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ACLC COLLEGE TAGUIG

FTI Complex, Taguig City


COLLEGE OF COMPUTER STUDIES

Ice Scramble (Word Game Puzzle)

Improving Analytical, Logical and Critical Thinking

Skills through Android Games

A Technical, Scientific, and Business English Project Presented

To the Faculty Department of AMA Computer

Learning Center College Taguig

In Partial Fulfillment of the Requirements for the Degree(s)

of Bachelor of Science in Information Technology/

Bachelor of Science in Business Administration/

Bachelor of Science in Computer Science

Submitted by:

Haboc, Jessie

Ubang, Alvin

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Table of Contents

I. Chapter 1 : The Problem and Its Background

1.1 Introduction

1.2 Background of the Study.

1.3 Purpose and Description.

1.4 Conceptual Framework

1.5 Statement of the Problem

1.6 Objectives of the Study.

1.7 Scope and Limitations of the Study

1.8 Significance of the Study..

1.9 Definition of Terms........

II. Chapter 2 : Review of Related Literature

2.1 Foreign Related Literature...

2.2 Local Related Literature....

2.3 Foreign Related Studies...

2.4 Local Related Studies...

III. Chapter 3 : Methodology and Technical Background

3.1 Research Methodology .

3.1.1 Subjects of the Study.

3.1.2 Data Gathering Procedure

3.2 Statistical Treatment of Data....

3.3 Method Used in Developing the Software......

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3.4 System Requirements................

3.5 Project Cost and Benefits..

IV. Chapter 4 : Presentation, Analysis, and Interpretation of Data

4.1 Presentation of Profile

4.2 Data Presentation.

4.3 Summary of Evaluation of the

Proposed Application.

V. Chapter 5 : Summary of Findings, Conclusion and Recommendation

5.1 Summary....

5.2 Conclusion

5.3 Recommendation.

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Chapter 1

THE PROBLEM AND ITS BACKGROUND

1.1 Introduction

Our game named Ice scramble (Word Game Puzzle) is a game which you will

rearrange the letters to make a word. The longer the word you make the bigger the score

youll get. The twist is that you have to hurry up because there will be a time limit depending

on the level. This game will test your vocabulary and quickness so you have to think fast in

able to arrange many words.

Games have been recognized as being a good tool to promote learners to actively

participate in learning activities. Researchers have indicated that game based learning

could be the best way to trigger student`s learning. In addition , it has been reported that a

game-based learning approach might provide a good chance to stimulate children`s

abstract thinking during the process of cognitive development , and further foster their

higher order thinking ability and also computer games are able to boost motivation owing to

some characteristics, such as adventure , challenge and freshness. Therefore, if teachers

are able to apply computer games to teaching, students cannot only have better learning

achievements, but also learn happily via these games.

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1.2 Background of the study

English is spoken all over the world. It is used as a means of

internationalcommunication such as in daily life and international affairs among countries.

Beside that English is applied in many aspects of life like book are written in English,

information about technology is often using English etc. That is why Philippine government

obliges english is being taught at every school from elementary school until university .

English is essential to be taught for the younger people, for this case; students from

the beginner up to the senior high school. In developing the students ability in mastering

English, it cannot be separated from vocabulary mastery. Because it can be a measurement

of students, understand in English.

English teaching involves of four language skills, there are Listening,Speaking,

Reading, and Writing. In teaching and learning a language, there are four aspects that

support four language skills above such as: grammar, vocabulary, spelling, and

pronunciation that are also taught in English teaching and learning process.

Vocabulary is important aspect in the learning process. It is the basic in learning

English because it will be needed by students when learn skill like reading, writing,

speaking, and listening. Students who learn English must have a strong foundation on

vocabulary in order to make them able to learn English easily.

Teaching vocabulary can be done through some ways or some techniques. One of

it is by using game in teaching activities. In this case, students allow finding the words,

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which has same to the main word. They can work in-group or individually. They learn to

share knowledge and information about targeted content, and willingly do this because it is

naturally following part of the class activity. Using games to teach, the students will be more

relaxed and more excited of course. One of it is Text twist game.

Ice Scramble game is one way to improve vocabulary mastery. By using Ice

Scramble game in teaching, indirectly, students might be improved their knowledge of

English vocabulary. At least it will be raised their self-confidence for expressing themselves

openly, especially in understanding the word. Students can share their knowledge and

experience from others, including respectful listening and appropriate sharing of personal

perspectives. Students also theirreported that understanding of concepts were expressed

and considered, at least we hope students can do not only in developing their vocabulary

but also they are able to practice either in speaking or understanding of meaning of words.

1.3 Purpose and Description

The reason behind that development of our game which is called Ice Scramble

(World Game Puzzle) is that we must satisfy the people or meet their expectation. Another

reason is that we want to develop the skills of the people especially the students such as

their logical, analytical and critical thinking skills. We must say that our proposed project

can help in teaching because we believe that logical games can improve their minds in

many ways.

The game is very easy, you will just rearrange the letters to make as many words of

different length as you can before time runs out. Make a word and then tap "Enter" to see if

you made one that is correct.

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1.4 Conceptual Framework

Figure 1 shows the framework of the proposed game. Input includes the menu

which you can choose what type or mode of the game you want to play and it also includes

the instructions that provides the mechanics of the game, resume restart and exit game.

The process includes how you can make a score. Think of a possible word that you can

make on the given letters and just enter it to try if the word is acceptable. You can twist the

letters if you cant make words, clear if you want to remove the letters or the specific word

that you made and give up if you want to end the game. The output displays the final score

of the game and lets you type your name to know who made the score.

INPUT PROCESS OUTPUT

MENU

PRESS THE GIVEN


LETTER Display
DISPLAY theTHE
Play Puzzle SCORE OF and
THE
(UNLIMITED MODE) ENTER (BUTTON) high score
GAME AND
just type your
TWIST (BUTTON) TYPE YOUR
Play Action name and
(TIME MODE) CLEAR (BUTTON) NAME
press enter.
GIVE UP (BUTTON)
Instructions
Resume
Restart
Exit Game

Feedback

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Figure 1

1.5 Statement of the problem

In studying English, there are four skills that we need to complete communication.

They are reading, writing, speaking, and listening. In teaching and learning a language,

there are four aspects that support four language skills above such as: grammar,

vocabulary, spelling, and pronunciation that are also taught in English teaching and learning

process.

1.5.1 Specific Problems

The following are the things to be addressed by the proponent:

Most of the players tend to give up early or restart the game because they
find the given letters hard.

Most of the teenagers wants online games or battle games rather than
thinking or logical games.

Some of games are uninteresting and lack`s entertainment

1.6 Objectives of the Study

1.6.1 General Objective

The aim of the proposed game is to develop a game that can be helpful in terms of

education and entertainment.

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1.6.2 Specific Objectives

The main purpose of the research is to find new technology to help the children

learn and enjoy things so we come up to develop a logic game. Its not only for

the children but also for the adults because the game that we develop has an

excitement that giving people satisfaction.

To determine the effectiveness of the proposed game called Ice Scramble

(World Game Puzzle).

1.7 Scope and Limitations of the Study

Scope

The target participants for the study are for children and adult from 7 years old and

above.

Set a time in every level.

Capable of computing score

Can pause or resume

Give a definition of each main word given and sample sentence.

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Limitations

It cannot be implemented in pc based system.

It is a software created only for touch screen pads, or touchscreen phones.

The game that we are trying to develop is only for android phones only.

The game supports single player mode.

1.7 Significance of the study

This study will be valuable and significant to children, parents, readers and future

researchers.

For Students. The students are able to increase their skill in vocabulary mastery

indirectly. By applying Ice Srcamble game in teaching learning activity, hopes it

can dig the students interest in English because the method is more funand

enjoyable. Students will be more attracted in learning English without

underpressure feeling and forced.

For Proponents. Had the proponents the opportunity to discover or find a new

technique on how to develop or upgrade the thinking skills and p- abilities of the

people by using logic game.

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For Future Researchers. The implementation of Ice Scramble game for

improving students ability in increasing their vocabulary, hoped, it can be

followed by another teacher in teaching learning English activity. For improving

studentsvocabulary skill and capabilities in reading comprehension, writing skill

and so on.

1.8 Definition of Terms

Logic Games may refer to: a logic puzzle, which includes games as varied as Sudoku,

Futoshiki, Kakuro, etc. The logic games section of the LSAT. a game-theoretical device for

defining the semantics of a logic; see game semantics.

Android Game- Are some of the most fun you can cram onto a phone or tablet. From story-

driven role-playing games, to white-knuckled racing games, to casual, cute puzzle games,

Critical Thinking Is that mode of thinking about any subject, content, or problem in

which the thinker improves the quality of his or her thinking by skillfully analyzing,

assessing, and reconstructing it. Critical thinking is self-directed, self-disciplined, self-

monitored, and self-corrective thinking.

Puzzle is a game, problem, or toy that tests a person's ingenuity or knowledge. In a

puzzle, one is required to put pieces together in a logical way, in order to arrive at the

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correct solution of the puzzle. There are different types of puzzles for different ages, such

as crossword puzzles, word-search puzzles, number puzzles, or logic puzzles.

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Chapter 2

REVIEW OF RELATED LITERATURE

This chapter presents the literature and studies relevant to presentation

investigation.

2.1 Foreign Related Literature

4 PICTURE AND 1 WORD

The gameplay is very simple: each level displays four pictures linked by one word the
player's aim is to work out what the word is, from a set of letters given below the
pictures. The game is said to follow the "freemium" model: although the game is free, and
devoid of any in-game advertising, microtransactions are available to help the user
progress through the game more quickly.

The game is written from an English dialect perspective, as well as contains some
unfamiliar words, causing some people to turn to cheating sites or apps to get the correct
answers. According to psychology PhD Jamie Madigan, people are more likely to cheat
when they are anonymous and that theyll cheat less the more they are connected to other
gamers the more, in other words, that they are known.

Reference: https://play.google.com/store/apps/details?id=de.lotum.whatsinthefoto.us

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D LOGIC

If you want to test your logic skills with some fun and twisted logical question and

brain teasers, then this is the right APP! D Logic works as a little brain trainer program

featuring:

80 twisted brain teasers: A brain teaser is a form of puzzle that requires thought to

solve. It often requires thinking in unconventional ways with given constraints in mind;

sometimes it also involves lateral thinking.

75 numeric sequences: To test your mathematic skill and logic.

Both types of questions are excellent brain training exercises.

Play is very simple, just read the questions, think about the answer and when you

are ready press the solution button and check if you are right or wrong. You can share the

questions and answers by clicking on the text. Challenge your friends and show them who

is the smartest.

Challenge your mind with our brain teasers and logic questions and start training your

brain now!

Reference: https://play.google.com/store/apps/details?id=com.gmpsoft.dlogic

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2.2 Local Related Literature

PICTOWORD

Pictoword is a simple yet addictive word game where you "read" a series of pics that
combine to create a word or phrase!

Guessing these words will be so much fun. These challenging and fun word puzzles will
absolutely enlighten your day for girls and boys. Play single player or with friends, super
fun!

For example, you'll see pics of SAND and WITCH. Combine the two to solve for SANDWICH
- a lunchtime favorite! When you're stumped, try saying the words out loud or ask a friend!

Ready? 2 Pics, 1 Word - Can you guess what's this word?


Fun addicting games dont get better than this. See if you can handle the addictive word
challenge from Pictoword the best word games for your phone! Play with or without wifi
in your car!

Reference: https://play.google.com/store/apps/details?id=com.kooapps.pictowordandroid

2.3 Foreign Related Studies

According to Lewis & Ferlazzo (2011: 3) states that Text Twist is an online Java

based game available at Yahoo.com and the inspiration of Scrabble Flash. Games like this

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are useful for developing students vocabulary in 2 contexts. One is through repetitive play,

with family or friends. The main drawback in this scenario is that only student already

possessing a good vocabulary are more likely to be interested in playing this games.

Mc Donough (1994:217) states that: Network vocabulary and simulation work, on

the other hand, usually requires the learners to take part in communication which involves

personal experience and emotion. Games are useful and effective tools that should be

applied in vocabulary classes. The use of vocabulary is a way to make the lessons more

interesting, enjoyable and effective. By definition above, the researcher conclude that Text

Twist game is one kinds of method to improve vocabulary mastery. It is easy to use and

can be applied to teach vocabulary to students.

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2.4 Local Related Studies

According to Samsara Louise Pagaduan of Kooapps(2012) Pictoword is one of

their most successful games. Its a puzzle and educational word game targeted for all ages,

and they were very proud of it. Free-to-play Pictoword is easy to pick up, but hard to put

down and even harder to master. Each level, youre shown two pictures whose spellings or

sounds you have to combine to form the right word. It can be as easy as a picture of an ear

and a ring that form earring, or something trickier, like a picture of a windmill and a lion

that merge into million. The higher your level, the harder the word. You gain coins per

level, allowing you to unlock new word categories such as animals, movies, and celebrities.

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Chapter 3

RESEARCH AND METHODOLOGY

3.1 Research Methodology

For the purpose of this study, the researchers will be using the Descriptive and

Survey methods. The main idea behind the Descriptive method is to define an opinion and

attitude of a group of people on a given subject while questionnaires were used for the

Survey method.

The researchers used the descriptive research to conduct this study entitled The

Impacts of playing Ice Scramble Game among the people of Barangay North Signal Village,

Taguig City Year 2017.

3.1.1 Subjects of the Study

The population that we will be using in this study will consist of people`s ages range

from 7 14 years old and 15 60 years who currently living at Barangay North Signal

Village Taguig City, for the year 2017. A number of 40 people from different ages will be

used as a sample in the study.

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3.1.2 Data Gathering Procedure

For the purpose of this study, the data will be collected using a survey questionnaire.

The survey was created using suitable questions from related research and individual

questions formed by the researchers. The survey questionnaires were divided into two

parts; the Pre-evaluation Survey Form and Post-evaluation Survey Form.

The population will be asked to answer the Pre-evaluation Survey questions before

they were allowed to play the game. The survey consisted of questions regarding their

personal opinions and thoughts about video games in general. Afterwards, they will be

asked to answer the Post-evaluation Survey questions that were composed of questions

inquiring about their experience and general thoughts about the game Ice Scramble.

3.2 Statistical Treatment of Data

The data that will be collected from the Pre-evaluation and Post-evaluation forms

will be tabulated and analyzed by:

1. Percentage

This statistical tool will be used to determine the quantitative relation to the whole

responses.

Formula: P = (f/n) * 100

Where:

P = Percentage

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f = frequency (number of responses in a given item)

n = total number of respondents

2. Weighted Arithmetic Mean - Was used to measure the general response of the

survey samples, whether they agree to given statement or not.

The formula in computing weighted mean is as follows:


x=

Where:

x Mean

f Weight given to each participant

x- Number of participants

N- Total number of participant

Likert Scale. Four (4) point Likert Scale was also used to determine the

interpretation scale of the perception of the participants on the effectiveness of present

procedures and practices of the proposed device. The result was rate and interpreted based

on the tabulated weighted score and average mean. The table for four (4) point Likert scale

was shown below;

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Table 1
FOUR POINT TYPE LIKERT SCALE

UNIT WEIGHT EQUIVALENT WEIGHT VERBAL INTERPRETATION

4 3.25 - 4.0 Strongly Agree (SA)


3 2.50 - 3.24 Agree (A)
2 1.75 - 2.49 Disagree (D)
1 1.0 1.74 Strongly Disagree (SD)

Table 1 shows the Liker Scale table. It is used to understand items in the

questionnaire. These responses are based on the participants. The range and interpretation

of the four point scale are shown in the table.

3.3 Method Used in Developing the Software

Agile software development describes a set of principles for software.

Development under requirements and solutions evolve through the collaborative effort of

self-organizing cross-functional teams. There are at least 4 phases of agile Methodology

Plan, Design, Build, Launch and Feedback.

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Figure 2
Agile Methodology

1.) Plan the proponents choose an android game to develop.

2.) Build

3.) Launch

4.) Feedback All the bugs, errors and issues gathered will be then used by the

proponents to further the improvement of the development of the software

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3.4 System Requirements

3.4.1 Software

Unity 5.5 -Using basic assets provided by Unity Technologies, built-in

components and writing simple custom code, understand how to work with

imported Mesh Models, Audio, Textures and Materials while practicing more

complicated Scripting principles.

Window 10 Pro 64bit very good condition and also smooth for unity.

3.4.2 Hardware

Lenovo T420

Windows 10 Pro 64bit

Amd E1-1200 processor

15.6inch 1366x768 HD LED LCD

2GB Amd Radeon HD 7310 Graphics

500GB HDD Storage

4GB Ram

DVD Combo Drive

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Samsung S5

Android version 5.1

1gb ram 16gb rom

Quad-core

Minimum Requirements

Android Lollipop 5.1 or later

1GB of ram

Quad-Core Processor

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3.5 Project Cost & Benefits

Cost Benefit Analysis

Hardware Cost

Cost Quantity Item

1 1.Lenovo T420

1 2.AMD E1

1 3.Samsung S5

Total

Table 3.

Software Cost

Cost Quantity Item

1 1.Unity 5.5

Total Free Downloaded

Table 3.2

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Stationaries and Supply Cost

Item Quantity Cost

3 93.00

Hard Copy

3 27.00

Folder

Total 120.00

Table 3.3

Summary Cost

Item Quantity Cost

1.Hard Copy 1 95.00

2.Folder 1 30.00

4.Samsung S5 1 7,000

Total 7,125.00

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Chapter 4

PRESENTATION, ANALYSIS, AND INTERPRETATION OF DATA

4.1 Presentation of Profile

The percentage and frequency distribution was computed based on the following

criteria:

1.1 Age

TABLE 2
FREQUENCY AND PERCENTAGE DISTRIBUTION OF THE PARTICIPANTS
ACCORDING TO AGE

Residents of Brgy. North Signal, Taguig City


Age

Frequency Percentage

7-14 yrs. old 20 50%

15-60 yrs. old 20 50%

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Total 40 100%

Table 2 shows the frequency and percentage distribution of respondents according

to age. It clearly shows that 20 or 50% belongs to the respondents with age bracket of 7-

14 years old. There also 20 respondents or 50% with the age of bracket 15-60 years old.

Finding shows that the age bracket of 7-14 and 15-60 have the same number of

respondents. Both of them gathered the frequency of 20 and percentage of 50.

1.2 Gender

TABLE 3
FREQUENCY AND PERCENTAGE DISTRIBUTION OF THE PARTICIPANTS
ACCORDING TO GENDER

Residents of Brgy. North Signal, Taguig City


Gender

Frequency Percentage

Male 11 27.5%

Female 29 72.5%

Total 40 100%

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Table 3 shows the frequency and percentage distribution of respondents according

to sex. It clearly shows that 29 participants or 72.5% are female while 11 participants or

27.5% are male in the respondents.

Findings shows that 29 respondents or 72.5% are female while 11 participants or

27.5% are male. It clearly shows female has dominated terms of gender.

4.2 Presentation of Data

2.1. Does the game effective in improving the vocabulary

TABLE 4
MEAN DISTRIBUTION OF THE PERCEPTION OF THE RESPONDENTS ON THE ON
THE QUESTION DOES THE GAME EFFECTIVE IN IMPROVING THE VOCABULARY?

Residents of Brgy. North


QUESTION Signal, Taguig City

F P (%) Mean
Does the game effective in improving the
vocabulary?

Strongly Agree
30 75%
Agree 10 25% 3.75
Disagree 0 0%
Strongly Disagree 0 0%

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Table 4 shows that 30 or 75% of the respondents strongly agree that the game is

effective in improving the vocabulary while 10 or 25% of them are only agree. It gathered a

mean of 3.75 that means the game is effective in improving the vocabulary.

2.2 . Does the game have a good entertainment value?

TABLE 5
MEAN DISTRIBUTION OF THE PERCEPTION OF THE RESPONDENTS ON THE ON
THE QUESTION DOES THE GAME HAVE A GOOD ENTERTAINMENT VALUE?

Residents of Brgy. North


QUESTION Signal, Taguig City

F P (%) Mean
Does the game have a good entertainment
value?

Strongly Agree/Highly Effective


22 55%
Agree/Effective 18 45% 3.55
Disagree/Slightly Effective 0 0%
Strongly Disagree/Ineffective 0 0%

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Table 5 shows that 22 or 55% of the respondents strongly agree that the game have

a good entertainment value while 18 or 45% of them are only agree. It gathered a mean of

3.55 that means the game has a good entertainment value.

2.3. Does the game satisfy the user?

TABLE 6
MEAN DISTRIBUTION OF THE PERCEPTION OF THE RESPONDENTS ON THE ON
THE QUESTION DOES THE GAME SATISFY THE USER?

Residents of Brgy. North


QUESTION Signal, Taguig City

F P (%) Mean
Does the game satisfy the user?

Strongly Agree/Highly Effective


27 67.5%
Agree/Effective 13 32.5% 3.67
Disagree/Slightly Effective 0 0%
Strongly Disagree/Ineffective 0 0%

Table 6 shows that 27 or 67.5% of the respondents strongly agree that the game

satisfy the user while 13 or 32.5% are only agree. It gathered a mean of 3.67 that means

the game satisfy the user.

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4.3 Summary of Evaluation of the Proposed Application

It shows that in terms of age, the age bracket of 7-14 and 15-60 have the same

number of respondents which is 20. The female dominates the number of respondents

when according to gender. Most of the respondents strongly agreed that the game is

effective in improving the vocabulary, have a good entertainment value and can satisfy the

user because all the computed mean ranges from 3.25-4.0 or strongly agree.

Chapter 5

Summary of Findings, Conclusion and Recommendations

5.1 Summary

Finding shows that the age bracket of 7-14 and 15-60 have the same number

of respondents. Both of them gathered the frequency of 20 and percentage of 50.

Finding shows that 29 respondents or 72.5% are female while 11 participants

or 27.5% are male. It clearly shows female has dominated in terms of gender.

Finding shows that 30 or 75% of the respondents strongly agree that the

game is effective in improving the vocabulary while 10 or 25% of them are only agree. It

gathered a mean of 3.75 that means the game is effective in improving the vocabulary.

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Finding shows that 22 or 55% of the respondents strongly agree that the

game have a good entertainment value while 18 or 45% of them are only agree. It gathered

a mean of 3.55 that means the game has a good entertainment value

Finding shows that 27 or 67.5% of the respondents strongly agree that the

game satisfy the user while 13 or 32.5% are only agree. It gathered a mean of 3.67 that

means the game satisfy the user.

5.2 Conclusion

The research concludes that the game can be effective in improving vocabulary

skills.

Based on the survey result the following conclusions were derived:

1. It was concluded that our respondents had an equal number in terms of age and it

means that the game can be played among any ages. Majority of the respondents

are female so it means that female has more interest to play the game.

2. It was also concluded that the game is effective in improving skills in vocabulary,

has a good value of entertainment and satisfy the user because all of them gathered

a mean ranges from 3.25 - 4.0 or strongly agree.

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ACLC COLLEGE TAGUIG
FTI Complex, Taguig City
COLLEGE OF COMPUTER STUDIES

3. It was found out that a puzzle word game can improve our thinking and logical skills

with enjoyment and without getting bored.

4. It was also found out that the game will be more beneficial for children because most

of the children nowadays have their gadget because they love to play games on

their own tablets, iPad and cellphones.

5.3 Recommendations

It is strongly recommended that this study should be taken action for the benefits of

the respondents for them to be satisfied by the game.

Based on the survey result the following recommendations were derived:

1. The researcher also recommends enhancing or improving game for the future

researchers or coming up another idea that is related to the game.

2. The researcher also recommends adding additional features and twisting that we

havent use for the game to be more exciting and enjoying.

3. It is also recommended to make the application be also available on Computer or

laptop.

TECHNICAL AND BUSINESS WRITING


ACLC COLLEGE TAGUIG
FTI Complex, Taguig City
COLLEGE OF COMPUTER STUDIES

4. The researcher also recommends to make the game online so you can play with

other players and be more exciting.

TECHNICAL AND BUSINESS WRITING

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