Professional Documents
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CHAPTER I
INTRODUCTION
In this Chapter shows the full and overview of what the Proposed Software/System is all
about. It contains the development and the foundations of the needed study for its continuous
development, the objectives and purposes of the soft ware also discussed. Its scope and
Empirical research has shown that well-designed games have a potential to improve academic
achievement and engagement. Games have been used as a means to improve communication, present
instructional materials, train, and motivate learners in a variety of settings, such as educational
Although there are many claims about instructional effectiveness of games, researchers do not
have yet an answer on how to make fundamental decisions whether or not to consider games as part of an
instructional solution. For example, learners’ audience, quality of a game, subject matter domain,
instructional objectives, desired learning outcomes, or environmental constraints, are just a few factors
that may influence educators’ decisions on whether or not to incorporate games in a curriculum. One of
the major differences between the categories is the game design or more specifically gaming
characteristics (GCs). The question is how to choose an appropriate game to achieve specific instructional
Nowadays, the use of technology had widely spread almost everywhere by means of desktops,
laptops, tablets and most especially, smartphones. These may help in improving the life of each and every
one of us. On contrary, they may also be a bane for some particularly to students because of the various
Due to the said distractions, students lack focus and, at the same time, had a hard time
remembering the things that needs to be learned particularly those students in line with the electrical
industry due to a lot of words and symbols to memorize which needs to be familiar with. This is how this
Moreover, the need for a more interactive way of teaching and learning thus make each and every
The user will be able to display and to enhance his skills. All of these reasons motivated the
RATIONALE
The primary goal of the study is to develop a software that will provide learning and
entertainment on the student of the BPSU –IIEE. This will be accomplished in program of Electrical
Symbol Memory Game. As with stated, unlike most game this project involves the subject of Electrical
Engineering which deals with the familiarization of the electrical tools and equipment. Aside from the
game, the study also aims to present the user with information including the uses of each of the tools,
Presented in this section are the general and specific objectives of the proposed software.
General Objective. The general objective is to apply the concepts of Visual Basic 6.0 and to
contribute to the existing body of knowledge in the society through science and technology are the
a. User-friendly
b. Interactive
c. Informative
d. Reliable
e. Efficient
4. To show that the proposed is technically and operationally feasible for implementation
5. To determine if there is any significant difference between the existing system and the
proposed software
The target users will be provided with a more efficient and reliable reference through the
proposed system.
1. The existing system is based on general aspects. The user plays the game just for having fun and
as a leisure. Based from the game mechanics, the user generally aims the goal of the game which
is to clear the puzzle. The user then have no essential benefits from playing the game.
2. Several issues may arise from using the existing system. The user may built boredom within the
gameplay due to the unproductivity of the system. The user is pressured due to the time allotted,
the user will not be able to complete its aim since the system is not interactive. Also, the user is
The scope of this system is all about the symbols used in the course electrical engineering, the
system will only tackle things that are all about this topic. This section outlines the ways in which games
are currently used in the said area of education, presenting several broad and specific categories for
consideration. It also looks at the problems of integrating games into the curriculum and into teaching and
learning. Even though this is not as graphically pleasing as the existing systems, the said system will offer
a more informative way of learning. It also considers new areas and unexplored avenues for gaming in
education. This will also investigate and present how instructional games stimulates one’s learning. The
games used offer motivation for learning because they are interactive and built on the ubiquitous culture
of young people. Recognition and acceptance of young people’s culture could offer schools and education
a better understanding of the way in which young people learn, think and integrate socially. The games
currently available to schools may be limiting but not as limiting as the curriculum into which they are
The importance of the proposed software will be discussed in this section. It is through these
factors that the reader will be able to see the need to implement the proposed system in our society today,
Educational Significance. The proposed software will contribute to the improvement of the
educational system. By using entertainment and learning this will aid the student to focus on the
Technological Significance. The completion of the study will mark a significant progress in the
technology of our society since it changes the usual way learning through the use of a memory game.
Psychological Significance. This will help the improvement cognitive skills and memory
processing and coordination of the student. Through this software the act or process of knowing,
CHAPTER 2
Brief review of existing studies and literature that has relation to the proposed study is discussed
in the chapter. Comparisons between the existing system and the proposed software in the theoretical
framework where the differences the two towards each other. Lastly, terms that will be used in this study
The flow of data from inputs, processed by the system produce the desired output will be
discussed in this section, both the existing and the proposed system.
The existing software basically involve instructional games which are intended commonly for
kids. These include instructional games which not just promote enjoyment but also develop motivation of
every individual. They also come in visually appealing displays and often cover general and easy subject
matters.
The proposed software, on the other hand, provides a student-friendly intervention material. The
said software will feature a more challenging game which tackles a specific subject area. This will
involve topics about Electrical Engineering and its allied courses. These will serve as a sort of reference, a
form of learning as well as a reviewer for the said users. This will also feature a more strategic way of
teaching and an interactive way of learning. The discussion about the system’s framework are graphically
CONCEPTUAL FRAMEWORK
The game is
presented to the user and
instructions are User’s decision making Completion of game and
discussed. retrial
EXISTING SYSTEM
PROPOSED SOFTWARE
Fig. 1.0
RELATED LITERATURE
The assumption many are making is that digital games are well suited to improve instruction and
differentiate learning while also providing more effective and less intrusive measurement than traditional
assessments offer. This is what the proposed system is all about. This paper also provides an overview of
In order to understand the potential role of mainstream games in supporting learning, we need
first to ask what we mean by ‘learning’. This is harder than it looks as there are multiple and evolving
definitions of learning, with significant areas of disagreement both as to what it means to learn, and what
In line with developments in learning theory, research that has examined children’s self-
motivated computer games play sees their learning as a process of participation in practice rather than a
process of acquisition of facts or disconnected ‘pieces’ of information, ie ‘doing’ rather than ‘knowing’.
While the majority of research discussed so far has been concerned with what and how children
learn in their informal playing of computer games, in recent years there have been a number of studies of
the use of mainstream computer games in schools, intended to explore whether these games can have any
role in supporting current educational objectives. Given the research above on the potential of games to
support learning of competencies, collaboration and participation in practice, however, there are some
significant tensions in evidence when introducing mainstream games into the school setting.
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Moreover, research into the use of mainstream games in education is relatively novel, but
growing rapidly. Research is mainly concerned with the development of related competences and
literacies during game play, or the role of games in the formation of learning communities either while
On the other hand, software designed to support young people’s learning often borrows from
game design in an attempt to replicate the levels of engagement and harness this to facilitate more
traditional learning.
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RELATED STUDIES
One of the aspects that attract people to games is that they are enjoyable. Csikszetmihalyi (1990)
has studied many enjoyable activities. He argued that there are several elements (components) that make
Aside from that, games can be used as instructional activities or some of the aspects of games can
be incorporated into other instructional activities to make them more enjoyable for the learner (Garris,
In line with this, instructional games have been used for a wide variety of tasks with learners of
different ages.
Past reviews have found that the majority of articles on instructional games are opinions about
whether to use games and about the potential of games to provide effective instruction (e.g., Dempsey, et
al., 1993-1994). Far fewer articles provided empirical data on research that has investigated the
instructional effectiveness of games. This was also found in the present review.
In addition to these, an instructional game will only be effective if it is designed to meet specific
instructional objectives and used as it was intended. (Caftori & Paprzycki, 1997)
Hays and Singer (1989) discussed several ways that games could be used for instruction. They
observed that potentially, games can be used to assess entry level performance, to measure criterion
performance, to aid in formative and summative evaluations of instructional approaches and programs, to
provide instructional information on specific knowledge and skills, to help change attitudes, to serve as
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advance organizers prior to other forms of instruction, to replace alternate forms of instruction to transmit
facts, teach skills, and provide insights, to serve as a means for drill and practice, to help integrate and
Furthermore, Pierfy (1977) did find that some research indicated that the use of games might
Moreover, Dorn (1989) found mixed results from his review. He observed that there are
consistent results that show that games generate interest and motivation in learners. In general, he found
that games appear to be as effective as other techniques for teaching factual information, principles, and
concepts.
Likewise, Randel, Morris, Wetzel, and Whitehill (1992) reviewed 68 studies that compared the
As an example, Rieber and Noah (1997) used a game to teach university students the
relationships between acceleration and velocity. When compared to participants who were taught these
topics without a gaming context, it was found that the game actually interfered with the participants'
On the other hand, the "Folk Model" divides games into 4 (non-exclusive) categories: games of
skill, games of chance, games of strategy, and simulation games (Wikipedia, 2005). Games of skill
include: board games, card games, letter games, mathematical games, puzzle games, guessing games,
word games, games of physical skill, and instructional games. Games of chance include: dice games, card
games, casino games, lottery-type games, Bingo, and Pifiata. Games of strategy include: Checkers, Chess,
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Go, and Mastermind. Simulation games include: role-playing games, board games like Monopoly, and
To sum things up, this section showed the different studies to the current one. Additional
information from these studies into consideration while developing the proposed software. The mentioned
The technical terms used in the study are defined in this section. This includes the simplest
Instructional Games – It is a game designed to encourage student motivation to include learning a fun
activity.
Software – These are programs that run on a computer and perform certain functions.
Simulation – The imitative representation of one system or process by means of the functioning of
another.
Visual Basic – is a programming environment in which a programmer uses a graphical user interface to
choose and modify preselected section of code written in BASIC programming language.
Electrical Engineering – This is the application of science as well as mathematics by which the properties
Mainstream Games – These are the games which include incorporation to mainstream.
Motivational Activities – These are the activities that promotes enjoyment as well as additional
CHAPTER III