Chapter 1
PROJECT OVERVIEW
Background of the Study
Technology is causing a new tide in our education community.
Technology is permeating many, if not all, facets of education. It is
reshaping the process of teaching and learning, redefining the role and
authority of faculty members in organizing and overseeing the
curriculum and altering the basis for evaluating the performance of both
students and faculty. The development of improved tools and technology
has increased the demand for mobile devices for educational purposes
(Little, 2013). The use of mobile technology can take advantage and
essential to be an effective learning device.
Education community is in the midst of accelerated change. It can
be expected that the emerging newer technology will penetrate and
reconfigure the education community in the early stage.
Moreover, the new technology is changing the environment of the
teaching and learning. (Hussin et al. 2012) have stated that mobile
learning has great potential to be an effective learning tool due to the
rapid growth of new generation of mobile devices. Its positive
contribution, the technology provides us with a set of powerful tools,
adds a lot of a new components to the teaching and learning, creates a
Project Overview | 2
better teaching and learning environment for students and faculty
through this tools and components.
Lan and Sie (2011) stated that with the use of mobile devices and
availability of internet, learners are able to obtain learning material
anytime and anywhere. Undoubtedly, this are helpful for improving
teaching, learning and promoting its quality, as well as providing
students with an opportunity to improve their achievement.
E Learning is one of the revolution that were born through the
growth of technologies. It gives opportunity to the user for distant
learning through internet. It has given community a new and innovative
way of spreading information. E-Learning comprises all forms of
electronically supported learning and teaching. The information and
communication systems, networked learning or not, serve as specific
media to implement the learning process. Using E-Learning the teachers
and students and other people around the world have benefited at large
scale one way or another.
E-learning offers institutions and their students the flexibility of
place and time of delivering or receiving learning information. Continuing
professional development practices in today's fast moving work place
environment increasingly involve the use of modern technologies as part
of the quest to provide a flexible and responsive learning experience
(Smedley, 2010).
Snake Meets Math: An Android Game Base Mobile Application
Project Overview | 3
Game-based mobile educational learning applications have been
created for different curricular areas such as: language learning or
mathematics learning among others. (Kam et al.2009) explored the use
of mobile learning games to improve English literacy among Indian
children. The results of their pilot study showed that mobile phones have
the potential to improve English literacy. However, the results were
uneven among the participants: the students that had a higher English
level at the beginning of the pilot benefited more from the use of the
mobile learning application. In order to solve this discrepancy, the
authors proposed as a solution the creation of adaptive mobile learning
games that offer personalized contents depending on the students
knowledge. Using games to nurture education and useful skills has been
a rising topic in the games industry.
According to (Ke F. 2009) because digital games can provide an
opportunity for play through simulated environments, these games are
not necessarily a distraction from learning, but rather can be an integral
part of learning and intellectual development.
Therefore Digital games can be more engaging than regular
classroom activities.
Zainab and Rashina (2014) have created an Android-based
application with named Math Tutor for the primary education in
Auckland, New Zealand. The targeted is in classroom teaching and
Snake Meets Math: An Android Game Base Mobile Application
Project Overview | 4
learning for both students and teachers. The application is design to
assist students on learning and practicing single digit addition and
subtraction by using numbers and images. Graphical User
Interface(GUI) and colors have been chosen to ease the learning and
making fun also to attract children.
The intention of using a mobile application is based on the
contextual factors of the users in terms of adopting one application. Then
it is clear enough that mobile application may be used according to its
use and preferences of the users. Also, (Mlot, 2013) stated that 38
percent of kids under two years old have used a mobile device based on
the recent Common Sense Media research study with parental
monitoring.
Meanwhile, Kallo and Mohan (2015) have developed a Mobile Math
application to investigate the value of personalization in a mobile
learning application. The target population was high school students.
The features of Mobile Math consist of Lessons, Examples, Tutorials,
Quizzes, and Games. It is just to give more interest for the students to
gain knowledge, get motivation and the resources accessibility in anytime
and anywhere. It provide with the opportunity to learn at the same time.
Educational games are games that have been specifically designed
to teach people about a certain subject, expand concepts, reinforce
development, understand an historical event or culture, or assist them in
Snake Meets Math: An Android Game Base Mobile Application
Project Overview | 5
learning a skill as they play.
Asian country are also rendering a Game-based mobile educational
learning applications. The study on mobile learning apps in Malaysia
started in 2010. Nadia et al. (2010) have conducted a study on Engaging
Children to Science Subject: A Heuristic Evaluation of Mobile Learning
Prototype. The mobile learning prototype was designed for the primary
school with the age range of 10-12 years old. The language used for the
mobile application was English. It contains notes and exercise of chapter
The Basic Needs of Human that the contents were extracted from the
textbook and work book. The software used to developed the prototype
were JCreator LE and Sun Wireless Toolkit 2.5.2.
Novarina Dina (2010) has conducted a research in FY ABA 01
Miles, Indonesia in relation to the use of the snake and ladder game, too.
The research which is entitled "The Use of Snake and Ladder Game in
order to Improve Cognitive Ability Among Children to Understand the
Concept of Number 1-10 at TK ABA 01 Batu" is to describe the use of the
snake and ladder game to enhance students cognitive ability to
understand the concept of numbers up to ten and to describe an
increase in the cognitive ability of students to understand the concept of
numbers up to ten in group A TK ABA 01 Batu. Through the observation,
the results are; The use of snake and ladder game in learning had proven
that it can enhance the cognitive ability of kindergarten students to
Snake Meets Math: An Android Game Base Mobile Application
Project Overview | 6
understand the concept of numbers up to ten. Students are able to recite
number one up to ten smoothly according to the sequences. Students
can indicate a number of objects up to ten. Adjust the number of objects
using a number of cards up to ten correctly. Through the experience
of this activity, it is proven that this learning activity is fun and
meaningful. Learning quality has been more innovative and can be used
as motivation to do other research.
The use of mobile game-based role-play for learning provides an
opportunity for learners to apply acquired knowledge. Real-world
challenges are easier faced within a game containing effective, interactive
experiences that actively engage pupils in the learning process.
In the advent of the implementation of the 2002 Basic Education
Curriculum of the Philippines under the leadership of the Department of
Education (DepEd), the need to use of E- learning games in the
classroom is important since integration of subject areas is emphasized.
In the formal school curriculum, the subjects are being offered at the
basic education level including Filipino, English, Mathematics, Science
and Makabayan or Nationalism. There are lot advantages of using mobile
learning in the in-school and off-school settings in the Philippines. It
allows interactively between the lesson and the learner. The
individualization of each learner is enhanced.
Snake Meets Math: An Android Game Base Mobile Application
Project Overview | 7
Red et al. (2013) developed a Design and Development of a Mobile
Game - Based Learning Application in Synonyms, Antonyms, and
Homonyms in Malayan Colleges Laguna. The goal of this study is to
design and develop an interactive mobile game-based learning
application in synonyms, antonyms, and homonyms for elementary
school students using an android operating system. The mobile game-
based application incorporated graphical design, background music and
animation, and key structural elements in the development of a game to
interests the elementary school students. It is expected that this game-
based learning application named Word Infection for mobile devices can
act as a supplementary tool for the improvement of students vocabulary
through word game familiarization in synonyms, antonyms, and
homonyms.
According to (Ramirez et al. 2010) at an average, a pupils spends
more than two to three hours playing video games on a regular school
day. Students spend much more time mastering a video game rather
than doing their assignment/homework. The studies found out that the
mobile games had an attractive element that induces motivation and
engagement in pupils to enhance the knowledge. Pupils embrace a
challenge. They want rewards if the game finish, compared to pupils
where pupil think of it as slow and boring at school. On the study of (Dio
2015), that the numerous researchers of mathematics educators is how
Snake Meets Math: An Android Game Base Mobile Application
Project Overview | 8
to enhance the knowledge of students in problem solving which integral
part of a bigger area of critical thinking, a generally acknowledge goal of
education. The pupils show different skills and performance in
Mathematics, most of them would rather memorize than research for
deeper meaning of concepts. One of the major concerns of mathematics
educators is how to enhance the pupils skills in problem solving is the
goal of mathematics.
Game play are the set of problems and challenges a player must
face to win a game. Game story includes all plot and character
development. Game mechanics involved programming that provides the
structure by which units inter act the environment and game usability
addressed the interface and encompasses the elements the utilizes to
interact with the game. The students show different skills and
performance in mathematics most would rather memorize than research
for deeper understanding one of the major concern in mathematics
educators is the enhance student skill in problem solving, (Killi and
Lainema,2008).
Libradilla, Teves K. and Teves M.(2015) conducted a study on
Teaching Effectively with Use of Game-Based Interactive Mathematics.
The main objective of this study was to determine if the use of nineteen
interactive mathematics lessons improved the pupils mathematics
performance and ascertain if significant relationship occurs between
Snake Meets Math: An Android Game Base Mobile Application
Project Overview | 9
pupils responses on the features of the lessons and their performance
after game-based lessons were launched. The study followed the Pretest-
Posttest under Quasi-Experimental with Two Control Group research
design employing 76 Grade Six pupil respondents of Don Cristito C.
Tirambulo Memorial Elementary School, Mabinay District II in
Paniabonan, Mabinay, Negros Oriental, Philippines. E-learning game is
beneficial not only for those who belong to higher education but also for
those are preschoolers. Games have been widely used to promote
childrens mathematics achievement in various domains including
problem-solving and algebra skills.
Learning becomes more interesting to pupils when they are
exposing varied experience and manipulative devices. It is crucial that
the teachers are able to guide the pupils to go through the conceptual
level, the concrete level and the symbolic levels which are involve in the
learning of mathematics.
Central to digitized teaching and learning environment, ubiquity
and portability are affordances of ICTs that are recognized as enhancing
the learning process.
Tuliao et al. (2014) presented a mobile learning tool for
Kindergarten which provides a new learning pedagogy integrating ICTs
in the learning process. The study focused on the development of the
iSuro, a mobile learning application. The contents of the application
Snake Meets Math: An Android Game Base Mobile Application
Project Overview | 10
were based from the existing learning modules of kindergarten in mother
tongue (Iloko). The iSuro provides a new tool in teaching and learning in
the Kindergarten curriculum, digital information content, a user-friendly
environment, and a solution to the scarcity of learning materials.
Similarly, the paper by (Nisperos et al. 2014) presented the results
of a research on mobile application as a supplementary tool in teaching
Philippine History (AralingPanlipunan). HIStorya is an interactive
mobile game based developed using the Android platforms; the Digital
Game-based Learning-Instructional Design Model was used to evaluate
the mobile application for Social Studies or Araling Panlipunan that can
used as a supplementary tool in learning the subject by the Grade 8
students under the K-12 Curriculum of the Department of Education
(DepEd) in the Philippines. The topics, teaching methods and evaluation
techniques of teachers, and game preferences of students were identified
though surveys and interviews. The immersive, challenge and reward
aspects of the game were shown to motivate the students to study and
learn more about the countrys history. Teachers identified the game
statistics report generated by the system as a useful aid to evaluating
subject proficiency level of students. According to Macaraeg (2011),
combining software games with education: Evaluation of its educational
effectiveness the effectiveness of e-learning materials on the performance
Snake Meets Math: An Android Game Base Mobile Application
Project Overview | 11
level of low achievers in Araling Panlipunan III of Speaker Eugenio
National Agricultural School, San Carlos City, Pangasinan.
(Navarte et al. 2009) conduct a study and developed a software
that may improve pupils mathematics problem solving and simulate
interest to learner that making them more interactive and faster to
comprehend. Computer-Aided Instruction in Mathematics Made Easy
for Grade Three Pupils for Divine World Academy of Dagupan. The
system has visual instructions, graphics and games capture the pupils
attention and interest to prompting them to acquire intensive learning,
and promote a high-level of learning. The system will ease the teachers
burden of her topic especially those topics that the grade three pupils
find too complex of difficult to understand. The teacher used a system to
supplement the lecture method to facilitate a more efficient discussion
and it also be used to evaluate the pupils comprehension of the lesson.
Moreover, (Estabilio et al. 2013) proposed a study entitled
Urdaneta City Day Care E-learning system an electronic learning
tutorial software application made to nurture minds of young generation.
The system provides teaching and tutorial methodologies for young
learners between 3-5 years of age. This study will help the children and
teachers to have an interactive class discussions and activities.
Each related literature discussed the idea on how to create a better
project study. The researchers pursue this study in believing that
Snake Meets Math: An Android Game Base Mobile Application
Project Overview | 12
technology is the need of the day. The researchers are very positive that
technology is bound to be a part of the future every pupils of Don
Amadeo Perez Sr. Memorial Central School and it is best to introduce
them to it during school life in the form of E-learning system.
The Don Amadeo Perez Sr. Memorial Central School (DAPSMECS)
supports E-learning in their teaching processes. Pupils have their tablets
mobile or laptops but the school is starting in this kind of adaption.
DAPSMECS are still uses books, magazines and any other forms of
learning material for their lessons.
The researchers chose this study to develop because of wide
spread of E-learning in the global society. With the aim of providing
access to educational materials for 38,000 schools nationwide, the
innovative mobile e-learning initiative Text2Teach is set to be elevated to
mainstream implementation by the Department of Education (DepEd)
and the Department of Interior and Local Governance (DILG). Text2Teach
is a mobile learning intervention for public elementary students in the
Philippines that present "interactive, multimedia educational videos" that
enhance learning experience of pupils inside the classroom, elementary
teachers in selected areas are using the mobile phones under the
Text2Teach program. It is considered an effective visual aid for teachers
and provides an opportunity to create a new, interactive, student-focused
learning environment in the classroom. According to Education
Snake Meets Math: An Android Game Base Mobile Application
Project Overview | 13
secretary, Jesli Lapus, the educational videos created for the project,
which would last 3-5 minutes, will bring Science, Math and English
subjects to life, illustrating key concepts, skills and competencies that
students are expected to master. Through this implementation of e-
learning it will make it easier to accelerate the learning process of pupils
with the help of proposed system. The researchers would like to make
learning more interactive so that the pupils can enjoy while learning and
experience what technology has to offer.
The advantage of the proposed system, Snake Meets Math: Android
Game Base Mobile Application is that the pupils can enjoy using the
mobile while actually theyre also learning. With this system pupils can
now enjoy their learning experience in mathematics without being bored.
Company Profile
Don Amadeo Perez Sr. Memorial Central School West is located at
San Vicente West, Urdaneta City. The school was established during the
Administration of Captain Dolores Arangorin in 1974 with three
thousand, one hundred forty square meters (3, 140 sq. m). The lot was
donated by Mr. and Maximino Manzano and Family. DAPSMECS WEST
was named after the late Don Amadeo Perez Sr. - the great grandfather of
City Mayor Amadeo Gregrorio E. Perez IV.
The school opened with three (3) monograde with three teachers.
Mrs. Asuncion B. Cadimas taught in Grade I, Mrs. Leonora De Guzman
Snake Meets Math: An Android Game Base Mobile Application
Project Overview | 14
handled Grade II and Mrs. Lourdes G. Valdez taught in Grade III Pupils
during the Administration of Mrs. Juana-Mondala, Principal II,
DAPSMECS WEST was a satellite school for DAPSMECS Main. As of now,
DAPSMECS WEST has the K to 6 Basic Education Curriculum. Mrs. Ma.
Jo Adora G. Manantan is the Principal II, a National Qualifying Exam for
School Head Passer.
Vision
We dream of Filipinos who passionately love their country and
whose values and competencies enable them to realize the full potential
and contribute meaningfully to build the nation.
As a learner-centered public institution, the Department of
Education continuously improves itself to better serve its stakeholders.
Mission
To protect and promote the right of every Filipino to quality,
equitable, culture-based, and complete basic education where: Students
learn in a child-friendly, gender-sensitive, safe and motivating
environment.
Teachers facilitate learning and constantly nurture every learner.
Administrators and staff, as stewards of the institution, ensure an
enabling and supportive environment for effective learning to happen.
Family, community, and other stakeholders are actively engaged and
share responsibility for developing life-long learners.
Snake Meets Math: An Android Game Base Mobile Application
Project Overview | 15
Maria Jo Adora
G. Manantan
Principal II
Gliceria C.
VisperasMaster
Teacher 1
Jessie C. Dela Catherine A.
Cruz Pasamonte
Teacher Teacher I
Manolito M. Josephine S. Purita B. Aurora E.
Paraiso Delos Santos Tabobo Banfod
Figure 1.2 Organizational Chart of Don Amadeo Perez Sr. Memorial Central
School
Conceptual Framework
A conceptual frame work is a set of broad ideas and principles
taken from relevant fields of inquiry that is used to structure a
subsequent activity. According to (Jabareen, 2009) a conceptual
framework is a network, or a plane of interlinked concepts that together
provide a comprehensive understanding of a phenomenon. Moreover,
conceptual framework is a researchers viewpoint on how the hypothesis
or problem statement of the study was explored or investigated.
Snake Meets Math: An Android Game Base Mobile Application
Project Overview | 16
(RoccoanPlakhotnik, 2009) stated that a conceptual framework can help
novice and experienced researchers in organizing, conceptualizing, and
conducting their research, whether qualitative, quantitative, or mixed-
methods. The basic objective of the conceptual framework is to help the
researcher find a direction for his study.
The researchers used the Input-Process-Output model to present
the framework of the study. The input phase is the existing procedures
and problems encountered by the Don Amadeo Perez Sr. Memorial
Central School (DAPSMECS). On the process block, the researchers used
the Extreme Programming (XP) methodology with the following phases;
User Stories, Architectural Spike, Release Planning, Iteration Planning
and Small Release. On the output block of the study is the Snake Meets
Math: Android Game Base Mobile Application.
Snake Meets Math: An Android Game Base Mobile Application
Input Process
Output
1. Current processes and
problems of existing
procedures in recording
information of Don Amadeo Extreme
Perez Sr. Memorial Central Programming
School in: Snake Meets Math: An
SDLC Model
a.) understandable Android Game Base
learning approach Mobile Application
User Stories
b.) getting the attention
Architectural
of the pupils
Spike
c.) Learning math
problem solving Release
Planning
2. Functional and non- Iteration
functional requirements of Acceptance
the proposed system. text small
3. Hardware and
Snake Meets Math: An Android Game Base Mobile Application
releases
software requirements of
the proposed system.
4. Acceptability of the
proposed system.
Feedback
Figure 1.2 Research paradigm of the proposed system
Project Overview | 17
Project Overview | 18
Statement of Objectives
The main objective of the proposed system is to develop a Snake
Meets Math: Android Game Base Mobile Application
1. Determine the current teaching method in teaching mathematics in
Don Amadeo Perez Sr. Memorial Central School (DAPSMECS)
2. Identify the features to be adopted in the development of the proposed
system.
3. Identify the hardware and software requirements of the proposed
system.
4. Test the acceptability of the proposed system to the end-user.
Importance of the Study
This project study aims to develop e-learning system for much
improved and reliable learning approach for the grade 3 pupils. The
result of the study will benefit the following:
To Don Amadeo Perez Sr. Memorial Central School. The system
can ensure a better quality of education by applying new technologies.
Thus, the system can increase the number of pupils as a result of
effective teaching strategies with the use of Snake Meets Math: Android
Game Base Mobile Application.
To Teachers. The proposed system will ease the teachers burden
of teaching math to lower grades pupils having difficulty in
understanding math.
Snake Meets Math: An Android Game Base Mobile Application
Project Overview | 19
To Pupils. Visual instruction, graphics and games capture the
pupils attention and interest thus prompting them to acquire intensive
learning and a high-level of learning.
To Parents. Result of this study will remind them of their role in
guiding their sons/daughter in their school works.
To Researchers. The study will aim to help the researchers
enhance their knowledge and skills in software development, develop
their communication skills and open doors and opportunity to be
involved in a wider range of research projects.
To Future Researchers. The future researchers will have an idea in
creating a system and having more reference for the documenter and a
better concept in creating a system
Scope and Limitations
The project primarily focuses on Snake meets Math. A mobile-
based software application designed in elementary pupils for solving
problem in mathematics.
It tackles math problems specifically the MDAS (Multiplication,
Division, Addition, and Subtraction) which is needed by elementary
pupils of Don Amadeo Sr. Memorial Central School. The pupils can
choose any levels which contains different computation for MDAS.
There is a game module that mainly focuses on the game similar to
the classic snake game which it can be played while solving math
Snake Meets Math: An Android Game Base Mobile Application
Project Overview | 20
problems and the user may be able to provide a feedback regarding the
reactions on the said application. It also consists of a game mechanics
wherein how the pupils will use the application. Scoreboard feature is
included that records and notify the score got by the pupils.
On the proposed system, there is also a math module that consists
of problems and computations to be solved by the pupils and definitely
can learn from the application.
However, the limitation of the proposed system is that it can be use
and played through Android smartphones and cant be implemented in a
pc based system.
Definition of Terms
This study would be better understood if the understanding of
some terms is set aside in favor of what they used in this paper. The
following terms were used with the following meaning:
Development. The process of economic and social transformation
that is based on complex cultural and environmental factors and their
interactions.
E-Learning. It is computer and network-enabled transfer of skills
and knowledge. E-Learning applications and processes include Web-
based learning, Computer-based learning, virtual education
opportunities and digital collaboration.
Snake Meets Math: An Android Game Base Mobile Application
Project Overview | 21
Game. A game is a form of art in which participants, termed
players, make decisions in order to manage resources through game
tokens in the pursuit of a goal.
Mathematics. The science of numbers and their operations
interrelations combinations generalizations and abstractions and of
space configurations and their structure measurement transformations
and generalizations.
Module. Each of a set of standardized parts or independent units
that can be used to construct a more complex structure, such as an item
of furniture or a building. Typical characteristics of modular components
include portability, which allows them to be used in a variety of systems,
and interoperability, which allows them to function with the components
of other systems.
Notifications. Is the portion of the user interface that displays icons
for system and program features that have no presence on the desktop
as well as the time and the volume icon.
Operators. A person who uses and controls something (such as a
machine device or business).an operator is a character that represents
an action, as for example x is an arithmetic operator that represents
multiplication.
Software. Is a set of instructions and associated documentation
that tells a computer what to do or how to perform a task or it can mean
Snake Meets Math: An Android Game Base Mobile Application
Project Overview | 22
all the software on a computer, including the applications and the
operating system.
Score. The record of points or strokes made by the competitors in a
game or match. The total number of points made by each competitor or
side in a contest, either final or at a given stage.
Technology. Technology can be the knowledge of techniques,
processes, and the like, or it can be embedded in machines which can be
operated without detailed knowledge of their workings.
Snake Meets Math: An Android Game Base Mobile Application