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Development of An Educational Mobile Game Applications For Grade 5 For Knowledge Channel Inc

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Development of An Educational Mobile Game Applications For Grade 5 For Knowledge Channel Inc

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jaywarven
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Development of an Educational Mobile Game Applications

for Grade 5 for Knowledge Channel Inc.


Reynaldo E. Castillo Carl Jayson Cheng
Computer Science, T.I.P. Quezon City Computer Science, T.I.P. Quezon City
(02) 911 – 0964 loc. 356 (02) 911 – 0964 loc. 356
rcastillo.cs@tip.edu.ph chengcarljason@gmail.com

Jasper S. Agustin Ma. Christina R. Aragon


Computer Science, T.I.P. Quezon City Computer Science, T.I.P. Quezon City
(02) 911 – 0964 loc. 356 (02) 911 – 0964 loc. 356
agustin_jasper7@yahoo.com christina.aragon@tip.edu.ph

ABSTRACT
This paper discusses the development of mobile games for grade
1. INTRODUCTION
five students in learning Mathematics. The study specifically aims Accessibility of the Internet for everyone enables mobile users to
to have an additional tool in leaning grade five Mathematics. With use innovative applications in doing day to day activities [1][2].
the study, the students would be able to identify, define, describe, The technology and its various applications had become a new
compare, choose, visualize, simulate, demonstrate and solve grade standard for its users[2]. These innovative solutions might be
five Mathematics problems and other related problems. The applied in different areas [1][2][3]such as in business, medicine,
design and development of the study were made possible by the education, to name a few. In the academic side, mobile
Technological Institute of the Philippines (T.I.P.) in partnership applications are now used to integrate fun and excitement in
with the Knowledge Channel (KC) Incorporated. Series of learning. Some mobile application tends to collect information
presentations were made during the development, testing, and [3][4]. Thus, enable interested users to gather rich data that can be
evaluation of these mobile applications. The study includes the utilized for scientific organizational planning and effective
assessment of the developed mobile applications using the building strategies [3]. Furthermore, the information being
Knowledge Channel Focus Group Discussion (FGD). The mobile collected was processed to create valuable knowledge [4][5].
games had gathered an average mean of 3.67 which was Mathematics is one subject that permeates life at any age and
interpreted as "excellent." Aside from the FGD, the study got an under any circumstance. Thus, its value goes beyond the
average score of 4.65 as an evaluation using questionnaires classroom and the school [6]. Mathematics is everywhere and is
drafted from the ISO 25010. This checks the quality of a system to very applicable to our daily lives. From cooking, they are having
the degree to which the mobile applications satisfy the stated and money transactions, to the fantastic engineering and technological
implied needs of its various stakeholders, and thus provides value. marvels every day. Everything requires math at some point.
Furthermore, pre-test and post-test were conducted to identify if Mathematics as a school subject, therefore, must be learned
the study was able to help students in learning. Upon comparing comprehensively and with much depth [7]. The specific skills and
the results, the study is proven that mobile applications were able processes to be developed are: knowing and understanding;
to improve student learning when the games were played. An estimating, computing and solving; visualizing and modeling;
average rate of 48.86% increase was observed. representing and communicating; conjecturing, reasoning, proving
and decision-making; and applying and connecting. Somehow,
CCS Concepts children still perceive math subjects to be boring and too hard, so
• Applied computing ➝ Education ➝ Computer-assisted many lose interest. Thus, the use of appropriate tools is necessary
instruction • Software and its engineering ➝ Software creation for teaching Mathematics. These include manipulative objects,
and management ➝ Designing software ➝ Software design measuring devices, calculators and computers, smartphones and
engineering. tablet PCs, and the Internet.
Keywords Innovation has been one of the trendiest topics in our generation.
Mobile games; Learning material; Supplementary tool; MathDali. With the rapid growth of technology, most of the simple things in
our daily lives are being innovated. With the help of our mobile
phones, innovative applications online are accessible to everyone.
Permission to make digital or hard copies of all or part of this work for It helps mostly because we can access the wants and needs of
personal or classroom use is granted without fee provided that copies are
not made or distributed for profit or commercial advantage and that
users by using the smartphones that are available to us. It is
copies bear this notice and the full citation on the first page. Copyrights always in use because of the features that provide us with the
for components of this work owned by others than ACM must be convenience of texting, calling, playing games or surfing on social
honored. Abstracting with credit is permitted. To copy otherwise, or media. All these things are done with the help of our smartphones.
republish, to post on servers or to redistribute to lists, requires prior Likewise, information technology is being used in almost every
specific permission and/or a fee. Request permissions from sector of life. Both individuals and businesses are using
Permissions@acm.org. technology to their advantage. Many tools and services were
ICISS 2019, March 16–19, 2019, Tokyo, Japan created and produced. The industry is very much engaged in
© 2019 Association for Computing Machinery.
ACM ISBN 978-1-4503-6103-3/19/03…$15.00
digital and multimedia technologies; hence, the development of
different software is introduced. Mobile phones have completely
https://doi.org/10.1145/3322645.3322695

99
changed the way people interact [8]. One can make calls, send text utilizing mobile game as an additional learning tool can
messages, read emails, play games as well as read and edit significantly help the teachers in coming up with a new kind of
documents. Mobile phones are also convenient due to its handy teaching strategy of which they can use to help students focus on
feature. In the field of education, the development and learning and have fun at the same time. Using activities that a
enhancement of equipment and tools are essential through child loves to do such as playing games through a mobile device
innovation and modernization. Learning can be fun with mobile and using it as a tool for teaching, a child's necessary skills in
educational applications and activities. Mobile applications can be Math can be enhanced. This project promotes the use of game-
easily downloaded to a smartphone, tablet or other mobile devices. based learning which provides teachers an interactive teaching
There are computer and mobile learning applications for approach in a classroom environment to keep students focused
Mathematics, social studies, science, foreign language, and towards education and gain the necessary skill and knowledge
English. These applications are now becoming trendy because of required to the student as much as possible. Furthermore, this
the portability and interactive features they offer compared with project also provides a way for students to learn Math outside the
the traditional learning materials. boundaries of a school, giving them an alternative method of
learning aside from using books. These games made learning of
Knowledge Channel, also known as K Channel, is a Filipino cable Mathematics lessons fun and enjoyable for children.
television network and the country's first and only educational
channel. It is made available to the public education system free 2. THEORETICAL FRAMEWORK
of charge through philanthropic support [9]. K Channel is being
operated by the Knowledge Channel Foundation, Inc. (KCFI). 2.1 Review of Related Literatures
KCFI is a non-stock, non-profit foundation geared towards The Philippine education system has been heavily influenced by
educating and empowering poor and marginalized children its colonial history, which has included periods of Spanish,
through media, which they realize their full potential to serve American and Japanese rule and occupation [12]. The United
themselves best, their communities and help build a better world. States has left the most significant imprint on the education
KCFI mission is to make K Channel accessible to all public system, with many academics at the nation's universities have
schools nationwide. At present, this non-profit organization is received their training at U.S. universities.
dedicated to uplift the lives of Filipinos from poverty through The Department of Education (DepEd) is the central government
education with their project called "MathDali." K Channel's agency in the country responsible for the implementation of
Mathdali show is its contribution to K to 12's aim of providing primary education, mainly primary, secondary and non-formal
mastery of concepts and skills in Mathematics leading to better education, including in culture and sports. Republic Act 9155, or
Math learning outcomes [9]. Each episode illustrates a Math the Governance of Basic Education Act, transformed the previous
concept through real-life situations which aims to positively Department of Education, Culture, and Sports (DECS) in August
change how to learn Math, develop conceptual understanding, 2001 to the DepEd, which provided the overall framework for the
critical thinking, and problem-solving, allowing the students to management of education within the context of local
learn in new ways, and make the learning experience both accountability and transparency. In the Philippine Educational
interesting and exciting [10]. One means in attaining its goal is to System, essential subjects include Mathematics, Science, English,
integrate gaming applications in learning Mathematics. Through Filipino and Social Sciences. Optional topics include music, arts,
this, a new, fun and interactive way of learning Mathematics will physical education, and health. Private school students may select
be available for the children. subjects from a more comprehensive curriculum including
The Technological Institute of the Philippines (T.I.P.) is a private, religious instruction in the dogma of their choice. Mathematics
non-sectarian higher education institution. It was founded in 1962 may be regarded as the most hated, if not, complicated subject by
by Engr. Demetrio A. Quirino Jr. and his wife Dr. Teresita U. many elementary students. As we have asked ten elementary
Quirino. T.I.P., as one of the leading engineering institution, also children from Grades 2 to 5 their most hated subject or the subject
offers programs in information technology education, business in which they're having difficulties with, seven out of ten students
education, maritime, arts, and teacher education. T.I.P. is have answered Math as their least favorite subject [13]. Student
committed to empowering the Filipino youth through sees Math as a boring subject because they can only see numbers
technological literacy of the highest standard, employing and mathematical symbols. Also, Math is considered as difficult
outcomes-based education and state-of-the-art laboratories [11]. In since there are lessons that students do not understand
support of T.I.P.'s outcomes-based education and as a strategy to immediately and there are times when most students feel ashamed
promote academic excellence, T.I.P. has also embarked on a to ask the teacher due to the fear of criticism. Henceforth, these
proactive plan to implement outcomes-based teaching and reasons make the students avoid Math, causing them to be
learning or OBTL in all its academic programs. It is expected that incompetent in Mathematics due to lack of practice in the subject.
the implementation of OBTL as part of T.I.P.'s OBE would hasten As students continue to keep themselves away from Mathematics,
the realization of T.I.P.'s mission "to transform students into it may lead to a problem called "Math Anxiety." Having this
graduates with full competence in their fields of study and who problem continues to persist among the students, it will affect
also possess Filipino values, industry-desired values, and global their performance due to nervousness towards Mathematics (Perry,
citizen values[11]." 2004). According to Mutodi (2014), Math anxiety is an emotional
In line with the T.I.P.'s realization of its mission and KCFI problem rather than an intellectual problem, so with the right
commitment to uplift the lives of Filipinos from poverty through motivation and appropriate teaching strategy, this can be solved.
education, this project was conceptualized. Representatives from Likewise, video games have won the hearts of the people for
T.I.P. worked for hand on hand with the team coming from KCFI. decades since the company, Atari, set the benchmark for a large
With the invaluable effort and contribution from institutions, the scale gaming community during the early 1970s (Chikhani, 2015).
faculty members, staff, and students, the project was able to From arcade machines to mobile handheld devices, playing video
produce different mobile game applications. Furthermore, games permanently made its part in the childhood years of

100
everyone in every generation. Video games have been appealing "Students' Perceptions About the Use of Video Games in the
to children because it is entertaining and at the same time giving Classroom"[15] is a study that suggests that a student will prefer
them the chance to experience being another person, like a race to use video games in the classroom depending on if it is useful,
car driver or play with their favorite characters. It also delivers easy to use, has learning opportunities, and their personal
much thrill and excitement, as they progress to each game's levels experience with video games (Bourgonjon, Valcke, Soetaert,
and gaining the new set of skills or rewards, thus giving the child Schellens 2010). Our game is easy to use because it works on
a sense of accomplishment. Though the video games' main mobile phones, it is useful because students will learn to solve
purpose was mainly for entertainment, various researches have problems while playing and has relatable characters and game
proven that these could also be beneficial for learning. Games can objects that will satisfy their experience. The study "Our Princess
help boost a child's cognitive skills, making them become more is in Another Castle: A Review of Trends in Serious Gaming for
creative and great problem solvers (Olson, 2008). According to Education" "found some evidence for the effects of video games
Education Scotland's game-based learning initiative in 2015, on language learning, history, and physical education (specifical
computer games encourage self-reliance and self-determination exergames), but little support for the academic value of video
regarding the learner's ability to make progress within a games in science and math" (Young, Slota, Cutter 2012). So there
demanding but incrementally staged environment. is a need for more enticing educational games that can get
students to like, if not love, mathematics through the use of
Mathematics is one of the major disciplines a student needs to relatable characters for them to learn and be competitive in their
learn. Math is everywhere and is very applicable to our daily lives. future endeavors. "Gamification in a Social Learning
From cooking the food we eat, dealing with money transactions, Environment" States that Gamification can help students who are
to the fantastic engineering and technological marvels that we see having difficulty in school learn through games that they can
every day, these all require Math at some point (Hom, 2013). relate to, have fun with while they are learning (Giannetto, Chao,
Somehow, children still perceive math subjects to be boring and Fontana 2013). Our game which gamifies the environment to help
too hard, so many lose interest (Saroja, 2014). Likewise, to study mathematics helps the students solve math problems that
Knowledge Channel Foundation Incorporated sees this problem would otherwise be difficult for the students.
and wishes to solve it through a project called "Project MathDali,"
which is their contribution to the students of K to 12 program that 2.2 Framework
aims to provide mastery of concepts and skills in Mathematics The study adopts the Agile Model in designing and developing
leading to a better learning outcome (KConline.ph, 2016). This mobile applications. The study includes the analysis of the
project seeks to illustrate Math concepts through real-life software requirements, knowledge requirements and hardware
situations, which aims to positively change how to learn Math, requirements. Also, the K-12 curriculum from the Department of
develop conceptual understanding, critical thinking, and problem- Education (DepEd) and concepts from Knowledge Channel Inc.
solving skills, allowing the students to learn in new ways, and was used (questions from the textbook of Grade 5 and episodes in
make the learning experience both interesting and exciting[14]. the Mathdali respectively). The study was designed and developed
Children are hooked into playing games on their mobile devices for Android smartphone version 4.3 or later. Series of testing and
such as Candy Crush Saga, Plants vs. Zombies, and the widely evaluation for the mobile applications were done to carefully
recognized Pokémon Go. Aside from the portability of having the identify bugs and errors then fix it right away before
games in the palm of their hands, children are amused by the implementations and the project turnover to Knowledge Channel
colorful and animated interface, appealing characters, and the Inc. Knowledge Channel evaluated mobile applications. They
execution of the gameplay. Some games provide role-playing used the FGD (Focus Group Discussion) research technique. The
which gives the children the ability to play the game as the main assessment took place in an elementary school in Bulacan with 10
character. A poll conducted last 2012 called "New Generation Grade 5 students as respondents. The method was used to test
2012" by Cartoon Network shows that 65% of Filipino children mobile applications regarding its Appeal, Comprehension, and
aged 7 to 14 years old own a mobile phone. This study also Learning. Aside from the FGD, an evaluation using questionnaires
revealed that 82% of the kids that live in a home with computers drafted from the ISO 25010, the mobile. On the other hand, pre-
surf the internet, with gaming as the top activity having 58% of test and post-test were conducted.
them playing daily (Inquirer, 2012).
All of these being said, children prefer to play their favorite games
rather than having time to study the lessons they need in their
early academic stages, and if we can fuse gaming and education,
two of the things that are getting the attention of the children, it
can help the children in their studies while having fun. The study
"Mobile Educational Games for Toddlers and Preschoolers" states
that the rampant emergence of mobile technology will help
children learn at an early stage. Educational games are not as
common as games that are for older people, so their application Figure 1. The Project’s Framework.
aims to help young ones to have games that are appropriate to
them. (Rojo, Bagtaso & Caballero). Games-based learning has 2.3 System Architecture
been a part of education for decades. However, with new Figure 2 shows the flow of the application which defines the
technological advances, digital games have recently emerged as a structure, behavior, and views of the system. It used a three-tier
new teaching tool. Education is forever changing. As students are architecture. This includes presentation tier that shows and
exposed to new technologies and trends, they adapt their learning provides graphical user interface that guides the user in
styles accordingly, and educators must modify their instructional performing actions such as playing the games, the logical tier that
techniques [14] to keep up. connects the game from the user interface and process logic

101
command decisions and perform calculation such as game result Table 2. Lickert Scale
or score and timer and data tier where questions are being
retrieved and stored. Forwarding the assessment results from the Score Equivalent
database, the result module would be able to collect all 4.60 – 5.00 Strongly Agree
information. 3.60 – 4.50 Agree
2.60 – 3.50 Satisfactory
1.60 – 2.50 Disagree
1.00 – 1.50 Strongly Disagree

3. RESULTS AND DISCUSSIONS


3.1 Project Output
The developed mobile learning games for grade 5 students who
lack interest in Math subjects serves as an additional tool for
learning. These mobile applications can be used as an alternative
to traditional knowledge. The study includes the development of
various mobile apps for Grade Five Mathematics. The following
screenshots are some of the screenplay created during the
construction.
Figure 2. The Project’s System Flow and Structure.

2.4 Algorithm
The Fisher-Yates shuffle is an algorithm for generating a random
permutation of a finite sequence—in plain terms; the algorithm
shuffles the sequence. The algorithm effectively puts all the
elements into a hat; it continually determines the next [16]
component by randomly drawing an item from the hat until no
elements remain. The algorithm produces an unbiased
permutation: every permutation is equally likely. The modern
version of the algorithm is efficient: it takes time proportional to
the number of items being shuffled and shuffles them in place[17].
Doing a Fisher-Yates shuffle involves picking uniformly
distributed random integers from various ranges[18][19][20]. The
algorithm was used for giving random sets of the prepared
Figure 3. Game Screen Shots.
questions. The algorithm was used to provide a random order of
items in each developed mobile application and also to generate 3.2 Results of the Evaluation
the assets or objects for every gameplay randomly.
Table 3 shows the result of the survey gathered from the chosen
2.5 Testing and Operating Procedure Grade 5 students as respondents to assess the acceptability of the
developed mobile application during the FGD.
Focus Group Discussion (FGD) method was used to measure if
the application could meet its requirements regarding Appeal, Table 3. FGD Evaluation Results and Interpretation
Comprehension, and Learning. FGD (see Table 1) is an excellent
way to gather together the students to discuss a specific topic. The Criteria Mean Score Interpretation
strength of FGD relies on allowing the students to agree or Appeal 3.71 Excellent
disagree with each other so that it provides an insight into how a Comprehension 3.65 Excellent
group thinks about[21] the topic, about the range of opinion and Learning 3.70 Excellent
ideas, and the inconsistencies and variation that[22] exist in a Mean Score 3.67 Excellent
particular student regarding beliefs and their experiences and The result shows (see Table 3) that the mobile apps were able to
practices. identify, choose and apply appropriate computing theories and
principles when it comes to the appeal, comprehension, and to
Table 1. FGD Scale and Interpretation learn while using the mobile applications with an average score of
4.01 to 5.00 Excellent 3.67 which is interpreted as ―excellent.‖
3.01 to 4.00 Accepted Table 4. ISO 25010 Evaluation Results and Interpretation
2.01 to 3.00 Good
1.0 to 2.00 Developing Criteria Mean Score Interpretation
Aside from the FGD, the criteria in the evaluation form were Functional Suitability 4.71 Strongly Agree
drafted from the ISO 25010 [19] (see Table 2). Performance efficiency 4.70 Strongly Agree
Compatibility 4.44 Agree
The study only considered some criteria of the ISO 25010 [23] Usability 4.74 Strongly Agree
namely functional suitability, performance efficiency, Reliability 4.67 Strongly Agree
compatibility, usability, and reliability. A post-test and pre-test Mean Score 4.65 Strongly Agree
was also conducted to identify if there is learning after using the Table 4 shows the result of the survey gathered from the randomly
developed application. Students were randomly selected and were selected respondents as to the acceptability of the developed
asked to participate in the said evaluation. mobile application. On a scale of five (5) as the highest and one (1)

102
as the lowest, the respondents rated the system according to its 6. REFERENCES
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