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In
Partial Fulfilment of the
Requirements in
Research II
Group I
X-Pascal
Arizapa, Kenneth
Espinosa, Neil Florenz
Oxales, Alexander Joseph
Rubia, Paul
ABSTRACT
• Introduction
The main problem of this study is to develop two games that will immerse high
school students in mathematics. Specifically, it aims to answer the following
research question:
• Evaluation rating
• Confidence rating
• Null Hypotheses
• Evaluation rating
• Confidence rating
• Assumptions
• Students that are interested in mathematics have high grades in the said
subject.
These games will also help students understand the importance of math in
real life situations outside the classroom. If fully utilized, it will help Filipino
youths become proficient in math resulting in personal and economic growth
alike.
This study was focused on the development of two games and measuring
the games’ entertainment value and immersion value. This was conducted in the
school grounds and in one of the researcher’s house from October to January
2019 .
G. Definition of Terms
Hyper-casual game. These are games that are lightweight and playable in an
instant.
Shooter game. These are games in which the player controls a character that
wields weapons that shoot or harm an enemy.
Controlled group
Construct 2
Construct 2 makes HTML5 games. These run online in a web browser on a wide
variety of different devices and operating systems, including on mobile devices
like phones and tablets, ensuring your game is accessible to as many people as
possible. This section is a summary of the technology involved. It is probably of
more interest to technically-minded people and can be skipped if you are more
interested in the details of how to use Construct 2.
Despite the fact that Construct 2 games can be ported to a variety of different
platforms even as "native" apps, the underlying technology is still a HTML5-
based engine.
HTML5
HTML stands for HyperText Markup Language. HTML is the standard way web
pages have been made since the beginning of the internet. HTML5 is the fifth
major revision of the HTML standard, and it started to gain widespread adoption
in 2011. It introduces many new features, but only a small number apply to
games. However, "HTML5" is still the most appropriate way to describe the
technology used for Construct 2's games. Javascript is the standard
programming language used to program web pages, and this is also used to
power Construct 2 games.
Javascript
Javascript is the standard programming language for the web. It allows web
pages to become interactive and in many ways work like traditional applications.
It is also an industry-agreed standard.
Javascript is not Java. These are two unrelated programming languages which
simply happen to have a similar name. Java applets are another technology
which can run in a web page, but it is a totally different technology to Javascript.
Try not to get confused between the two: games made in Construct 2 do not
need or use Java to run. Modern browsers compile javascript to native machine
code (or CPU instructions). This ensures that web pages (including games) using
javascript run as quickly and efficiently as possible.
Javascript programmers can extend Construct 2 with their own plugins and
behaviors.
Clip Studio Paint
Clip Studio Paint's tool set is focused and optimized for use in creating comics
and manga. It has tools for creating panel layouts, perspective rulers, sketching,
inking, applying tones and textures, coloring, and creating word balloons and
captions. It supports creation of bitmap and vector art, importing 3D models, and
frame by frame animation. It supports input with a mouse, or with a stylus and a
graphics tablet or tablet computer.
Adobe Photoshop
Adobe Photoshop is graphics software that is widely used for raster image
editing, graphic design and digital art. It makes use of different layering and
various tools to allow for depth and flexibility in the design and editing process.
Aseprite
Google chrome
Children learn mathematics in the early stages of their lives through real-life
interaction and playing with toys or materials, guided by their parents, siblings, or
peers (Broody & Wilkins, 1999; Griffin, 2004, as cited by Kermani, 2017). In the
Philippines, the K-12 curriculum imposes a student-centered way of teaching
(“Why Teachers in the Philippines”, 2015). Nowadays, learners enter the school
and learn mathematics through a hands-on and practical approach. In addition,
group work and brainstorming with peers is implemented so that the students can
clarify their thoughts, process concepts, and discuss ideas with much ease.
These teaching practices are proven to be more effective than the conventional
question and answer exposition in which the teacher will discuss all the laws and
concept while the students sit and listen (Ulep, 2006). Applications of concepts in
real life situations are also given importance, especially in the K-12 curriculum.
The use of games in teaching is not new and is proven advantageous in teaching
mathematics (Ernest, 1986). It evolved from older games that are actually drills in
which lessons learned in the classroom is practiced, to construction versus
instruction, constructivism, and collaborative community of learning of modern
games (Kebritchi, 2002). Several studies and literature reviews have proven that
interactive computer games are successful in motivating students in mathematics
and improving their academic achievement (Hmaid & Ibrahim, 2017; Huang &
Wu, 2015; Hui, 2006; Kebritchi, 2008). In particular, McLaren, et al (2017), tested
the effectiveness of math games in teaching decimals. After playing the game,
the respondents answered a post-test, delayed post-test, evaluation rating, and
confidence rating to assess their learning.
In modern games, students develop and apply math concepts in real life
situations that they actually experience while playing the game. Problem solving
skills such as trial and error methods, simplifying difficult tasks, looking for
patterns, making and testing hypotheses, reasoning, and proving and disproving
are also developed while playing games.(Ernest, 1986). Games also engage
students in mathematics at cognitive, affective, affective, and operative levels.
Cognitive level refers to the actual math concepts that the student learned from
the game, affective level refers to the fun or pleasure that the student feels while
playing the game, and operative level refers to the improvement in the student’s
strategic and problem solving skills after playing the game. Also, games provide
challenge to students, which in turn improve immersion in the lesson. Dialogue
and interaction during and after playing also engages the student and prevents
boredom (Attard, 2017).
Hyper-Casual games are defined as games that are lightweight and playable.
The addiction on these games comes from the short gaming session and the
ease of playing. In addition, players can start and stop playing the game anytime
he pleases. User Interfaces of these games are also simple making it easy to
play (Heinze, 2018).
On the other hand, Shooter games are games in which the player controls a
character that wields weapons that shoot or harm an enemy (Hosch, 2009).
Specifically, the game developed is a top down shooter game. Top down refers to
the perspective used in the game. It provides an elevated viewpoint above the
action. This can include games with Isometric graphics, dual-joystick shooters,
and 3D platforms.
Both games are popular to teenage and young adult Filipinos (The Filipino
Gamer, 2017). While shooter games have been popular since 1960s (Rigney,
2012), the popularity of hyper-casual games is relatively new. Even so, game
developers and marketers see a positive trend in the bloom of hyper-casual
games (Heinze, 2018)
While there are no studies coining mobile games and learning, several
researches about the behavioral and motivational effect are published. Yee
(2006) stated that games affect people in three components – achievement,
social, and immersion. Behavioral patterns such as domination, analysis, and
wanting progress (under the achievement component); friendship, self-
disclosure, and collaboration (under the social component); and exploration,
fantasy, lore, relaxation, escaping real life (under the immersion component) are
related depending on the kind of games someone plays. On the other hand,
Pollak et al. (2010) proved the motivational effect of mobile games in having a
healthy diet. In the journal “It’s Time to Eat! Using Mobile Games to Promote
Healthy Eating”, they used a digital pet game that needs to be fed and taken care
of. Taking care of the pets encourage the players to take care of their own health
as weel.
The possibility of changing behaviour towards diet through mobile games serves
as a basis of this study which in turn aims to change the student’s bahavior
twards learning mathematics.
The researchers used a game engine called Construct2 to create the game. A
game engine is defined as a software-development environment that is used to
build video games. Construct2 is a powerful ground breaking HTML5 game
creator designed specifically for 2D games. It allows anyone to build games
without the need to code programs. Construct 2, developed by Scirra, is an
HTML5-based 2D game development engine that is aimed to non –
programmers. It has the drag-and-drop functionality for easy creation with a
visual editor and a behavior-based logic system. Though it is an HTML5-based
engine, it has the ability to export the game to an exe. file. The primary method of
programming games and applications in Construct is through 'event sheets',
which are similar to source files used in programming languages. Each event
sheet has a list of events, which contain conditional statements or triggers. Once
these are met, actions or functions can be carried out. Event logic such as OR
and AND, as well as sub-events (representing scope) allow for sophisticated
systems to be programmed without learning a comparatively more difficult
programming language. Groups can be used to enable and disable multiple
events at once, and to organize events. A JavaScript plugin SDK is used in
Construct 2 as a compatible scripting system.
CHAPTER 3: METHODOLOGIES
Two computers were used. Computer A was used for designing using
Photoshop, Clip Paint Studio and Aesprite and creating audio using FL Studio.
Computer B was used for programming and creating math problems using
Construct2
For the survey, demographic questions were first asked, and then the
respondents were suggested to answer math questions applied in the game as
much as the respondents want, both pre-test and post-test. Evaluation
questionnaire and a confidence-rating scale with five questions were answered
after playing the game.
• Procedure
Game Planning
Game Development
Environment designs
Figure 1.5
figure 1: Pre-design of stage (Shooter game)
Character designs
figure 2.1
Figure 2.2
figure 2: character designs (Shooter game)
figure 3.1
Figure 3.2
figure 3: sprite designs (Hyper-Casual game)
Programming
Figure 5: Construct2 event sheet
Managing
Figure 6: Layout
After individual tasks are accomplished, the designs are embedded to the code.
Bug fixing is required to remove bugs.
Figure 7: Debug-mode
Hyper-casual: Shepherd
Players may choose from eight characters and may even have pets in
Arcade mode. The math includes Algebra, Geometry, Trigonometry, Word
Problems and Statistics
Shooter: Agent 42
Agent 42 is a highly interactive game that uses math in the most indirect
ways. Agent 42 is also committed to a comedic writing through dialogue and
action. The players will play as Agent 42, an android who had just been salvaged
by an organization having the same interest of Agent 42's team, Ancient Math
Relics.
• Research Design
Game Design
The basic background and design of the hyper-casual game was heavily
influenced by endless games available mostly on mobile devices.
Game Flow
Hyper-casual game
Shooter game
Background Design
Number of 15 15 15
Respondents
(players)
Table 1 shows the evaluation rating of the hyper casual game. The mean
rating of the gameplay is 4, which is equivalent to good. The mean rating of the
game design is 4.2, which is also equivalent to good. Next, the mean rating of the
sound effects and music embedded in the game is 4.7, which is equal to very
good. Application of math concepts has a mean of 3.8, and is rated good. Lastly,
the game’s addictiveness has a mean rating of 3.8, equivalent to good
Table 2 shows the evaluation rating of the shooter game. The mean rating
of the gameplay is 4, which is equivalent to good. The mean rating of the game
design is 4.4, which is also equivalent to good. Next, the mean rating of the
sound effects and music embedded in the game is 4.8, which is equal to very
good. Application of math concepts is rated good, with a mean of 3.6. Lastly, the
game’s addictiveness is rated good with a mean of 3.6
Over-all, with a mean rating of 4.1, the shooter game has a good
entertainment value based on the evaluation rating.
• Confidence Rating
Over-all, with a mean rating of 3.9, players are confident while playing the
game based on the confidence rating
Over-all, with a mean rating of 4.0, players are confident while playing the
game based on the confidence rating
Table 5 shows the evaluation rating and confidence rating of the hyper-
casual and shooter games. It can be seen that the hyper-casual and shooter
games have the same grand mean for the evaluation rating which is 4.1 and the
same interpretation of Good. On the other hand, the two games have a close
mean for the confidence rating, with the hyper-casual game having a mean 0f 3.9
and the shooter game a mean of 4.0. Still, the mean of the two games fall under
the same rating which is confident
1 8 26 18
2 9 30 21
3 7 27 20
4 12 28 16
5 8 24 16
6 10 25 15
7 9 29 20
8 8 31 23
9 8 31 23
10 7 31 24
11 7 24 17
12 6 24 18
13 8 25 17
14 9 26 17
15 8 26 18
Table 6 shows the number of pre-test and post-test items answered by the
hyper-casual group, and the difference between the two
Table 7: Number of pre-test and post-test items answered by the shooter group
1 7 24 17
2 9 28 21
3 8 27 19
4 10 27 17
5 7 26 19
6 11 28 17
7 8 29 21
8 8 24 16
9 8 23 15
10 6 23 17
11 7 24 17
12 7 24 17
13 8 25 17
14 7 23 16
15 6 23 17
1 7 14 7
2 9 18 9
3 8 17 9
4 10 17 7
5 7 16 9
6 12 21 9
7 7 11 3
8 8 14 6
9 9 13 4
`10 8 11 3
11 7 14 7
12 6 13 7
13 6 13 7
14 7 15 8
15 8 16 8
Table 8 shows the number of pre-test and post-test items answered by the
hyper-casual group, and the difference between the two.
• Significant difference between the difference of the number of
pre-test and post-test items answered by the hyper-casual,
shooter, and control group
Summary of Data
Treatments
1 2 3 Total
N 15 15 15 45
Result Details
Source SS df MS
Total 1510.9778 44
Between-Subjects Factors
Value Label N
1.00 Shooter 15
Box's M 113.022
F .969
df1 66
df2 2499.814
Sig. .548
Multivariate Testsa
• Summary of Findings
In Problem 2b, it was shown that at 5% level of significance, with (2, 24)
degrees of freedom, the f-computed value of 64.13 is greater than the f-
critical value of 3.44. The null hypothesis is rejected and the alternative
hypothesis is rejected. Therefore, there is a significant difference between the
number of pre-test and post-test items answered by the hyper-casual,
shooter, and controlled group.
• Conclusion
Problem 1 shows that both the hyper-casual and the shooter games got positive
entertainment value based on the ratings in the evaluation rating and confidence rating.
Therefore, the players think that the game quality is good, and they enjoyed the
experience of playing the game.
Problem 2 shows that there is a significant change between the number of pre-
test and pot-test items answered by the respondents from the hyper-casual game,
shooter game, and the controlled group. Therefore, the students that played the game
became more immersed or interested in mathematics compared to those who didn’t
• Recommendation
3. To give the respondents more time to play the game before conducting surveys
3. Further studies to immerse students in mathematics through the use of mobile games
4. Further studies about the possible effects of using mobile games to immerse students
in mathematics.
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APPENDICES
APPENDIX A: QUESTIONNAIRES USED
A.1 Demographic Survey
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Gameplay 4 4 3 4 5 4 4 5 5 4 3 4 4 5 5
Game 5 4 4 5 4 4 4 4 5 4 5 4 5 4 4
Design
Sound/Mu 4 3 4 4 3 4 4 4 4 3 4 3 4 4 4
sic
Application 4 4 3 4 4 3 4 4 4 5 4 4 3 4 5
of Math
Concepts
Addictiven 4 5 4 4 4 3 4 4 5 3 5 4 4 4 3
ess of the
game
Shooter Game
Criteria Respondents
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Gameplay 4 5 5 4 4 5 4 4 5 4 5 5 5 4 4
Game 5 4 5 4 4 5 5 4 4 4 4 5 4 5 5
Design
Sound/Mu 4 3 3 5 4 4 4 3 3 3 5 4 3 4 5
sic
Application 4 5 5 4 4 5 5 4 4 4 5 4 4 4 5
of Math
Concepts
Addictiven 3 4 4 5 5 4 4 4 5 4 4 3 4 4 3
ess of the
game
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Performan 4 3 3 4 3 4 4 3 3 3 4 3 4 5 5
ce
confidence
Time spent 5 4 3 4 3 5 3 4 4 3 3 2 3 5 3
in each
level
Ease in 4 3 3 3 3 3 4 3 3 3 3 2 3 4 3
solving the
problems
Achievem 4 4 5 4 4 5 4 4 4 4 4 3 4 5 3
ent factor
Improvem 5 4 4 5 5 4 5 4 4 4 5 3 4 3 3
ent factor
Shooter Game
Criteria Respondents
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Performan 5 5 4 4 3 4 4 3 3 3 4 3 4 5 3
ce
confidence
Time spent 5 5 5 4 3 5 3 4 4 3 3 2 3 5 3
in each
level
Ease in 4 4 3 5 3 3 4 4 3 4 4 2 3 4 2
solving the
problems
Achievem 4 4 5 4 4 3 4 4 3 4 4 3 4 4 3
ent factor
Improvem 4 4 5 4 5 4 5 4 4 4 4 3 4 3 3
ent factor