 1.30f);
private Vector2 _offsetFor20Pairs = new Vector2(1.14f, 1.20f);
private Vector3 _newScaleDown = new Vector3(1f, 1f, 0.001f);
private List<Material> _materialList = new List<Material>();
private List<string> _texturePathList = new List<string>();
private Material _firstMaterial;
private string _firstTexturePath;
private int _firstRevealedPic;
private int _secondRevealedPic;
private int _revealedPicNumber = 0;
private int _picToDestroy1;
private int _picToDestroy2;
private bool _coroutineStarted = false;
private int _pairNumbers;
private int _removedPairs;
private Timer _gameTimer;

void Start()
{
CurrentGameState = GameState.NoAction;
CurrentPuzzleState = PuzzleState.CanRotate;
PuzzleRevealedNumber = RevealedState.NoRevealed;
_revealedPicNumber = 0;
_firstRevealedPic = -1;
_secondRevealedPic = -1;
_removedPairs = 0;
_pairNumbers = (int) GameSettings.Instance.GetPairNumber();
_gameTimer = GameObject.Find("Main Camera").GetComponent<Timer>();
LoadMaterials();
if (GameSettings.Instance.GetPairNumber() ==
GameSettings.EPairNumber.E10Pairs)
{
CurrentGameState = GameState.MovingOnPosition;
SpawnPictureMesh(4, 5, StartPosition, _offset, false);
MovePicture(4, 5, StartPosition, _offset);
}

34
else if (GameSettings.Instance.GetPairNumber()
COLLEGE OF COMMUNICATION AND INFORMATION == TECHNOLOGY
GameSettings.EPairNumber.E15Pairs)
{
CurrentGameState = GameState.MovingOnPosition;
SpawnPictureMesh(5, 6, StartPosition, _offset, true);
MovePicture(5, 6, StartPosition, _offsetFor15Pairs);
}
else if (GameSettings.Instance.GetPairNumber() ==
GameSettings.EPairNumber.E20Pairs)
{
CurrentGameState = GameState.MovingOnPosition;
SpawnPictureMesh(5, 8, StartPosition, _offset, true);
MovePicture(5, 8, StartPosition, _offsetFor20Pairs);
}
}
public void CheckPicture()
{
CurrentGameState = GameState.Checking;
_revealedPicNumber = 0;
for (int id = 0; id < PictureList.Count; id++)
{
if (PictureList[id].Revealed && _revealedPicNumber < 2)
{
if (_revealedPicNumber == 0)
{
_firstRevealedPic = id;
_revealedPicNumber++;
}
else if (_revealedPicNumber == 1)
{
_secondRevealedPic = id;
_revealedPicNumber++;
}
}
}
if (_revealedPicNumber == 2)
{
if (PictureList[_firstRevealedPic].GetIndex() ==
PictureList[_secondRevealedPic].GetIndex() && _firstRevealedPic !=
_secondRevealedPic)
{
CurrentGameState = GameState.DeletingPuzzles;
_picToDestroy1 = _firstRevealedPic;
_picToDestroy2 = _secondRevealedPic;
}
else
35
{ COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
CurrentGameState = GameState.FlipBack;
}
}
CurrentPuzzleState = PictureManager.PuzzleState.CanRotate;
if (CurrentGameState == GameState.Checking)
{
CurrentGameState = GameState.NoAction;
}
}
private void DestroyPicture()
{
PuzzleRevealedNumber = RevealedState.NoRevealed;
PictureList[_picToDestroy1].Deactivate();
PictureList[_picToDestroy2].Deactivate();
_revealedPicNumber = 0;
_removedPairs++;
CurrentGameState = GameState.NoAction;
CurrentPuzzleState = PuzzleState.CanRotate;
}
private IEnumerator FlipBack()
{
_coroutineStarted = true;
yield return new WaitForSeconds(0.5f);
PictureList[_firstRevealedPic].FlipBack();
PictureList[_secondRevealedPic].FlipBack();
PictureList[_firstRevealedPic].Revealed = false;
PictureList[_secondRevealedPic].Revealed = false;
PuzzleRevealedNumber = RevealedState.NoRevealed;
CurrentGameState = GameState.NoAction;
_coroutineStarted = false;
}
private void LoadMaterials()
{
var materialFilePath = GameSettings.Instance.GetMaterialDirectoryName();
var textureFilePath =
GameSettings.Instance.GetPuzzleCategoryTextureDirectoryName();
var pairNumber = (int)GameSettings.Instance.GetPairNumber();
const string matBaseName = "Pic";
var firstMaterialName = "Back";
for (var index = 1; index <= pairNumber; index++)
{
var currentFilePath = materialFilePath + matBaseName + index;
Material mat = Resources.Load(currentFilePath, typeof(Material)) as Material;
_materialList.Add(mat);
var currentTextureFilePath = textureFilePath + matBaseName + index;
36
_texturePathList.Add(currentTextureFilePath);
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
}
_firstTexturePath = textureFilePath + firstMaterialName;
_firstMaterial = Resources.Load(materialFilePath + firstMaterialName,
typeof(Material)) as Material;
}

void Update()
{
if (CurrentGameState == GameState.DeletingPuzzles)
{
if (CurrentPuzzleState == PuzzleState.CanRotate)
{
DestroyPicture();
CheckGameEnd();
}
}
if (CurrentGameState == GameState.FlipBack)
{
if (CurrentPuzzleState == PuzzleState.CanRotate && _coroutineStarted == false)
{
StartCoroutine(FlipBack());
}
}
if(CurrentGameState == GameState.GameEnd){
if(PictureList[_firstRevealedPic].gameObject.activeSelf == false &&
PictureList[_secondRevealedPic].gameObject.activeSelf == false &&
GameOverPanel.activeSelf == false)
{
ShowEndGameInformation();
}
}
}
private bool CheckGameEnd(){
if(_removedPairs == _pairNumbers && CurrentGameState !=
GameState.GameEnd){
CurrentGameState = GameState.GameEnd;
_gameTimer.StopTimer();
Config.PlaceScoreOnBoard(_gameTimer.GetCurrentTime());
}
return (CurrentGameState == GameState.GameEnd);
}
private void ShowEndGameInformation(){
GameOverPanel.SetActive(true);
if(Config.IsBestScore()){
NewBestTimeText.SetActive(true);
37
YourTimeText.SetActive(false);
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
}
else{
NewBestTimeText.SetActive(false);
YourTimeText.SetActive(true);
}
// YourTimeText.SetActive(true);
var timer = _gameTimer.GetCurrentTime();
var minutes = Mathf.Floor(timer / 60);
var seconds = Mathf.RoundToInt(timer % 60);
var newText = minutes.ToString("00") + ":" + seconds.ToString("00");
EndTimeText.GetComponent<Text>().text = newText;
}
private void SpawnPictureMesh(int rows, int columns, Vector2 Pos, Vector2 offset,
bool scaleDown)
{
for (int col = 0; col < columns; col++)
{
for (int row = 0; row < rows; row++)
{
var tempPicture = (Picture)Instantiate(PicturePrefab,
PicSpawnPosition.position, PicturePrefab.transform.rotation);
if (scaleDown)
{
tempPicture.transform.localScale = _newScaleDown;
}
tempPicture.name = tempPicture.name + 'c' + col + 'r' + row;
PictureList.Add(tempPicture);
}
}
ApplyTextures();
}
public void ApplyTextures()
{
var rndMatIndex = Random.Range(0, _materialList.Count);
var AppliedTimes = new int[_materialList.Count];
for (int i = 0; i < _materialList.Count; i++)
{
AppliedTimes[i] = 0;
}
foreach (var o in PictureList)
{
var randPrevious = rndMatIndex;
var counter = 0;
var forceMat = false;

38
whileCOLLEGE
(AppliedTimes[rndMatIndex]
OF COMMUNICATION AND >=INFORMATION
2 || ((randPrevious == rndMatIndex) && !
TECHNOLOGY
forceMat))
{
rndMatIndex = Random.Range(0, _materialList.Count);
counter++;
if (counter > 100)
{
for (var j = 0; j < _materialList.Count; j++)
{
if (AppliedTimes[j] < 2)
{
rndMatIndex = j;
forceMat = true;
}
}
if (forceMat == false)
return;
}
}
o.SetFirstMaterial(_firstMaterial, _firstTexturePath);
o.ApplyFirstMaterial();
o.SetSecondMaterial(_materialList[rndMatIndex],
_texturePathList[rndMatIndex]);
o.SetIndex(rndMatIndex);
o.Revealed = false;
// o.ApplySecondMaterial();
AppliedTimes[rndMatIndex] += 1;
forceMat = false;
}
}
private void MovePicture(int rows, int columns, Vector2 pos, Vector2 offset)
{
var index = 0;
for (var col = 0; col < columns; col++)
{
for (int row = 0; row < rows; row++)
{
var targetPosition = new Vector3((pos.x + (offset.x * row)), (pos.y - (offset.y *
col)), 0.0f);
StartCoroutine(MoveToPosition(targetPosition, PictureList[index]));
index++;
}
}
}
private IEnumerator MoveToPosition(Vector3 target, Picture obj)
{
39
var randomDis
COLLEGE=OF 7;COMMUNICATION AND INFORMATION TECHNOLOGY
while (obj.transform.position != target)
{
obj.transform.position = Vector3.MoveTowards(obj.transform.position, target,
randomDis * Time.deltaTime);
yield return 0;
}
}
}

Board

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using DG.Tweening;
using UnityEngine;
using UnityEngine.UI;
using Debug = UnityEngine.Debug;
using Random = UnityEngine.Random;
//
public sealed class Board : MonoBehaviour
{
public static Board Instance { get; private set; }
[SerializeField] private AudioClip collectSound;
[SerializeField] private AudioSource audioSource;
public Row[] rows;
public Tile[,] Tiles { get; private set; }
public int Width => Tiles.GetLength(0);
public int Height => Tiles.GetLength(1);
private readonly List<Tile> _selection = new List<Tile>();
private const float TweenDuration = 0.25f;
private void Awake() => Instance = this;
private void Start()
{
Tiles = new Tile[rows.Max(row => row.tiles.Length), rows.Length];
for (var y = 0; y < Height; y++)
{
for (var x = 0; x < Width; x++)
{
var tile = rows[y].tiles[x];
tile.x = x;
tile.y = y;
40
tile.Item
COLLEGE= ItemDatabase.Items[Random.Range(0,
OF COMMUNICATION AND INFORMATION TECHNOLOGY
ItemDatabase.Items.Length)];
Tiles[x, y] = tile;
}
}
}
public async void Select(Tile tile)
{
if (!_selection.Contains(tile))
{

if (_selection.Count > 0)
{
if (Array.IndexOf(_selection[0].Neighbours, tile) != -1) _selection.Add(tile);
}
else
{
_selection.Add(tile);
}
}
if (_selection.Count < 2) return;
await Swap(_selection[0], _selection[1]);
if (CanPop())
{
Pop();
}
else
{
await Swap(_selection[0], _selection[1]);
}
_selection.Clear();
}
public async Task Swap(Tile tile1, Tile tile2)
{
var icon1 = tile1.icon;
var icon2 = tile2.icon;
var icon1Transform = icon1.transform;
var icon2Transform = icon2.transform;
var sequence = DOTween.Sequence();
sequence.Join(icon1Transform.DOMove(icon2Transform.position,
TweenDuration)).Join(icon2Transform.DOMove(icon1Transform.position,
TweenDuration));
await sequence.Play().AsyncWaitForCompletion();
icon1Transform.SetParent(tile2.transform);
icon2Transform.SetParent(tile1.transform);
tile1.icon = icon2;
41
tile2.icon = icon1;
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
var tileItem = tile1.Item;
tile1.Item = tile2.Item;
tile2.Item = tileItem;
}
private bool CanPop()
{
for (var y = 0; y < Height; y++)
for (var x = 0; x < Width; x++)
if (Tiles[x, y].GetConnectedTiles().Skip(1).Count() >= 2) return true;
return false;
}
private async void Pop()
{
for (var y = 0; y < Height; y++)
{
for (var x = 0; x < Width; x++)
{
var tile = Tiles[x, y];
var connectedTiles = tile.GetConnectedTiles();
if (connectedTiles.Skip(1).Count() < 2) continue;
var deflateSequence = DOTween.Sequence();
foreach (var connectedTile in connectedTiles)
deflateSequence.Join(connectedTile.icon.transform.DOScale(Vector3.zero,
TweenDuration));
// Audio
audioSource.PlayOneShot(collectSound);
// Score
ScoreCounter.Instance.Score += tile.Item.value * connectedTiles.Count;
// ScoreCount.Instance.Scores += tile.Item.value * connectedTiles.Count;
await deflateSequence.Play().AsyncWaitForCompletion();
var inflateSequence = DOTween.Sequence();
foreach (var connectedTile in connectedTiles)
{
connectedTile.Item = ItemDatabase.Items[Random.Range(0,
ItemDatabase.Items.Length)];
inflateSequence.Join(connectedTile.icon.transform.DOScale(Vector3.one,
TweenDuration));
}
await inflateSequence.Play().AsyncWaitForCompletion();
//
x = 0;
y = 0;
}
}

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Appendix
COLLEGE OF COMMUNICATION B
AND INFORMATION TECHNOLOGY

Evaluation Tool or Test Documents

43
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

Appendix C

Users’ Guide

44
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
Appendix D

Screen Layouts

45
Appendix
COLLEGE OF COMMUNICATION E
AND INFORMATION TECHNOLOGY

Test Results

46
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

Appendix F

Copy of Request Letter/ MOA/ MOU

47
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

Appendix G

Curriculum Vitae

48
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