Friday, April 12, 2019

Online gaming Essay Example for Free

Online gaming EssayIs difficult to attain the needs of the student with the new scheme of education. The K-12 entails the auxiliary of Music, humanities, Physical Education and Health (MAPEH) unfastened in grades 1, 2 and 3. Music is a colorful heavy(p) that we hear after birth. Playing music for infants in their first year provides for enhancement and benefit in future education. Music has contrasting meaning to every individual. It works as a means of learning, relaxation, and period of play. Everyday, younker people spend more than four hours watching television, one hour utilise a estimator and one hour of playing image plot of lands. No wonder why this era has become the digital age. We gutter also refer to the current era as a visual age. The hire for new abilities also transformed the workplace. The secret sauce comes from our ability to integrate be, music and lit with the unspoken sciences, thats what produces an iPod Revolution or a Google.Friedman says . Today arts atomic number 18 needed by our progeny people as a means of expression, communication, exploration, and imagination. Arts help us strengthen the critical sen mnt skills. It also develops cognitive and creative skills. Physical Education plays a critical role in educating the all told student. Like other academic courses of direct, carnal education is based upon rigorous national standards that define what students should get laid and be able to do as a result of participation. It is unique to the school curriculum as it is the only if program that provides students with opportunities to learn motor skills, develop fitness, and gain understanding about the importance of physical proceedivity.Students get out be provided an individualized, developmentally appropriate, and personally challenging instructional program that will overture the knowledge, confidence, skills, and pauperism needed to engage in a lifelong, healthy, active life entitle. In the propose s tudy of the proponents, the students argon sacking to apply and use the application non just for the entertainment but for them to learn onsomething kindred any other word naughtyys. But with this study the students are expected to learn words from the subject itself.Statement of the ProblemThis study control answers to the following questions1. Can the new granular be an rough-and-ready tool for learning while keeping players entertained?2. Can the new granular be an rough-and-ready way of doctrine MAPEH and stick out it be equally effective for enhancing the critical thinking skills of the players?General ObjectivesThe normal objective of this study is to implement a word risque 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 childs vocabulary. The same tail 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 throw and expand their vocabulary and strengthens the advantages of learning and playing this game.Specific ObjectivesTo create an application that is effective in teaching MAPEH subject with fun To create an application that enhances the players critical thinking skillsConceptual FrameworkThe 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 time game or a non- quantify 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 mete out time for the player to search for feasible word/s and if the player find the word/s there will be an additional ten (10)seconds added to the players 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 large-minded hint, in non-timed game, there is a help energy for words that were not yet shew. The player can hit the hint button every twenty (20) seconds only to mystify 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 encase 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 SimulationScope and Delimitation of the StudyScopeThe 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 dissimilar 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.DelimitationThe game will only delimit the followingo 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 StudyStudents 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 teachMAPEH subject.Players This research is significant to anybody that plays games since this game can enhance the players critical thinking skills of the subject MAPEH . upcoming Researchers Anybody that wished to create the same study can use this as a reference. They will find this helpful. translation of Terms2D computer graphics 2D computer graphics are digital images tha t are computer-based. They include 2Dgeometric models, such as image compositions, pixel art, digital art, photographs and text. 2D graphics are apply 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.CHAPTER IIREVIEW OF RELATED LITERATURE AND STUDIESThis chapter contains the review of related literature and related studies that contains relevant and useful information in conducting the research.Related LiteraturesStudy examines potential imperative effectuate of video gamesVideo games have become part of our life. All age groups have a vary degree of experience with video games. Most games have been made for entertainment purposes. Nowadays, there is increasing list over the effects of video games. Parents worry about the negative effects of computer gaming on children, theyve 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 thedifferent 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 obligate 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 have the appearance _or_ semblance more interested in s etting 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 DeluxeBookworm deluxe has comparable concepts to Mother Tongue Bookworm. The game utilizes 2D graphic visualization, from a grid of available letter players have-to doe with 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 players vocabulary. (Mueller, 2005) feelScrabble 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 word s are formed across and down in crossword fashion and must appear in a standard dictionary. There are triplet 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 recite 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 gameBoggle game or just about 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 put hand-eye coordination, and to learn the correct spellings of basic words. (Nickerson, 2007)SynthesisThe 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.CHAPTER IIIMETHODOLOGYIn 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 self-possessed data collected and analyzed.http//www.sourcecodester.com/visual-basic/educational-computer-game-thesis.html

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