Is trying to attain the needs of the student with the new scheme of education. The K-12 entails the addition of Music, Arts, Physical Education and Health (MAPEH) subject in grades 1, 2 and 3. Music is a colorful sound that we hear after birth. Playing music for infants in their first year provides for enhancement and benefit in future education. Music has different meaning to every individual. It works as a means of learning, relaxation, and fun. Everyday, young people spend more than four hours watching television, one hour using a computer and one hour of playing video games. No wonder why this era has become the “digital age”. We can also refer to the current era as a visual age. The demand for new abilities also transformed the workplace. “The secret sauce comes from our ability to integrate are, music and literature with the hard sciences, that’s what produces an iPod Revolution or a Google.”
Friedman says. Today arts are needed by our young people as a means of expression, communication, exploration, and imagination. Arts help us strengthen the critical thinking skills. It also develops cognitive and creative skills. Physical Education plays a critical role in educating the whole student. Like other academic courses of study, physical education is based upon rigorous national standards that define what students should know and be able to do as a result of participation. It is unique to the school curriculum as it is the only program that provides students with opportunities to learn motor skills, develop fitness, and gain understanding about the importance of physical activity.
Students will be provided an individualized, developmentally appropriate, and personally challenging instructional program that will advance the knowledge, confidence, skills, and motivation needed to engage in a lifelong, healthy, active lifestyle. In the propose study of the proponents, the students are going to apply and use the application not just for the entertainment but for them to learn on something like any other word games. But with this study the students are expected to learn words from the subject itself.
Statement of the Problem
This study find answers to the following questions:
1. Can the new game be an effective tool for learning while keeping players entertained?
2. Can the new game be an effective way of teaching MAPEH and can it be equally effective for enhancing the critical thinking skills of the players?
The general objective of this study is to implement a word game that enables the learning of the MAPEH subject more exciting. By providing a learning environment that is exciting and entertaining, the hope is to increase learning effectiveness. This game will act as a future learning tool that will assist in the problems that teachers face in expanding a child’s vocabulary. The same can be said for a teacher trying to teach students where Cebuano is not their first language. This application can make players more determined to learn and to advance in the language by forming as many words as they can. It will let the players build and expand their vocabulary and strengthens the advantages of learning and playing this game.
To create an application that is effective in teaching MAPEH subject with fun To create an application that enhances the players’ critical thinking skills
The concept of the game is that the player inputs the user name after the submission, the player has two options in selecting the type of game, whether a timed game or a non-timed game. If the player selects timed game, the player can select among the four categories; Music, Arts Physical Education, or Health. If the player selects random category, there will be two (2) minutes allotted time for the player to search for possible word/s and if the player find the word/s there will be an additional ten (10) seconds added to the player’s remaining time. In non-timed game, there will be a leveling stage of difficulty and the player will construct for possible answer in every random category questions.
There is a rule in giving hint, in non-timed game, there is a help button for words that were not yet found. The player can hit the hint button every twenty (20) seconds only to have discipline in using hint. The timed game scoring is based on the number of words find while the non-timed game ranking score is based the length of words found.
To make the game more interesting and exciting, the proponents added a hall of fame list , wherein it has a ranking of the top 10 players displaying their statistics like longest word found and their achievements that they gain from timed and non-timed game. However, if the player wanted to quit the non-timed game, he can hit the menu button and quit. If the player losses in timed game, there will be a notification box that will pop-up in which the player could choose and decide whether to try again or quit the game and return to main menu.
Figure 1.0 The process of the Gameplay Simulation
Scope and Delimitation of the Study
The study focuses on developing a PC game application of a book worm style game where it contains many categories that are related to MAPEH subject such as Music, Arts, Physical Education and Health.
This game, players can choose whether it is timed game or non-timed game. Players can play with different category such as Music, Arts, Physical Education and Health or player can choose a random category. This game has a time limit wherein the player needs to complete the word/s before the time ends. If they can answer questions then points will be given and will be placed in a ranking or players can quit the game and return to main menu. In timed game, players can choose different category or a random category. Players will get a score for every word and if they have the biggest scores they will be put first in a ranking.
The game will only delimit the following:
o It will only focus on related MAPEH subject.
o It will only cater 2D Graphics and does not project 3D graphics. o It will only use materials that are educational. All inappropriate topics will be excluded.
Significance of the Study
Students – This research is significant to the students that find MAPEH as a difficult subject.
Teachers – This research is significant to the teachers for they will also learn new learning tools or other way on how to teach
Players – This research is significant to anybody that plays games since this game can enhance the players critical thinking skills of the subject MAPEH .
Future Researchers – Anybody that wished to create the same study can use this as a reference. They will find this helpful.
Definition of Terms
2D computer graphics – 2D computer graphics are digital images that are computer-based. They include 2Dgeometric models, such as image compositions, pixel art, digital art, photographs and text. 2D graphics are used every day on traditional printing and drawing.
Computer Gaming – Computer gaming is a type of video game playing that is played on a personal computer, rather than a dedicated video game console.
REVIEW OF RELATED LITERATURE AND STUDIES
This chapter contains the review of related literature and related studies that contains relevant and useful information in conducting the research.
Study examines potential positive effects of video games
Video games have become part of our life. All age groups have a varying degree of experience with video games. Most games have been made for entertainment purposes. Nowadays, there is increasing controversy over the effects of video games. Parents worry about the negative effects of computer gaming on children, they’ve emphasized on the violent behavior and addiction of computer games. However, there are some positive effects which could benefit a person from playing video games. According to Snodgrass (2011), an associate professor of anthropology at Colorado State, video games can have potential positive effects on people. This was researched by examining the different types of video gaming experiences and the effects they can have on players’ lives, including their self-reported levels of stress, life satisfaction and happiness.
In video games, players could develop avatars and complete tasks in cooperation with other players. The complex and highly interactive nature of the game can lead players to feel as though they have become part of a vividly compelling alternate universe. The American Psychological Association (APA) researchers assessed their problem-solving ability by examining the types of cognitive, goal-oriented, game-oriented, emotional and contextual statements they made. Younger children seem more interested in setting short-term goals for their learning in the game compared to older children who are more interested in simply playing and the actions of playing. (Ostrovsky, 2008)
Bookworm deluxe has similar concepts to Mother Tongue Bookworm. The game utilizes 2D graphic visualization, from a grid of available letters; players connect letters to form words. As words are formed, they are removed from the grid and the remaining letters collapse to fill the available space. The players are given a board filled with lettered tiles, and they have to string them together to form words. The player get points for each word and longer words are worth more points. A major benefit of the game is that it increases a player’s vocabulary. (Mueller, 2005)
Scrabble has been around for more than half a century now. Scrabble is a word game in which two to four players score points by forming words from individual lettered tiles on a game board marked with a 15-by-15 grid. The words are formed across and down in crossword fashion and must appear in a standard dictionary. There are three ways in which the player could benefit from playing this game. One of which is that it builds vocabulary, second is it helps one improve spelling and lastly in developing the skill of anagramming. The game application made by the proponents used this game as inspiration for the board game concept. (Rooni, 2010)
Boggle game or most commonly known as word factory is a word game designed by Allan Turoff. The game is played using a plastic grid of lettered dice, in which players attempt to find words in sequences of adjacent letters. The game is intended to help children learn to recognize letters and words, to practice hand-eye coordination, and to learn the correct spellings of basic words. (Nickerson, 2007)
The above mentioned related literature and studies, the proponents viewed that the proposed game application would be feasible and would significantly help those students most specially Kindergarten to Grade 3 students who are under the K to 12 program of the Department of Education. Children nowadays have access to technology that was not available in previous generations and therefore they have a unique opportunity to use this technology to aid in how they learn. By reversing the negative effects of video games, there are benefits that could be gained by players while having fun at the same time.
In this chapter, the proponents discussed the method used in this study and the different procedures in the development of the research. Moreover, it also included the research locale, design procedure, design instrument and the timeline of the study and how the gathered data collected and analyzed.
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