Professional Documents
Culture Documents
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
Research Adviser
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
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
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
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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.
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
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
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
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
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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.
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
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
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
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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Calamba towards Detective Codenan, a Python coding related application. Specifically, it sought
1.1 Age
1.2 Year
1.3 Section
2.1 Entertainment
2.2 Design/Features
2.3 Functionality
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,
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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."
Factors
a. Entertainment
b.Perception
Design/Feature
towards Detective
c. Functionality
Codenan
d. User Experience
e. User Interface
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
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
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.
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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
HYPOTHESIS
1. There is no significant relationship between factors and perception of the students towards
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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
Gamers. The application generated alongside this study would provide convenience to
Students. The findings of this study would help all types of students, particularly those
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
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
Institutions. The findings of this study would be helpful to institutions currently studying
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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
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
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
DEFINITION OF TERMS
To guide the readers and to provide clarity, the conceptual and operational definitions of the
Detective Codenan. Refers to a game that provides basic java coding skills that integrate Python
syntax in coding.
Functionalities. This is how the app works and serves the user.
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.
FOREIGN
PROGRAMMING
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.
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
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
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
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
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
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
software security.
GAME-BASED LEARNING
According to Yu, Gehring, Schäfer, & Anandkumar (2021) Deep reinforcement learning
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
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)
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
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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,
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.
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
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
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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
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
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,
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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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
GAMIFICATION
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
e-learning for further study. Additionally, elements support and motivate students to participate
in a gamification system.
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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.
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
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
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
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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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
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.
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
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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
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.
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'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
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
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
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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,
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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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
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
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
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
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
uncover a considerably more unclear and nuanced interaction between game developers and the
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
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
As stated by Kroustalli et. al (2021) The study aimed to investigate whether a game like
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
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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
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
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
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
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future scholarly suggestions, including how a concentration on digital games adds to a more
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
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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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
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
education. The study also provides a systematic mapping of extant games depicting climate
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
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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According to Daily Trust (2023), One of the most appealing aspects of gaming is its
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
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
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
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.
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.
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
GAME-BASED LEARNING
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
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
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
gamified education course in higher education, and measured its impact on students’ knowledge,
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
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
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
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
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,
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
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
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
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
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
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
Valenzuela, Marcaida, Ortega, Castañeda, Cadeliña & Garcia. (2022) It was mentioned that this
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.
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
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
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
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
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
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,
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
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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
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
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
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.
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
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.
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surroundings grows. The ability to program computers is extremely helpful and relevant in a
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.
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
Gaming has become a global phenomenon, with millions of people of all ages and
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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
higher education, and measured its effect on students' knowledge, attitude, self-efficacy, and skill
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
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
interaction. These studies give a wide range of terminology to explain such eudaimonic feelings
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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
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,
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
recommendations for future academic work, including how a focus on digital games adds to a
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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
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.
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
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
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.
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
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
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
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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.
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
STATISTICAL TREATMENT
To determine the percentage of Age, Year, and Section of the respondents, the researcher
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
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
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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Dear Respondents,
Greetings!
We are the Senior High School Grade 12 students of ITMAWD21 at STI College
Calamba.
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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I. Profile:
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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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.
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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.
Adrian H. Apolinario
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