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Submitted by:
Haboc, Jessie
Ubang, Alvin
Table of Contents
1.1 Introduction
Proposed Application.
5.1 Summary....
5.2 Conclusion
5.3 Recommendation.
Chapter 1
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
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
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
are able to apply computer games to teaching, students cannot only have better learning
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
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.
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
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,
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
Ice Scramble game is one way to improve vocabulary mastery. By using Ice
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
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.
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
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.
MENU
Feedback
Figure 1
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.
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.
The aim of the proposed game is to develop a game that can be helpful in terms of
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
Scope
The target participants for the study are for children and adult from 7 years old and
above.
Limitations
The game that we are trying to develop is only for android phones only.
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
can dig the students interest in English because the method is more funand
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
and so on.
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
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,
puzzle, one is required to put pieces together in a logical way, in order to arrive at the
correct solution of the puzzle. There are different types of puzzles for different ages, such
Chapter 2
investigation.
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
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;
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
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!
Reference: https://play.google.com/store/apps/details?id=com.kooapps.pictowordandroid
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
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.
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
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.
Chapter 3
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,
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
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
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.
The data that will be collected from the Pre-evaluation and Post-evaluation forms
1. Percentage
This statistical tool will be used to determine the quantitative relation to the whole
responses.
Where:
P = Percentage
2. Weighted Arithmetic Mean - Was used to measure the general response of the
x=
Where:
x Mean
x- Number of participants
Likert Scale. Four (4) point Likert Scale was also used to determine the
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
Table 1
FOUR POINT TYPE LIKERT SCALE
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
Development under requirements and solutions evolve through the collaborative effort of
Figure 2
Agile Methodology
2.) Build
3.) Launch
4.) Feedback All the bugs, errors and issues gathered will be then used by the
3.4.1 Software
components and writing simple custom code, understand how to work with
imported Mesh Models, Audio, Textures and Materials while practicing more
Window 10 Pro 64bit very good condition and also smooth for unity.
3.4.2 Hardware
Lenovo T420
4GB Ram
Samsung S5
Quad-core
Minimum Requirements
1GB of ram
Quad-Core Processor
Hardware Cost
1 1.Lenovo T420
1 2.AMD E1
1 3.Samsung S5
Total
Table 3.
Software Cost
1 1.Unity 5.5
Table 3.2
3 93.00
Hard Copy
3 27.00
Folder
Total 120.00
Table 3.3
Summary Cost
2.Folder 1 30.00
4.Samsung S5 1 7,000
Total 7,125.00
Chapter 4
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
Frequency Percentage
Total 40 100%
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
1.2 Gender
TABLE 3
FREQUENCY AND PERCENTAGE DISTRIBUTION OF THE PARTICIPANTS
ACCORDING TO GENDER
Frequency Percentage
Male 11 27.5%
Female 29 72.5%
Total 40 100%
to sex. It clearly shows that 29 participants or 72.5% are female while 11 participants or
27.5% are male. It clearly shows female has dominated terms of gender.
TABLE 4
MEAN DISTRIBUTION OF THE PERCEPTION OF THE RESPONDENTS ON THE ON
THE QUESTION DOES THE GAME EFFECTIVE IN IMPROVING THE VOCABULARY?
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%
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.
TABLE 5
MEAN DISTRIBUTION OF THE PERCEPTION OF THE RESPONDENTS ON THE ON
THE QUESTION DOES THE GAME HAVE A GOOD ENTERTAINMENT VALUE?
F P (%) Mean
Does the game have a good entertainment
value?
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
TABLE 6
MEAN DISTRIBUTION OF THE PERCEPTION OF THE RESPONDENTS ON THE ON
THE QUESTION DOES THE GAME SATISFY THE USER?
F P (%) Mean
Does the game satisfy the user?
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
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
5.1 Summary
Finding shows that the age bracket of 7-14 and 15-60 have the same number
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.
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
5.2 Conclusion
The research concludes that the game can be effective in improving vocabulary
skills.
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
3. It was found out that a puzzle word game can improve our thinking and logical skills
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
5.3 Recommendations
It is strongly recommended that this study should be taken action for the benefits of
1. The researcher also recommends enhancing or improving game for the future
2. The researcher also recommends adding additional features and twisting that we
laptop.
4. The researcher also recommends to make the game online so you can play with