College of Communication and Information Technology
College of Communication and Information Technology
SQUID GAME
A Thesis
In partial Fulfillment of the Requirements
for the degree of Bachelor of Science in Computer Science
College of Communication and Information Technology
President Ramon Magsaysay State University
Iba, Zambales
JULY 2022
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COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
APPROVAL SHEET
___________________ __________________________
Date Signed MENCHIE A. DELA CRUZ, PhD
Dean, CCIT
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COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
ACKNOWLEDGMENT
The researchers would like to extend their profound gratitude and appreciation to
those people who devoted much time, talent and ideas in all the accomplishments of this
study.
Engr. Carl Angelo Pamplona, their thesis adviser, for his patience and support
endowed to the researchers as the critic of the study and guidance during the preparation
Engr. Melojean Marave, their Research instructor, for her encouragement and
guidance to the researchers and for imparting her knowledge and suggestions for this
study.
Information Technology, for her valuable support and encouragement to finish this study.
Moraña, as panel members for their intellectual comments and provide suggestions and
allowing and guiding the researchers to distribute the questionnaires to the student
respondents.
All the respondents of this study, First Year students of the Polytechnic College of
Botolan, Botolan Zambales, for their honest response and mutual cooperation.
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COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
Their families and loved ones, especially to their beloved parents for their
Most of all, to the Almighty God, for all the blessings, knowledge, and wisdom
The Researchers
TJV
BFB
RL
JM
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COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
EXECUTIVE SUMMARY
The Squid Game has the Flipmatch and Puzzle game that has categories and time
level, the goal of the game is to find its match while spending time of the chosen time
level. The mobile game application is an interactive game that is great for developing the
quality and thinking skills of the players and will also help students in improving their
knowledge and skills in making an interactive game for their future research.
This study aimed to develop a mobile game application that is designed to help
students in gaming and thinking skills. The information for the study was gathered
through a survey questionnaire that was distributed to the first year students of
used qualitative approach for this study. Random sampling was their method to conduct a
survey to the respective respondents. With the type of research design utilized, the
researchers were able to observe and provide analyzable data that will be a useful tool in
developing their researcher adopted surveys. The study was conducted at Polytechnic
College of Botolan, first year students: 24 female and 25 male with the total of 30
students as respondents.
The overall evaluation on the software quality by the students has computed
average weighted mean 4.54, interpreted as Very Good. The overall evaluation on the
level of acceptability by the students has computed average weighted mean 4.53,
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COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
tool for schools, maintain the application accuracy and consistency of the task, enhanced
user-friendliness of the system and further enhance the performance of the required
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COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
TABLE OF CONTENTS
TITLE PAGE................................................................................................................................ i
APPROVAL SHEET.................................................................................................ii
ACKNOWLEDGMENT............................................................................................iii
ABSTRACT.............................................................................................................iv
TABLE OF CONTENTS…………………………………………………………………vi
LIST OF TABLES…………………………………………………………….………....ix
LIST OF FIGURES……………………………………………………………………... xi
LIST OF NOTATIONS………………………………………………………………….xii
CHAPTER 1. INTRODUCTION
Project Context.....................................................................................................................1
Objectives ...........................................................................................................................3
Technical Background.........................................................................................................5
Synthesis............................................................................................................................11
CHAPTER 3. METHODOLOGY
Requirement Analysis........................................................................................................13
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RequirementCOLLEGE
Documentation.............................................................................................14
OF COMMUNICATION AND INFORMATION TECHNOLOGY
CHAPTER 5
RECOMMENDATIONS…………………………………………………………………
….33
REFERENCES…………………………………………………………………………34
APPENDICES
8
Appendix ECOLLEGE
Test Results....................................................................................................52
OF COMMUNICATION AND INFORMATION TECHNOLOGY
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COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
LIST OF TABLES
“Squid Game”.
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COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
LIST OF FIGURES
2 Conceptual Framework………………….…………………….. 16
3 System Architecture………………………………………….... 17
4 Block Diagram………………………………………………… 18
5 Iterative Model………………………………………………… 19
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COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
LIST OF NOTATIONS
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COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
Chapter 1
INTRODUCTION
Project Context
has been improving where it incorporates with portable techs such as tablets, touchpads,
and mini pads. Most of these gadgets are empowered by Android OS system that
executes with android programs. Through time and effort of brilliant people, several
versions of operating system has been created which are now used to operate tablets and
smartphones.
Android is the most popular mobile platform in the globe. Android’s development
is becoming relevantly popular in its field. Developers tend to target a huge diverse–
audience, therefore they developed and developing computer system software for PC,
mobile and their Applications / Games which are now a success. In years, Games are also
being implemented by the use of the World Wide Web. Programmers and developers
continuously discover and develop new faces, styles of games or apps which most of the
people were looking forward to. With that, several android applications are being
developed. Most are for gaming, application system, knowledge base system, and data
processing.
The researchers of this research developed a game called Squid game. They claim
that it is an addictive game for it is a game for the mind. Squid game can be played solo
or multiplayer. Competing with yourself or with friends and family will be one of its
advantage for the players can not only develop their mind but also their social skills.
1
Positive psychological
COLLEGE OF effects of this game
COMMUNICATION on the mental
AND INFORMATION status of the gamer will
TECHNOLOGY
improve their
thinking ability, improves their response time or the sharpness of the mind on
The purpose of this study is to develop and design an interactive game app. This
project’s goal is to meet the player’s satisfaction and for the benefit of future researchers.
The researchers should be able to meet the standard by giving effective solutions for the
existing problem/s. The system is user friendly which means that it can be accessed by all
generations as long as they are phone users. The vibrant and interesting material
supported by images and videos combined in Squid game are pleasing to the eyes and its
game mechanics will positively enhance their quality and accuracy in thinking skills.
This study ensure that the design project will benefit the following:
Gamers. They will be able to enhance their gaming skills and their critical thinking
skills.
Researchers. They can use this research as a basis for their future research.
benefited due to another research will be added in the collection books at the campus
Objectives
College of Botolan to gather data and information that are included in their system. The
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researchers COLLEGE
claim thatOFthis system will benefit
COMMUNICATION the establishment
AND INFORMATION and its students as well
TECHNOLOGY
1.1 Compatibility;
1.2 Usability;
1.3 Reliability;
1.5 Portability.
their first option of various subjects from different backgrounds to first year students of
Polytechnic College of Botolan. The respondents are chosen based on the researchers
vicinity.
3
The Squid game
COLLEGE OFapplication has two
COMMUNICATION ANDcategories;
INFORMATIONflipTECHNOLOGY
match and puzzle–therefore it
is a game that is good for exercising the brain. This game app is supported by Android.
To collect accurate results, researchers made sure that their respondents own android
smartphones
which are compatible to the researchers’ system/game. Its only limit is that it cannot be
accessed to World Wide Web and for IOS users which are not deal breakers because
Chapter 2
This chapter presents the review of related literature and studies that are
Technical Background
4
This COLLEGE
chapter discusses concepts and
OF COMMUNICATION ANDconducted studies
INFORMATION related to the phenomenon
TECHNOLOGY
of Squid Game. The literature reviewed here provided the researcher insights into the
subject matter of the present study. It also provided researchers’ information and
This review consists of books, articles, documents that focus on the same subject matter
This chapter discussed the technicality of the entitled “Squid Game”. This system
process. It is used for practice and a user interface that is operated by students.
2. Adobe Photoshop
The following are the review of related literatures that will support the present
research conductors’ claim that Squid Game is a good exercise for the brain; according to
J. Lee and H. Jung (2019), Game-based learning is learning that learners reach their
5
learning goals through
COLLEGE OF games that contain
COMMUNICATION ANDeducational
INFORMATIONcontent independently, without
TECHNOLOGY
direct involvement by the instructor. Games naturally provide learners with immersion
and fun, creating an interesting learning environment and giving them a natural and
educational effect in the process of playing. Games for game-based learning must have
learning goals, have fun, and be motivated. In particular, recent researches have shown
that digital game-based learning provides continuous interest to learners and strengthens
with natural
review effects (W. Hwang et al.,2016). The interaction effect of the game improved the
logical thinking ability of learners not only in the high learning group but also in the low-
learning group. Prensky has defined generations that use the digital languages of
computers, video games, and the Internet as generations N or D, signaling the emergence
these generations are very familiar with video and cyberspace. Especially for them,
computer or online games are more than just entertainment or entertainment. Because of
this, everyday life in cyberspace has a huge impact on education and learning. On the
other hand, according to Saksrisathaporn & Maneewan of 2012, student’s study time is
students are expected to participate in. Therefore, studying a periodic table, and trying to
remember all the elements becomes boring and repetitive, more so when trying to
remember from textbooks. If students are unable to learn and remember all the important
details of the main topics, essential elements, the periodic table, and chemical
6
compounds,COLLEGE
it will continually affect theirAND
OF COMMUNICATION future learning inTECHNOLOGY
INFORMATION chemistry, making it difficult
to continue learning, and pass yearly university entrance exams. However, game-based
learning has been used as a tool for centuries and is much more attractive and interesting,
and results in active learning rather than passive learning through textbooks and theory.
Currently, there are only a few other resources that can help students learn chemistry by
serious game has become a hot topic in training and education as shown in the abundant
academic research since 2012 (Guillen, V and Aleson-Carbonell, M, 2012). Mostly, the
not focus on graphics or level designs. For example, the Kagaku Chemistry Periodic
Table of Elements only displays the 16th International Conference on Cognition and
Exploratory Learning in Digital Age (CELDA 2019) table on a scrollable screen and
In this review of related literature, it shows the relation of the process of testing
the present researchers’ game. According to Gao et al. (2014) mobile software testing are
set of activities for mobile apps on mobile devices by exhausting definite software test
techniques and tools in order to confirm quality in functionality, performance, and QoS,
privacy. The main phases of the testing process include test planning, test designing, test
execution and test analysis (Farooq et al., 2011, Amen et al., 2015).The estimation of
effort for software testing comprises an estimation of test size, effort (Person per Hour),
7
cost and entire schedule
COLLEGE by means of several
OF COMMUNICATION ANDmethods, toolsTECHNOLOGY
INFORMATION and techniques (Abhilasha
and Sharma, 2013). If effort, time and cost required to test the software can be
anticipated, the testing resources can be systematically planned within a set target date to
the test effort the major consideration is given on test designing (creation of test cases)
In addition to that, here are the collected review of related studies/systems that
will prove Squid Game’s claims; as the present researchers mentioned in chapter 1 that
portable gadgets such as android tablets, smartphones, touchpad, etc. are soaring in this
generation.
These type of technology is made for various ways that can possibly assist humans to do
with just a tap of a finger and games are one of them–games that provide entertainment,
relaxation and learning. The different version, styles and stories of every game makes the
common user curious to explore and enjoy from it. From the famous Facebook game
CANDY Crush, Plants versus Zombies, Temple run, Bubble Mania, Angry Birds, and
more, people get to explore and download games that might suit to their individual way
of entertainment. Most of the gaming apps of today’s make use of the scoring, making
the cutest outfits and changing it, making challenging for the gamer to think and create
moves from it. Also, mobile devices have become widely popular devices because they
are easy to use, portable and can support a variety of applications. In this study, a
smartphone game named “Chemistry Pop” was designed and developed. The proposed
8
game was designed
COLLEGEtoOF
help students to learn
COMMUNICATION ANDchemistry withTECHNOLOGY
INFORMATION more interest and enthusiasm.
This mobile game aims to support science students to learn and remember the essential
elements in the periodic table with more interest and enthusiasm and to increase the
resources that may help aid students in self-studying. The game is designed with colorful
graphics. The students can play a game and remember the essential elements in the
periodic table at the same time. They can also continue growing and improving these
memories at a higher level of education. The game consists of three stages, each stage
plays differently and has different goals. The first stage is to support the student to
remember the names and symbols of elements from the periodic table. The gameplay of
this stage is adapted from a “Bubble Shooter” game. The single-player video game
Bubble Shooter probably became famous as it is very intuitive and easy to learn. It is a
mix of “Tetris” and “Connect Four” (Shooter-bubble (2019). This creates a game
(Chen, C., 2016). The aim of Bubble Shooter is to collect as many points as possible. To
get points you need to destroy the colored bubbles. For the Chemistry pop game, the
player must connect and group at least three bubbles of the same property to collect them
according to the goal, which is given at each level. Players must shoot the bubbles with
given symbols to collect and clear the goal, which uses the elements' names. To pass each
level, players must clear all progress bars within the time and moves limits. The second
stage is to help students remember the group and period of elements from the periodic
table. The bubbles with element symbols will be released randomly and will always be
moving. Players must use their fingers to touch, hold and drag to form a circle around
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bubbles withCOLLEGE
the same
OFproperty and needAND
COMMUNICATION at least three bubbles
INFORMATION to collect them and clear
TECHNOLOGY
the goal, which would be the group or period numbers. The last stage is to help students
remember the 5-chemical compounds. The bubbles will be collected if the connection of
bubbles is in accordance with a chemical compound. To pass each level, players must
clear all progress bars within the time limit. The prototype game was tested and evaluated
healthy young adult samples. Bruce D. Homer has been shown to be effective in training
cognitive skills by proposing custom video games to support the development of high
school students' executive functions showed that digital games were effective for
improving the attention of students for Brazilian elementary school students (Homer,
2018).
Synthesis
After reviewing the literature and studies, most of the research positive in the
gamification of learning material. The goal of this literature review was to support the
idea on game based learning and the gamification. The underlying result of the literature
and studies shows that the uses of games improve students’ learning. The increasing
integration of digital games and applied sciences into learning environments has an
impact on student’s learning. Game-based learning has been shown to be effective in both
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learning andCOLLEGE
teaching. Information learned
OF COMMUNICATION through game-based
AND INFORMATION learning is retained
TECHNOLOGY
longer that information learned through other techniques. A successful learning process is
one in which you are completely immersed in the task at hand. At the same time,
gamification becomes the latest phenomena to try to engaged the students fully in
traditional and lack innovation. Game Based Learning in the Philippines still has less
study and is highly probable that use of it in instruction will not guarantee learning gains
over time. “Filipinos might have designed board games utilized in class, however very
few Filipinos have researched on the use of educational games as learning tools.” (Conte,
2017, p 2). The same with the lack of interest in the study of Philippine mythology. Many
teachers and students find the lack of enthusiasm in the subject. It is very important to
learn about the Philippine mythology because according to Jacano (2018), it is the most
Chapter 3
METHODOLOGY
Requirements Analysis
Choose
Squid Puzzle Time
Game 11 Level
130
seconds
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
Flipmatc Pairs 60
h
seconds
10 15 20
Back History
Pairs Pairs Pairs
Squid
Figure 1
Data Flow Diagram
The Squid Game Data Flow Diagram contains one external entity and twelve
processes.
Based on the diagram, the squid game starts with the flip match and puzzle game.
When you click the flip match button, it will show the choices; 10 pairs, 15 pairs and 20
pairs. Click to play. After the game, clicking the back button will lead back to where it
12
started. Clicking the OF
COLLEGE history button will AND
COMMUNICATION show the rankingTECHNOLOGY
INFORMATION of scores. In puzzle game,
there are choices of time level; 60 seconds and 130 seconds. When the time is up,
clicking back button and or the history button, either of the two depending on the player.
Requirement Documentation
The Squid game consists of two categories which are the “Flip match and the
Puzzle Game”. The Flip match game consists of different level; 10 pairs, 15 pairs and 20
pairs where player/s can choose how many pairs to match. It contains different images of
pairs of squids with different colors to be matched. When choosing higher or more set of
There are also a game time, it indicates on how much time you used in completing
a game. The smaller the time the faster you are. Game times can be find in the history
where it has been recorded. Each set of pairs has its own top 3 scores.
In Puzzle Game, you can choose the time level; the 60 seconds and the 130
seconds. When the time level is fully consumed and the game is over, the player’s score
INPUT PROCESS
OUTPUT
Design of Squid Game 13
Development of Squid
as to: Game using:
1. ISO/IEC 25010:2011
Functional requirements,
Software Quality
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
FEEDBACK
Figure 2
Conceptual Framework of the Study
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The COLLEGE
input-process-output model AND
OF COMMUNICATION issued to demonstrate
INFORMATION the study's conceptual
TECHNOLOGY
framework. The design of the mobile game application that is relevant to ISO/IEC
The functional requirements, data flow diagram, block diagram, data models, and
iterative model were all employed in the study to create the mobile game application. The
researchers used both hardware and software. For hardware, the researcher used a
personal computer, and for software, unity and Photoshop were used. The information for
the study was gathered through survey questionnaire, which is going to be distributed by
15
Development and Testing
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
Designing and
Planning Requirements Deployment
Developing
Testing Evaluation
Figure 5
Iterative Model
Upon completing the planning of the mobile game application, the next step is that
gathering the requirements for the game. Followed by the designing and developing. Next
are the testing and the evaluation. The process continued through a repeated cycle till the
complete mobile game application is ready for deployment as per the requirement. This
method is used with the aim to improve the application at each iteration of cycle.
The researchers used qualitative approach for this study. The study was carried
respondents. Cluster sampling was the researcher’s method to conduct a survey to the
respective respondents. With the type of research design utilized, the researchers were
able to observe
16
and provideCOLLEGE
analyzable data that will be
OF COMMUNICATION a INFORMATION
AND useful tool inTECHNOLOGY
developing their researcher
adopted surveys.
Table 1
Distribution of Survey Questionnaire to the selected user
Female 24 49%
Male 25 51%
TOTAL 49 100%
select a group of subjects (i.e. sample or respondents) for study from a larger group (i.e.
population) until the needed criteria and respondents were gained. In this research, there
percentage where 24 of respondents are female students which is 49% and rest 25 male
students with 51%. In this regard, the researchers utilized only the number of
respondents.
their study, stating that the ISO/IEC 25010:2011-based quality models and respective
Guidance for Producers are available through the following: Compatibility, Usability,
17
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
The draft of the questionnaire was made by the researchers and was corrected.
1. Frequency and Percentage Distribution. This was used to determine the ratio
Formula:
%=f x 100 %
N
Wherein: % = percentage
2. Weighted Arithmetic Mean – This tool utilized in order to show the weighted
Formula:
❑
∑ f (x)
Xw = ❑
n
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COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
x = s the weight as 5, 4, 3, 2, 1
3. Likert Scale – this was used to rate the functions by having a person complete
a questionnaire that requires them to indicate the extent to which they agree or
disagree with a series of statements. It rates by a scale to which can rate by the
user.
Part II
Likert Scale for Evaluating of the System on the Level of Acceptability of the game
entitled Squid Game
19
3
COLLEGE 2.60-3.39
OF COMMUNICATION Acceptable (A)
AND INFORMATION TECHNOLOGY
Chapter 4
1.1. Compatibility
Table 2
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Table 2 COLLEGE
shows the evaluation of the
OF COMMUNICATION ANDrespondents onTECHNOLOGY
INFORMATION the Software Quality using
Indicator 2, “The application has different games that can be played and becomes a
phones”, obtained the least average weighted mean 4.48 (rank 3) interpreted as Excellent.
The computed overall weighted mean on the evaluation on Squid game as evaluated by
interpreted as “Excellent”. Which means that its ways of testing the present researchers
1.2 Usability
Table 3
Respondents Evaluation on the Software Quality of the “Squid Game” in terms of
Usability.
21
COLLEGE
satisfying OF COMMUNICATION
interaction for the user. AND INFORMATION TECHNOLOGY
6. The application can be used by people with 4.59 Excellent 2.5
the widest range of characteristics and
capabilities.
Average Weighted Mean 4.56 Excellent
Table 3 shows the evaluation of the respondents on the Software Quality using
Indicator 3, “The application has attributes that make it easy to operate and
specified goals of learning to use the application with effectiveness, efficiency and
satisfaction.”, obtained the least average weighted mean 4.53 (rank 4) interpreted as
Excellent. The computed over-all weighted mean on the evaluation on Squid game as
evaluated by respondents using the ISO/IEC 25010:2011 metrics as to usability was 4.56
interpreted as “Excellent”. Which means that the present researchers’ claim that the
data.
1.3 Reliability
Table 4
Respondents Evaluation on the Software Quality of the “Squid Game” in terms of
Reliability.
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COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
Mean Description
Table 4 shows the evaluation of the respondents on the Software Quality using
Indicators 1 and 4, “The application meets needs for reliability under normal
operation” and “The application can recover the data directly affected and re-establish the
both obtained an average weighted mean 4.53 (rank 1) interpreted as Excellent. Indicator
faults”, obtained the least average weighted mean 4.44 (rank 3) interpreted as Excellent.
The computed over-all weighted mean on the evaluation on Squid game as evaluated by
respondents using the ISO/IEC 25010:2011 metrics as to reliability was 4.53 interpreted
as “Excellent”. Which means that the present researchers’ claim that their game/system is
user friendly.
1.4 Maintainability
23
COLLEGE OF COMMUNICATION Table 5
AND INFORMATION TECHNOLOGY
Respondents Evaluation on the Software Quality of the “Squid Game” in terms of
Maintainability.
Table 5 shows the evaluation of the respondents on the Software Quality using
quality”, obtained the least average weighted mean 4.48 (rank 5) interpreted as
Excellent. The computed over-all weighted mean on the evaluation on Squid game as
4.55 interpreted as “Excellent”. Which means that the present researchers’ claim of
1.4 Portability
Table 6
Table 6 shows the evaluation of the respondents on the Software Quality using
“The application can effectively and efficiently be adapted for different or evolving
average weighted mean 4.53 (rank 3) interpreted as Excellent. The computed over-all
weighted mean on the evaluation on Squid game as evaluated by respondents using the
Average
Mean Description
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2.1.
COLLEGE OFFunctionality
COMMUNICATION AND INFORMATION TECHNOLOGY
Table 7
Respondents Evaluation on the Level of Acceptability of the “Squid Game” in terms
of Functionality.
the least average weighted mean 4.51 (rank 5) interpreted as Highly Acceptable. The
27
Acceptability using ISO/IEC
COLLEGE 25010: 2011AND
OF COMMUNICATION in INFORMATION
terms of Functionality
TECHNOLOGY was 4.55 interpreted
as “Highly Acceptable”.
2.2 Performance
Table 8
Respondents Evaluation on the Level of Acceptability of the “Squid Game” in terms
of Performance Efficiency.
average weighted mean 4.55 (rank 1) interpreted as Highly Acceptable. Indicator 3, “The
weighted mean 4.46 (rank 5) interpreted as Highly Acceptable. The computed over-all
weighted mean on the evaluation of the respondents on the Acceptability using ISO/IEC
chapter 5
RECOMMENDATIONS
This chapter consists of three parts. The first part gives the summary of findings.
The second part is the conclusions of the inquiry which derived from pertinent findings.
The last part presents valid recommendations necessary for the improvement of the
Recommendations:
29
These are the following
COLLEGE recommendations:
OF COMMUNICATION AND INFORMATION TECHNOLOGY
REFERENCES
Allery, L. (2014). How to Make Use of Educational Games. Education for Primary
Care. Vol.25:65–6.Retrieved
from http://content.ebscohost.com/ContentServer.asp?
T=P&P=AN&K=93455035&S=R&D=ehh&EbscoContent=dGJyMNHX8kSeprY
4yOvsOLCmr1Gep7JSr664Sa6WxWXS&ContentCustomer=dGJyMO7o44vh5ep
T69fnhrnb4osA
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Annetta, L. A. (2011).OFThe
COLLEGE “I’s” have it: AND
COMMUNICATION A framework for serious
INFORMATION educational game
TECHNOLOGY
209. https://doi.org/10.20935/AL209
from https://psurj.org/wp-content/uploads/2018/01/JEMSS_0001.pdf
D’Angelo, C., Rutstein, D., Harris, C., Bernard, R., Borokhovski, E., Haertel, G. (2014).
Garris, R., Ahlers, R., & Driskell, J. E. (2012). Games, motivation and learning: A
31
Gee, J. (2013, November
COLLEGE 16). GBL Influences
OF COMMUNICATION James Gee’s
AND INFORMATION Principles for game Based
TECHNOLOGY
https://www.legendsoflearning.com/blog/james-paul-gee-game-based-learning
Gee, J. P. (2013). What video games have to teach us about learning and literacy. New
https://www.aswangproject.com/mythology-and-philippine-studies-why-it-is-
important/
Mackay, R. F. (2013, March 1). Playing to learn: Panelists at Stanford discussion say
https://news.stanford.edu/2013/03/01/games-education-tool-030113/.
https://www.aswangproject.com/engkanto-the-shards/
Reid, Maurice, Brown, Steve, and Tabibzadeh, (2012), “Capstone Teaching Models -
Effectiveness”. Journal of Education for Business. Vol. 87(3), pp. 178-184, 2012.
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Vandercruysse, S., Vandewaetere,
COLLEGE M., &AND
OF COMMUNICATION Clarebout, G. (2012,
INFORMATION February). Game-Based
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https://www.researchgate.net/publication/260360868_Game-
Based_Learning_A_Review_on_the_Effectiveness_of_Educational_Games
Von Wangenheim, C.G. Savi, R. and A.F. Borgatto. (2012), “DELIVER! –An
Courses”. Information and Software Technology. Vol. 54(3): pp. 286-298, 2012.
Welbers, K., Konijn, E., Burgers, C., de Vaate, A., Eden, A., & Brugman, B. (2019),
from https://journals.sagepub.com/doi/full/10.1177/2042753018818342
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COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
APPENDICES
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COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
Appendix A
Flipmatch
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
[HideInInspector]
public PuzzleState CurrentPuzzleState;
//
[HideInInspector]
public RevealedState PuzzleRevealedNumber;
//
[HideInInspector]
public List<Picture> PictureList;
private Vector2 _offset = new Vector2(1.5f, 1.52f);
private Vector2 _offsetFor15Pairs = new Vector2(1.12f, 1.30f);
private Vector2 _offsetFor20Pairs = new Vector2(1.14f, 1.20f);
private Vector3 _newScaleDown = new Vector3(1f, 1f, 0.001f);
private List<Material> _materialList = new List<Material>();
private List<string> _texturePathList = new List<string>();
private Material _firstMaterial;
private string _firstTexturePath;
private int _firstRevealedPic;
private int _secondRevealedPic;
private int _revealedPicNumber = 0;
private int _picToDestroy1;
private int _picToDestroy2;
private bool _coroutineStarted = false;
private int _pairNumbers;
private int _removedPairs;
private Timer _gameTimer;
void Start()
{
CurrentGameState = GameState.NoAction;
CurrentPuzzleState = PuzzleState.CanRotate;
PuzzleRevealedNumber = RevealedState.NoRevealed;
_revealedPicNumber = 0;
_firstRevealedPic = -1;
_secondRevealedPic = -1;
_removedPairs = 0;
_pairNumbers = (int) GameSettings.Instance.GetPairNumber();
_gameTimer = GameObject.Find("Main Camera").GetComponent<Timer>();
LoadMaterials();
if (GameSettings.Instance.GetPairNumber() ==
GameSettings.EPairNumber.E10Pairs)
{
CurrentGameState = GameState.MovingOnPosition;
SpawnPictureMesh(4, 5, StartPosition, _offset, false);
36
MovePicture(4,
COLLEGE OF5,COMMUNICATION
StartPosition, _offset);
AND INFORMATION TECHNOLOGY
}
else if (GameSettings.Instance.GetPairNumber() ==
GameSettings.EPairNumber.E15Pairs)
{
CurrentGameState = GameState.MovingOnPosition;
SpawnPictureMesh(5, 6, StartPosition, _offset, true);
MovePicture(5, 6, StartPosition, _offsetFor15Pairs);
}
else if (GameSettings.Instance.GetPairNumber() ==
GameSettings.EPairNumber.E20Pairs)
{
CurrentGameState = GameState.MovingOnPosition;
SpawnPictureMesh(5, 8, StartPosition, _offset, true);
MovePicture(5, 8, StartPosition, _offsetFor20Pairs);
}
}
public void CheckPicture()
{
CurrentGameState = GameState.Checking;
_revealedPicNumber = 0;
for (int id = 0; id < PictureList.Count; id++)
{
if (PictureList[id].Revealed && _revealedPicNumber < 2)
{
if (_revealedPicNumber == 0)
{
_firstRevealedPic = id;
_revealedPicNumber++;
}
else if (_revealedPicNumber == 1)
{
_secondRevealedPic = id;
_revealedPicNumber++;
}
}
}
if (_revealedPicNumber == 2)
{
if (PictureList[_firstRevealedPic].GetIndex() ==
PictureList[_secondRevealedPic].GetIndex() && _firstRevealedPic !=
_secondRevealedPic)
{
CurrentGameState = GameState.DeletingPuzzles;
_picToDestroy1 = _firstRevealedPic;
37
_picToDestroy2 = _secondRevealedPic;
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
}
else
{
CurrentGameState = GameState.FlipBack;
}
}
CurrentPuzzleState = PictureManager.PuzzleState.CanRotate;
if (CurrentGameState == GameState.Checking)
{
CurrentGameState = GameState.NoAction;
}
}
private void DestroyPicture()
{
PuzzleRevealedNumber = RevealedState.NoRevealed;
PictureList[_picToDestroy1].Deactivate();
PictureList[_picToDestroy2].Deactivate();
_revealedPicNumber = 0;
_removedPairs++;
CurrentGameState = GameState.NoAction;
CurrentPuzzleState = PuzzleState.CanRotate;
}
private IEnumerator FlipBack()
{
_coroutineStarted = true;
yield return new WaitForSeconds(0.5f);
PictureList[_firstRevealedPic].FlipBack();
PictureList[_secondRevealedPic].FlipBack();
PictureList[_firstRevealedPic].Revealed = false;
PictureList[_secondRevealedPic].Revealed = false;
PuzzleRevealedNumber = RevealedState.NoRevealed;
CurrentGameState = GameState.NoAction;
_coroutineStarted = false;
}
private void LoadMaterials()
{
var materialFilePath = GameSettings.Instance.GetMaterialDirectoryName();
var textureFilePath =
GameSettings.Instance.GetPuzzleCategoryTextureDirectoryName();
var pairNumber = (int)GameSettings.Instance.GetPairNumber();
const string matBaseName = "Pic";
var firstMaterialName = "Back";
for (var index = 1; index <= pairNumber; index++)
{
38
var currentFilePath = materialFilePath
COLLEGE OF COMMUNICATION + matBaseName
AND INFORMATION + index;
TECHNOLOGY
Material mat = Resources.Load(currentFilePath, typeof(Material)) as Material;
_materialList.Add(mat);
var currentTextureFilePath = textureFilePath + matBaseName + index;
_texturePathList.Add(currentTextureFilePath);
}
_firstTexturePath = textureFilePath + firstMaterialName;
void Update()
{
if (CurrentGameState == GameState.DeletingPuzzles)
{
if (CurrentPuzzleState == PuzzleState.CanRotate)
{
DestroyPicture();
CheckGameEnd();
}
}
if (CurrentGameState == GameState.FlipBack)
{
if (CurrentPuzzleState == PuzzleState.CanRotate && _coroutineStarted == false)
{
StartCoroutine(FlipBack());
}
}
if(CurrentGameState == GameState.GameEnd){
if(PictureList[_firstRevealedPic].gameObject.activeSelf == false &&
PictureList[_secondRevealedPic].gameObject.activeSelf == false &&
GameOverPanel.activeSelf == false)
{
ShowEndGameInformation();
}
}
}
private bool CheckGameEnd(){
if(_removedPairs == _pairNumbers && CurrentGameState !=
GameState.GameEnd){
CurrentGameState = GameState.GameEnd;
_gameTimer.StopTimer();
Config.PlaceScoreOnBoard(_gameTimer.GetCurrentTime());
39
} COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
return (CurrentGameState == GameState.GameEnd);
}
private void ShowEndGameInformation(){
GameOverPanel.SetActive(true);
if(Config.IsBestScore()){
NewBestTimeText.SetActive(true);
YourTimeText.SetActive(false);
}
else{
NewBestTimeText.SetActive(false);
YourTimeText.SetActive(true);
}
// YourTimeText.SetActive(true);
var timer = _gameTimer.GetCurrentTime();
var minutes = Mathf.Floor(timer / 60);
var seconds = Mathf.RoundToInt(timer % 60);
var newText = minutes.ToString("00") + ":" + seconds.ToString("00");
EndTimeText.GetComponent<Text>().text = newText;
}
private void SpawnPictureMesh(int rows, int columns, Vector2 Pos, Vector2 offset,
bool scaleDown)
{
for (int col = 0; col < columns; col++)
{
for (int row = 0; row < rows; row++)
{
var tempPicture = (Picture)Instantiate(PicturePrefab,
PicSpawnPosition.position, PicturePrefab.transform.rotation);
if (scaleDown)
{
tempPicture.transform.localScale = _newScaleDown;
}
tempPicture.name = tempPicture.name + 'c' + col + 'r' + row;
PictureList.Add(tempPicture);
}
}
ApplyTextures();
}
public void ApplyTextures()
{
var rndMatIndex = Random.Range(0, _materialList.Count);
var AppliedTimes = new int[_materialList.Count];
for (int i = 0; i < _materialList.Count; i++)
40
{ COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
AppliedTimes[i] = 0;
}
foreach (var o in PictureList)
{
var randPrevious = rndMatIndex;
var counter = 0;
var forceMat = false;
while (AppliedTimes[rndMatIndex] >= 2 || ((randPrevious == rndMatIndex) && !
forceMat))
{
rndMatIndex = Random.Range(0, _materialList.Count);
counter++;
if (counter > 100)
{
for (var j = 0; j < _materialList.Count; j++)
{
if (AppliedTimes[j] < 2)
{
rndMatIndex = j;
forceMat = true;
}
}
if (forceMat == false)
return;
}
}
o.SetFirstMaterial(_firstMaterial, _firstTexturePath);
o.ApplyFirstMaterial();
o.SetSecondMaterial(_materialList[rndMatIndex],
_texturePathList[rndMatIndex]);
o.SetIndex(rndMatIndex);
o.Revealed = false;
// o.ApplySecondMaterial();
AppliedTimes[rndMatIndex] += 1;
forceMat = false;
}
}
private void MovePicture(int rows, int columns, Vector2 pos, Vector2 offset)
{
var index = 0;
for (var col = 0; col < columns; col++)
{
for (int row = 0; row < rows; row++)
41
{ COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
var targetPosition = new Vector3((pos.x + (offset.x * row)), (pos.y - (offset.y *
col)), 0.0f);
StartCoroutine(MoveToPosition(targetPosition, PictureList[index]));
index++;
}
}
}
private IEnumerator MoveToPosition(Vector3 target, Picture obj)
{
var randomDis = 7;
while (obj.transform.position != target)
{
Board
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using DG.Tweening;
using UnityEngine;
using UnityEngine.UI;
using Debug = UnityEngine.Debug;
using Random = UnityEngine.Random;
//
public sealed class Board : MonoBehaviour
{
public static Board Instance { get; private set; }
[SerializeField] private AudioClip collectSound;
[SerializeField] private AudioSource audioSource;
public Row[] rows;
public Tile[,] Tiles { get; private set; }
public int Width => Tiles.GetLength(0);
public int Height => Tiles.GetLength(1);
42
private readonly
COLLEGE List<Tile> _selection AND
OF COMMUNICATION = new List<Tile>();
INFORMATION TECHNOLOGY
private const float TweenDuration = 0.25f;
private void Awake() => Instance = this;
private void Start()
{
Tiles = new Tile[rows.Max(row => row.tiles.Length), rows.Length];
for (var y = 0; y < Height; y++)
{
for (var x = 0; x < Width; x++)
{
var tile = rows[y].tiles[x];
tile.x = x;
tile.y = y;
tile.Item = ItemDatabase.Items[Random.Range(0,
ItemDatabase.Items.Length)];
Tiles[x, y] = tile;
}
}
}
public async void Select(Tile tile)
{
if (!_selection.Contains(tile))
{
if (_selection.Count > 0)
{
if (Array.IndexOf(_selection[0].Neighbours, tile) != -1) _selection.Add(tile);
}
else
{
_selection.Add(tile);
}
}
if (_selection.Count < 2) return;
await Swap(_selection[0], _selection[1]);
if (CanPop())
{
Pop();
}
else
{
await Swap(_selection[0], _selection[1]);
}
_selection.Clear();
43
} COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
public async Task Swap(Tile tile1, Tile tile2)
{
var icon1 = tile1.icon;
var icon2 = tile2.icon;
var icon1Transform = icon1.transform;
var icon2Transform = icon2.transform;
var sequence = DOTween.Sequence();
sequence.Join(icon1Transform.DOMove(icon2Transform.position,
TweenDuration)).Join(icon2Transform.DOMove(icon1Transform.position,
TweenDuration));
await sequence.Play().AsyncWaitForCompletion();
icon1Transform.SetParent(tile2.transform);
icon2Transform.SetParent(tile1.transform);
tile1.icon = icon2;
tile2.icon = icon1;
var tileItem = tile1.Item;
tile1.Item = tile2.Item;
tile2.Item = tileItem;
}
private bool CanPop()
{
for (var y = 0; y < Height; y++)
for (var x = 0; x < Width; x++)
if (Tiles[x, y].GetConnectedTiles().Skip(1).Count() >= 2) return true;
return false;
}
private async void Pop()
{
for (var y = 0; y < Height; y++)
{
for (var x = 0; x < Width; x++)
{
var tile = Tiles[x, y];
var connectedTiles = tile.GetConnectedTiles();
Appendix B
45
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
46
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
47
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
Appendix C
Users’ Guide
48
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
Appendix D
Screen Layouts
49
Appendix
COLLEGE OF COMMUNICATION E
AND INFORMATION TECHNOLOGY
Test Results
Appendix F
50
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
Appendix G
Curriculum Vitae
51
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
Email: [email protected]
Personal Profile
Age: 21
Gender: Male
Nationality: Filipino
Education Background
Primary Education
Botolan, Zambales
2006-2012
Secondary Education
52
BOTOLAN
COLLEGE NATIONALAND
OF COMMUNICATION HIGH SCHOOLTECHNOLOGY
INFORMATION ( SENIOR HIGH)
Botolan, Zambales
2016-2018
Botolan, Zambales
2012-2016
Email: [email protected]
Personal Profile
53
Date of Birth: November
COLLEGE 22, 1969
OF COMMUNICATION AND INFORMATION TECHNOLOGY
Age: 52
Gender: Female
Nationality: Filipino
Education Background
Primary Education
S.Y.: 2006-2012
Secondary Education
S.Y.: 2012-2016
Address: PANAN,BOTOLAN.ZAMBALES
Email: [email protected]
54
Personal Profile
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
Gender: MALE
Nationality: FILIPINO
Education Background
Primary Education
S.Y.: 2011-2012
Secondary Education
Iba,Zambales
S.Y.:2017-2018
55
Name( FullCOLLEGE
Name): RICO BALANGON
OF COMMUNICATION LAJARA
AND INFORMATION TECHNOLOGY
Address: PANAN,BOTOLAN.ZAMBALES
Email: [email protected]
Personal Profile
Gender: MALE
Nationality: FILIPINO
Education Background
Primary Education
S.Y.: 2011-2012
Secondary Education
Iba,Zambales
S.Y.:2017-2018
56
Bachelor's in Computer
COLLEGE Science
OF COMMUNICATION AND INFORMATION TECHNOLOGY
57
49