Professional Documents
Culture Documents
INFORMATION TECHNOLOGY
SQUID GAME
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
1
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
APPROVAL SHEET
___________________ __________________________
Date Signed MENCHIE A. DELA CRUZ, PhD
Dean, CCIT
2
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
ACKNOWLEDGEMENT
The researchers would like to extend their profound gratitude and appreciation to those
people who devoted much time, talent and ideas or 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
Engr. Melojean Marave, their Research instructor, for her encouragement and
guidance to the researchers and for imparting her knowledge and suggestions for this
study.
Information Technology, for her valuable support and encouragement to finish this
study.
Dr. Geoffrey S. Sepillo, Mr. Daniel A. Bachillar, MSCS, and Mr. Darwin M.
Moraña, as members for their intellectual comments and provide suggestions and
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.
3
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
Their families and loved ones, especially to their beloved parents for their
unconditional love, support, sacrifices, and Most of all, to the Almighty God, for all the
The Researchers
TJV
BFB
RL
JM
4
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
ABSTRACT
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 proposed 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 is 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
using qualitative approach for this study. Random sampling will be 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
The overall evaluation on the software quality by the students has computed
average weighted mean is interpreted as Very Good. The overall evaluation on the level
5
of acceptability by the
COLLEGE OF students has computed
COMMUNICATION average weighted
AND INFORMATION mean is interpreted as
TECHNOLOGY
Highly Acceptable.
recommended, maintain the application accuracy and consistency of the task, enhanced
user-friendliness of the system and further enhance the performance of the required
6
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
TABLE OF CONTENTS
TITLE PAGE................................................................................................................................ i
APPROVAL SHEET.................................................................................................ii
ACKNOWLEDGEMENT.........................................................................................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
Objectives ...........................................................................................................................3
Definition of Terms..............................................................................................................4
Technical Background.........................................................................................................5
Synthesis............................................................................................................................11
7
CHAPTERCOLLEGE
3. METHODOLOGY
OF COMMUNICATION AND INFORMATION TECHNOLOGY
Requirement Analysis........................................................................................................13
Requirement Documentation.............................................................................................14
CHAPTER 5 RECOMMENDATIONS
Summary of Findings……………………………………………………………………32
Conclusions……………………………………………………………………………...33
Recommendations……………………………………………………………………….33
REFERENCES…………………………………………………………………………34
APPENDICES
8
Appendix CCOLLEGE
Users’ Guide..................................................................................................50
OF COMMUNICATION AND INFORMATION TECHNOLOGY
9
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
LIST OF TABLES
“Squid Game”.
10
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
LIST OF FIGURES
11
Figure Title
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY Page
2 Conceptual Framework………………….…………………….. 16
3 System Architecture………………………………………….... 17
4 Block Diagram………………………………………………… 18
5 Iterative Model………………………………………………… 19
12
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
LIST OF NOTATIONS
13
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
Chapter 1
INTRODUCTION
Project Context
Though this widespread of technology, the computer has been improve 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
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
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,
1
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
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 will be 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.
benefited due to another research will be added in the collection books at the campus
Objectives
will include in our proposed system. We as the researcher proclaim that are said that
2
system will COLLEGE
benefit the establishment toAND
OF COMMUNICATION become more and
INFORMATION have a good and satisfying
TECHNOLOGY
service to students.
1.1 Compatibility;
1.2 Usability;
1.3 Reliability;
1.5 Portability.
The Squid game system was designed for the First year students of Polytechnic
College of Botolan that is created as Android based operating system compatibility. The
mobile game application have 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
3
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
Definition of Terms
Functionality. It refers to the accuracy and consistency of the application when it comes
to level of acceptability.
Functional Suitability. It refers to the specified task and objectives covers the
Maintainability. It refers to the effectiveness and efficiency use without defects of the
Movement. It refers to the process of moving of the players inside the game.
Performance Efficiency. It refers to the response, processing time and throughput rates
Portability. It refers to the software quality of being easy to carry and adaptable for
the application.
4
Reliability. COLLEGE
It refers OF
to COMMUNICATION
the software quality of the application
AND INFORMATION when it comes to the
TECHNOLOGY
Usability. It refers to the attributes of the application that make it easy to operate and
control.
Chapter 2
This chapter presents the review of related literature and studies that is significant
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
This review consists of books, articles, documents that focus on the same subject matter
This chapter discussed the technicality of the entitled “Squid Game”. This system
process. It is used for practice and a user interface that is operated by students.
5
1. Csharp
COLLEGE or called C# Programming
OF COMMUNICATION Language.
AND INFORMATION TECHNOLOGY
2. Adobe Photoshop
learners reach their learning goals through games that contain educational content
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
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
previous generations. Unlike their predecessors, these generations are very familiar with
6
video and cyberspace.
COLLEGE OFEspecially for them,
COMMUNICATION ANDcomputer or online
INFORMATION games are more than just
TECHNOLOGY
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
support the development of high school students' executive functions showed that digital
games were effective for improving the attention of students for Brazilian elementary
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
7
player is been dealingOFwith
COLLEGE the interactiveAND
COMMUNICATION features, and graphics
INFORMATION might help to be able to
TECHNOLOGY
generate a good gaming output. Most of the gaming apps of today’s make use of the
scoring, making the cutest outfits and changing it, making challenging for the gamer to
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
8
on a scrollable screen
COLLEGE and includes buttons
OF COMMUNICATION for explanation
AND INFORMATION and a search window
TECHNOLOGY
(Freewarepocketpc, 2017). Also, mobile devices have become widely popular devices
because they are easy to use, portable and can support a variety of applications. In this
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
9
clear the goal, which OF
COLLEGE uses the elements' names.
COMMUNICATION To pass each
AND INFORMATION level, players must clear all
TECHNOLOGY
progress bars within the time and moves limits. The second stage is to help students
remember the group and period of elements from the periodic table. The bubbles with
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-
players must clear all progress bars within the time limit. The prototype game was tested
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,
10
gamificationCOLLEGE
becomesOFthe latest phenomena
COMMUNICATION to try to engaged
AND INFORMATION the students fully in
TECHNOLOGY
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
11
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
Chapter 3
METHODOLOGY
Requirements Analysis
Choose
Squid Puzzle Time
Game Level
130
seconds
Flipmatc Pairs 60
h
seconds
10 15 20
Back History
Pairs Pairs Pairs 12
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
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
choose how many pairs they are going to find a match, there is a squid category. Squid
Category contains different types, colors and varieties of squid that are going to find its
13
match. It hasCOLLEGE
differentOFlevel from 10 pairsAND
COMMUNICATION to INFORMATION
20 pairs, while the pairs are getting higher,
TECHNOLOGY
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.
14
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
15
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
FEEDBACK
Figure 2
Conceptual Framework of the Study
framework. The design of the mobile game application that is relevant to ISO/IEC
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
the study was gathered through a survey questionnaire, which is going to be distributed
16
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
Figure 3
System Architecture
This allows an online observation of the overall mobile game application performance.
which serve different purpose. The six components on the figure are related on how the
mobile game application is implemented and how it is during runtime. These are the
Squid game, Mobile Phone, Game, Game Interface, Game Logic and the Movement. The
mobile game application Squid game which is the name of the game which operate and
give task within the game. Mobile phone is the required device to play the mobile game
application. Inside the game is the game interface. The movement enables the player to
do a specific task, and the game logic as the fundamental principle on how the game will
be played.
17
COLLEGE OF COMMUNICATIONFigure 4
AND INFORMATION TECHNOLOGY
Block Diagram
1. Choose Game
3. History
4. Winner
Designing and
Planning Requirements Deployment
Developing
Testing Evaluation
Figure 5
Iterative Model
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 researcher used a qualitative approach for this study. The study was carried
18
respondents.COLLEGE
Cluster OF
sampling will be theAND
COMMUNICATION researcher’s method
INFORMATION to conduct a survey to the
TECHNOLOGY
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
Table 1
Distribution of Survey Questionnaire to the selected user of the proposed game
entitled Squid Game.
Female 24 49%
Male 25 51%
TOTAL 49 100%
select a group of subjects (a sample) for study from a larger group (a population) until the
needed criteria and respondents were gained. In the study that were a total of (49)
respondents are female which 49% and rest (25) is Students with 51%. In this regard, the
their study, stating that the ISO/IEC 25010:2011-based quality models and respective
Guidance for Producers are available through the following: Compatibility, Usability,
19
The draft of the questionnaire
COLLEGE was made
OF COMMUNICATION by the researchers
AND INFORMATION and was corrected.
TECHNOLOGY
respondents
Formula:
%=f x 100 %
N
Wherein: % = percentage
2. Weighted Arithmetic Mean – This tool utilized in order to show the weighted
Formula:
❑
∑ f (x)
Xw = ❑
n
3. Likert Scale – this will be used to rate the functions by having a person
Part I
Likert Scale
Statistical Assignment of Class interval on the Level of Satisfaction of the game
entitled Squid Game.
Part II
Likert Scale
Statistical Assignment of Class interval on the Level of Acceptability of the game
entitled Squid Game.
21
2
COLLEGE 1.80-2.59
OF COMMUNICATION Slightly
AND INFORMATION Acceptable (SA)
TECHNOLOGY
Chapter 4
This discusses the presentation, analysis and interpretation of data gathered by the
researchers.
1.1. Compatibility
Table 2
Respondents Evaluation on the Software Quality of the “Squid Game” in terms of
Compatibility.
Table 2 shows the evaluation of the respondents on the Software Quality using
22
IndicatorCOLLEGE
2, “TheOF
application has different
COMMUNICATION games thatTECHNOLOGY
AND INFORMATION can be play and becomes a
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
interpreted as “Excellent”.
1.2 Usability
Table 3
Respondents Evaluation on the Software Quality of the “Squid Game” in terms of
Usability.
Table 3 shows the evaluation of the respondents on the Software Quality using
23
Indicator 3, “The
COLLEGE application has
OF COMMUNICATION attributes
AND that TECHNOLOGY
INFORMATION make it easy to operate and
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.
Table 4 shows the evaluation of the respondents on the Software Quality using
24
Indicators
COLLEGE1 and 4, “The application
OF COMMUNICATION meets needsTECHNOLOGY
AND INFORMATION for reliability under normal
operation” and “The application can recover the data directly affected and re-establish the
both obtained an average weighted mean 4.53 (rank 1) interpreted as Excellent. Indicator
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.
25
COLLEGE
established forOFanCOMMUNICATION
application andAND INFORMATION
tests can TECHNOLOGY
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
quality”, obtained the least average weighted mean 4.48 (rank 5) interpreted as
Excellent. The computed over-all weighted mean on the evaluation on Squid game as
1.4 Portability
Table 6
Respondents Evaluation on the Software Quality of the “Squid Game” in terms of
Portability.
Table 6 shows the evaluation of the respondents on the Software Quality using
“The application can effectively and efficiently be adapted for different or evolving
average weighted mean 4.53 (rank 3) interpreted as Excellent. The computed over-all
weighted mean on the evaluation on Squid game as evaluated by respondents using the
2.1. Functionality
Table 7
Respondents Evaluation on the Level of Acceptability of the “Squid Game” in terms
of Functionality.
the least average weighted mean 4.51 (rank 5) interpreted as Highly Acceptable. The
Acceptability using ISO/IEC 25010: 2011 in terms of Functionality was 4.55 interpreted
as “Highly Acceptable”.
2.2 Performance
Table 8
Respondents Evaluation on the Level of Acceptability of the “Squid Game” in terms
of Performance Efficiency.
average weighted mean 4.55 (rank 1) interpreted as Highly Acceptable. Indicator 3, “The
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
29
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
CHAPTER 5
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.
The last part presents valid recommendations necessary for the improvement of the
follows; the respondents evaluated the mobile game application as Satisfied with a
weighted mean of 4.54 in terms of compatibility; the respondents evaluated the mobile
game application as Satisfied with a weighted mean of 4.56 in terms of usability; the
respondents evaluated the mobile game application as Satisfied with a weighted mean of
4.53 in terms of reliability; the respondents evaluated the mobile game application as
30
evaluated theCOLLEGE
mobile OF
game application asAND
COMMUNICATION Satisfied with a weighted
INFORMATION mean of 4.57 in terms
TECHNOLOGY
of portability;
Game” were as follow. Students evaluated the mobile game application as Satisfied with
a weighted mean of 4.55 in terms of Functionality; the respondents evaluated the mobile
Conclusions
The following conclusions which made by the researcher’s based on the summary
of findings:
1. The overall respondents’ evaluated on the Software Quality of “Squid Game” was
Recommendations:
From the findings and conclusions of the study, the following are the
recommendations:
31
3. Enhanced functionality
COLLEGE through system
OF COMMUNICATION completeness
AND INFORMATION and develop performance
TECHNOLOGY
REFERENCES
Lee J. and Jung H. 2019, “A Study on The Improvement of Mobile Coloring Book Game
Interface”, Journal of Korea Game Society, Vol. 19, No. 4,pp 109-118
https://www.grin.com/document/436031
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?
T=P&P=AN&K=93455035&S=R&D=ehh&EbscoContent=dGJyMNHX8kSeprY
4yOvsOLCmr1Gep7JSr664Sa6WxWXS&ContentCustomer=dGJyMO7o44vh5ep
T69fnhrnb4osA
Annetta, L. A. (2011). The “I’s” have it: A framework for serious educational game
32
Becker, K. (2021).
COLLEGEWhat’s the difference between
OF COMMUNICATION gamification,
AND INFORMATION serious games,
TECHNOLOGY
209. https://doi.org/10.20935/AL209
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).
Garris, R., Ahlers, R., & Driskell, J. E. (2012). Games, motivation and learning: A
Gee, J. (2013, November 16). GBL Influences James Gee’s Principles for game Based
https://www.legendsoflearning.com/blog/james-paul-gee-game-based-learning
33
Gee, J. P. (2013). What
COLLEGE OFvideo games haveAND
COMMUNICATION to teach us aboutTECHNOLOGY
INFORMATION learning and literacy. New
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
https://news.stanford.edu/2013/03/01/games-education-tool-030113/.
https://www.aswangproject.com/engkanto-the-shards/
Reid, Maurice, Brown, Steve, and Tabibzadeh, (2012), “Capstone Teaching Models -
Effectiveness”. Journal of Education for Business. Vol. 87(3), pp. 178-184, 2012.
34
https://www.researchgate.net/publication/260360868_Game-
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
Based_Learning_A_Review_on_the_Effectiveness_of_Educational_Games
Von Wangenheim, C.G. Savi, R. and A.F. Borgatto. (2012), “DELIVER! –An
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),
from https://journals.sagepub.com/doi/full/10.1177/2042753018818342
35
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
Appendix A
36
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
Flipmatch
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
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);
}
else if (GameSettings.Instance.GetPairNumber() ==
GameSettings.EPairNumber.E15Pairs)
{
CurrentGameState = GameState.MovingOnPosition;
38
SpawnPictureMesh(5, 6, StartPosition,
COLLEGE OF COMMUNICATION _offset, true);TECHNOLOGY
AND INFORMATION
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
{
CurrentGameState = GameState.FlipBack;
}
}
39
CurrentPuzzleState = PictureManager.PuzzleState.CanRotate;
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
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;
_texturePathList.Add(currentTextureFilePath);
}
_firstTexturePath = textureFilePath + firstMaterialName;
40
_firstMaterial
COLLEGE = Resources.Load(materialFilePath
OF COMMUNICATION AND INFORMATION+ firstMaterialName,
TECHNOLOGY
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);
YourTimeText.SetActive(false);
}
else{
41
NewBestTimeText.SetActive(false);
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
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;
while (AppliedTimes[rndMatIndex] >= 2 || ((randPrevious == rndMatIndex) && !
forceMat))
{
rndMatIndex = Random.Range(0, _materialList.Count);
42
counter++;
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
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)
{
var randomDis = 7;
while (obj.transform.position != target)
{
43
obj.transform.position = Vector3.MoveTowards(obj.transform.position,
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY 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;
tile.Item = ItemDatabase.Items[Random.Range(0,
ItemDatabase.Items.Length)];
Tiles[x, y] = tile;
44
} COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
}
}
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;
tile2.icon = icon1;
var tileItem = tile1.Item;
tile1.Item = tile2.Item;
45
tile2.Item = tileItem;
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
}
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;
}
}
}
}
46
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
Appendix B
47
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
Appendix C
Users’ Guide
48
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
Appendix D
Screen Layouts
49
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
Appendix E
Test Results
50
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
Appendix F
51
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
Appendix G
Curriculum Vitae
52
49