"Math-Tinik": Math Learning App For Android
"Math-Tinik": Math Learning App For Android
Title of Thesis:
“Math-Tinik”
Name of Researchers
_______________________ ____________
_______________________ ____________
_______________________ ____________
_______________________ ____________
ABSTRACT
This research focused on Math Tinik Learning App. This study aimed to design,
develop, and deploy the said game that can help users in math to learn basic math
operations while making fun by means of playing and to know more about mathematics.
The main purpose of creating the application is to improve the mathematical ability in
The objectives that the researchers want to achieve are to identify the mechanics,
The researchers developed the game in Android Studio software using java
programming language with a Waterfall Methodology where the project is divided into
sequential phases, with some overlap and splash back acceptable between phases. The
game can be playable on android with a version 10 or up and a 1 GB ram and 50mb
internal storage.
i
ACKNOWLEDGEMENT
The satisfaction that accompanies that are the successful completion of any task
would be incomplete without the mention of people whose ceaseless cooperation made it
possible, whose constant guidance and encouragement crown all efforts with success.
We are grateful to our project guide Mr. Ferdinand Dalisay for the guidance,
inspiration and constructive suggestion that helpful us in the preparation of this project.
And also we are thankful on our panel Mrs. Cristeta Tolentino, Mr. Jayson Tamayo and
Likewise we also thank our parents and friends who supported us finalizing this
ii
DEDICATION
The Researchers humbly this study to the Heavenly Father for giving sense of direction,
wisdom, guidance and strength to overcome all the challenge in life during the times of
difficulties and for unending blessings we received. And we’re forever grateful following
To our beloved friends and classmates, who shared their love, thoughts and
To the people who believed in us and became part of this study, thank you for the
help you’ve shared. We owe you this success of this project. Again,
Thank you for everything and may God bless you all.
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TABLE OF CONTENTS
ACKNOWLEDGEMENT . . . . . . . i
DEDICATION . . . . . . . . ii
ABSTRACT . . . . . . . . iii
Definitions of Terms . . . . . . 4
Summary (SOO) . . . . . . . . 15
Summary of Findings . . . . . . . 16
Conclusions . . . . . . . . 17
Recommendations. . . . . . . . 17
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Background of Study
observed that mobile devices can be used to increase the educational skills of school
going children instead of leaving them to waste their time on only playing games.
improve the mathematical related skill of children. Although many applications exist
online for such purposes, however there is a need to develop a simple, interactive and
easy to use android-based application for enhancing the skill of children in basic
develop an engaging computation mathematical game for kids aged 7 to 12. In this work,
application, named “Math Tinik” which assist the beginners in math to learn basic math
Gee (2005) agreed that a game would turn out to be good for learning when the
game is built to incorporate learning principles. Some researchers have also supported the
potential of games for affective domains of learning and fostering a positive attitude
towards learning (Ke, 2008). For example, based on the study conducted on 1,274 1st -
and 2nd -graders, found a positive effect of educational games on the motivation of
students.
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The proposed “Math Tinik” Game for android is about through gaming, game
based learning similar to problem based learning. Where in different scenarios are placed
within a played framework. Due to the fact that this game in general may include
enhancements.
The application we will develop is very interesting and provides the students a
school like environment. Apps for collaborative learning scenarios are quite rare so far
due to their more complex programming efforts and necessary environment to run it. On
the other side, the learning outcome is indeed promising, because the gaming
environment and the communication about the learning problem of the learners, as well
entertainment in a simple game that provides what they need. Improving their skills in
This game is only focused on basic math operations using images, and numbers.
The game covers a level by level game features that allows the students to get challenge
from it.
in android OS versions.
Significance of Study
This math learning app helps studentsto develop their knowledge in the field of
mathematics. While kids this days are more driven towards using gadgets or android
phone for every purposeusing their mobile phone they can play this Mathematical
Learning App that can help increase their mathematical knowledge by answeringthe
This study will be valuable and significant to children, parents, and future researchers.
Children. This study is primarily focused to children, for it will give them knowledge in
Parents. They will not have to struggle to find a way to teach them in mathematics
Future Researchers. This may serve as a basis for future research that they will conduct.
Definition of Terms
computer software package that performs a specific function directly for an end user or,
Android –an open-source operating system used for smartphones and tablet computers.
Interactive–An
interactive system or computer program is designed to involve the user in
the exchange of information.
Device –is an objects or systems that have a specific purpose or intention, like electronic
Learning Games–are those intentionally designed for the purpose of education, or those
designed to help people understand concepts, learn domain knowledge, and develop
they engaged in math games, simulations, and problem-solving activities based on the
Common Core and modeled by college faculty. It was revealed in the study that majority
workshops believed that their own math knowledge and skills improved.
They also reported that the use of games and activities in their math clubs
increased students’ understanding and enjoyment of math, as well as their ability to focus
and stay engaged even when activities were hard for them. Play experiences motivated
young adolescents to think mathematically were central to their evolving beliefs about
The literature review is presented in two sections, digital gaming and mathematics
within the study. The first section provides an overview of the use of digital games in
education. In addition, the first section examines pertinent research related to the effects
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of digital games on student achievement and motivation. The second section provides an
overview of mathematics instruction. Further, the second section examines middle school
students mathematical.
Some Serious digital games advocates for the use of digital games in education
stated that digital games are effective learning tools because they use action instead of
styles and skills, reinforce mastery skills, and provide interactive and decision making
contexts.
educators as a potential way to provide learners with effective and fun learning
In the study of Taclay (2013) on the on the effects of mathematical games to the
revealed that the students who were exposed to mathematical games strategy had
discussing lessons in Geometry so that the students will be able to understand and
grades.
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Their study also revealed that mathematical game approach resulted to a higher
We can use it to implement the our study because some of the mathematics need a
strategy to solve and get higher score and the concepts of our study is to increase the
Kafai who stresses “making games for learning instead of playing games for
games are so that one can create games with specific design goals. These design goals
have to co-exist with characteristics that have been identified as being essential for
CHAPTER 3: METHODOLOGY
Every framework acts as a basis for applying specific approaches to develop and
maintain software. Several software development approaches have been used since origin
of information technology.
In Waterfall the project is divided into sequential phases, with some overlap and
splash back acceptable between phases. Emphasis is on planning, time, schedules, target
are that it allows for departmentalization and control. A schedule can be set with
deadlines for each stage of development and a product can proceed through the
This chapter deals with the method of study that covers population selection of
the samples and validation of the tools, their administration and statistical technique use
specification document.
Design. The requirement specifications from first phase are studied in this phase and
the software design is prepared. This software design helps in specifying hardware
and software requirements and helps in defining the overall software architecture.
Implementation. With inputs from the system design, the software is first
developed in small programs called units, which are integrated in the next phase.
Each unit is developed and tested for its functionality, which is referred to as Unit
Testing.
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Integration and Testing. All the units developed in the implementation phase are
integrated into a system after testing of each unit. Post integration the entire software
Deployment of system. Once the functional and non-functional testing is done; the
Maintenance. There are some issues which come up in the client environment. To
fix those issues, patches are released. Also to enhance the product some better
versions are released. Maintenance is done to deliver these changes in the customer
environment.
methods to enhance participation to both individuals and groups but it is the most
time consuming.
Reading Case Study books related to the proposed system is also helping the
Website Articles gathering and using data contained in website articles is also
another tool for data collection. Collecting data from web articles is a quicker and
less expensive data collection two major disadvantages of using this data reporting
method are biases inherent in the data collection process and possible
security/confidentiality concerns.
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Source Data (Internet/Books). Some information can be found through the books,
the information that can get from the internet much more large and spacious. The
various information about the current techniques are can be found from the internet.
This chapter discusses the features included in the developed Math Tinik App to
help you understand the application, we will discuss one by one the features and
processes on how to play this game. It also discusses about the system requirements for
1. The mechanic of the game is so easy that anyone can play this game but intentionally
our target is 7 - 12 yrs. old. The player can choose one in the four basic operations, then
choose the difficulty of the game, touch the desired level whether its 1-30, 30-60, or 61-
90. Then select the problem/stage to answer the problem, if its correct answer it goes to
next number if not it will stay deducting 1 life every mistake. The 61-90 problems can be
2. Features are the characteristics of the Math Tinik Learning App developed by the
a. Basic Operations – The game have four basic operations; addition, subtraction,
b. Levels of Difficulty – We added three level of difficulty; the easy, medium, and
hard that will challenge the player where the easy is a drag n drop type while the
medium and hard is a matching type the only difference is the hard is more
c. 30 Problems each Level – Every level has 30 problems that the player can
answer consecutively, unlocking the problems one by one when they get the
correct answer.
d. Coins Availability – The player can gather gold coins by answering the
automatically deduct 5 coins when the player wants to use the hint.
e. Life of the Player – In the course of the game the player has three lives in
answering the problems, in every wrong answer the life decreases and when the
3. We developed the game in Android Studio software using java programming language.
We used the waterfall model,to be able to install the developed Math Tinik App the user
must have an android phone with a software version 5.0 or higher, a minimum of 1 GB
The following table shows the minimum software and hardware requirements needed to
Storage
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RECOMMENDATIONS
The purpose of this study is to design, develop, and deploy a mathematical game
that run on android to help the users in improving their mathematical ability by answering
1. To identify the mechanics of the game. The player will pick one of the operation, level,
and problems then start answering the problems. If it is correct answer it goes to next
number if not it will stay deducting 1 life every mistake. The 61-90 problems is
unlockable using the gold coins. Easy mode is a drag & drop while medium and hard
Basic Operations
Levels of Difficulty
Coins Availability
3. To develop and deploy the game. The game developed in Android Studio software
using java programming language. And the methodology used is Waterfall Model. In
Waterfall the project is divided into sequential phases, with some overlap and splash back
1. In playing the game the player will pick one of the operation, level, and problems then
start answering the problems. If it’s correct answer it goes to next number if not it will
stay deducting 1 life every mistake. The 61-90 problems is unlockable using the gold
coins. Easy mode is a drag & drop while medium and hard mode are the same matching
type.
2. The features included in the developed Math Tinik App are the following;
Basic Operations
Levels of Difficulty
Coins Availability
3. The game developed in Android Studio software using java programming language.
The methodology used is Waterfall Model and the game runs on android version 5.0 or
5.3 CONCLUSIONS
The purpose of this study is to make an application that offers new aspects of
which mostly do not contribute to the academic enhancement of the students. A math
game that run on android to help the students in improving their mathematical ability in
addition, subtraction, multiplication, and division. The game has three levels of difficulty
namely; easy, medium, and hard. It also have three selection level; (a) the 1 – 30 quizzes
with 1 digit number, (b) 31 -60 quizzes with 2 digit number, and (c) 61 – 90 quizzes with
3 digit number. The player has three life points every level, with one hint every stage and
will gain coins if he/she got the correct answer that can be used to unlock the 31 – 60 and
61 - 90 quizzes. Because our users will be 5 – 12 y/o. the UI design must be lively that
We have learned a lot about Android based applications and also about user’s
behavior. We have found that the development process is hard and time-consuming, but it
can be managed by a team work. We hope that other developers will take advantage from
5.4 RECOMMENDATIONS
suggested:
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1. We recommend to the future researchers to improve the UI of the game and try to
improve the quality. They can also add other languages and audio support.
2. They can add some more categories in our app just like flashcards and some
3. They can also add high score panel where the player can input their name to know
who’s the highest scorer in the game to be more exciting. And an achievement panel
where the players can get mystery prizes if they unlock it.
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REFERENCES
Kafai, Y. (2006) Playing and Making Games for Learning: Instructionist and
Constructionist
Perspectives for Game Studies Games and Culture, 1, 36-40.
http://gac.sagepub.com/cgi/content/abstract/1/1/36
APPENDICES
GANNT CHART
Requirements and
Analysis
Design
Implementation
Integrating and Testing
Deployment of Game
Maintenance
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DATA DICTIONARY
computer software package that performs a specific function directly for an end user or,
Android – an open-source operating system used for smartphones and tablet computers.
Interactive - An interactive system or computer program is designed to involve the user in
the exchange of information.
Device – is an objects or systems that have a specific purpose or intention, like electronic
Learning Games – are those intentionally designed for the purpose of education, or those
designed to help people understand concepts, learn domain knowledge, and develop
SCREENSHOTS
Startup Screen
(figure 1)
Selection Mode
(figure 2)
Selection Level
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Selection level
(figure 3)
1-30 Quizzes
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(figure 4)
(figure 6)
(figure 7)
Matching Quiz
(figure 8)
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End Results
(figure 9)
Instructions
(figure 10)
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Settings
(figure 11)
User’s Manual
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Easy Mode - Press, and hold down the box that you think is the correct answer. "Drag"
the box to the desired location and "Drop" the box. Then click “Submit” to know if it is
the correct answer.
Medium Mode - “Click” one of the box in the upper part of screen that holds group of
questions and the lower box that is the answer, “Tap“ the answer that you think is the
correct answer.
Hard Mode - “Click” one of the box in the upper part of screen that holds group of
questions and the lower box that is the answer, “Tap“ the answer that you think is the
correct answer.
Tips
Use the “Hint” if you don’t know the answer correct answer using coins.
In every use of Hints it will deduct 5 coins
You only have “3 Lives” to maintain your current game.
You can earn Coins in every correct answer.
You only have 30 seconds in 1-60 quizzes and 45 seconds in 61-90 in the Medium
Mode.
Hard Mode is the same as Medium Mode but it don’t have time limit to answer.
SOURCE CODE
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Main Activity
packagemathtinik.thesis;
importandroidx.appcompat.app.AlertDialog;
importandroidx.appcompat.app.AppCompatActivity;
importandroid.content.ComponentName;
importandroid.content.Context;
importandroid.content.Intent;
importandroid.content.ServiceConnection;
importandroid.content.SharedPreferences;
importandroid.media.AudioManager;
importandroid.os.Build;
importandroid.os.Bundle;
importandroid.os.IBinder;
importandroid.util.Log;
importandroid.view.LayoutInflater;
importandroid.view.View;
importandroid.view.Window;
importandroid.view.WindowManager;
importandroid.widget.Button;
importandroid.widget.ImageButton;
importandroid.widget.ImageView;
importandroid.widget.SeekBar;
importandroid.widget.TextView;
ImageButtonimgplay, exitapp;
public static SharedPreferences.Editor editor;
public static SharedPreferencesprefs;
AudioManageraudioManager;
ImageView settings;
intmaxVolume,currentVolume;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
audioManager = (AudioManager) getSystemService(AUDIO_SERVICE);
maxVolume =
audioManager.getStreamMaxVolume(AudioManager.STREAM_MUSIC);
currentVolume = audioManager.getStreamVolume(AudioManager.STREAM_MUSIC);
imgplay = findViewById(R.id.playButton);
exitapp = findViewById(R.id.exit);
editor = getSharedPreferences("StoringData", MODE_PRIVATE).edit();
prefs = getSharedPreferences("StoringData", MODE_PRIVATE);
editor.remove("operation");
editor.commit();
settings = findViewById(R.id.settings);
settings.setOnClickListener(new View.OnClickListener() {
@Override
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applySetting.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View v) {
cdialog.dismiss();
}
});
resetGame.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View v) {
cdialog.dismiss();
LayoutInflaterinflater = getLayoutInflater();
View rView = (View) inflater.inflate(R.layout.reset_game_alert, null);
Button yesReset = rView.findViewById(R.id.yes);
Button noReset = rView.findViewById(R.id.no);
rdialog.setView(rView);
yesReset.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View v) {
prefs.edit().clear().commit();
rdialog.dismiss();
}
});
noReset.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View v) {
rdialog.dismiss();
}
});
rdialog.show();
}
});
seekBar.setOnSeekBarChangeListener(new SeekBar.OnSeekBarChangeListener() {
@Override
public void onProgressChanged(SeekBarseekBar, int progress, booleanfromUser) {
audioManager.setStreamVolume(AudioManager.STREAM_MUSIC,progress,0);
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@Override
public void onStartTrackingTouch(SeekBarseekBar) {
}
@Override
public void onStopTrackingTouch(SeekBarseekBar) {
}
});
cdialog.show();
}
});
doBindService();
Intent music = new Intent();
music.setClass(this, MusicService.class);
startService(music);
imgplay.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View v) {
Intent choice = new Intent(getApplicationContext(), gamechoices.class);
startActivity(choice);
}
});
exitapp.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View v) {
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yesExit.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View v) {
System.exit(0);
}
});
noExit.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View v) {
cdialog.dismiss();
}
});
cdialog.show();
}
});
}
privatebooleanmIsBound = false;
privateMusicServicemServ;
privateServiceConnectionScon =new ServiceConnection(){
voiddoBindService(){
bindService(new Intent(this,MusicService.class),
Scon, Context.BIND_AUTO_CREATE);
mIsBound = true;
}
voiddoUnbindService()
{
if(mIsBound)
{
unbindService(Scon);
mIsBound = false;
}
}
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@Override
protected void onResume() {
super.onResume();
if (mServ != null) {
mServ.resumeMusic();
}
}
@Override
protected void onDestroy() {
super.onDestroy();
Thank you for taking part of this survey. It is being helpful to create our project in thesis.
We used an Math Games to explain to the future user how this questions must be go on.
1. What do you like to become a background of our Math Tinik games?
a. Natures b. Animals c. School
2. How many seconds can you solve the problem in mathematic?
a. 35 b. 45 c. 60
3. How many lives do you want if you play a math games?
a. 3 b. 4 c. 5
4. Choose a best choices that you can enjoy while you playing the easy game
a. Drag and Drop b. Tap Only c. Sliding
5. How many digit can you solve when you are in school and studying mathematics?
a.1-2 b. 2-3 c. 3-4
6. Did you love a Mathematics Subjects?
Like Unlike Slight
7. Using 3 difficult levels ( easy, medium, hard ) that can you help to modified your
strength and your weaknesses in basic math operations?
Like Unlike
8. Do you want to play a matching type in mathematics?
Like Unlike
9. Using time limit can give a thrill to a game?
Like Unlike
10. On this game they have a possibility to improve your skills in mathematics?
Like Unlike Slight
The researchers tallied and tabulated the responses and the table below shows results of
the survey.
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No. of Questions A B C
Q1 10% 30% 60%
Q2 30% 30% 40%
Q3 40% 20% 40%
Q4 80% 20% 0%
Q5 40% 30% 30%
Like Unlike Slight
Q6 30% 30% 40%
Q7 90% 10%
Q8 90% 10%
Q9 50% 50%
Q10 50% 30% 20%
No. of A B C Total
Questions
Q1 2 6 12 20
Q2 6 6 8 20
Q3 8 4 8 20
Q4 16 4 0 20
Q5 8 6 6 20
Like Unlike Slight
Q6 6 6 8 20
Q7 18 2 0 20
Q8 18 2 0 20
Q9 10 10 0 20
Q10 10 6 4 20
Curriculum Vitae
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PERSONAL DATA
Date of birth : August 29, 1999
Age : 21
Place of birth : Calasiao
Father Name : Romulo A. Gonzales
Mother’s Name : Eva C. Gonzales
Parents Address : 132 Parongking San Miguel Calasiao Pangasinan
Religion : Roman Catholic
Gender : Male
Civil Status : Single
Language/Dialect Spoken : English, Filipino
EDUCATION
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TERTIARY :
Pangasinan State University, Lingayen Campus
ONGOING
BS Information Technology
SECONDARY :
Calasiao Comprehensive National High School
(YEAR)
ELEMENTARY:
Balani Parongking Elementary School
(YEAR)
CERTIFICATES
NC (National Certificate III) in VISUAL GRAPHIC DESIGN
(August 18, 2018)
Dagupan City, Pangasinan
SEMINARS ATTENDED ;
Exploring Societal Impacts,Risks and Security of Social Media Technologies
(April 4,2018)
Pangasinan State University Lingayen Campus
Webinar on Basic Employment Rights
(September 11, 2020)
Webinar on Gender Sensitive Career Counseling
(September 1,2020)
Curriculum Vitae
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PERSONAL DATA
Date of birth : July 07,1997
Age : 23
Place of birth : 145 Malindong Binmaley Pangasinan
Father Name : Domingo D. Bustamante
Mother’s Name : Gilda D. Bustamante
Parents Address : #286 Tonton Lingayen,Pangasinan
Religion : Catholic
Gender : Male
Civil Status : Single
Language/Dialect Spoken : English,Tagalog
EDUCATION
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TERTIARY :
Pangasinan State University, Lingayen Campus
ONGOING
BS Information Technology
SECONDARY :
Binmaley School Of Fisheries
(2009-2013)
ELEMENTARY:
Binmaley North Elementary School
(2004-2009)
CERTIFICATES
NC (National Certificate III) in VISUAL GRAPHIC DESIGN
(August 18, 2018)
Dagupan City, Pangasinan
SEMINARS ATTENDED ;
Exploring Societal Impacts,Risks and Security of Social Media Technologies
(April 4,2018)
Pangasinan State University Lingayen Campus
Webinar on Basic Employment Rights
(September 11, 2020)
Webinar on Gender Sensitive Career Counseling
(September 1,2020)
Curriculum Vitae
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PERSONAL DATA
Date of birth : July 01, 1997
Age : 23
Place of birth : Manat, BinmaleyPangasinan
Father Name : Jerreck C. Fernandez
Mother’s Name : Delia B. Fernandez
Parents Address : Manat, BinmaleyPangasinan
Religion : Romano Catholic
Gender : Male
Civil Status : Single
Language/Dialect Spoken : English, Filipino
EDUCATION
TERTIARY :
Pangasinan State University, Lingayen Campus
ONGOING
BS Information Technology
SECONDARY :
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Curriculum Vitae
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PERSONAL DATA
Date of birth : January 22, 1994
Age : 26
Place of birth : Dagupan City Pangasinan
Father Name : Mario Ico
Mother’s Name : Gloria Ico
Parents Address : 2077 Pantal Centro Dagupan City
Religion : Roman Catholic
Gender : Female
Civil Status : Single
Language/Dialect Spoken : Filipino/Pangasinan/Ilocano/English
EDUCATION
TERTIARY :
Pangasinan State University, Lingayen Campus
ONGOING
BS Information Technology
Alvear Street Lingayen Pangasinan
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SECONDARY :
Dagupan City National High School
(2009-2013)
Tapuac District Dagupan City
ELEMENTARY:
Pntal Elementary School
(2002-2007)
Pantal East Dagupan City
CERTIFICATES
NC (National Certificate III) in VISUAL GRAPHIC DESIGN
(August 18, 2018)
Dagupan City, Pangasinan
SEMINARS ATTENDED ;
Exploring Societal Impacts,Risks and Security of Social Media Technologies
(April 4,2018)
Pangasinan State University Lingayen Campus
Webinar on Basic Employment Rights
(September 11, 2020)
Webinar on Gender Sensitive Career Counseling
(September 1,2020)
Curriculum Vitae
EDUCATION
TERTIARY :
Pangasinan State University, Lingayen Campus
ONGOING
BS Information Technology
SECONDARY :
DCNHS carael annex
School year: 2000-2006
ELEMENTARY:
Carael Elementary school
School year:2006-2010
CERTIFICATES
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