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JEEPNEY`S JOURNEY: E-Learning Games for kids

Justin Emil R. Jaranilla


Technological Institute of the Philippines #32-BP.Ocampo St. Brgy. Manilag Project 4, Quezon City, 1447 (02)421-8457

Paulo Angelo A.Lapus


Technological Institute of the Philippines # 133 Daffodil St. Greenland Executive village, Cainta Rizal (02)656-4069

Ma. Christina C. Quitoriano


Technological Institute of the Philippines #6575 Kalinisan St. Brgy. Comm., Quezon City (0910)911-7137

emiljaranilla@yahoo.com

angelo_lapus@yahoo.com

christina.quitoriano@yahoo.com

ABSTRACT
Jeepney`s Journey is 3D Educational game with a Filipino flavor. The main object of the game used was the most popular means of transportation in the Philippines-The Jeepney. The game aimed is to encourage kids to be more familiar in the Philippines historical landmarks and events. The game has 3 stages and rotates only in selected historical and remarkable places (EDSA Shrine, Rizal Park and Intramuros). The game play is more on Filipino concept that will help kids to easily understand and appreciate the significance of every landmark in the Philippines. This game will also help kids to patronize the Original Pilipino Music of our country. Moreover, developing more educational games with a Filipino concept will help the kids with any nationality to value the remarkable and historical places in their own country. Kids who play this kind of game may not just enjoy and entertain but also the game content may give them a lot of lesson, encouragement and knowledge that will help them in the future.

Preschoolers aged two to five play an average of 28 minutes/day. The amount of time spent playing computer games is increasing, but not at the expense of television viewing which has remained stable at about 24 hours/week. Computer games are natural teachers. Children find them highly motivating: by virtue of their interactive nature. Children are actively engaged with them: they provide repeated practice: and they include rewards for skillful play. By developing an E-learning Game with a unique Filipino concept it could be a big help for students to enhance their academic performance, strategic thinking and push them away from violent content computer games. Computer games, today, are vast and popular not only for the entertainment and fun it brings but also for improvement of reflexes, dexterity and values, logical, communication and strategic skills which may be acquired From it. Most of the games require multiple players. However, single player games are unique in respect to the type of challenges the player faces. Single player game could be a great benefit in terms on focusing to educate and developing E-Learning games. Jeepneys journey is a single player E-Learning game that will surely create a breed of adventurous fans among gamers. Through the use of Three Dimensional Graphics Technology, The proponents are aiming to develop a Filipino E-Learning game. This will help children aged 5 to 8 years old to see the historical landmarks and events in the Philippines faces about each one.

1. INTRODUCTION 1.1 Project Context


The computer game industry is now over 30 years old. During that time, computer technology has improved at a geometric rate. The promise of computer games as teachers was clearly recognized in the 1980s when there was a nationwide push to get computers into the classrooms. In the years that followed, researchers found that educational software and games can indeed have several very positive effects on children's academic skill. Over the same period, video games also moved into children's homes. Among elementary school populations in the Philippines, girls play for an average of about 5 hours/week and boys average 13 hours/week. Playing games is not limited to adolescent boys.
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1.2 Purpose and Description


The Jeepney`s Journey is adventurous E-learning games with a Filipino concept. The main purpose of this game is for the kids aged 5 to 8 years old to be able to familiarize the historical landmarks here in the Philippines.

1.2.1 For the Gamers

This study will influence the Gamers aged 5 to 8 years old to value the historical landmarks in the Philippines. It also helps gamers to appreciate the historical landmarks in the Philippines.

- Path finding AI is the method for determining how to get


an NPC from one point on a map to another. (NPC QUEST provider)

1.2.2 For the Developers


This study will encourage the developer to create more educational games and Filipino concept that will showcase the Philippines. The developers will also develop their designing and programming skills in developing and conceptualizing Filipino E-Learning games. - Survival Instinct AI it is an AI wherein the character can recognize different objects inside the game map and determine whether it is beneficial or detrimental to its survival. (Power ups and obstacle detector)

1.2.3 For the Future Developers


The study will introduce new gaming concept as a basis for future research. As this study is made in Filipino Concept; future developers will be encourage to improve and create more excitement Filipino Elearning games concept.

- Rubber banding AI Is an AI used to boost the competitive feel of the game. One of its examples is getting additional power ups to increase the excitement of the game. (Power ups inside the game) - Behavioral AI it is a type of AI wherein the character behaves on a particular event inside the game. (Stumbling cones and over steering of the vehicle when collided at the mud) - Single Way point AI It is a method wherein you can manipulate the game objects to move around the game map by assigning the game object to a designated place. (traffic vehicles) 1.4.2 Limitations
Stated below are the limitations of the research study Jeepney`s Journey The game map rotates only in selected Historical landmarks in the Philippines (EDSA Shrine, Rizal Park, Intramuros , Malacanang Palace) for the gamers to be more familiar to the Philippines and maximum of two three-dimensional environment. Jeepney`s Journey is a standalone game. It means that this game does not necessarily require a network connection to function.

1.3 Objectives
1.3.1 General Objective
The project intends to develop E-learning games with a Filipino concept that will showcase the historical and remarkable landmarks in the Philippines.

1.3.2 Specific Objective To promote a Filipino Game Concept that will easily familiarize

gamers aged 5 to 8 years old to historical landmarks here in the Philippines. To introduce to the gamers the significant event which took place on this landmark. To offer an alternative playing game with a unique Filipino concept. To develop a game that provide a safe artificial environment within which learners with low self esteem may feel more inclined to explore, investigate, and express themselves. To develop a game that will encourage the gamers to appreciate the Original Pilipino Music.

1.4 Scope and the limitations


This research study will focus on E-Learning Filipino concept that targets the children aged 5 to 8 years old as a main player of this game. The scenarios used inside the game are the historical and remarkable places in the Philippines such as EDSA Shrine, Rizal Shrine, Intramuros and Malacanang Palace. The main Object of the game is the most popular mean of transportation in the Philippines -The Jeepney.

2. REVIEW OF RELATED LITERATURES AND STUDIES


This part discusses the literature and studies related to the proposed game. This section discusses both foreign and local literature related to single player Adventure game.

1.4.1 Features
The research exhibits the following features: Objects and scenarios that will be used inside the game are the forest places in the Philippines that showcase the Filipino concept. Support for real-time adaptive learning scenarios like Historical landmarks. Increased level of difficulty at the same time improving of appearances and performance. Artificial Intelligence we used are the:

2.1 Review of Related Literatures 2.1.1 Local Literature


By the Year 2010, a video game with catechism which aims to evangelize the youth was launched by the Catholic Bishops Conference of the Philippines (CBCP). The game, called Paolos Journey, was developed by a Filipino Catholic priest, Fr. Maximo Villanueva Jr. of the Diocese of Balanga in Bataan. The 3D video game was created by the Bataan priest with the help of his friends from the Studio of Secrets; Inc. Villegas explained that the video game represents the journey of young people who are in search of

meaning in their lives. Paolos Journey is representative of the search, journey of our young people for greater meaning in their lives. We want to say to our young people that the only meaning that they can find in life that is lasting is their friendship with Jesus. All the others will pale in comparison to the friendship of Jesus which is the only meaning in our lives, he said. The game was based on Pope Benedict XVIs Compendium of the Catechism of the Catholic Church. "Paolos Journey" is about an adventure of a young boy who gets lost in the forest while chasing his kitten, then is trapped in a mysterious cave. In order to escape from the cave and finish the game, the player has to collect scrolls around the level, which contain possible answers and give the player strength to the questions given at the exit of the level. The questions on each cave represent Easy, Medium and Difficult levels based on the Sacraments, the Ten Commandments and Christian Living. For each correct answer, a piece of land will be shown to form a bridge where the player can move on to retrieve the three keys. It is only after retrieving the keys that the path to exit the level will be available. (Manila Bulletin by: LESLIE ANN G. AQUINO, July 9, 2010, 5:47pm) Since then, CBCP or Catholic Bishops Conference of the Philippines aims to evangelize the youth by discovering Jesus as a friend. These games are specifically designed to teach the youth about a certain topic that helps them grow into a more complete person. The article inspired the proponents to develop educational adventurous games like Jeepney`s Journey with a Filipino concept. Like this article Jeepneys Journey also aim is to teach the youth about the historical and remarkable landmarks here in the Philippines.

on learning style that will help youth people to improve knowledge about the historical events in the Philippines. Moreover, Jeepney`s Journey educate the youth to value the events that might give them moral lessons and will help them to be more patriotic citizen.

2.2 Review of Related Studies 2.2.1 Local Studies


2.2.1.1 Philippine landmarks in Crazy Kart added AFTER successfully launching the country's first online racing casual game, online game publisher Level Up! is adding a new Filipino-themed map in Crazy Kart. The "'Pinas Map" features famous landmarks spread along the track. It includes digitized 3D images of the Fort Santiago Tunnel, the Rizal Monument and the Manila Cathedral. In one part of the map, a hazy image of an island that looks like the rocky Corregidor Island can be seen. Another part of the track includes a stretch that looks like the road going up Baguio City, which actually leads to the Banawe Rice Terraces. In a humorous twist, Level Up! Developers added some potholes reminiscent of the damaged parts of EDSA. They even added look-alikes of steel sidewalk barricades placed by the Metro Manila Development Authority. The company had previously incorporated Filipino vehicles as playable units in the game. Among these are the FX taxi, an owner-type jeep and the ubiquitous jeepney. They later added the CK Drift Kart, which is based on a real-life Nissan Cefiro drift car that the company modified as part of their marketing strategy for Crazy Kart. Another element in the game is the addition of an original Filipino song entitled "Crazy Karter Sweet Lover" performed by Ang Bandang Shirley. Level Up! Crazy Kart Brand Manager Jeff Paulino said the idea behind the Pinas Map is to create more excitement for Filipino players of Crazy Kart and to package the game as the "pambansang [national] casual racing game." He said that since they incorporated "Taglish" as part of the localization of the game, the number of players have increased to over 1 million registered users. In a month, Crazy Kart has more than 700,000 unique users (or more than 100,000 unique users daily) playing the game, Paulino added. "The drawing point of the game is both its incorporation of the Filipino language a first among our games and the ease of playing it. We've had players as young as four and parents enjoy watching their kids play as much as they play themselves." Paulino said they are looking to create and release more Filipino-themed maps soon. (HACKENSLASH/INQUIRER.NET: January 30, 2009 7:35 AM) From the game Jeepney`s Journey similarly, Proponents had set not only to come up with a good title, storyboard and software to use but also the market and the demand in the virtual gaming field. The Jeepneys Journey also comes up how the youth people easily familiarize the historical and remarkable events happened here in the Philippines. By this aim of the proponents Jeepneys Journey developed, and will help the youth to also value the remarkable events that might serve them as a lessons and knowledge.

2.1.2 Foreign Literature


Linguist and cognitive scientist James Paul Gee suggested that the best commercial video games are already state of the art learning games because they allow learning to take place situated in activities and experiences. However, he advocated for the importance of teachers, and for a balance between telling everything to learners and letting they experience everything on their own. Gee provided a vision and broad framework for those interested in harnessing the power of video games for educational purposes. However, because his theories are based primarily on his own (rich) experience with games rather than on a formal study, much work needs to be done in order to test and verify his theories, and in order to realistically implement his recommendations. (Gee, James Paul (2003)) They encourage different ways of learning and thinking and provide the opportunity to teach and practice new skills and encourage imagination, creativity and exploration.(Gee, James Paul (2005)) Humans played games to relax, build social bonds, increase social status, and develop skills and dominance and so on. Among all the cool and colorful graphics, the fantastic music, and the intriguing and exciting plots, Computer games can be very educational likewise to Jeepney`s Journey that is focusing more

2.2.2 Foreign Studies

Researchers today have found that computer games could become part of the school curriculum after researchers found they had significant educational value. The UK study concluded that simulation and adventure games - such as Sim City and Roller Coaster Tycoon, where players create societies or build theme parks, developed children's strategic thinking and planning skills. The medium of educational games provides an opportunity for teachers to introduce educational and playful elements into the learning environment. With computer-aided learning programs, teachers may assist students on social aspects such as critical learning, knowledge based communication and effective interpersonal skills that traditional methods of teaching cannot offer. (May 2009) Similarly to the proposed game, Jeepney`s Journey are also Educational Adventurous games that will help the gamers in performing academic activities in school. Jeepney`s Journey intends to develop a game that will help the youth to develop new perspectives, skills, and techniques. Children completing the proposed game via e-learning had the advantage of being able to share their experiences, knowledge, and suggestions for application in practice. As a result in developing the game the proponents also consider the effect to education of the gamers because learning games is a great way to build the skills that kids need to succeed in school.

most widely-used 3D software packages today for several reasons, such as its long heritage on the Microsoft Windows platform, its powerful editing capabilities and its ubiquitous plug-in architecture.

4. DESIGN AND METHODOLOGY DISCUSSION


This part discusses the methods and procedure used to gather important facts and related topics concerning how to develop a Filipino concept game.

4.1 Research Methodology


To be able to understand the research project, the proponents used the necessary methods of research and data gathering tools. The study was developed through the use of the following methodologies:

4.1.1 Descriptive Method


To make the study more reliable, the developers used the Descriptive Method of research to come up with comprehensive documentation about the research study on 3d game development. Descriptive Method is a type of research that includes many particular research methodologies and procedures, such as observations, surveys, self-reports, and tests. The four parameters of research will help us understand how descriptive research in general is similar to, and different from, other types of research.

3. TECHNICAL BACKGROUND
This part discusses the different coding methods that the developers used to develop the game. Unity 3D Is an integrated authoring tool for creating 3D video games or other interactive content such as architectural visualizations or real-time 3D animations. This allows developers to create immersive, interactive, 3D games and simulations. Unity is relatively simple to learn though it can still be used to develop rich and robust games and applications. Finally, Unity allows developers to choose from a variety of coding and scripting languages to program the interactivity and artificial intelligence components of the game (for example, C# and JavaScript). Adobe Photoshop was used for creating textures and sprites for the game models. With it you can make virtually any modification to an image that you could ever imagine. Adobe Illustrator was computer software that enables users to design, modify and edit vector graphics images from a computer and save them as files into a number of vector graphics formats. Adobe Soundbooth was a digital audio editor . It is used primarily by video editors and web designers to perform tasks like removing unwanted noise from animations or films, editing voiceovers, adding musical scores or changing the sound or speed of music, explains Adobe. The program is designed for individuals who are not experts in audio recording technology. Autodesk 3ds Max was formerly known as 3D Studio MAX, it is a modeling, animation and rendering package developed by Autodesk Media and Entertainment. 3ds Max is one of the

4.1.2 Developmental Research Method


The purpose of the Development Research is to have access changes over an extended period of time, to be able to differentiate the progress on every instance in development. The Developmental Research Method is relevant to the developers to monitor the imperative progress of the game. The developers of the proposed game identify additional functionality, structures, and elements which are later realized relative to the primary game plan.

4.2 Research Instrumentation Techniques


The proponents use the following techniques to gathered information in conducting the research study.

4.2.1 Library Research


The Library research method is used to gather information and reference related to the research study. Articles, books and magazines available in the library serves as guide and reference for any the documentation needs especially in acquiring relative literature and studies for game conceptualizing and development. For further information, previous resources of research study in game development can utilize for game design and conceptualization.

4.2.2 Web Browsing


The major source of information and reference is the World Wide Web. The proponents use the web for downloading e-books

that discusses the Philippine historical places, and three dimensional rendering tutorials used in developing and conceptualizing the Filipino concept, Jeepney game. It will provide several ways of describing data to ensure the validity of data; the proponents used frequency, percentage, mean, t-test and the rating scale for statistical treatment. Statistics Statistical treatment of data aims to test the hypothesis to distinguish the difference between the assessments of the proponents as to the efficiency of the develop computer game. And will not only tell the proponents how good the research study will be, but can also lead to improvements in developing the game. However, the most important function of statistical description of data is to remind the proponents not to assume any more about the results than the data warrant.

4.2.3 Observation
Through the use of the research instrumentation techniques, the proponents observed that most of the games in the industry require multiple player game to achieve total entertainment for the gamers. However, stand alone games are unique in respect to the type of the game play will be develop. By browsing the articles from the World Wide Web, the proponents observed that the Philippines does not have any stand alone E-Learning Filipino game developed by Filipino developers are entertained in the industry. For that reason the proponents come up in developing a pure Filipino concept, E-Learning stand alone game that increases the gamers awareness in Philippines historical places.

4.4 HIPO (Hierarchical Input Process Output)


In this part the structure of the project research is described with the use of HIPO (Hierarchical Input Process Output) and IPO (Input Process Output). HIPO (Hierarchical Input Process Output) discusses about the hierarchical process of the game. It also serves as a simple representation of the games main menu.

4.3 Statistical Treatment of data


The proponents used t-test in order to get the difference between the existing and proposed system but in order to get the required samples that will be used, the researchers used different formulas. The proponents use the formula in getting the mean to help us to interpret data in unbiased manner.

0.0 Jeepney`s Journey 1.0 Main Menu

1.1 Start Journey

1.2 Select Journey 1.2.1 Map Destination

1.3 Instructions 1.3.1 Game Controls

1.4 Credits 1.4.1 Back to Main Menu

1.5 Quit

1.1.1 Game Mechanics 1.1.2 Start Game

Ga Ga 1.2.2
Start Game

1.3.2

Back to Main Menu

Figure 1-1. Hierarchical Input Process Output of Jeepney`s Journey

This diagram starts by launching the game automatically; to start a game the players must need to Click Main Menu. The Main Menu are consists of five sub menus the Start Journey, Select Journey, Instructions, Credits and Quit. The First sub Menus is Start Journey, it is the menu in which players can explore and

experience the historical landmarks here in the Philippines. To begin playing games the player must click the Start Journey then Game Mechanics will display. This will show how the gamers play the games. Now the game is ready to start. The Second sub menu is Select Journey; in selecting a Journey the player can

choose different map destinations and historical landmarks. The Instructions menu shows you the game control. Credit menu contains the information about the game creators and developers and the Exit lets you end and leave the game. Table 1-3. Select Journey (IPO) This table shows how the players can select a Journey. Select Journey is a big challenge for a player; it allows experiencing different map Destinations. In selecting your destinations, the players can now experience different map destinations as well different historical and remarkable places. (See Table 1-3) Instructions

IPO (Input Process Output) This part shows the inputs of the player and how the game produces an output based on their actions. Basically, IPO explains every module of Jeepney`s Journey. Jeepney`s Journey (Icon)

Key ID: 0.0


Input Process Output

Key ID: 1.3


Input Click the
Main Menu

Process
Load the Game Controller

Output Show Game Controller

Click the Jeepney`s Journey.exe

Load the game

Instructions

Table 1-1. Jeepney`s Journey (IPO) This shows the process on how to load the game. First click the Jeepney`s Journey icon and it will load game and display the Main Menu of the game. The Main Menu were consists of five sub categories. (See Table 1-1) Start Journey

Table 1-4. Instructions (IPO) This table shows the Instruction. Instruction menu contains the Game control in which player can easily maneuver the main object of the game -The Jeepney. (See Table 1-4) Credits

Key ID: 1.1


Input Process Load Game Mechanics Output
Display Game Mechanics

Key ID: 1.4


Input Click Credits Process Load the Credits Output Display Credits

Start Journey

Table 1-2. Start Journey (IPO) This table shows how to start a Game by clicking Start Journey into Main Menu; then it will display the Game Mechanics. Game mechanics is the information on how to play the game, Game mechanics was also a helping key to succeed in games. Players can now access the game. (See Table 1-2)

Table 1-5. Credits (IPO) This table shows the Credits. Information on the game makers are displayed in this form together with some resources used in the game development. . (See Table 1-5) Exit

Key ID: 1.5


Select Journey Key ID: 1.2 Input
Click Select Journey Click Chosen Journey Process Loading Select Journey Load Journey Destination Output Display Map Destinations

Input Click exit button

Process Unload the game.

Output Game Unloaded

Table 1-6. Exit (IPO)

Show Game

This table shows how to quit on the game. Upon unload, game information are saved in the database. This will automatically store all information in the span of the game play. Players can click the exit button to end the game play. (See Table 1-6)

Table 2-2. Evaluation on Jeepney`s Journey Design This shows that the grade school students believe, that Jeepney`s Journey has an Acceptable Design. The proposed game was evaluated and has passed the expectations of potential gamers. (See Table 2-2)
Criteria Mean Interpretation

5. Results and Discussion


This part discusses the outcome of the researcher`s evaluation about the project. This part shows the interpretation of the gathered data and the presented data tabulation for the summarization of this study.

Game Controls Artificial Intelligence Understandability Aesthetics Learning Curve Efficiency Average Mean

4 4.3 3.93 4 4.17 4 4.07

Acceptable Acceptable
Moderately Acceptable

Acceptable Acceptable Acceptable Acceptable

5.1 Profiling
The developers choose both public and private grade school students and teachers to evaluate the game. The developers have decided to use this sampling because grade school students are the main users of this software. Included are the teachers, because they are more knowledgeable in rating both physical interface and logic design. Furthermore, the teachers know the reason why the study is important to recommend to their student.

Table 2-3. Evaluation on Jeepney`s Journey Usability Shows that the grade school students and teachers believe that Jeepney`s Journey has acceptable usability. The proposed game was evaluated and has almost passed the expectations of respondents except for Understandability. (See Figure 2-3) Criteria Story and Concept Game Play Average Mean Mean 4.03 4.2 4.12 Interpretation Acceptable Acceptable Acceptable

5.1.1 Effectiveness of the Game Jeepney`s Journey


This section discusses the average rating of the respondents based on three aspects of the game.-Media elements and graphics, usability and content. The average mean is the result of evaluation based on the game.

Table 2-4. Evaluation on Jeepney`s Journey Content Shows that the grade school students believe that Jeepney`s Journey has Acceptable content. Respondents gave positive scores due to originality of storyboard and game play.

49.2 % 47.3 %
Private Students Public Students

5.2 Analysis
The respondents gave an average rating of 82.8% based on its Media elements and graphics, usability and content. As a result of the survey, the proposed game passed the gaming standards of the respondents and satisfied their gaming needs. Jeepney`s Journey resulted to an acceptable level in terms of the three major functionality of the game.

Figure 2-1. Evaluations to Private and Public Students Shows that 49.2% of the students from Private schools find the overall criteria of the game Acceptable while 47.3% of Public school students find the criteria fairly acceptable both however, understand the concept of the game. The Proponents separated overall evaluation result both Public and Private Students to be able know the outcome in performing education based-games to students. (See Figure 2-1) Media elements and graphics Model Design User Interface Background Music Average Mean Mean 4.2 4.1 4.4 4.23 Interpretation Acceptable Acceptable Acceptable Acceptable

5.3 Results
The developers have conducted an evaluation survey for 30 respondents, whom are students from public and private schools and 10 are grade school teachers. The survey showed, the design of the game based on its Model design, User Interface and Background are acceptable to the respondents. Respondents also believed that the game is usable and has acceptable content in terms of the uniqueness of storyboard and game play used. The proponents also compared public and private students to differentiate what the effects of the

game are; as a result private students are 49.2% satisfied to play the game while public students are moderately satisfied with 47.3%. Moreover, the proponents would also like to emphasize the necessity for the development of E-learning games with a unique Filipino concept to the Filipino youth. Having this kind of game concept will help young people to easily recognize and value the historical landmarks and events here in the Philippines. The proponents were able to come up with a new, good and high quality complimentary engine that will help the study to encourage the youth to play the game. Also this complimentary engine will improve the graphics and environment of the game that will gratify and motivate the students to play the games while learning.

culture to the youth of any nationality by showcasing various landmarks and historical events which they represent.

6.2 Recommendations
The proponents recommend to future researchers to develop more exciting and fun learning games that will effectively help the youth, for the reason that learning games for kids are a great way to build the skills that kids need to succeed in school. For the reason that learning games for children are great way to build the knowledge and awareness of Philippines culture. The proponents recommend also coming up with a good story board and title to encourage the children to play, have fun and experience games and to create a unique Filipino flavor in which help the students to basically learn, value and patronize the historical and remarkable landmarks here in the Philippines.

6. Conclusions and Recommendations


6.1 Conclusion
Jeepney `s Journey is a fun game with a unique Filipino flavor. The developed game showcases historical landmarks and events in the Philippines. Moreover the study will promote Philippine

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