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Chapter 1 INTRODUCTION

Mediocre and growing companies have mostly been relying on pen and paper or in short manual process. With the help advances of our technology and our proposed system, we can efficiently monitor inventory and record sales on a real-time basis, faster and free from human errors.

Inventory system is about specifying the shape, percentage of stocked and saled goods. Missing items, lost orders and missing sales are some of the common human errors that we want to eradicate with our proposed system. Point of Sales system(POS) system is a system for managing the sales of retail goods and services. It also allows business owner to have more than one business location and adequetly keep track of the sales without being physically present within the vicinity of the company. Also no more worries about theft and pricing inconsistency. <Client details>

Background of the Study The proposed system will be used by any high school students. Speacially for those who are taking Asian History in their subjects. But the chosen school to be the proponent to evaluate the system will be the St. Joseph College of Bulacan. An educational institution that has a pre-school, high school and college students.Located in San Jose Patag,Sta. Maria,Bulacan. A private institution that has been established since 1996.Based on the schools curriculum, it is required for the high school students to study the History of Asia specially the sophomore students. The institution are using textbooks in teaching history of Asia like the others, but since its history, it seems to be boring to study this subject because it requires more on reading books. With this project, the developer will help the students to enjoy studying History of Asia with fun and enjoyment. Based on the interview conducted by the developer, the high school administrator found it hard for the students to study these days, because computer games make studying second to their priority. According to some students, it would be fun if education and games will be combined because they are having fun while acquiring knowledge at the same time which they will benefit from both.

Objective of the Study The objective of the study is to create an inventory system for the owner or the manager of the company. Specifically the study aims to: 1. To improve the existing system of the company. 2. create a system that will help on the improvement and development of the company. 3. To eradicate human error and employee theft. 4. Speed up the monitoring and recording of products and sales repectively. 5. Evaluate prototype/softwares functionality, security and portability. 6. Show the benefits of utilizing the proposed system.

Scope and Delimitation of the study The system covers the following functions: Sound effects and animation for multimedia purposes. Scores will be automatically computed at the end of the stages. Options or setting such as background sound and sound effects volumes can also be controlled by the users. Windows based platform

Mechanics of the game:

There are 4 categories in the game, Flag, GuessWhat(Landmarks), History and Capital. For the mechanics of the Guess What,and History, the player must choose their answers by picking from the 4 choices given. For the Flag, the player must type the answer to the textbox, if the answer is correct, a check will appear under the flag. The mechanics for the Capital is that, the player must be able to arrange the jumbled letters to give the correct answer.

Rules of the game:

There is a time limit in specific category of game. Each correct answer is added by 10 pts. Each wrong answer will be deducted by 5 pts. If the player consecutively answered 3 questions correctly, he/she will have 125 bonus points and additional 15 seconds to the time limit. The limitations of the system are the following:

Not accessible through mobile phones. The game is not downloadable. The teachers do not have the access to the scores of the users.

Significance of the Study The study is significant to the students because studying History of Asia is included in their subjects. And since theyre taking this subject, the system will help them to their studies by engaging them on an advance learning system through the use of an educational game related to their subject. For the gamers, this will be new for them for they are going to experience other kind of game that will give them both enjoyment and knowledge about different countries in Asia. The project is also significant to the Tourism because this is another way of promoting Asian Countries in a way that people will engage themselves in the culture, landmarks and other things related to countries that belongs to Asia. For the developers, it will help us to improve our programming skills and working with future projects and thesis. Be able to broaden our knowledge about Action Scripting. Be able to expand our knowledge application about programming language. And for the future researchers, they can use the project as a reference or guide in creating their own thesis or projects.

Chapter 2 CONCEPTUAL FRAMEWORK

This chapter provides the related literature and studies to the developers which will show their similarities and differences. This chapter will also show the IPO Model that the developer will follow in the development process of the project.

Review of Related Literature Ultimate Logo Quiz NEW ULTIMATE LOGO QUIZ! Guess at logos of popular companies from all over the world! More than 800 logos to solve, divided into 22 CATEGORIES! We can see various company logos every day and everywhere. On TV, walking along the street, in magazines... simply everywhere! The similarity of this game to this project is that they show familiar pictures to give clues. On the other hand, the difference between this game and the project is that the Ultimate Logo Quiz show logos of different companies and organization all over the Philippines, while the games show images of famous and known landmarks located in the Asia. https://play.google.com/store/apps/details?id=logo.quiz.game.category&hl=tl Jewel Quest Jewel Quest is a tile-matching puzzle video game created and published by iWin. First released for PC, it has been redeveloped for Symbian S60, the Nintendo DS (Jewel Quest: Expeditions), the Xbox 360's Xbox Live

Arcade and other platforms. iWin also released a series of sequels and spinoff games. Similarly, both games are intended to increase the analysis skill of the player. Hence, they differ in some things, like Jewel Quest only focus in the analization of the puzzle under time pressure while this study also improves the memory of the player in specific category of the game.

Wonder Rotunda Wonder Rotunda is an innovative online educational game, in the form of a virtual theme park, designed to spark curiosity and open the eyes of children to the wonders of our world. By integrating educational content with technology and entertainment, Wonder Rotunda creates a compelling new model for 21st century learning. To navigate the Wonder Rotunda, children create a virtual self (or "avatar") and then, embark on rides and adventures. They use their newly acquired knowledge to search for gold coins, earn rewards, shop for magical souvenirs, and keep their avatars energized. Of all the educational games online, Wonder Rotunda is the only place where kids are instantly transported to destinations like the Great Barrier Reef, the African Serengeti, a tropical rainforest in Costa Rica. The similarities of this game to the study is that the players will experience to travel in other parts of the world specifically in Asia. Also both games aim to make the players, specially the students to be more interested in learning and at the same time they are being entertained. The difference of this game to the study is that the players will create their own avatar as a virtual self. This proposed study is specifically about

Asia joining in the continents that have been separated and for the user to complete the puzzle through. Identifyng the pictures for corresponding answers. http://www.wonderrotunda.com/

Learning Games for Kids Educational games are great tools for building foundation on math and language skills that todays elementary school curriculum requires. These online learning games and songs for kids are fun, teaching important skills for preschool and elementary school kids and theyre free. Want educational games that help build skills in math, language, science, social studies, and more? Youve come to the right place. This study is similar to the developers study because both studies help the students to enhance their learning abilities especially in memory. Hence their different from each other because this game is accessible in the internet and the developers system is solely for the clients usage only. http://www.learninggamesforkids.com/. Copyright 2013 Learning Games For Kids. All Rights Reserved.

Fun Brain Since 1997, kids, teachers, librarians, and parents have enthusiastically turned to Funbrain for its free educational games, online books, and comics. Funbrain, created for kids ages preschool through grade 8, offers more than 100 fun, interactive games that develop skills in math, reading, and literacy. Plus, kids can read a variety of popular books and

comics on the site, including Diary of a Wimpy Kid, Amelia Writes Again, and Brewster Rocket. The similarities of this game to this study is that they both aim to improve your learning skills and they help the user specially the students to be more interested in learning because this game is entertaining and at the same time you are learning. Both games also increase the logic and memory of the player. The difference of this game to the study is that this study includes reading of comics to their system. Also, this game focuses on Math, reading and problem solving while our study focus in geography. http://www.funbrain.com/. 2000 -2013 Pearson Education, Inc. All rights reserved

Review of Related Studies Literature Review in Games and Learning The study is all about the benefits and harms of gaming to the education of the students. This review considers the findings of research into the relationship between games and players and the theoretical and actual implications for learning. as has been shown (John Kirriemuir, Ceangal Angela McFarlane 2004) As Kirriemuir and McFarlane (2004) stated is this harmful or beneficial, are they learning as they play, and if so what? , their study is similar to the study of the developer because theyre both aiming whether it will be helpful or not for the students to use a video game in studying.

On the other hand, they differ in a way that the developer uses an actual testing of an educational game while the study of Kirriemuir and McFarlane (2004).
John Kirriemuir,&Ceangal Angela McFarlane (2004). Literature Review in Games and Learning http://telearn.archives-ouvertes.fr/docs/00/19/04/53/PDF/kirriemuir-j2004-r8.pdf

Review of the research on educational usage of games The goal of this paper is to make it possible to overview the area of educational games before embarking on new research. The paper examines the current research evidence for and against the usage of games for educational purposes. The paper will also outline two important areas that have so far been identified as important for the effectiveness of games, learning environment and personal learning factors. This research and the proposed study are similar in their goal. Both studies are intended to study the importance or negativity of using an educational game. The difference of this study to the developers is that the main focus of this study is on the two areas important for the effectiveness of games. While the developers study aims to provide an educational game for the client that will help them achieve a better learning. Simon Egenfeldt-Nielsen. Review of the research on educational usage of games (2003)

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Overview of research on the educational use of video games According toSimon Egenfeldt-Nielsen (2006), this paper overviews research on the educational use of video games by examining the viability of the different learning theories in the field, namely behaviorism, cognitivism, constructionism and the socio-cultural approach. Similarly, both studies are aiming for the benefit of using educational games in supporting the studies of the students. Simons (2006) and the developers study are different because this study intends to overview the five key tensions that emerge from the current research are examined: 1) Learning vs. playing, 2) freedom vs. control, 3) drill-and-practice games vs. microworlds, 4) transmission vs. construction, 5) teacher intervention vs. no teacher intervention. Simon E-N (2006). Overview of research on the educational use of videogames.http://www.idunn.no/ts/dk/2006/03/overview_of_research_on_the _educationaluseof_video_games?mode=print&skipDecorating=true&textSize

Games as Teaching Tools Futurelab, a UK company, seemingly devoted to studying the potential usage of video games on education, has recently concluded a study on just this subject and declares that the future looks bright. This study is similar to the study of the developer because the focus of both studies are learning through an educational gaming and its benefit. While the difference is that this study does not apply an actual implementation of the prototype of an educational games. http://kotaku.com/204749/games-as-teaching-tools. BY EGAUGER (2006)

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Understanding Purpose And Circumstantial Context in the Use of Educational games This thesis identifies the need for an advanced search function which takes into consideration the notions of purpose and contextual circumstance of using educational games in order for such a database to be of greater usefulness for users. This thesis is similar to the proposed study because both focus in a research of the effectiveness and the usefulness of educational games to the users. On the other hand, the two studies differ from each other because the other one aim in designing a metadata model and the other one focuses in implementation of an educational game for the client. HenrikLundqvist (2012) Understanding Purpose And Circumstantial Context in the Use of Educational games: Designing a Search Function and Updating a Metadata Model

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Conceptual Model

INPUT
Knowledge Requirements Game Concepts Background study for the geography of Asia Programming Skills Game Designing Software Requirements Adobe Flash Adobe Photoshop Action Script Hardware Requirements Any computers or laptop

PROCESS
Preliminary Investigation

OUTPUT

Systems Analysis (Identification of game)

Flash Game: Trip to Asia game for High School students of St. Joseph College of Bulacan

Systems Design (Game Layout)

Systems Development

Systems Implementation Systems Maintenance

Evaluation

Figure 1: Conceptual Model of Trip to Asia

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INPUT This includes all the knowledge requirement needed for the developers to produce an educational game that will help the students improve their analization and thinking skills.First, it is important that before creating the system, the gaming concept must be put first on the line because it will be the blueprint of the whole system in order to achieve the goal. Second, the developer must have the knowledge regarding to the topic.Third is to have a programming skill in Action Scripting because it will give life to the whole system. Fourth is game designing because it will give additional flavor to the system that will give the client the mood to use the application. Software Requirements must be meet because it is the main requirement in creating an application. The developer must have the specific software that will be used in developing the system. Hardware Requirements consistsall the hardware list needed to run and to create the game. In this case, any Personal Computers or laptops can be use to run the application.

PROCESS This phase consists the steps needed to be followed thoroughly in order to develop the system. Before meeting the goal of this study, all the process must be considered and followed so that the developing of the system will be successful.

OUTPUT In this phase, this consists of the prototype of the game system that will be used by the clients.

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DEFINITION OF TERMS Action Script - is an object-oriented language originally developed by Macromedia Inc. It is a superset of the syntax and semantics of the language more widely known as JavaScript. Adobe Flash Adobe Flash (also Adobe Flash Platform,

formerly MacromediaFlash)is a multimedia and software platform used for authoring ofvector graphics, animation, games and Rich Internet Applications (RIAs) which can be viewed, played and executed in Adobe Flash Player. Adobe Photoshop - is a graphics editing program developed and published by Adobe Systems. Animation - is the rapid display of a sequence of images to create an illusion of movement. Bug - is an error, flaw, mistake, failure, or fault in a computer program or system that produces an incorrect or unexpected result, or causes it to behave in unintended ways. Client - is a piece of computer hardware or software that accesses a service made available by a server. Code - is a rule for converting a piece of information into another form or representation, not necessarily of the same type. Database - A collection of information organized in such a way that a computer program can quickly select desired pieces of data. Feasibility study - is an evaluation and analysis of the potential of the proposed project which is based on extensive investigation and research to give full comfort to the decisions makers.

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Metadata modeling- a type of metamodeling used in software engineering and systems engineering for the analysis and construction of models applicable and useful some predefined class of problems.

Multimedia

is media and content that

uses

combination

of

different content forms. This contrasts with media that use only rudimentary computer displays such as text-only or traditional forms of printed or hand-produced material. Proponent - person who puts forward a proposition or proposal. Prototype - is an early sample or model built to test a concept or process or to act as a thing to be replicated or learned from. It is a term used in a variety of contexts, including semantics, design, electronics, and software programming. Server - is a physical computer dedicated to run one or more services to serve the needs of the users of other computers on a network. Spin-off - A variety of sequel that allows substantial creative freedom is one that is set in the same fictional universe as the original work, but with unrelated plots, and sometimes unrelated characters. When done with the intention of launching a new series of stories, these are often called spin-offs. Vector animation - is a term used to refer to animation whose art or motion is controlled by vectors rather than pixels. Video Game - is an electronic game that involves human interaction with a user interface to generate visual feedback on a video device.

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Chapter 3 RESEARCH METHODOLOGY

This work undertakes a systematic study of various elements from differing fields which apply to the construction of computer-aided instructional systems. Drawing upon these works, the potential for instruction in computer adventure games is recognized, and previous work in the area analyzed with respect to the theoretical findings. Based both on this theory and the germane advice of practicing game designers, a methodology for the design of educational computer adventure games is laid out in detail. The method described is then used to construct a sample game with basic programming skills as the pedagogical content, and this sample game is tested and the results examined. An informed approach to the design of computer-assisted instruction must begin with an understanding of how people acquire and store new information or skills. This system that the proponents will propose is for deployment. This system can be used by anyone specially the high school students. The process model that the proponents are going to use is the Scrum an Agile Methodology.

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Project Design Agile Methodology Scrum

Figure No. 2 Scrum Methodology Scrum is an Agile project management framework, which prefers to start earlier, deliver frequently, repeatedly evaluate objectives, and repeatedly confirm client satisfaction. Optimal result comes from a true partnership model where buyer and supplier are acting as a single scrum team with aligned interest. Scrum divides software systems into user stories, which are discrete functions from the user perspective. Each story is divided into tasks which could define functionality of activities such as designing a feature, execute a test, etc. User stories and tasks form backlogs which are prioritized by the product owner and assigned according to their prioritization under the SCRUM master direction. The timeline of development is divided into a series

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of sprints or short cycles that form the development cycles.It is an iterative and incremental agile software development framework for managing software projects and product or application development. Scrum focuses on project management institutions where it is difficult to plan ahead. Mechanisms of empirical process control, where feedback loops that constitute the core management technique are used as opposed to traditional command-and-control management. Its approach to planning and managing projects is by bringing decision-making authority to the level of operation properties and certainties.

Planning Itis the first phase in Scrum process. First step in this phase is to create a backlog list and set date of upcoming release. Functionality is also an important factor should be considered as well in the first steps. Team has to select appropriate release for further development and assess risk and risk controls.

System Architecture It is the next phase. In this phase there are six main steps to perform, such as retrospect relevant backlog items, pinpoint necessary changes for backlog items implementation, analysis, adjust, enhance and update the domain models (for the new system context reflection and requirements fulfilment), revamp the system structure to support new context and requirements, identify issues in the change development stage and retrospective design meeting arranged, each team represent a way to change and implement backlog items.

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Sprint is an iterative cycle Concurrent Engineering that stops when certain requirements are completed, such as quality and functionality for example. This phase also has steps which are teams are gathered to discuss release plans, debate about how to distribute and adjust the standards which the product will adapt and finally iterative Sprints until the product is free of any issues and ready to distribute

Each Sprint offers following tasks:

development: implementation of changes for the packets, opening the packets, analysis, testing;

wrap: wrapping the changes into an executable example illustrating improvement;

review: all team debate to present and review progress, adding new requirements into backlog, solving problems;

adjust: implementing the new requirements from the review part into the packets.

finalization:Preparation

for

release,

including

final

documentation, pre-release staged testing, and release. It is the development of a comprehensive backlog list.

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Project Development This is the time table that shows the length of time of attention given to each phases. TASKS TO BE PERFORMED Planning and System Architecture Development Wrap Review Adjust Finalization DURATION 28 days 14 days 28 days 35 days 14 days 28 days

Table No. 1 Project Development

In planning and System Architecture - definition of a new released based on currently known backlog, along with an estimate of its schedule and cost. It designs how the backlog items will be implemented. This phase includes system architecture modification and high level design.

In development - defining changes needed for the implementation of backlog requirements into packets, opening the packets, performing domain analysis and for designing, developing, implementing, testing, and documenting the changes.

In wrap - closing the packets, creating an executable version of changes and how they implement backlog requirements.

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In review - all teams meeting to present work and review progress, raising and resolving issues and problems and adding new backlog items. Risk is reviewed and appropriate responses defined.

In adjust - consolidating the information gathered from the review meeting into affected packets, including different look and feel and new properties. This phase prepares the developed product for general release. Integration, system test, user documentation, training material preparation, and marketing material preparation are among closure tasks.

In Finalization - finalization occurs when all requirements are met. This is the last phase before releasing the product with all documentation. Final tests are done at this point and at the end, the release itself is final

Software Evaluation Criteria The proposed software has the following ISO Evaluation Model as its criteria in software evaluation: functionality, maintainability, completeness, suitability, efficiency, usability, accessibility, and reliability. Functionality- this criterion rates the essential purpose of the program. Accuracy- this criterion will measure the precision/ exactness of the program.

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User Interaction- this criterion rates the if the program provides a user-friendly experience, allowing the user to interact with the software or hardware in a natural and intuitive way.

Security - this criterion rates will evaluate if the program is secured from hackers.

Completeness - this criterion will evaluate if the created system is capable of providing complete and necessary results that will satisfy the users requirements.

Efficiency this criterion rates on how efficient is the program in terms of performance.

Usability- this criterion rates on how the customers can use and learnability of the program.

Accessibility- this criterion will measure the availability to the users.

Respondents The survey test was distributed to the chosen respondents. The purpose of this is to check the accuracy of the software, if the system is free from bugs and errors, and if there will be comments that the respondents can indicate the recommendations in the survey form for the improvement of the system.

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Evaluation Procedure Evaluation Procedure The researchers prepared survey questionnaires to be answered by the users and the owner of the company. It contains question for the system and evaluated by its performance. It includes the satisfaction ratings of every characteristic of the system. In satisfaction rating, the lowest score is one (1) which is Very Dissatisfied followed by two (2) which is Somewhat Dissatisfied followed by three (3) which is Neither Satisfied nor Dissatisfied followed by four (4) which is Somewhat Satisfied and five (5) which is Very Satisfied being the highest score.

Rating Scale: 5 Very Satisfied- means that the user were absolutely satisfied 4 Somewhat Satisfied- means that the users were satisfied 3 Neither Satisfied nor Dissatisfied- means that the users were somewhat satisfied 2 Somewhat Dissatisfied- means that the user found the system poorly and not that satisfied 1 Very Dissatisfied- means the users were not satisfied about the functionality of the system and that there is a need to renew it

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In the comments section, the respondent wrote their comments and suggestions about the specific characteristic being asked based on the question.

Statistical Treatment of Data The mean of a series of variables was the arithmetical average of the number of responses by the respondents. It is determined by summing the numbers, then dividing that sum by the numbers of variables included in that sum.

(i i) WeightedMean i
Figure 3. Formula for Weighted Mean

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Name: ____________________________ Gender: _____ Directions: Check the box which suites your answer. Rating Scale: 5 Very Satisfied 2 Dissatisfied 4 Satisfied 1 Very Dissatisfied 3 Moderately Satisfied

Age: _______

FUNCTIONALITY 1. The Software can perform the required task. 2. The system can provide accurate results. EFFICIENCY 3. The system can quickly respond to the users command. 4. The system is capable of responding according to its intended use. USABILITY 5. The users can navigate the system easily. 6. It is pleasing to the eyes of the users. PORTABILITY 7. The software can be used in different operating systems. 8. The system acquires low amount of disk space. RELIABILITY 9. The software is able to handle errors. 10. The software can provide the said features.

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Chapter 4 RESULTS AND DISCUSSION

This chapter presents, analyzes and interprets the findings of the study in accordance with the specific objectives of the research projects. Such findings were generated from Trip to Asia, a quiz game for students of St. Joseph College pfBulacan for the curriculum requirement in Research Method II.

Project Description

Trip to Asia is a window-based application that allows students to learn topics from History subject, focused only on Asian countries, through the use of an educational game. The proposed system had been evaluated by the second year highschool students of St Joseph College of Bulacan. Our system will help them to their studies by engaging them on an advance learning system through the use of an educational game related to their subject.This will also give them the impression of a unique institution that uses an educational game to teach their students.

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Project Structure Trip to Asia, as a window-based application, is designed to function in a personal computer that runs on any versions of operating system except the older versions. The game will provide different interactive games that will need certain actions to be performed by the users. The user needs to answer the questions in order for the game to proceed and show its other functions and features.

Trip to Asia is a free application that can be played by able users who wish to play it provided that the user has the background of the topics that are presented on each game of the application. Below are the list of individual procedures of the softwares functionality.

Figure 3 Menu

In this screen, users can chose whether you want to start a new game, configure settings or check the highscores in the game.

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Figure 4 Category Screen

Users must pick from 4 categories (Flags, History, Capitals and Guess What?). Different game types are being presented to user.

Figure 5 History (Category)

In the History category, there will be a given question and the user must pick from the four choices.

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Figure 6 Flags (Category)

In the Flags category, the user must type a name of a country to match with the current flags presented.

Figure 7 Settings

In the Settings window, users can choose if he/she doesnt want sounds while using them software. They can also change the volume of it.

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Figure 8 High Score

In the Highscore window, lists of names and their scores are listed here.

Project Capabilities and Limitation The following capabilities and limitations of the proponents proposed systems are:
User-friendly Window-based application

Sound effects and animation for multimedia purposes. Scores will be automatically computed at the end of the stages. Options or setting such as background sound and sound effects volumes can also be controlled by the users.

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Project Evaluation Population and Sampling Technique The total number of respondents was 20 selected highschoolstudents of St. Joseph College of Bulacan. The researchers utilized Stratified Sampling Technique to take the population/numbers of respondents. The researchers use this technique because it is the most feasible for the study. Stratified Sampling technique was the method used to determine the total number of student respondents.

Instrumentation The proponents used different research materials such as books, documents and the Internet as secondary sources of information. The survey questionnaire is the primary source of the information of the study. To weigh the strengths and weaknesses of the study, the proponents used a survey questionnaire to determine the initial reliability, long-term reliability, functionality and usability. The initial software product passed through a series of evaluation by information technology students. On a scale of 1 to 5, the respondents rated the initial reliability, long term reliability, usability, functionality and overall satisfaction of the system.

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Numerical Value 5 4 3 2 1

Interpretation Very Satisfied Satisfied Moderately Satisfied Dissatisfied Very Dissatisfied

Figure 9 Liker Scale

The Liker Scale is commonly used in questionnaires, and is the most widely used scale in survey research. When responding to a questionnaire item, respondents specify their level of agreement to a statement and to show how effective the system will be in terms of initial reliability, long term reliability, usability, functionality and overall satisfaction.

Data Analysis The researchers used frequencies and percentage to analyze the respondents answers in the survey questionnaire. The data will be gathered, tabulated and analyzed with the application of the statistical procedures describes as follows: 1. The Frequency it refers to the sum of tallies corresponding to the numerical items contained in each class.

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2. The ArithmeticMean (X) is to be computed to determine the average value that will be obtained by each of the variables in the questionnaire.

A five-point interval scale was used to measure the level of satisfaction and its importance to the users with 5 as the highest and 1 the lowest. The mid-point of the scale is 3; a mean higher than this would indicate above average satisfaction while a lower mean would indicate dissatisfaction with a given feature.

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Student Figure 10. Interpretation EVALUATION CRITERIA FUNCTIONALITY The Software can perform the required task. The system can provide accurate results. EFFICIENCY The system can quickly respond to the users command. The system is capable of responding according its intended use. USABILITY The user can navigate the system easily. It is pleasing to the eyes of the user. Portability The software can be used in different OS The system acquires Low amount of disk space RELIABILITY The software is able to handle errors. The software can provide the said features MEAN INTERPRETATION

4.20

Satisfied

4.00

Satisfied

3.70

Moderately Satisfied

3.90

Satisfied

4.11 4.00

Satisfied Moderately Satisfied

3.91 4.21

Satisfied Very Satisfied

3.90 4.50

Satisfied Satisfied

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Chapter 5 SUMMARY OF FINDINGS, CONCLUSIONS & RECOMMENDATIONS Summary of Findings The purpose of this system is to provide more engagement for the learner. It is to help them improve the literacy skill of the user using gamebased learning. The descriptive method of research was utilized and the normative survey technique was used for gathering data.

The questionnaires given to the respondents served as the medium for collecting data. The highschoolstudents of St. Joseph College of Bulacan were the respondents.

Conclusion Based from all the gathered results, the game was able to achieve the objectives presented in Chapter I of the study. Our system was able to provide highschool students an educational game that enabled them to enhance their learning experience through an educational game and improve their knowledge about the famous landmarks, flags, capitals and some of the part of its history. Our system also gave the History teachers to a new teaching strategy of presenting samples.

Recommendations It is recommended that similar researches should be done to the students who will use the system in order for the researchers to know what is lacking to their system. Trip to Asia is recommended for schools that have problems in teaching students. Trip to Asia is only a window-based system.

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So as for the future proponents of the same study, they should be able to connect the game to the internet so the teachers can have an access to the scores of the students.

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BIBLIOGRAPHY Resources

John kirriemuir&Ceangal Angela McFarlane (2004).Citing Websites. Literature Review in Games and Learning, Retrieved January 14, 2013 from, http://telearn.archivesouvertes.fr/docs/00/19.04/53/PDF/kirriemur -j-2004-r8.pdf

Simon Egenfeldt-Nielsen (2003). Citing Websites. Review of the research on educational usage of games, Retrieved January 14, 2013

Simon E-N (2006). Citing Websites.Overview of research on the educational use of video games.Retrieved January 14, 2013 from http://www. Idunn.no/ts/dk/2006/03/overview_of_research_on_the_educationaluse of_video_games?mode=print&skipDecorating=true&textSize=

EGAUGER (2006).Citing Websites.Games as Teaching Tools. Retrieved January 14, 2013 from http://kotaku.com/204749/games-as-teachingtools

HenrikLundqvist (2012). Citing Websites. Understanding Purpose And Circumstantial Context in the Use of Educational games: Designing a Search Function and Updating a Metadata Model. Retrieved January 14, 2013

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APPENDICES

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LETTER

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Colegio de San Juan de Letran


151 Muralla St., Intramuros, Manila Institute of Information Technology
January 30, 2013 Maria Concepcion Gulinao High School Coordinator, St.Joseph College of Bulacan Bulacan

Greetings! We, the 4rd year BS Information Technology students of Colegio de San Juan de Letran, Manila, currently enrolled in Capstone Project 2 are required to propose a thesis entitled Trip to Asia and be able to present as part of the subject requirements this 1st semester, A.Y. 2013 2014. In this regard we consider Trip to Asia as solely beneficiary of the said project.

May we request your good office to give us the permission to continue our research, surveys, and interviews to the Company. We are committed to support the achievement of the project objectives and will ensure that appropriate measures are taken to realize this collaborative Endeavour. If approved, rest assured that whatever information we have gathered from your company would remain confidential. Respectfully yours,

Shing, Kirk Patrick L. Researcher Rubio, Rommel S. Researcher

Noted by: Inst. Noel Monton Adviser, CP2 Signature of the Receiver

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SURVEY QUESTIONNAIRE

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Name: ____________________________ Gender: _____ Directions: Check the box which suites your answer. Rating Scale: 5 Very Satisfied 4 Satisfied 3 Moderately Satisfied 2 Dissatisfied 1 Very Dissatisfied

Age: _______

FUNCTIONALITY 1. The Software can perform the required task. 2. The system can provide accurate results. EFFICIENCY 3. The system can quickly respond to the users command. 4. The system is capable of responding according to its intended use. USABILITY 5. The users can navigate the system easily. 6. It is pleasing to the eyes of the users. PORTABILITY 7. The software can be used in different operating systems. 8. The system acquires low amount of disk space. RELIABILITY 9. The software is able to handle errors. 10. The software can provide the said features.

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SYSTEM DIAGRAMS

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DFD JAD System

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