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STI COLLEGE CALAMBA

STI Academic Center, Barangay Uno, National Highway,


Calamba City, 4027 Laguna

SENIOR HIGH SCHOOL DEPARTMENT

DETECTIVE CODENAN: THE PERCEPTION OF SELECTED GRADE 11 ITMAWD


STUDENTS OF STI COLLEGE CALAMBA TOWARDS THE USAGE OF PYTHON
SYNTAX ON PLAYING GAMES

A Research Proposal
Presented to the Senior High School Department
STI College Calamba, Barangay Uno, National Highway
City of Calamba

In Partial Fulfillment
of the Requirements for the
Practical Research 2
(Grade 12)

The Researchers

Abiera, Ryza Belle


Anzano, Rhenz
Baroro, Prince Aethan
Gonzales, Johnkiel
Matias, Marl John
Mortel, Georgette Marie
Navidad, Aerish

Research Adviser

Ms. Ma. Cinderella S. Talagtag

2023

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TABLE OF CONTENTS
This table presented below is a compilation and summary of the total content of the study.
Contents and pages or location of each research part are indicated below.

Title 01
Table of Contents 02

CHAPTER I: THE PROBLEM AND ITS BACKGROUND


Introduction 03
Background of the study 05
Statement of the problem 08
Conceptual Framework 09
Theoretical Framework 10
Hypothesis 11
Significance of the Study 11
Scope and Limitations 12
Definition of Terms 13
CHAPTER II: REVIEW OF RELATED STUDIES
Review of Related Studies 15
Synthesis 51
CHAPTER III: RESEARCH METHODOLOGY
Research Design 56
Population and Sampling 57
Data Gathering Instruments 57
Data Gathering Procedure 58
Statistical Treatment 59
Appendices 60
Letter to the Respondents 61

Questinnaire 62

References 64

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CHAPTER I
THE PROBLEM AND ITS BACKGROUND
This chapter aims to introduce the research, give the study’s background, state the
problem, the benefactors of the study, show the array of scopes and limitations and define the
terminologies used.

INTRODUCTION
Detective Codenan refers to a game that provides basic Python coding skills that integrate

Python syntax in coding. Using a digital application allows users to interact with the game. The

game is designed to assist users in coding improvement, especially their basic knowledge in

Python-Programming.

Users are presented with user friendly Python syntax interfaces that allow them to control

the action of characters based on their preferred flow of the game. By that user can do actions

such as navigate, move, and fight by inputting commands in Python syntax. The game Syntax

functionality ensures users can quickly understand the commands in the game. The game

revolves around the storyline. Each action in the game is accompanied by detailed instructions, a

list of basic codes. Users will encounter obstacles containing mysteries that are connected and

related to Python-Programming Subjects.

Users may find the basic codes throughout the game, the codes are regularly updated with

new code additions, ensuring that users always have exciting and more engaging experience

through levels which users at. Detective Codenan also includes a feature allowing users to

glimpse into the beauty of Python - programming.

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The Character costume will remain as it was in the beginning, but the Character will

grow up, by that users are highly encouraged to level up fast, encounter different obstacles, solve

mysteries, and develop the basic codes and commands in the game. Mysteries will be found as an

obstacle in every level, and stages wherein users are. Mysteries are interactive and exciting; users

will benefit from the game, especially the basic knowledge they will attain from the game.

The 2D - Pixelated Design Background of the Game is highly engaging for students to

experience the beauty of design in the application. Background will not remain from its first, due

to making the game more joyful for users. Design is well organized, Objectives are properly in

order, that users will properly understand and get along with the mechanics of the game. Also,

Objects in the game is all related from the story of the game, As the character is detective, you

will see an object that is used by the detective. Even if it is 2D Pixelated, we researchers are

doing our best to make it beautiful and engaging for its aim users.

Detective Codenan is a student friendly who is looking to expand their Python

programming Horizons. Detective Codenan can serve as a basic stepping game for beginners,

especially those who take the course without any background knowledge. This game can serve

them as a comfort game, when they're exploring the Python programming field. With its detailed

instructions, user friendly interface and engaging mysteries. The game is a must-have tool for

everyone looking to learn basic Python skills while enjoying the game itself.

The purpose of the application is to help users to improve their coding skills. Users are

given access to the hints and instructions that enable them to look up for commands according to

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the requirement to navigate, move, or fight in the game. Thanks to the Python Syntax

functionality of the program.

BACKGROUND OF THE STUDY


This study is being conducted to look into the perception of ITMAWD 11 students of

STI College Calamba towards the usage of Python syntax in playing games. The objective of this

research is to understand how this game will help students, especially those who are interested in

programming, gain knowledge about it.

The study revolves around the conception and development of a Python coding game

interwoven with an engaging storyline. This unique game leverages the power of Python syntax

to create an immersive environment for improving coding skills. Unlike traditional games that

rely on button-based interactions for navigation, movement, and combat, this innovative

approach replaces these controls with Python programming commands. The primary aim of this

study is to explore the potential of gamification as a compelling method for teaching and

enhancing basic Python coding skills.

Traditional methods of teaching coding often rely on lectures, textbooks, and coding

exercises, which, while effective to some extent, may lack engagement and interactivity. The

idea behind this study is to merge the realms of gaming and coding education to create an

exciting and educational experience that resonates with a diverse audience. The core concept of

this study is a Python coding game that offers users the opportunity to learn and practice Python

programming in a dynamic and enjoyable way. By incorporating an intriguing storyline, the

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game immerses players in a narrative that guides their journey and encourages them to use

Python syntax to overcome challenges, solve puzzles, and progress through the game's plot.

Gamification is adding game mechanics into nongame environments, like a website,

online community, learning management system, or business intranet to increase participation.

The goal of gamification is to engage with consumers, employees, and partners to inspire

collaborate, share, and interact (Bi Worldwide, 2023). Game-based learning is an active learning

technique that uses games to improve student learning (Tamosevicius, 2022). It is an active

learning technique that uses video games to increase student comprehension. Because it

combines the experience of playing games that can be done anywhere and at any time with the

learning process, it can be used as an additional alternative for teachers. The game itself acts as a

teaching tool by fostering analytical thinking and problem-solving skills.

According to Cote (2022), Computer programming is the process of writing code to

facilitate specific actions in a computer, application, or software program and instructing them on

how to perform. It empowers individuals to communicate with computers, automate tasks, and

solve complex problems. Programming is the process of giving a computer a set of instructions

to follow. Programming skills open doors to a wide range of career opportunities and enable

individuals to shape the technologies that will shape our lives (Codiska, 2022). Python is known

for being an easy-to-learn language. Python has become one of the most popular programming

languages in the world in recent years. It's used in everything from machine learning to building

websites and software testing. It can be used by developers and non-developers alike (Coursera,

2023). The advantage of Python over other programming languages is that it emphasizes

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readability and makes coding very easy. Furthermore, Python is the programming language with

the quickest rate of expansion. Its high-level, interpreted, and object-oriented architecture makes

it the perfect choice for all kinds of software applications.

According to the Bureau of Labor Statistics (2023), employment of computer hardware

engineers is projected to grow 5 percent from 2022 to 2032, faster than the average for all

occupations. About 4,600 openings for computer hardware engineers are projected each year, on

average, over the decade. This study revolves around the conception and development of a

Python coding game with an engaging storyline. Unlike traditional games that rely on button-

based interactions for navigation, movement, and combat, this innovative approach replaces

these controls with Python programming commands.

This application is a game-based learning with the use of Python. The fundamental idea

behind this study is a Python coding game that gives users the chance to learn and practice

Python programming in a fun and engaging way. Through the use of an engaging storyline, the

game immerses players in a narrative that directs their trip and motivates them to use Python

syntax to get past obstacles, solve puzzles, and advance the game's plot. While useful to some

extent, traditional methods of teaching coding frequently rely on lectures, textbooks, and coding

assignments that may lack engagement and involvement. The goal of this study is to combine the

fields of gaming and coding education to produce an engaging learning environment that appeals

to a broad audience.

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STATEMENT OF THE PROBLEM


This study aims to know the perception of Grade 11 ITMAWD Student od STI College

Calamba towards Detective Codenan, a Python coding related application. Specifically, it sought

to answer the following questions:

1. What is the profile of the respondent in terms of:

1.1 Age

1.2 Year

1.3 Section

2. What is the mean perception of the respondents to the following factors?

2.1 Entertainment

2.2 Design/Features

2.3 Functionality

2.4 User Experience

2.5 User Interface

3. What is the mean perception of the respondents towards Detective Codenan, a Python coding

application?

4. Is there a significant relationship between factors and perception towards Detective Codenan,

a Python coding application?

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CONCEPTUAL FRAMEWORK
The main concept of this study is to investigate the factors that may or may not affect the

study entitled: "Detective Codenan: The Perception of Selected Grade 11 ITMAWD Students of

STI College Calamba towards the Usage of Python Syntax on Playing Games."

Independent Variable Dependent Variable

Factors
a. Entertainment
b.Perception
Design/Feature
towards Detective
c. Functionality
Codenan
d. User Experience
e. User Interface

Figure 1. Research Paradigm

Figure 1. Research Paradigm above shows the overall conceptual framework for this

study. As further shown in the preceding paradigm, the independent Variable box contains the

factors affecting the study namely, Completeness, Design/Features, Functionality, User

Experience, and User Interface. As for the Dependent Variable box, the researchers listed the

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study outcomes, which are the possible answers, and perception to the questions that need to be

evaluated at the end of the study.

THEORETICAL FRAMEWORK
This study with the topic "Detective Codenan: The Perception of Selected Grade 11 ITMAWD

Students of STI College Calamba towards the Usage of Python Syntax on Playing Games" is

connected to a theory or theological thought that served as the framework of this research.

Figure 2. Flow Theory

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Game-based Learning Theory. According to Flow Theory by Scott W. Vann & Andrew

Tawfik Learning technologies should be designed in a way that facilitates student knowledge

construction. While much of the learning technology literature often focuses on retention of

content, less is known about the theories and models that influence how learners perceive and

react to the interface. In this chapter, we describe the theoretical tenets of flow theory and its

application for learning experience design, especially for gamified learning environments. We

then present a design case that details how flow theory was applied towards the redesign of an

online professional development course. Implications for theory and practice are also discussed.

It is connected to our study because you are gaining knowledge while playing game and

at the same time you are entertained. It's not like those proctor/teachers who teach programming

on their students on the traditional way that they are just reading the information and just give

the students the activity to test their knowledge if they are listening to their teacher while they

are teaching them on how they program codes. Students often get bored and lose focus with this

method, so we thought of turning the teaching into a game so that they can still focus and be

entertained while learning to program.

HYPOTHESIS
1. There is no significant relationship between factors and perception of the students towards

Detective Codenan, a Python coding application.

SIGNIFICANT OF THE STUDY

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This research aims to give amounts of information about the application to anyone who

likes playing games. The findings of this research have the potential to be significant and

beneficial.

The following people, according to the researchers, would benefit from this study's findings:

IT Students. The result of this study would benefit students majoring in IT in terms of

knowledge and convenience. The result will make it possible for IT students who play games to

understand how the application benefits them.

Gamers. The application generated alongside this study would provide convenience to

people who like games.

Students. The findings of this study would help all types of students, particularly those

majoring in IT. They can gain greater knowledge of the matter.

Teachers. The results of this study could help teachers, especially those who major in IT.

This study could help teachers in developing lessons and discussions that may provide

information for students to further strengthen their knowledge of the application.

Parents. The results of this study may help parents to educate a child about the

application. This may also help parents who are also into games provide better information to

their children about the application.

Institutions. The findings of this study would be helpful to institutions currently studying

the same case.

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Future Researchers. Future researchers will also benefit from this study since the ideas

presented can be used as reference information. Additionally, this study will provide important

information and serve as a guide for researchers in the future.

SCOPE AND LIMITATIONS


This study mainly focuses on python syntax game-based learning, knowledge in basic

python will be used throughout the game.

The research study aims to measure the effectiveness of a python application on the

selected respondent’s knowledge. Furthermore, this study will investigate the perceptions of the

research respondents towards the given python syntax application during the responder’s

acquisition.

This study is limited to grade 11 ITMAWD with the total of 72 students, in total sample

size of 61 participance at STI College Calamba academic year 2023-2024.

The effects of python syntax coding on the perception of selected Grade 11 ITMAWD

students attending STI College Calamba will primarily be the focus of this research. The data

gathered from the study will later be utilized for the purpose of drawing conclusions and

providing guidance on the efficacy of the python structure application.

DEFINITION OF TERMS
To guide the readers and to provide clarity, the conceptual and operational definitions of the

terms employed in this study are hereby presented:

Design. Is the application’s appearance or looks for the user.


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Detective Codenan. Refers to a game that provides basic java coding skills that integrate Python

syntax in coding.

Factors. Are the aspects that affect the study.

Features. Are the activities found within the application.

Functionalities. This is how the app works and serves the user.

ITMAWD. Specific strand for Mobile Application and Web Development.

Perception. This is the observation and opinion of the respondents towards the application.

Python. Is one of the programming languages that is used commonly for Object-Oriented

Programming.

User Experience. Also known as UX, is the general experience of the respondents towards the

application.

User Interface. Also known as UI, is the first-hand look of the application in the perspective of

the respondent.

Web Application. This is application software that is accessed using a Web Browser.

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CHAPTER II
REVIEW OF RELATED STUDIES
This chapter presented as a compilation of published articles which the researchers
scanned and considered to be related to this research. Pertinent studies on Gamification, Game-
based learning, and applications by the other researchers are shown throughout this chapter.

REVIEW OF RELATED LITERATURES AND STUDIES

FOREIGN
PROGRAMMING

Programming is giving a set of instructions to a computer to execute. You can imagine

yourself as the computer and the recipe’s author as the programmer. According to Codecademy

(2023), there are differences between the definitions of programming and coding.

Programming is the mental process of thinking up instructions to give to a machine (like a

computer), while Coding is the process of transforming those ideas into a written language that a

computer can understand. A talent as diverse as computer programming has many applications in

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a variety of fields and occupations. People who know how to program have a lot of work options

because we rely so much on computers for daily tasks. Examples of programming languages

include Python, Java, JavaScript, C#, and C++.

As mentioned in the article by Noble Desktop (2023), Computer programming is one of

the most sought-after skill sets in this technological age. Because the tech boom isn’t expected to

slow in the coming years, those with programming skills have many job prospects with high pay.

One of the most crucial components of modern living is computer programming. We can now

interact with computers in ways that were not previously feasible. We can now conduct research,

create new goods and services, handle our finances, interact with people around the world, and

much more thanks to technology.

They are an essential part of our everyday lives. Without computers and the internet, our

lives would be very different. There would be no Facebook or YouTube. There would be no

online banking or e-commerce. It would not be possible to shop online for thousands of different

products and have them delivered to your home with a single click of the mouse (Codedamn,

2022). There are many reasons why programming is essential. It supports the development of

new technologies, work automation, and more effective systems.

Learning to program is becoming more and more important as the role of technology in

our environment increases. The ability to program computers is one that is highly useful and

applicable in many different professional contexts. A technical talent like this can be useful to

you even if you don't work for an IT department or a technology company. Finding out why you

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should learn programming and what advantages it can provide could be helpful if you're

interested in advancing this talent. According to Indeed (2022), Many programming positions

allow for remote work. Even if your primary job isn't programming, you may devote some

period of your workweek to coding, and you can do that portion of your work from home.

Another benefit of working from a laptop or home computer is that you might be able to

change job locations without affecting your commute or needing to move to a new house. There

are several advantages to learning to program. Knowing how to code has its benefits, including

the assurance of employment, the possibility to develop engaging apps, the improvement of

problem-solving abilities, and occasionally even the chance to work from home (University of

Potomac, 2020).

According to Croft, Xie, Zahedi, M. & Treude (2021) Given that different programming

languages might provide varying levels of security support, it is vital to consider security

considerations while picking programming languages for designing software systems. Inadequate

security considerations in programming language selection can have serious consequences for

safe development. While theoretical analyses of the alleged security qualities of various

programming languages have been done, there has been minimal attempt to objectively

investigate the real security difficulties faced by developers. We conducted a large-scale analysis

of 15 programming languages' security problems by statistically and qualitatively analyzing

developer comments on Stack Overflow and GitHub. We developed a taxonomy of 18 significant

security concerns for six subject areas using topic modeling. We also ran a comparison study to

see how the stated difficulties change among programming languages and data sources. Our

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findings indicate that the issues and their features varied significantly among programming

languages and data sources, such as Stack Overflow and GitHub. The findings give software

professionals (i.e., practitioners or researchers) with evidence-based insights and knowledge of

security concerns connected to various programming languages. The stated security problem

taxonomy can help practitioners and researchers better understand and navigate the secure

development ecosystem. This study emphasizes the significance of technology selection, such as

programming language, in safe software engineering. As a result, the findings are likely to

encourage practitioners to evaluate the possible influence of programming language selection on

software security.

GAME-BASED LEARNING

According to Yu, Gehring, Schäfer, & Anandkumar (2021) Deep reinforcement learning

(RL) methods provide state-art-performance in complex control tasks. Nevertheless, a result of

unexplained uncertainties, it is commonly acknowledged that RL approaches frequently fail to

generalize. In this paper, we present a game theoretic framework for robust reinforcement

learning that incorporates a few earlier studies as special instances. In our formulation of resilient

RL, the RL agent competes in a restricted minimax game against an environmental agent that

represents external variables like changing model parameters and adversarial disruptions. We

suggest using competitive mirror descent (CMD) to address the challenges with competitive

optimization that arise in our system. This approach uses Bregman divergences to adjust to the

overall structure of the constraint set while taking into consideration the interactive character of

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the game at each iteration. Our approach accelerates convergence on linear quadratic games by

empirically demonstrating that it is stable for large step sizes.

As stated by Chen, Liu, & Huang (2019) Countless studies have established that a

significant factor in learning English as a foreign language (EFL) is vocabulary size. Mobile

game-based learning (MGBL) has gained popularity in recent years as a potential strategy for

information acquisition and retention. In order to evaluate the effects of PHONE Words, a novel

mobile English vocabulary learning app designed with game-related functions (MEVLA-GF)

and without game-related functions (MEVLA-NGF), on learners' perceptions and learning

performance, this study applies a mixed methodology that combines quantitative and qualitative

approaches. According to the results of the Spearman rank correlation, vocabulary acquisition

performance was strongly connected with engagement and dependency on gamified features.

As mentioned by Checa, & Bustillo (2019) Future prospects for the combination of

game-based methods and Virtual Reality (VR) settings that can improve training and learning

methodologies are quite bright. Users actively participate in those learning environments rather

than just view them, allowing the growth of exploration-based learning paradigms. A single

knowledge topic is the subject of distinct assessments of VR technology and serious games for

educational and training reasons. The objective of this study is to define the factual criteria of the

suggested solutions and the distinctions between applications for training and learning. Finally,

the study provides the groundwork for future research directions that will create serious games in

immersive VR settings, including suggestions on how to make these tools better and how to use

them successfully to improve training and learning activities.

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According to Chen, & Hsu (2020). Self-regulated mobile game-based English learning in

the hypothesis that utilizing their own technology, students interact with their course content

more successfully. This study examines student English learning efficacy, student game

engagement, and self-regulated learning from a cognitive and psychological standpoint using a

newly developed VR game-based mobile English learning application. In total 274 students from

a scientific and technology institution in Taiwan took part in the study. According to statistical

findings, self-efficacy, intrinsic value, and test anxiety had a substantial impact on both game

involvement and game enjoyment. While absorption and immersion improved self-regulation,

immersion, flow, and presence improved self-efficacy. Self-regulation and self-efficacy

interacted. The amount of student self-regulation in the classroom was modest, allowing students

to enter the state of flow easily and enhance their motivation to learn.

As mentioned by Liu, Shaikh, Gazizova (2020) Game-based learning and gamification

are effective means of such skills development. The use of video games in teaching practice is

studied multifaceted, along with formats and requirements of educational games, methods for

effectiveness assessment, and the effect of games on students. In this generation the current

schools deal with the students who were born and grown up in a well-digital environment and

require online-based learning methods. In modern society there's a lot of changes in

technological and social conditions that need new skills. Often called "21st century skills". These

skills should be developed starting from primary school, as they are psychological and

behavioral, rather than practical.

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The Game-Based Learning effect on students requires deeper research, as the increase

motivation and learning efficiency cannot be disputed as well as the negative impact of long

gaming on cognitive abilities, emotional state and social skills of student. Likewise, we counted

time spent by the study and control group, for mastering the main educational material and the

post-class study of game content and the educational material it presents. A comparative test was

conducted on the results of educational material comprehension to determine the effectiveness of

the methodology in mastering knowledge. The group, with game-based learning and

gamification applied, showed an increase in motivation and attraction to learning, students paid

additional efforts for assimilating the material studied, and showed significantly higher learning

outcomes compared to the control group.

According to Achmad Lutfi (2023), Game-Based Learning (GBL) is an e-learning

platform that drives learning. It can be used as an additional option for teachers because it

integrates the learning process with the experience of playing games that can be done anywhere

and anytime. Active learning strategy is game-based learning, which makes use of video games

to improve student comprehension. The game itself serves as the learning tool in this case,

encouraging critical thinking and problem-solving abilities.

According to an article by Romas Tamosevicius (2022), Game-based learning

incorporates game characteristics and principles into learning activities. Learning activities

inspire student engagement and enthusiasm to learn. Points systems, badges, leaderboards,

discussion boards, quizzes, and classroom response systems are all components of game-based

learning.

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As stated by Snehnath Neendoor (2023), Game-based learning can be possible through

devices which employees are already familiar with, for example, smartphones. Familiarity with

these devices simplifies learning. With apps installed on their phones, employees can use today’s

digital and machine tools to improve their productivity and enhance their skills to further

improve their careers.

GAMIFICATION

As mentioned by Saleem, Noori, & Ozdamli, (2021) The practice of incorporating

gaming components into non-gaming environments has received a lot of attention recently.

Gamification is used in education to great impact in terms of motivation, user involvement, and

social consequences. The usage of gamified aspects in e-learning includes things like points,

badges, feedback, levels, awards, and challenges. When the pertinent literature was searched, no

systematic study of gamification in online learning could be located. As a result, the purpose of

this study is to review the relevant literature on gamification in online learning and to emphasize

the stated advantages and difficulties of gamification applications in this setting. Following the

process of a literature review, the current study was conducted. The methodology used in the

current study to gather the data was qualitative. This study is expected to make a substantial

contribution to research on the use of gamification tools in online learning. It supports earlier

research and suggests a wide range of pertinent subject areas that might be investigated to

progress the discipline. These findings lead to recommendations on gamification applications in

e-learning for further study. Additionally, elements support and motivate students to participate

in a gamification system.

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As stated by Borines (2019) "Dreamscape gamification of child education through new

media" Bachelor's Thesis, University of the Philippines Baguio. She stated that as we are

currently living in the Digital Age and Digital Technology can be easily accessed, Children are

now more prone to playing games with harmful content. In her Research, the research aims to

use digital technology and gamification as an advantage to teach young students about early

childhood education while making them appreciate educational games more. The game is

Developed through Unity, a computer program where you can develop 2D and 3D games.

Dreamscape is a game composed of thirty questions about early childhood education such as

Math, Science and English questions appropriate for their age. The game has a point-and-click

gameplay that is ready to play, and the questions are made for the young audience, from pre-

school to Grade 1. Games have their own positive impact on the learning process of young

students. The research was conducted to use games as a way for the students to enjoy themselves

while enhancing the learning process through incorporating game elements into education.

As Bas mentioned (2019) the use of Gamification Applications in Science Education in

this research, the impact of gamification applications in science education on the science learning

motivation of students has been determined and the opinions of students and parents on

applications have been discussed. A total of 16 students and their parents participated in the

study. The research was conducted on 4th grade primary students and employed a mixed method

consisting of both qualitative and quantitative elements. The motivation of students for learning

science was obtained through quantitative data, whereas the opinions of students and parents on

the usage of gamification applications were gathered through qualitative data. In the study, it was

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found that applications in science education created a positive impact on the learning motivation

of students for science. Additionally, the research results also displayed that students and parents

have positive opinions on the usage of gamification in science education.

As stated by Uzialko (2023) Gamification is the application of game-playing elements to

nongame environments, which allows social media users to earn rewards for everyday activities

such as ordering coffee or watching a movie. As businesses put game elements into marketing

campaigns, consumer products and online applications, they increase customer engagement and

loyalty. Gamification provides businesses with a wealth of customer behavior data and valuable

insights into customer activities. This information is part of the big data stream that can help

businesses improve operational practices and identify new marketing opportunities.

As stated by Uzialko (2023), The main benefit of gamification is increased user

engagement. For instance, Beat the GMAT takes a serious task and puts a fun spin on it. If the

person is having fun, then they are more likely to retain information. Gamification also allows

for more practical applications of tasks. Instead of simply reading about an activity or subject,

you’re participating in the learning process. Feedback is provided in real time to inform the user

if he or she is performing well or not. Competition is another benefit of gamification. Many of us

strive to be the best. With gamification, you’re motivated to outperform your competitors. This

makes you work harder to achieve optimal results. Another motivator is rewards and prizes.

Gamification platforms can offer real-world prizes for a job well done. Many people desire the

feel of winning something, even if it’s something seemingly small like a free cup of coffee.

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According to an article by Smithsonian Science Education Center (2023) Using

gamification to aid in cognitive development will allow an increase in the activity of the regions

of the brain to allow for adequate development. Games that are produced specifically for

enhancing cognitive development are often referred to as "brain games." Brain games have

become increasingly popular and are based on various questions and problems that the user has

to answer or solve. Brain games can improve the rate in which the brain processes and maintains

information. Gamification is not limited to the classroom but can be used in learning outside the

classroom. Perhaps you break up your child's math homework into sections. The child will then

level up after completing each section to get hints that will solve a riddle. Or maybe you can

have your child create their very own Periodic Table with a few elements just like Mendeleev did

with cards. Gamification at home is also a good way to get involved in your child's education.

HISTORY OF PYTHON

As Teradata mentioned (2023) Python was created by Guido van Rossum and is an

interpreted, object-oriented, high-level programming language with dynamic semantics. Python

has a reputation as a beginner-friendly language, replacing Java as the most widely used

introductory language because it handles much of the complexity for the user, allowing

beginners to focus on fully grasping programming concepts rather than minute details.

According to Shayna Joubert (2020), Python is widely regarded as a programming

language that’s easy to learn, due to its simple syntax, a large library of standards and toolkits,

and integration with other popular programming languages such as C and C++. In fact, it’s the

first language that students learn in the Align program.

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According to Coursera (2023), Python has become one of the most popular programming

languages in the world in recent years. It's used in everything from machine learning to building

websites and software testing. It can be used by developers and non-developers alike. Python is a

popular programming language for computers that is used to create software and websites,

automate processes, and analyze data. Python is a general-purpose language, which means that it

may be used to make a wide range of programs and isn't tailored for any particular issues. One of

the most popular programming languages today is a result of its versatility and beginner-

friendliness.

Stack Overflow's 2022 Developer Survey revealed that Python is the fourth most popular

programming language, with respondents saying that they use Python almost 50 percent of the

time in their development work. Survey results also showed that Python is tied with Rust as the

most-wanted technology, with 18% percent of developers who aren't using it already saying that

they are interested in learning Python (Coursera, 2023). One of the most well-known coding

languages is Python. Flexibility and ease of usage are provided by its simple-to-learn syntax.

When it comes to video games, though, Python is hardly the first coding language that comes to

mind. Having said that, Python is used to operate some significant video games. Here are some

big games that are run using Python as stated by Derrie Thickett (2023). EVE Online, World of

Tanks, The Sims 4, and more.

According to Ritwik Mitra (2023), Many coders are pretty familiar with Python and how

this coding language works, being one of the most accessible languages out there that aspiring

coders can learn to develop certain programs. However, there are some people who feel that this

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language is a bit unwieldy for coding games because of how slow things can get at times.

Despite this fact, there are times when games use Python to great effect and develop some fun

games that are a blast to play through. Learning Python will be quite beneficial for a newbie

entering the computer industry, here are some advantages of learning the programming language

Python.

PYTHON IN GAME DEVELOPMENT

According to Takkar (2023) This research paper examines the creation of a Space Shooter

game with the Python programming language. Pygame, a Python package intended exclusively

for game creation, was used to construct the game. The article opens with an introduction to the

project, followed by a discussion of comparable work in Python game development. The

project's specifics are then provided, including the game's features, design, and code

implementation. The project's future scope is examined, with emphasis on prospective upgrades

and enhancements. Finally, the document summarizes the important discoveries and

contributions of the research. The creation of a Space Shooter game in Python gives an exciting

chance for game aficionados to delve into the realm of game development while utilizing a

popular and versatile programming language.

According to Simian, & Vulpeanu (2022) The goal of this paper is to investigate the

Python language's potential for game development. On the other hand, we are interested in

examining the benefits of Python in exposing students and non-professionals to the realm of

game creation. As proof of concept, we created a slider game in Python using the Ursina engine,

demonstrating how simple certain game design elements can be implemented in Python. The

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conclusion is that the fundamental drawback of Python (time execution) may be solved by

utilizing the language's numerous data structures, OOP (Object Oriented Programming), and the

plethora of available frameworks. The simplicity with which the language may be learned and

understood is a significant benefit. Our code is available on GitHub. Our research and project

may also be utilized to construct Python-based projects for beginner game design classes.

As mentioned by Khan, Chen, Varró, & McIntosh (2022) Over the last few years,

Python's popularity has skyrocketed, particularly among open-source projects. While Python's

dynamic type system offers developers rich programming abstractions, it also permits type-

related problems to accumulate in code bases. In this research, we investigate the extent to which

such type checking capabilities assist Python projects. We mined the issue tracking and version

control repositories of 210 Python projects on GitHub for this purpose. We add type annotations

to evaluate if mypy detects a mistake that would have helped developers avoid genuine faults,

inspired by the work of Gao et al. on type-related defects in JavaScript. We discovered that mypy

may have averted 15% of the problems. Besides, we discover no statistically significant

difference between the experience levels of developers who commit type-related errors and those

who commit non-type-related problems. Furthermore, a manual examination of the anti-patterns

that most usually result in type-checking errors finds that the most prevalent sources of type-

related errors are the reinterpretation of Python references, dynamic attribute initialization, and

poorly handled Null objects. Because our research is based on resolved public faults that have

undergone code reviews and several test cycles, these findings suggest a lower bound on the

advantages of using a type of checker.

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Python is the best choice for 2D games, it gives developers the ability to create games

easily and quickly. Living in the most technologically advanced era. The video games industry is

growing every single day. Due to Pandemic, People spend a lot of time at their homes. They had

no place to go, so most of the world population started spending more time on their gadgets. And

some people build an interest in learning game development. For people who want to become

game developers in the future, python-based game engines might be the first step. Game engines

for Python most often take the form of Python libraries, which can be installed in a variety of

ways. Most are available on PyPI and can be installed with pip. However, a few are available

only on GitHub, GitLab, or other code sharing locations, and they may require other installation

steps. (Tchitanava, N., Tchitanava, L., Beridze, D., & Chxirodze, B., 2023).

However, Using Python in Gaming have a main problem like other programming

languages. The main problem was downloading the Py game itself. Sometimes the operating

system or code writing environment may give you a hard time using the library. And

unfortunately, python-based game engines are suitable just for 2D games such as platformers*. It

is not for creating big projects like AAA* and AA* games. But, if you are new to game

development (like us), python-based game development is great, because it is much more easy

than other engines such as “Unreal engine” or “Unity” (Tchitanava, N., Tchitanava, L., Beridze,

D., & Chxirodze, B., 2023).

As Parker (2021) stated this is a book on computer gaming. It's about how to create them

with the Python programming language, but it also includes some design advice, ideas about

asset management, and a slew of other stuff that should be valuable to game developers.

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Python is a programmer's language in the sense that it includes capabilities that

programmers often demand and frequently recode in their various projects. Lists, dictionaries,

sets, arbitrary precision numbers, dynamic typing - it's an encyclopedia of tools that every

programmer uses, or would if it were more convenient. So, it is now PyGame, a package

designed to assist programmers in creating games, offers a drawing surface, several graphics

primitives, sound, animation, and interactivity. It's a fantastic palette.

According to Silva, Guimarães,Teixeira, & Silveira (2020) In this perspective, the

purpose of this article is to propose a 2D instructional game for learning essential programming

ideas, with a story centered on a fight between robots and humans. Students are expected to

interact with characters using console commands - in the virtual world, there are characters and

items such as robot enemies and electromechanical structures (such as automated doors, moving

platforms, laser emitters, and sensors) that can be manipulated using programming codes. The

Python Domination game is an educational resource with high potential for application in

various contexts of programming learning because it presents a ludic situation in which students

are kept motivated to use programming structures in a coherent manner through an easy-to-use

classic 2D platform game environment.

A qualitative technique was used to conduct an experiment with a sample of 54 IT

students from three separate courses (Computer Science, System Analysis and Development, and

Digital Games). The MEEGA+ model was used in conjunction with a 5-level Likert-like scale

survey. According to students' evaluations, the goal of providing a motivating educational game

was met; during gameplay, boss-challenge tests mixed with choice questions about programming

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were presented to students, who were required to correctly answer at least 60% of them in order

to complete levels. In terms of learning perception, according to the same poll, Python

Domination achieved the goal of becoming a tool that aids in the learning process of

programming essentials. Further work will entail improving several areas of playability as well

as conducting further studies with larger groups of IT students.

GAME DEVELOPMENT

According to Sotamaa, (2021) this article presents tangible instances of why we need

cultural studies of game development and how game development cultures might be researched

by evaluating and contextualizing various parts of the Finnish game development environment.

The essay takes a three-tiered approach, beginning with an examination of some of the historical

and political changes that have affected forms of local game production. Second, an emphasis is

focused on industrial working cultures and attitudes on crunch time, work-life balance, and

workplace regulation. Third, in order to better understand game studio cultures, daily tactics for

arranging creative labor are examined. The findings of this empirical study have a direct impact

on scholarly arguments on game manufacturing and creative work.

As mention by Chia, Keogh, Leorke, & Nicoll (2020) This article investigates how the

platformisation process manifests itself in videogame production. Rather than supporting a top-

down vision of platformisation centered on distribution channels like app stores, we focus on

frequently ignored game-making tools and the autonomous, entrepreneurial, and fringe groups

that govern and utilize them. We use case studies from Unity and Twine, two such technologies

that have altered videogame production and dissemination. We move beyond simplistic

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narratives that define platformisation as a fixed, hegemonic process by analyzing how they

confound current understandings and definitions of 'platform' and 'platformisation'. Instead, we

uncover a considerably more unclear and nuanced interaction between game developers and the

platforms they employ.

CODING AS FUNDAMENTAL SKILL

According to Garcia & Revano, (2021) Coding is widely regarded as a fundamental skill

of the 21st century. Evaluating the installment of Python Programming gamified course in higher

education, to measure its effect on students' knowledge, attitude, self-efficacy, and skills

performances. As the Experimental group finished evaluating, the participants demonstrated a

significant improvement with reference to attitude and self-efficacy before and after intervention.

Therefore, we concluded that the use of python programming gamified course was an effective

method for students to learn coding ang programming concepts. The use and installation of a

gamified course in learning other computer programming languages is highly recommended.

As stated by Kroustalli et. al (2021) The study aimed to investigate whether a game like

CodeCombat that is based on a text-based real programming language: improves students’

performance in basic programming concepts; brings better learning outcomes in comparison with

typical teaching methods; engages students’ interest. Data was collected through a pre and

posttest, as well as a survey prior the intervention and another one based on the Technology

Acceptance Model at the end.

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According to Hillary Nyakundi (2023), having Python knowledge and skills can open

doors to various career opportunities such as Software Engineer, DevOps Engineer, Data

Scientist, Research Analyst and more, giving you an edge in the job market. You may create

systems and apps that aid in outcome prediction, data visualization, and trend analysis using its

extensive selection of tools and frameworks. Python is also excellent at assisting you with work

automation.

As stated by Çiftci & Bildiren (2019) The study was designed using a pretest-posttest

control group experiment approach. According to the findings, children in the experiment group

have improved their nonverbal cognitive abilities, but there is no statistically significant change

in their problem-solving ability. The results provide evidence on the impact of a coding course

on preschool children by using two validated exams for problem-solving abilities and cognitive

skills.

ENTERTAINMENT

According to Tammy Lin, Bowman, Lin, & Chen (2019) Viewing live or recorded

broadcasts of others' video game play has been increasingly popular in recent years, thanks to the

rise of services such as Twitch and YouTube Gaming. Game streaming is positioned as a sort of

collaborative game play, with consequences for how we research games and communication. We

begin by discussing the social history of gaming before delving into game streaming as a gaming

activity including public performance as well as varied levels of social engagement and

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synchronization. The impact of these three fundamental features on the uses, processes, and

outcomes of game streaming as an entertainment activity is examined from the viewpoints of

communication and media psychology.

As stated by Daneels, Bowman, Possler, & Mekler (2021) Digital games have progressed

from simple toys for distraction and enjoyment to platforms capable of and successful in

instigating more serious, emotional, and intrapersonal experiences. Along with this progression,

games research has begun to investigate more deeply emotive and cognitive reactions that are

similar to the general concept of eudaimonia, with work already being done in communication

studies, media psychology, and human-computer interaction. These studies provide a wide range

of terms to express such eudaimonic emotions, such as eudaimonia, meaningfulness,

appreciation, and self-transcendence, which are widely employed as synonyms since they

represent qualities that the classic hedonic focus on enjoyment does not convey. These notions,

however, may be difficult to deal with because they may reflect phenomenologically separate

experiences. We analyze 82 papers in this scoping study to discover distinct ideas used in digital

gaming research to express eudaimonia and map out how these concepts connect to one another.

The findings of this scoping review revealed four broad conceptual patterns: (1) appreciation as

an overarching (yet imprecise) eudaimonic outcome of playing digital games; (2) covariation

among meaningful, emotionally moving/challenging, and self-reflective experiences; (3) digital

games' unique potential to afford eudaimonic social connectedness; and (4) other eudaimonia-

related concepts (e.g., nostalgia, well-being, elevation). This study gives a conceptual map of the

existing research environment on eudaimonic game entertainment experiences and suggests

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future scholarly suggestions, including how a concentration on digital games adds to a more

complete understanding of eudaimonic media experiences in general.

COVID-19 created a substantial set of challenges for health communication practitioners

in the process of planning, implementing, and evaluating entertainment-education (EE)

campaigns. According to Riley, Sangalang, Critchlow, Brown, Mitra, & Nesme (2021) It

mentioned that they are briefly review EE campaigns in response to previous health emergencies

and present three cases of EE responses to the COVID-19 pandemic from leading global

organizations (PCI Media, BBC Media Action, and Sesame Workshop). They also mentioned,

Responses ranged from adaptation and re-distribution of existing content to creating new content

under social-distancing restrictions and utilizing transmedia. These cases demonstrate that EE

initiatives responding to future pandemics may be well served by starting with existing

infrastructure to quickly build capacity, support, and trust; working with partners to tailor

programs to the local context; and continuing to focus on good storytelling while simultaneously

considering evolving media formats and theory.

Video games have risen as a popular medium with the potential to become a powerful

tool for public climate change engagement. As mentioned by University, D. F. G. T., Galeote, D.

F., University, T., University, J. H. T., Hamari, J., Leuven, K., University, A., Saskatchewan, U.

of, & Metrics, O. M. A. (2021). However, they mentioned here, little is known about how

existing digital games can fulfill this role. This study systematically compiles 150 video games

that represent climate change, including serious (n = 109) and for entertainment (n = 41). The

games are analyzed by adapting an existing framework (15 dimensions: achievable, challenging,

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concrete, credible, efficacy-enhancing, experiential learning, feedback-oriented, fun, identity-

driven, levelling-up, meaningful, narrative-driven, reward-driven, simulating, social) and

statistically compared. The analysis reveals that most games comply with most recommended

attributes, but credibility, achievability, meaningfulness, and social features are uncommon or

rare. Statistical results comparing serious games and games for entertainment associate six

attributes with serious games (achievable, challenging, credible, efficacy-enhancing, experiential

learning, feedback-oriented), and one (narrative-driven) with games for entertainment. The

findings suggest that researchers would benefit from widening their lens to detect previously

overlooked opportunities for game-based climate change engagement, communication, and

education. The study also provides a systematic mapping of extant games depicting climate

change for interested developers, designers and educators.

As stated by Norcia & Jacquemet (2019) Video games are a unique form of entertainment

because they encourage players to become part of the script. Although video games have been

available for more than 30 years, today’s sophisticated options require players to pay constant

attention to the game. Players engage on a deeper level physically and emotionally than people

watching a movie or TV do.

Many psychologists and scientists believe that playing video games offers some benefits,

particularly by teaching higher-level and abstract thinking skills. Playing video games changes

the brain’s physical structure, similar to the way the brain changes when a person learns to play

the piano or read a map. The brain is a muscle and can be built up with exercise. The

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combination of concentration and neurotransmitter surges when playing games helps to

strengthen neural circuits, giving the brain a real workout.

According to Daily Trust (2023), One of the most appealing aspects of gaming is its

inherent interactivity. Unlike passive forms of entertainment such as watching movies or

listening to music, gaming allows players to actively engage with the content and influence the

outcome of the experience. This sense of agency and control can make gaming a more satisfying

and fulfilling form of entertainment. The gaming industry has evolved to cater to a wide range of

preferences and playstyles, offering something for everyone. From action-packed first-person

shooters and intricate role-playing games to relaxing puzzle games and educational titles, there is

a game to suit every taste. Moreover, gaming has become increasingly accessible, with platforms

such as mobile devices, consoles, and PCs offering a variety of price points and entry levels for

players. Casual gamers can enjoy free-to-play titles on their smartphones, while dedicated

enthusiasts can invest in powerful gaming rigs and immerse themselves in the latest AAA

releases. This diverse range of content and accessibility ensures that gaming can appeal to a

broad audience and maintain its position as a dominant form of entertainment.

LOCAL
GAMING INDUSTRY

As Guevara (2023) stated gaming has evolved into a global phenomenon, with millions

of individuals of all ages and backgrounds participating on various platforms. From console to

smartphone to PC games, there is no shortage of enjoyment. Furthermore, gaming has evolved

from a solitary pleasure to a means of interacting, learning, and competing. Gaming is no longer

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only entertainment. It has evolved into a viable professional path for not just athletes but also

businesses. There are now options for players to participate professionally with the help of

sponsors and organizations.

The popularity of e-sports has increased the demand for coaches, managers, and analysts.

There are chances for content makers to develop and distribute gaming-related material on

platforms such as YouTube, Facebook, and Twitch. Companies may sponsor teams, tournaments,

and events, which opens up several potentials for organizations to enter the Philippines'

burgeoning gaming sector. Because of the number of talented individuals with a great command

of English and a passion for gaming, the Philippines' games sector has garnered the attention of

large gaming corporations, which have set up operations in the nation. This has resulted in new

work prospects for Filipinos in areas such as game testing, customer service, and game creation.

According to Renzo Guevara (2023), Gaming has become a ubiquitous aspect of

modern times. In the Philippines, it is no different. Gaming has been a significant part of

Philippine culture and society, serving as a means of entertainment, socialization, and even

competition. From console and computer to online multiplayer and mobile games, gaming has

become a staple in the everyday lives of Filipinos. Also stated that in the Philippines, the gaming

industry has grown significantly in recent years with the increasing popularity of online and

mobile gaming and a rapid expansion of the esports scene. As of this writing, there are over 43

million active Filipino players, a 12.9% yearly increase since 2017. Mobile gaming continues to

be a highly accessible avenue for gamers around the world, especially for markets like the

Philippines. By 2022, over 84.67 million Filipinos have their own smartphone devices. By the

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end of 2023, mobile gaming revenues are expected to reach $172.10 billion. Safe to say that

the mobile market plays a significant part in the gaming economy and that it is not going away

anytime soon.

In addition to being a source of entertainment, gaming has also become a means of

socialization and community building in the Philippines. Friends and families often gather to

play games together, whether it be at home, at local gaming cafes, or online. In the Philippines,

the establishment of computer stores has grown to be so common that it was once regarded as

one of the most lucrative business enterprises. The bulk of homes did not yet have access to fast

internet or good gaming hardware. Particularly for young gamers at the time, having a shared

room where you can hire out a PC, play to your heart's content, and make new friends with the

folks nearby was highly alluring.

GAME-BASED LEARNING

According to Centeno, Masangkay, Mendoza & et al. (2023) Today’s generation of

elementary students tend to grow up surrounded by gadgets and technology due to the fast-

evolving era of the 21st century. Hence, they now learn digitally and virtually. They have grown

accustomed to the assistance of technology that their standard for learning should also be

technical. They tend to search for applications that can stimulate their curiosities and enthusiasm

in a learning environment. They always seek engaging methods of learning as to how

kindergartners are taught to connect the dots of the correct and corresponding pair of answers.

Even more so in the current hybrid of learning – offline and online. Game-based learning

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borrows certain gaming principles and applies them to real-life settings to engage users.

Additionally, Dinscore defined it as designing learning activities that can gradually introduce

concepts, and guide users towards an end goal. Games are a highly social and interactive

experience. A crucial part of the learning process also involves enjoyment and fun.

As stated by Garcia & Revano (2021) Game-based learning is a useful way for students

to learn because it is more fun and they can focus more on it than the regular teaching that is

done in schools because they are often bored with the teaching method in school rather than on

game-based learning, they evaluated the installment of a Python programming gamified course

in higher education, and measure its effect on students’ knowledge, attitude, self-efficacy, and

skills performance. Furthermore, they demonstrated a significant improvement with reference to

attitude and self-efficacy before and after intervention. As a result we concluded that the use of a

Python programming gamified course was an effective method for students to learn coding and

programming concepts. The use and installation of a gamified course in learning other computer

programming languages is highly recommended. As they said, they conducted a test on a

gamified education course in higher education, and measured its impact on students’ knowledge,

attitudes, self-efficacy, and abilities.

According to Ortega et al. (2022) Students perceive history subject as difficult and boring

because they must memorize facts and understand those facts, concepts, time, and historical

events. Interactive multimedia can increase students’ enthusiasm and make the teaching and

learning process more interesting to make the history “alive.” Game-based learning uses game

elements and principles to effectively deliver teaching and learning process in the classrooms.

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They have implemented their teaching method into game-based learning, aiming to cultivate

student engagement by transforming the educational experience from conventional instruction to

an interactive and enjoyable format. This strategic approach seeks to mitigate student disinterest

and, instead, infuse the learning process with elements of entertainment, thereby fostering a more

stimulating and enjoyable educational environment.

According to Cerda (2021) The paper ends with a discussion of a student-made game

titled Alibatas, a game that aims to teach baybayin, a neglected native writing system in the

Philippines as a demonstration of how students can make a Filipino video game. The paper then

shows the importance of student-made games, and the role that the academe plays in the critical

understanding of Filipino video games, and in defining Filipino culture and identity. According

to a recent study, a dedicated student has harnessed the power of video games to craft an

innovative educational application. This application is specifically designed to assist individuals

in learning about the ancient script known as “Baybayin.” This development serves as a

compelling testament to the multifaceted importance of video games, as they can play a pivotal

role in the realm of education. The student behind this remarkable creation has aptly named the

video game app “Alibata.” The emergence of Alibata exemplifies the dynamic synergy between

technology and education. By gamifying the learning process, this inventive app engages users in

an interactive and immersive experience that not only educates but also captivates. Baybayin, a

script of historical and cultural significance, gains a new lease on life through this endeavor, as

learners of all ages can now explore its intricacies in an engaging and enjoyable manner.

Moreover, the development of Alibata underscores the potential of video games to transcend

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their recreational origins and become valuable tools for knowledge acquisition. The gamification

of educational content not only fosters retention and comprehension but also enhances

motivation and engagement among learners. As a result, it paves the way for a more accessible

and engaging approach to education, catering to diverse learning styles and preferences. In

conclusion, the creation of the Alibata video game educational app by a diligent student

showcases the transformative power of video games as educational aids. It stands as a testament

to the fusion of technology and learning, serving as a reminder that innovation knows no bounds

when it comes to harnessing the potential of interactive media for educational purposes. This

development exemplifies the evolving landscape of education in the digital age, where video

games emerge as a valuable tool in the pursuit of knowledge and cultural enrichment.

As stated by Remo & Velasco (2023) their study aimed at determining the effectiveness

of Game-Based Learning Strategies in improving the Vocabulary Performance of Selected Grade

Five Pupils, because vocabulary learning is one of the most important elements in the

advancement of language learning and communication development and all other skills such as

reading, writing, speaking, and listening are vocabulary-based. And their study emphasizes the

need to consider the positive effects of game-based learning strategies in improving vocabulary

performance. Choosing games and activities to help learners learn vocabulary effectively

requires careful consideration. According to their study, vocabulary acquisition plays a pivotal

role in students’ overall learning experience. Proficiency in vocabulary is crucial as it forms the

foundation for essential language skills, including reading, writing, speaking, and listening. To

enhance students’ learning outcomes, they implemented a test-based game approach in the

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context of Modular Distance Learning, known as the “Vocabulary Wheel.” They also utilized the

“Travel around Words” method for Online Distance Learning. These innovative strategies were

proven to be highly effective in enhancing learners’ word knowledge, word association abilities,

and word awareness.

According to Almonte, & Andal (2023) Indigenous games as one of the play activities

can be used as a learning resource to meet the needs of children in developing the potential

include cognitive, language, emotional, social and physical motor. The result shows the

perception of Grade 10 students in Integrating Indigenous Game-Based Activities. The

respondents observed that they can play the games correctly with mastery; they expressed a lot

of freedom in the Game; they feel competent at the Game; engaging them in the games increases

their enthusiasm towards Learning; the ability to play the Game matches the game challenges;

and they foster positive attitude toward the activity. Considering the majority of the item

statements, the respondents really observed the Integration of Indigenous Game-based Activity.

GAME DEVELOPMENT

According to Sy (2021), “Games are a means of capturing the passions of the youth and

translating them into meaningful endeavors in computers, programming and the STEM field”, as

stated by Dr. Carleen S. Sedilla, Makati DepED division Superintendent. Once passion for games

can be used in game development involving science and engineering. At an event Scope for

Change Summer Gaming Workshop in partnership with Makati City government, talented teens

gathered to learn game development. The said event also composed of Development

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Competition, the participants of the event are students who was trained by the event, the games

created by the participant are integration of what they learned from the workshop and topics

related to history, finances, and science. This can help youth’s to be more knowledgeable in

computers, and programming, it can also open new opportunities for game-developers to

compete with our countries.

According to Mabborang, Suarez, Dacuycuy, Malapira, & Agag (2022) the study

identified the Rural Street Games (RSG) of the selected municipalities in Ilocos Norte,

Philippines, as well as the advantages of RSG in developing Filipino rural identity. This study's

design is Descriptive Design. The study was conducted in six towns in Ilocos Norte: Bacarra,

Dumalneg, Pasuquin, Banna, Marcos, and Solsona. Informal interviews and focus group

discussions were used by the researchers. The following rural street games were identified in

Ilocos Norte, Philippines: hide and seek, line crossing game, cow leaping, onion base, and kick

game. Playing improves the players' intellectual domain, physical domain, and some Filipino

values. The significance of this study may also be reduced to its specific goal, which is to

exercise socializing. A simple game can help to improve communication. As a result,

participating in rural street activities is the ideal way to maintain, strengthen, and exercise our

Filipino characteristics.

GAMIFICATION

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As stated by Marcial, Dy & Montemayor (2022) One of the most effective teaching

methods and classroom activities for raising student engagement is the use of gamification,

which entails incorporating games into educational delivery, content, evaluation, and feedback.

Gamification is moving from a simple novelty to a valid pedagogical approach that can deliver

powerful learning experiences in any form of education. Game developers realize that many

gaming attributes, like challenges, rewards, and collaboration, also have relevance in the

classroom. Games become integrated into learning. The increased focus on student engagement

and the possibilities provided by digital learning make gamification a powerful tool for

educators. Gamification is on the cutting edge of innovation in the ever-changing education

system. While it is a powerful tool for new ways of teaching, it is costly and ineffective when

misused Gamification refers to using game design elements in contexts other than games to

increase user engagement with a system. Native games are now alien to the millennial

generation, which is the one that now exists. In the Philippines, indigenous games have been

played for many generations and frequently use local equipment. Kids commonly make games

employing only players in the Philippines because there aren't many toys there. There are

numerous age-appropriate traditional games in the Philippines. These games are believed to be a

part of the country's rich culture and/or traditions. These games are not only fun to play, but they

are also good for your health.

Gamification is a pedagogical approach of using game design and mechanics to enhance

non-game contexts. As stated by Saldua (2021) She mentioned that the research aims to gamify

the learning process of students by including variation in activities and resources in Learning

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Management System, determine the extent of using gamification strategies on a specific topic

and identify external and educational apps which will support the gamification strategies of the

College of Computer Studies. Referring to the research design, the first group of participants

performed various LMS activities throughout the semester and the second group of selected IT

students answered surveys about external gamification apps. Results show that Lesson, Database

and Open Forum tools are the best gamifying tools in LMS. The students receive badges as a

form of reward every time they finish the activities. Social influence and relatedness can also be

observed from students who participate in the usage of Kahoot! The extent of gamifying learning

materials depends on the student’s level of progress. Watching an animation video, creating

animation file and uploading it to the LMS for submission; are good examples of gamifying the

class which encourages collaboration and also confidence to finish difficult tasks.

The study was geared toward determining the influence of integrating Gamification in a

Virtual Ecology (GIVE) in enhancing classroom engagement in physical education among senior

high school students in a state university in Pampanga, Philippines. According to Tolentino,

Valenzuela, Marcaida, Ortega, Castañeda, Cadeliña & Garcia. (2022) It was mentioned that this

qualitative-descriptive study included a complete enumeration of the Grade 12 Technical-

Vocational-Livelihood (TVL) students who voluntarily participated in this qualitative

investigation (n = 58) by responding to open ended questions. Results of the open-ended

questionnaire decipher the influence of gamification on students’ level of engagement and the

barriers encountered upon its inclusion. The study utilized Braun and Clarke's Thematic Analysis

strategy, which was aided by computer assisted qualitative analysis software, MAXQDA

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Analytics Pro 2022. The study revealed two emerging themes that described the influence of

gamification in the students' virtual ecology, namely: (1) the effects of the integration of gamified

instruction on students’ engagement; and (2) students' problems in using gamified instruction.

The findings of this study may predate the institutionalization of the prospective enhancement of

the teacher’s capabilities through the aid of gamification to improve the classroom engagement

of the students in a virtual ecology towards a better understanding of the lessons in physical

education settings.

Motivation or appropriate utilization of gamification design concepts can often be a

problem in finding the purpose of the learning activity among researchers and practitioners.

According to Bangcaya, Olvis, Disca, Comoda, & Taborada (2021) Educational games may

engage learners from being alienated by conventional methods of classroom instruction and have

the potential to optimize learning, this study aimed to examine the learning outcomes and level

of motivation of learners using gamification approach in teaching Science. A pre-test post-test

research design was conducted between the control and experimental groups consisting of 35

students each under the secondary and technical trade curricula. Based on the learning

competencies, a series of gamified learning activities derived from session plans was introduced

in the experimental group. After each topic in Physics, an adopted ARCS model approach survey

questionnaire on motivational design for learning and performance was administered for both

groups. The results revealed that participants who were exposed to game-based learning

activities scored significantly higher than the conventional group. Moreover, those in the

experimental group were more motivated relative to attention, confidence and satisfaction. Based

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from the empirical study, educational game-based learning strategies showed effective results. A

positive relationship between learning outcomes and motivation obtained from learning analytics

and data mining techniques could also provide parents, teachers and other stakeholders more

relevant engaging learning activities and sound educational decision-making.

DESIGNING FOR EASE OF USE

According to Coursera (2023), Good usability means users can accomplish their tasks

quickly, with minimal stress and errors, and ultimately feel satisfied in their interaction with a

product. For companies creating products, this becomes important for attracting customers. Users

are more likely to gravitate toward products with better usability, and more likely to recommend

those products to other people. For websites in particular, usability is crucial. Visitors to a

website can easily leave as soon as they encounter difficulty or confusion. When you buy a

physical product, you have to go to the store or post office to return it. With a website, it’s much

easier to navigate away from a less-than-ideal product. Usability testing should be done at

various stages of the design process so that any problems can be found as soon as possible.

APPLICATION FUNCTIONALITY

According to Gillis (2021), An application, also referred to as an application program or

application software, is a computer software package that performs a specific function directly

for an end user or, in some cases, for another application. An application can be self-contained or

a group of programs. The program is a set of operations that runs the application for the user.

Design and functionality should work together. You should design your app in such a way as to

enhance the user experience. According to Ewen (2023), There may be times when you only
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have the resources to invest in either the app’s functionality or its design. At that point, you’ll

have to decide what is more important for your users. Think about it this way: A poorly designed

app may not entice new users the same way an app with a stylish design would. On the other

hand, an app that is stylish but is difficult to use and figure out will probably have a low retention

rate. When comparing the two, functionality should generally be your main priority. If your app

isn’t good at fulfilling any purpose, it won’t matter if it is aesthetically pleasing.

CONCEPT OF USER INTERFACE (UI)

According to Nilakshi Jain (2023), User interface (UI) design is the process of making

interfaces in software or computerized devices with a focus on looks or style. Designers aim to

create designs that users will find easy to use and pleasurable. The success of digital assets

depends on the user interface because a user is likely to leave a page if it is difficult to use. The

interface is how the user interacts with the technology. User interface designers bring a creative

edge to the project, making your app or website stand out amongst the millions of other options

out there. Even if you’re following a broader template of what a ride-hailing app or booking

website should look like, creative UI design is how you can stand out.

UI stands for user interface. It is the point of contact between humans and computers.

Any technology you interact with as a user is part of the user interface. For example, screens,

sounds, overall style, and responsiveness are all elements of UI (Coursera, 2023). UI ensures that

a navigation path is both aesthetically pleasing and simple to use. It focuses on interaction

design, the visual components of a website or application. When using an app or visiting a

website, the user interface (UI) design is probably the first thing you see. A product's look,

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interactivity, usefulness, behavior, and overall feel are all governed by user interface design.

Companies and creators must become aware of UI design best practices because it might affect

whether a user has a pleasant experience with a product. It involves visual design and usability

and focuses on how people interact with your website or app. It’s closely linked to user

experience (UX) design.

According to Mitra (2022), User Experience (UX) and UI designs are deeply

interconnected but have crucial differences as they are two distinct professions. UX designers

work on the overall feel of an experience through user research, underline the specific pain

points, and design a product keeping all these aspects in mind. User interface design is about

translating this user experience into an interface with the help of visual elements, typography,

images, and colors to connect to a specific audience. As stated in an article by Operation

Technology (2022), User interface design is one of the main ways to increase your website’s

traffic and therefore move toward higher conversion rates. It captivates your audience and

persuades them to stay on your site and take a deeper look. Since people are usually personally

impacted and drawn to a good website, it means they’ll be more likely to turn into a customer

and go on to recommend your business to their friends or family members. This is how you do

business online. Without a user-friendly interface, you’re not going to have a successful online

presence. As more businesses have been forced to move to an online presence due to COVID-19

restrictions, your user interface design now has the potential to make or break your company as a

whole. It’s much harder to rely on brick-and-mortar shops and with an increase in online

companies comes an increase in competition.

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CONCEPT OF USER EXPERIENCE (UX)

As stated by Berni & Borgianni (2021) Because design incorporates UX, diverse

interpretations of it might make it difficult to build on prior literature and advance the area

autonomously emerges as a stew of connected and closely linked concepts when the literature is

examined. However, repeating characteristics emerge from those definitions, which may be

attributed to two foci: fundamental aspects of interaction (user, system, context) and experience

typologies (ergonomic, cognitive, and emotional). We studied how UX is addressed in design by

mapping a selection of UX-related experimental articles published in design publications. We

categorized UX case studies using the framework to identify the UXs that appear most frequently

and are the most researched in the design area. The two-focus framework enables the mapping of

experiments incorporating UX in design without emphasizing particular advantageous pairings.

However, no thorough research addressing all aspects and UX typologies has been discovered.

According to Stevens (2023), UX design considers the elements that shape a user’s

experience with a product or service, how these elements make the user feel, and how easy it is

to accomplish their desired tasks. This could mean anything from how a physical product feels in

your hand to how straightforward the checkout process is when buying something online. The

goal of UX design is to create easy, efficient, relevant, and all-around pleasant experiences for

the user. User experience (UX) refers to the user’s journey when interacting with a product or

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service. UX design is the process of creating products or services that provide meaningful

experiences for users, involving many different areas of product development including

branding, usability, function, and design (Columbia Engineering Boot Camps, 2023). According

to Coursera (2023), The UX designer role is to make a product or service usable, enjoyable, and

accessible. While many companies design user experiences, the term is most often associated

with digital design for websites and apps. While the exact process varies from product to product

and company to company, the general phases of design tend to stay the same. According to

Swain (2020), For a designer, User experience (UX) design is the process to create products

which provide meaningful, relevant, and flexible experiences to users. This involves the whole

design process of collecting and uniting the product, including aspects like branding, design,

usability, accessibility, and functionality. From the consumer point of view, User experience

(UX) is how a person feels while interacting with a system. The system could be a website, a

web application or desktop software or, in modern contexts, is denoted by some form of human-

computer interaction (HCI). Not only this, but User experience (UX) design also has many other

dimensions like interaction design, information architecture design, visual design, usability, and

accessibility design etc. on. Also stated by Swain (2020), UX tries to fulfil the user’s needs and

builds a better customer satisfaction–conversion–retention journey. UX aims to provide positive

experiences to the user that keeps them loyal to the product or brand. UX defines customer

journeys on your product and establishes a two-way relationship between the maker and the user.

UX reduces costs for development/bug fixing/marketing and so on.

SYNTHESIS

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Python was invented by Guido van Rossum and is an interpreted, object-oriented, high-

level programming language with dynamic semantics. Python has a reputation as a beginner-

friendly language, having surpassed Java as the most frequently used beginning language

because it handles most of the complexity for the user, enabling novices to focus on completely

learning programming ideas. It is commonly considered as an easy-to-learn programming

language because to its simple syntax, vast library of standards and toolkits, and interoperability

with other prominent programming languages such as C and C++. Python is a general-purpose

programming language, which means it can be used to create a broad variety of applications and

is not suited to any specific difficulties. Python is the fourth most popular programming

language, with respondents stating that they use Python about 50% of the time in their

development work. It also stated that Python is tied with Rust as the most desired technology,

with 18% of developers who aren't already using it expressing an interest in learning Python.

Because of its variety and ease of use, Python has become one of the most popular programming

languages today. Many coders are familiar with Python and how it works, since it is one of the

most accessible languages for aspiring coders to learn to construct certain programs. However,

some people believe that this language is too sluggish for writing games. Despite this, there are

occasions when games employ Python to great use and create some fantastic games that are a

delight to play. Learning Python will be quite advantageous for a newcomer to the computer

sector; here are some of the benefits of learning the programming language Python. Python is the

ideal choice for 2D games since it allows developers to create games quickly and efficiently.

Learning to program is becoming increasingly crucial as technology's significance in our

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surroundings grows. The ability to program computers is extremely helpful and relevant in a

wide range of professional applications.

Educational programming games are thought to improve programming learning.

programming games might help with programming learning. Serious games, in particular, are

intended to pique students' interest and keep them engaged in programming play and learning. It

will also boost their value in comparison to conventional teaching methods, as well as identify

which teaching techniques are helpful in today's schools and modernized world. The idea of

incorporating gaming elements into non-gaming circumstances has lately gained popularity.

Gamification is being used extensively in education to improve motivation, user interaction, and

societal repercussions. Points, badges, feedback, levels, prizes, and challenges are examples of

gamified.

Educational programming games are thought to improve programming learning. Serious

games, in particular, are thought to excite students and engage them in programming play and

learning. It will also increase their worth in contrast to traditional teaching ways, as well as

determine which teaching approaches are beneficial in current schools and the modernized

world. The concept of introducing gaming components into non-gaming situations has recently

attracted a lot of attention. Gamification is being utilized in education to great effect in terms of

motivation, user interaction, and societal implications. Gamified elements in e-learning include

items like points, badges, feedback, levels, awards, and challenges.

Gaming has become a global phenomenon, with millions of people of all ages and

backgrounds taking part on various platforms. There is no shortage of entertainment available,

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from console to smartphone to PC games. In addition, gaming has progressed from a lonely

pastime to a method of socializing, learning, and competing. Gaming is no longer only for

entertainment. They evaluated the implementation of a Python programming gamified course in

higher education, and measured its effect on students' knowledge, attitude, self-efficacy, and skill

performance. Furthermore, they revealed a considerable improvement in terms of attitude and

self-efficacy. This innovative software engages users in an engaging and immersive experience

that not only educates but also captivates by gamifying the learning process. Furthermore, they

revealed a considerable improvement in terms of attitude and self-efficacy. This innovative

software engages users in an engaging and immersive experience that not only educates but also

captivates by gamifying the learning process. Gamification, which comprises mixing games into

educational delivery, content, assessment, and feedback, is one of the most successful teaching

approaches and classroom activities for increasing student engagement. Gamification, which

comprises mixing games into educational delivery, content, assessment, and feedback, is one of

the most successful teaching approaches and classroom activities for increasing student

engagement.

Digital games have grown from simple toys for distraction and fun to platforms capable

of provoking more serious, emotional, and intrapersonal experiences, with varying degrees of

success. Along with this advancement, games research has begun to study more profoundly

emotional and cognitive reactions that are akin to the overall idea of eudaimonia, with work

already being done in communication studies, media psychology, and human-computer

interaction. These studies give a wide range of terminology to explain such eudaimonic feelings

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as eudaimonia, meaningfulness, appreciation, and self-transcendence, which are often used as

synonyms because they represent aspects that the traditional hedonic focus on enjoyment does

not communicate.

These conceptions, on the other hand, may be challenging to cope with since they reflect

phenomenologically distinct experiences. In this scoping investigation, we examine 82

publications to identify various notions utilized in digital gaming research to represent

eudaimonia and map out how these concepts relate to one another. The findings of this scoping

review revealed four broad conceptual patterns: (1) appreciation as an overarching (yet

imprecise) eudaimonic outcome of playing digital games; (2) covariation among meaningful,

emotionally moving/challenging, and self-reflective experiences; (3) the unique potential of

digital games to afford eudaimonic social connectedness; and (4) other eudaimonia-related

concepts (e.g., nostalgia, well-being, elevation). This paper provides a conceptual map of the

present research environment on eudaimonic gaming entertainment experiences and makes

recommendations for future academic work, including how a focus on digital games adds to a

more complete understanding of eudaimonic media experiences in general.

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CHAPTER III
METHODOLOGY
This chapter details the procedures employed in the conduct of the study, research
design, research instruments, data gathering instrument, data gathering procedure and
statistical treatment of data.

RESEARCH DESIGN

This method design is characterized by quantitative research components. The

researchers used the descriptive method of research in the problem titled “Detective Codenan:

The Perception of Selected Grade 11 Students of STI College Calamba towards the Usage of

Python Syntax on Playing Games” in the first semester of STI College Calamba A.Y 2023-2024.

According to the researchers, the aim of this method wa driven by the following factors: First,

quantitative research provides an appropriate tool for collecting data with uniforn quality.

Second, easier data sorting for large number of respondents with the help of survey

queastionares.

Moreover, the researchers explained that the objective of this research design is to

determine the perception of First Year Senior High School ITMAWD students of STI College

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Calamba in regard to the usage of Python Syntax on Playing Games. The design was used

because the researchers believed it to be the most suitable evaluation tool, related to the study's

position. Additionally, this approach helped the researchers discover solutions to the targeted

issues after going through several collections of survey questionnaires that were utilized to

collect the required data. This has been utilized to have reliable data.

POPULATION AND SAMPLING

This study used the selected grade 11 ITMAWD students from STI College Calamba who

are enrolled this first semester of academic year 2022-2023. There would be a set of chosen

individuals from the population using simple random sampling method who will be given a

survey questionnaire provided by the researchers.

The researchers will narrow down the sample space to the population of grade 11

ITMAWD students of STI College Calamba using Slovin’s formula to provide efficiency in

researching due to the connection of studying programming, Python specifically in ITMAWD

which may lead to credible responses. The researcher used the Slovin’s formula of percentage as

follows:

N Where:
n= N = total population
2
1 + Ne e= margin of error

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The researchers will gather selected students from ITMAWD grade 11 students who

served as interviewees from the sample space that represent the chosen population.

DATA GATHERING INSTRUMENT

The researchers used the statement of the problem to serve as the basis of the

questionnaire for a survey which will serve as the major data - gathering instrument. The

research questions will be used to determine the perceptions of 61 selected students of IT in

Mobile App and Web Development Grade 11 in STI College Calamba regarding the Detective

Codenan Game.

The main purpose of the survey questionnaire is to assess the perception towards Dective

Codenan Usage of Python Syntax on Playing games of the ITMAWD students of STI College

Calamba. The survey questionnaire consists of three parts. Part one includes the profile of the

respondents in terms of: Age, Sex, and Year Level.

Part two of the survey questionnaire will provide insights into four factors that may affect

the study. The first is to determine the respondent's perspective on the Functionality of the

application. If it runs well and does its job. The second is to determine the respondent's

perspective on the Features of the application. If it fits the purpose of the study and provides

help. The third is to determine the respondent's perspective on the User Interface of the

application. If its aesthetie and pleasing to the eyes. And lastly, the fourth factor is to determine

the respondent's perspective on the User Experience of the application. If it runs well and does

not encounter any bugs and errors

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The third part deals with the perception of students towards Detective Codenan Game.

How the students see the programming rpg related application. The combination of all

perceptions towards the factors that may affect the perception of the student towards the

application.

DATA GATHERING PROCEDURES

The researcher analyses and evaluates the items in the questionnaire. The researchers

formulated a questionnaire, and this questionnaire was distributed personally to the respondents

from IT in Mobile App and Web Development Grade 11 SHS Students of STI College Calamba.

The data were tabulated, analyzed, interpreted, and presented in tabular form with its

corresponding frequency. The researchers created a survey questionnaire that respondents can

comprehend easily. To make sure the data was accurate to the response of the respondents, it was

examined and analyzed properly by the researchers.

STATISTICAL TREATMENT

To determine the percentage of Age, Year, and Section of the respondents, the researcher

used the formula of percentage as follow:


Where:

f P = percentage
P x 100 f = frequency
n n = total number

To determine the mean perception of the respondents to the following factors such as:

Age, Year, Section and Mean Perception towards “Detective Codenan” Application. The

researchers used weighted mean formula as follows:

Where:
60
W = weighted mean
n = number of terms to be averaged
wi = weights applied to x value
Xi = data values to be averaged
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∑ wi X i
W = i =1n
∑ wi
i=1

The Pearson product moment of correlation coefficient wass employed to examine the

significant relationship between dependent and independent variables.

Where:
n ( ∑ xy )−( ∑ x )( ∑ y)
r= r = Pearson Coefficient
√¿¿¿ n = number of pairs of the stocks
∑xy = sum of products of the paired stocks
∑x = sum of the x scores
∑y = sum of the y scores
∑x2 = sum of the squared x scores
∑y2 = sum of the squared y scores

APPENDICES
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STI Academic Center, Barangay Uno, National Highway,
Calamba City, 4027 Laguna

SENIOR HIGH SCHOOL DEPARTMENT

LETTER TO THE RESPONDEENTS

Dear Respondents,

Greetings!

We are the Senior High School Grade 12 students of ITMAWD21 at STI College
Calamba.

We are conducting research entitled “Detective Codenan: The Perception of Selected


Grade 11 ITMAWD Students of STI College Calamba Towards The Usage Of Python Syntax On
Playing Games” during the academic year 2023-2024.

In connection with this, we are requesting for some of your time answer the survey
questionnaire with this link. This survey questionnaire will serve as the basis for our research
study.

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STI Academic Center, Barangay Uno, National Highway,
Calamba City, 4027 Laguna

SENIOR HIGH SCHOOL DEPARTMENT

Rest assured that your answer will be treated with confidentiality.


Thank you very much and God Bless.

I. Profile:

Age: Year: Section:

II. Perception to the following factors:


Instructions: Please read carefully, then put a check mark on the appropriate boxes
with your responses.

1 – Strongly Disagree 2 – Disagree 3 – Agree 4 – Strongly Agree

ENTERTAINMENT
1 2 3 4
1.) The game has a very interesting concept.
2.) The set of features is entertaining.
3.) The storyline is unique.
4.) The features are interesting and educational.
5.) I had fun playing the game.

DESIGN or FEATURE
1 2 3 4

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STI Academic Center, Barangay Uno, National Highway,
Calamba City, 4027 Laguna

SENIOR HIGH SCHOOL DEPARTMENT

1.) There were no issues with the application's features.


2.) The set of features has contributed to my knowledge.
3.) The features are easy to use.
4.) The features are pleasing to the eyes.
5.) The features are attention-grabbing and informative.

FUNCTIONALITY
1 2 3 4
1.) The application did not run into any bugs or errors.
2.) The application is not complicated to use.
3.) The buttons are functioning normally.
4.) The application loads and responds quickly.
5.) The application functions well and does not crash.

USER EXPERIENCE
1 2 3 4
1.) The application is easy to use.
2.) I am satisfied with the installation and onboarding experience of the app.
3.) The application is helpful for its purpose.
4.) The content in the application is engaging.
5.) The application provides historical context and background information well.

USER INTERFACE
1 2 3 4
1.) The overall design is pleasing to the eyes.
2.) The content is readable.
3.) The design is consistent throughout the application.
4.) It was easy to navigate the application and find what I am looking for.
5.) The design is unique.

III. Perception towards Detective Codenan Python Syntax Game

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SENIOR HIGH SCHOOL DEPARTMENT

QUESTIONS
1 2 3 4
1.) The application is easy to navigate.
2.) The overall quality of the app showed no problems.
3.) I had fun while playing the game.
4.) The information found in the application is accurate.
5.) I gained knowledge about Python programming thanks to the application.
6.) I have learned by using the application.
7.) The application fits its purpose.
8.) I have been motivated to learn more about Python programming through the
application.
9.) I will recommend this app to a friend or colleague.
10.) The application made me interested about Python programming.

Arvin Magaling Sadicon

Adrian H. Apolinario

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