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College of Communication and Information Technology

This thesis describes the development of a mobile game application called "Squid Game" to help students improve their thinking and gaming skills. The application includes Flipmatch and Puzzle games with different categories and time levels. Student respondents from Polytechnic College of Botolan evaluated the software quality and level of acceptability. Based on their feedback, the application performed well in terms of compatibility, usability, maintainability, portability, functionality, and performance efficiency. The researchers recommend implementing the game in schools and further enhancing its functionality and performance across different hardware and software environments.

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0% found this document useful (0 votes)
529 views70 pages

College of Communication and Information Technology

This thesis describes the development of a mobile game application called "Squid Game" to help students improve their thinking and gaming skills. The application includes Flipmatch and Puzzle games with different categories and time levels. Student respondents from Polytechnic College of Botolan evaluated the software quality and level of acceptability. Based on their feedback, the application performed well in terms of compatibility, usability, maintainability, portability, functionality, and performance efficiency. The researchers recommend implementing the game in schools and further enhancing its functionality and performance across different hardware and software environments.

Uploaded by

Elvira Cuesta
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

SQUID GAME

Villanueva, Thaddeus Jadion


Baluyot, Bryan Paul F.
Lajara, Rico
Manalad, J-Mark

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

1
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

Republic of the Philippines


PRESIDENT RAMON MAGSAYSAY STATE UNIVERSITY
College of Communication and Information Technology
Iba, Zambales

APPROVAL SHEET

This, study entitled “SQUIDGAME” prepared and submitted by Thaddeus


Jadion Villanueva, Bryan Paul F. Baluyot, RicoLajara and J- Mark Manalad in
partial fulfillment of the requirements for the degree of BACHELOR OF SCIENCE IN
COMPUTER SIENCE are hereby recommended for oral examination.

ENGR. MELOJEAN C. MARAVE ENGR. CARL ANGELO PAMPLONA


Subject Instructor Adviser
________________________________________________________________________
_______
Approved by the Panel of the Oral Examiners on July 12, 2022 with a grade of ________.

DR. GEOFFREY S. SEPILLO


Member

DANIEL A. BACHILLAR, MSCS MR. DARWIN M. MORAÑA


Member Member
________________________________________________________________________
______
Accepted and approved in partial fulfillment of the requirements for the degree of
BACHELOR OF SCIENCE IN COMPUTER SCIENCE.

___________________ __________________________
Date Signed MENCHIE A. DELA CRUZ, PhD
Dean, CCIT

2
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

to make this study successful.

Engr. Melojean Marave, their Research instructor, for her encouragement and

guidance to the researchers and for imparting her knowledge and suggestions for this

study.

Menchie A. Dela Cruz, PhD, Dean of the College of Communication and

Information Technology, for her valuable support and encouragement to finish this study.

Dr. Geoffrey S. Sepillo, Mr. Daniel A. Bachillar, and Mr. Darwin M.

Moraña, as panel members for their intellectual comments and provide suggestions and

recommendations in order to improve this study,

Mrs. Myrna S. Pangan, Principal of Polytechnic College of Botolan, for

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.

3
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

Their families and loved ones, especially to their beloved parents for their

unconditional love, support, sacrifices.

Most of all, to the Almighty God, for all the blessings, knowledge, and wisdom

bestowed upon the researchers.

The Researchers
TJV
BFB
RL
JM

4
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

Polytechnic College of Botolan. It is sought to determine the quality of the application

using ISO/IEC 25010:2011 Software Quality Metrics in terms of compatibility, usability,

maintainability, portability, functionality, and performance efficiency. The researchers

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,

interpreted as Highly Acceptable.

5
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

The researchers recommend the implementation of “Squid Game” as an educational

tool for schools, maintain the application accuracy and consistency of the task, enhanced

functionality through system completeness and develop performance through developing

user-friendliness of the system and further enhance the performance of the required

functions at different hardware specification and software environment.

6
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

Purpose and Description......................................................................................................2

Objectives ...........................................................................................................................3

Scope and Limitations..........................................................................................................3

CHAPTER 2. REVIEW OF RELATED LITERATURE/ SYSTEMS

Technical Background.........................................................................................................5

Review of Related Literature, Studies/ Systems..................................................................6

Synthesis............................................................................................................................11

CHAPTER 3. METHODOLOGY

Requirement Analysis........................................................................................................13

7
RequirementCOLLEGE
Documentation.............................................................................................14
OF COMMUNICATION AND INFORMATION TECHNOLOGY

Design of Software, System, Product and or Processes………………………………….16

Development and Testing………………………………….…………………………….19

Data Analysis Plan and Statistics……………………………………………………..….21

CHAPTER 4 RESULTS AND DISCUSSION

Evaluation of the Software Quality in terms of Compatibility………...………………...24

Evaluation of the Software Quality in terms of Usability.…………………………........24

Evaluation of the Software Quality in terms of Reliability……………………………...25

Evaluation of the Software Quality in terms of Maintainability………………………...27

Evaluation of the Software Quality in terms of Portability……………….......................28

Evaluation of the Level of Acceptability in terms of Functionality…...………………...29

Evaluation of the Level of Acceptability in terms of Performance…...………………...30

CHAPTER 5

RECOMMENDATIONS…………………………………………………………………

….33

REFERENCES…………………………………………………………………………34

APPENDICES

Appendix A Relevant Source Code...................................................................................38

Appendix B Evaluation Tool or Test Documents..............................................................49

Appendix C Users’ Guide..................................................................................................50

Appendix D Screen Layouts .............................................................................................51

8
Appendix ECOLLEGE
Test Results....................................................................................................52
OF COMMUNICATION AND INFORMATION TECHNOLOGY

Appendix F Copy of Request Letter/ MOA/ MOU ..........................................................53

Appendix G Curriculum Vitae ..........................................................................................54

9
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

LIST OF TABLES

Table Title Page

1 Distribution of Survey Questionnaire to the ……………………. 21

selected user of the proposed game entitled

“Squid Game”.

2 Respondents Evaluation on the Software Quality ……………… 24

of the “Squid Game” in terms of Compatibility

3 Respondents Evaluation on the Software Quality ……………… 24

of the “Squid Game” in terms of Usability

4 Respondents Evaluation on the Software Quality ……………... 25

of the “Squid Game” in terms of Reliability

5 Respondents Evaluation on the Software Quality ………………. 27

of the “Squid Game” in terms of Maintainability

6 Respondents Evaluation on the Software Quality ……………… 28

of the “Squid Game” in terms of Portability

7 Respondents Evaluation on the Level of Acceptability ………... 29

of the “Squid Game” in terms of Functionality

8 Respondents Evaluation on the Level of Acceptability ………… 30

of the “Squid Game” in terms of Performance

10
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

LIST OF FIGURES

Figure Title Page

1 Data Flow Diagram……………………………………………. 13

2 Conceptual Framework………………….…………………….. 16

3 System Architecture………………………………………….... 17

4 Block Diagram………………………………………………… 18

5 Iterative Model………………………………………………… 19

11
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

LIST OF NOTATIONS

ISO/IEC International Organization for Standardization and International


Electrotechnical Commission
PCB Polytechnic College of Botolan
PRMSU President Ramon Magsaysay State University

12
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

Chapter 1

INTRODUCTION

Project Context

Technology at this time of our existence is widespread, specifically computer. It

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

matters that require decision-making and deep learning ability.

Purpose and Description

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.

President Ramon Magsaysay State University. This institution of the researchers

benefited due to another research will be added in the collection books at the campus

library and contributed as references for the future researchers.

Objectives

The researchers conducted an interview in the establishment of Polytechnic

College of Botolan to gather data and information that are included in their system. The

2
researchers COLLEGE
claim thatOFthis system will benefit
COMMUNICATION the establishment
AND INFORMATION and its students as well
TECHNOLOGY

as to satisfy normal users.

Specifically, these are the following objectives:

1. Identify the evaluation of students and IT Experts on the Software Quality of

Squid Game in terms of the ISO/IEC 25010:2011 Software Quality Metrics:

1.1 Compatibility;

1.2 Usability;

1.3 Reliability;

1.4 Maintainability; and

1.5 Portability.

2. Identify the evaluation of students and IT Experts on the Level of Acceptability

of Squid Game in terms of the ISO/IEC 25010:2011 Software Quality Metrics:

2.1 Functionality; and

2.2 Performance Efficiency.

Scope and Limitations of the Study

Due to the pandemic, necessary restrictions were implemented due to the

prevention of spreading Covid-19 virus. Researchers narrowed their respondents from

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

majority of Filipinos use android based gadgets.

Chapter 2

REVIEW OF RELATED LITERATURE AND STUDIES/ SYSTEMS

This chapter presents the review of related literature and studies that are

significant in the development of the present study.

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

materials needed in the formulation and development of the data-gathering instrument.

This review consists of books, articles, documents that focus on the same subject matter

or other concepts of the study.

System Technical Background

This chapter discussed the technicality of the entitled “Squid Game”. This system

is a software application or used to plan, implement and assess a specific learning

process. It is used for practice and a user interface that is operated by students.

These are the tools used in the system:

1. Csharp or called C# Programming Language.

2. Adobe Photoshop

3. Unity game Engine 2D- for C# IDE and Game Build

4. Visual Studio Codes for Text Editor in C# Programming Language

5. Blender Tool for Animation

Review of Related Literature, Studies/ Systems

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

motivation to induce active participation, thereby enhancing learning perception along

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

of a different kind of generation from previous generations. Unlike their predecessors,

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

reduced significantly because of the number of activities high school or university

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

themselves. Game-based learning is very close in meaning to a serious game, and a

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

digital game-based learning available in the market does

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

includes buttons for explanation and a search window (Freewarepocketpc, 2017).

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,

as well as features, like mobility, usability, interoperability, connectivity, security and

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

ensure lucrative culmination of projects. According to Zhu et al.(2008b), for estimating

the test effort the major consideration is given on test designing (creation of test cases)

and test execution.

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

addiction feeling similar to the Candy Crush Saga 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
9
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

with a sample student population. I accordance to that, a research on cognitive

performance improvement by game-based learning has been mainly conducted from

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
10
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

learning. The use of it has a successful outcome may it be used in business or in

education. (Chou, 2017; Mollick and Rothbard, 2014).

Meanwhile, the methods of teaching in the Philippines are still relatively

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

important functions in the society

Chapter 3
METHODOLOGY

This chapter covers the requirements analysis, documentations and design of

software, system, product or processes.

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

pairs, the more it gets challenging and addictive.

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

will be shown after. Recorded scores are also in the history.

Design of Software, System, Product and or Processes

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

14
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

25010:2011 Software Quality Metrics is one of the study's inputs, Compatibility,

usability, maintainability, portability, functionality, and performance efficiency are

among the ISO's attributes.

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

the researcher. The mean is also employed in the analysis.

15
Development and Testing
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

Designing and
Planning Requirements Deployment
Developing

Testing Evaluation

Figure 5
Iterative Model

In developing the proposed mobile game application, iterative model is used.

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

out by using a survey questionnaire based on ISO/IEC 25010:2011 given to the

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

Respondent Frequency (f) Percentage

Female 24 49%

Male 25 51%

TOTAL 49 100%

Table 1 shows Purposive sampling, it is a sampling technique where researchers

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

are a total of Forty-nine(49) respondents selected as sample frame and distributed by

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.

The product quality model of ISO/IEC 25010:2011 needs by the researchers to

their study, stating that the ISO/IEC 25010:2011-based quality models and respective

Guidance for Producers are available through the following: Compatibility, Usability,

Reliability, Maintainability, Portability, Functionality, and Performance Efficiency.

17
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

Data Analysis Plan and Statistics

The draft of the questionnaire was made by the researchers and was corrected.

Suggestions and recommendations were given by the instructor/adviser to enhance the

questionnaire and adopted by the researchers. After this validation, reproduction of

copies of questionnaires were made for the distribution to the respondents.

1. Frequency and Percentage Distribution. This was used to determine the ratio

of respondents that have same answers with general number of respondents

Formula:

%=f x 100 %
N

Wherein: % = percentage

f = number of respondents that answered the question

N = total number of respondents

2. Weighted Arithmetic Mean – This tool utilized in order to show the weighted

mean of the intervals and their total weighted of the respondents.

Formula:

∑ f (x)
Xw = ❑
n

Wherein: Xw = Weighted Arithmetic Mean

18
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

∑ f (x) = sum of all the products of f and

x = s the weight as 5, 4, 3, 2, 1

n = sum of all students

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.

Likert Scale for Evaluating of the System

Scale Class Interval Descriptive Equivalent


5 4.20-5.00 Excellent (E)

4 3.40-4.19 Very Good (VG)


3 2.60-3.39 Good (G)

2 1.80-2.59 Fair (F)

1 1.00-170 Poor (P)

Part II

Likert Scale for Evaluating of the System on the Level of Acceptability of the game
entitled Squid Game

Scale Class Interval Descriptive Equivalent

5 4.20-5.00 Highly Acceptable (HA)

4 3.40-4.19 Moderately Acceptable (MA)

19
3
COLLEGE 2.60-3.39
OF COMMUNICATION Acceptable (A)
AND INFORMATION TECHNOLOGY

2 1.80-2.59 Slightly Acceptable (SA)

1 1.00-179 Not Acceptable (NA)

Chapter 4

RESULTS AND DISCUSSION

1. Respondent’s evaluation on the Software Quality of Squid Game.

1.1. Compatibility

Table 2

Respondents Evaluation on the Software Quality of the


“Squid Game” in terms of Compatibility.

Compatibility Weighted Quantitative Rank


Mean Description
1. The application can perform its required 4.55 Excellent 2
functions efficiently while sharing a
common environment and resources, without
detrimental impact on any other application.
2. The application has different games that can 4.59 Excellent 1
be play and becomes a thrilling game.
3. The application is compatible with android 4.48 Excellent 3
phones.
Average Weighted Mean 4.54 Excellent

20
Table 2 COLLEGE
shows the evaluation of the
OF COMMUNICATION ANDrespondents onTECHNOLOGY
INFORMATION the Software Quality using

ISO/IEC 25010: 2011 in terms of compatibility.

Indicator 2, “The application has different games that can be played and becomes a

thrilling game”, respectively obtained an average weighted mean 4.59 (rank 1)

interpreted as Excellent. Indicator 3, “The application is compatible with android

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

respondents using the ISO/IEC 25010:2011 metrics as to Compatibility was 4.54

interpreted as “Excellent”. Which means that its ways of testing the present researchers

game to the respondents is successful.

1.2 Usability

Table 3
Respondents Evaluation on the Software Quality of the “Squid Game” in terms of
Usability.

Usability Weighted Quantitative Rank


Mean Description
1. The application users can recognize that the 4.48 Excellent 5
application is appropriate for their needs.
2. The application can be used by specified 4.53 Excellent 4
users to achieve specified goals of learning
to use the application with effectiveness,
efficiency and satisfaction.
3. The application has attributes that make it 4.61 Excellent 1
easy to operate and control.
4. The application protects users against 4.57 Excellent 3
making errors.
5. The application enables pleasing and 4.59 Excellent 2.5

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

ISO/IEC 25010: 2011 in terms of usability.

Indicator 3, “The application has attributes that make it easy to operate and

control”, respectively obtained an average weighted mean 4.61 (rank 1) interpreted as

Excellent. Indicator 2, “The application can be used by specified users to achieve

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

game is entertaining, relaxing/satisfying and educational is true according to the gathered

data.

1.3 Reliability

Table 4
Respondents Evaluation on the Software Quality of the “Squid Game” in terms of
Reliability.

Reliability Weighted Quantitative Rank

22
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY
Mean Description

1. The application meets needs for reliability 4.53 Excellent 1.5


under normal operation.

2. The application is operational and accessible 4.51 Excellent 2


when required for use.
3. The application operates as intended despite 4.44 Excellent 3
the presence of hardware or software faults.
4. The application can recover the data directly 4.53 Excellent 1.5
affected and re-establish the desired state of
the application in the event of an
interruption or failure.

Average Weighted Mean 4.50 Excellent

Table 4 shows the evaluation of the respondents on the Software Quality using

ISO/IEC 25010: 2011 in terms of Reliability.

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

desired state of the application in the event of an interruption or failure”, respectively

both obtained an average weighted mean 4.53 (rank 1) interpreted as Excellent. Indicator

3, “The application operates as intended despite the presence of hardware or software

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.

Maintainability Weighted Quantitative Rank


Mean Description
1. The application is composed of discrete 4.57 Excellent 3
components such that a change to one
component has minimal impact on other
components.
2. The application’s asset can be used in more 4.51 Excellent 4
than one device.
3. The application’s effectiveness and 4.63 Excellent 1
efficiency with which it is possible to assess
the impact

on an application of an intended change to


one or more of its parts, or to diagnose an
application for deficiencies or causes of
failures, or to identify parts to be modified.
4. The application can be effectively and 4.48 Excellent 5
efficiently modified without introducing
defects or degrading existing application
quality.
5. The application’s effectiveness and 4.59 Excellent 2
efficiency with which test criteria can be
established for an application and tests can
be performed to determine whether those
criteria have been met.
Average Weighted Mean 4.55 Excellent

Table 5 shows the evaluation of the respondents on the Software Quality using

ISO/IEC 25010: 2011 in terms of Maintainability.

Indicator 3, “The application’s effectiveness and efficiency with which it is

possible to assess the impact on an application of an intended change to one or more

of its parts, or to diagnose an application for deficiencies or causes of failures, or to

identify parts to be modified”, respectively both obtained an average weighted mean

4.63 (rank 1) interpreted as Excellent. Indicator 4, “The application can be effectively


24
and efficiently
COLLEGE modified without introducing
OF COMMUNICATION defects or TECHNOLOGY
AND INFORMATION degrading existing application

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

evaluated by respondents using the ISO/IEC 25010:2011 metrics as to reliability was

4.55 interpreted as “Excellent”. Which means that the present researchers’ claim of

their game/system’s efficiency.

1.4 Portability

Table 6

Respondents Evaluation on the Software Quality of the “Squid Game” in terms of


Portability.

Portability Weighted Quantitative Rank


Mean Description
1. The application can effectively and 4.53 Excellent 3
efficiently be adapted for different or
evolving hardware, software or other
operational or usage environments.
2. The application’s effectiveness and 4.61 Excellent 1
efficiency with which an application
can be successfully installed and/or
uninstalled in a specified environment.
3. The application can replace specified 4.57 Excellent 2
software for the same purpose in the
same environment.
Average Weighted Mean 4.57 Excellent

Table 6 shows the evaluation of the respondents on the Software Quality using

ISO/IEC 25010: 2011 in terms of Portability.

Indicator 2, “The application’s effectiveness and efficiency with which an application

can be successfully installed and/or uninstalled in a specified environment”, respectively


25
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

obtained an average weighted mean 4.61 (rank 1) interpreted as Excellent. Indicator 1,

“The application can effectively and efficiently be adapted for different or evolving

hardware, software or other operational or usage environments”, obtained the least

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

ISO/IEC 25010:2011 metrics as to reliability was 4.57 interpreted as “Excellent”.

Average

Summary Table Weighted Quantitative Rank

Mean Description

1. Compatibility 4.54 Excellent 4

2. Usability 4.56 Excellent 2

3. Reliability 4.50 Excellent 5

4. Maintainability 4.55 Excellent 3

5. Portability 4.57 Excellent 1

2. Respondent’s evaluation on the Level of Acceptability of Squid Game.

26
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.

Functionality Weighted Quantitative Rank


Mean Description
1. The application is capable of 4.53 Highly Acceptable 4
completing its functions efficiently.
2. The application is capable of 4.51 Highly Acceptable 5
accepting instructions accurately.
3. The application’s software is error 4.57 Highly Acceptable 2
free.
4. The application has adaptive 4.55 Highly Acceptable 3
functionality.
5. The application is dedicated to the 4.61 Highly Acceptable 1
owner of device.
Average Weighted Mean 4.55 Highly Acceptable

Table 7 shows the evaluation of the respondents on the Acceptability using

ISO/IEC 25010: 2011 in terms of Functionality.

Indicator 5, “The application is dedicated to the owner of device”, respectively

obtained an average weighted mean 4.61 (rank 1) interpreted as Highly Acceptable.

Indicator 2, “The application is capable of accepting instructions accurately”, obtained

the least average weighted mean 4.51 (rank 5) interpreted as Highly Acceptable. The

computed over-all weighted mean on the evaluation of the respondents on 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.

Performance Efficiency Weighted Quantitative Rank


Mean Description
1. The application is capable of 4.53 Highly Acceptable 2
completing tasks in a fast and
efficient.
2. The application requires minimal 4.48 Highly Acceptable 4
steps to get information needed.
3. The application buttons are easy to 4.46 Highly Acceptable 5
understand and control.
4. The application can provide the 4.51 Highly Acceptable 3
necessary information required by the
user.
5. The application has reliable 4.55 Highly Acceptable 1
information.
Average Weighted Mean 4.51 Highly Acceptable

Table 8 shows the evaluation of the respondents on the Acceptability using

ISO/IEC 25010: 2011 in terms of Performance Efficiency.

Indicator 5, “The application has reliable information”, respectively obtained an

average weighted mean 4.55 (rank 1) interpreted as Highly Acceptable. Indicator 3, “The

application is capable of accepting instructions accurately”, obtained the least average

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

25010: 2011 in terms of Functionality was 4.51 interpreted as “Highly Acceptable”.


28
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

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

proposed mobile game application.

Recommendations:

29
These are the following
COLLEGE recommendations:
OF COMMUNICATION AND INFORMATION TECHNOLOGY

1. The implementation of “Squid Game” as a tool for schools is recommended.

2. Maintain the consistency of the task.

3. Enhanced functionality through system completeness and develop performance

through developing user-friendliness of the system.

4. Changing Background of the system.

5. Further enhance the performance of the required functions at different hardware

specification and software environment.

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

30
Annetta, L. A. (2011).OFThe
COLLEGE “I’s” have it: AND
COMMUNICATION A framework for serious
INFORMATION educational game
TECHNOLOGY

design. Review of General Psychology, 14(2), 105-112.

Becker, K. (2021). What’s the difference between gamification, serious games,

educational games, and game-based learning? Academia Letters, Article

209. https://doi.org/10.20935/AL209

Conte Jr., P. D. (2017, December 4). Effect of Game-Based Learning on Students’

Performance in Economics: A Case of “L-AKAD para sa Pilipino.” PSU Journal

of Education, Management and Social Sciences. Retrieved December 3, 2021,

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).

Simulations for STEM Learning: Systematic Review and Meta-Analysis. Menlo

Park. CA: SRI International

Deterding S, Dixon D, Khaled R, et al. (2011) From game design elements to

gamefulness: defining gamification. In: Proceedings of the 15th international

academic MindTrek conference: envisioning future media environments,

Tampere, Finland, 28–30, pp.9–15. 

Garris, R., Ahlers, R., & Driskell, J. E. (2012). Games, motivation and learning: A

research and practice model. Simulation & Gaming, 33(4), 441-467.

31
Gee, J. (2013, November
COLLEGE 16). GBL Influences
OF COMMUNICATION James Gee’s
AND INFORMATION Principles for game Based
TECHNOLOGY

Learning. Legends of Learning. Retrieved December 1, 2021, from

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

York, NY: Palgrave Macmillan.

Jocano, F. L. (2018, November 11). MYTHOLOGY AND PHILIPPINE STUDIES: Why It

Is Important. The Aswang Project. Retrieved December 2, 2021, from

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

using games as an educational tool provides opportunities for deeper learning.

Stanford University. Retrieved December 2, 2021, from

https://news.stanford.edu/2013/03/01/games-education-tool-030113/.

Miranda, C. (2021a, October 10). ENGKANTO: THE SHARDS Philippine Mythology

Board Game. The Aswang Project. Retrieved December 4, 2021, from

https://www.aswangproject.com/engkanto-the-shards/

Reid, Maurice, Brown, Steve, and Tabibzadeh, (2012), “Capstone Teaching Models -

Combining Simulation, Analytical Intuitive Learning Processes, History and

Effectiveness”. Journal of Education for Business. Vol. 87(3), pp. 178-184, 2012.

32
Vandercruysse, S., Vandewaetere,
COLLEGE M., &AND
OF COMMUNICATION Clarebout, G. (2012,
INFORMATION February). Game-Based
TECHNOLOGY

Learning: A Review on the Effectiveness of Educational Games. ResearchGate.

Retrieved December 1, 2021, from

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

Educational Game for Teaching Earned Value Management in Computing

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),

February 27). Gamification as a tool for engaging student learning: A field

experiment with a gamified app. SAGE Journals. Retrieved December 1, 2021,

from https://journals.sagepub.com/doi/full/10.1177/2042753018818342

33
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

APPENDICES

34
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

Appendix A

RELEVANT SOURCE CODE

Flipmatch

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PictureManager : MonoBehaviour


{
public Picture PicturePrefab;
public Transform PicSpawnPosition;
public Vector2 StartPosition = new Vector2(-2.15f, 3.62f);
[Space] [Header("GameOver")]
public GameObject GameOverPanel;
public GameObject NewBestTimeText;
public GameObject YourTimeText;
public GameObject EndTimeText;
public enum GameState
{
NoAction,
MovingOnPosition,
DeletingPuzzles,
FlipBack,
Checking,
GameEnd
};
public enum PuzzleState
{
PuzzleRotating,
CanRotate
};
public enum RevealedState
{
NoRevealed,
OneRevealed,
TwoRevealed
};
//
[HideInInspector]
35
public GameState
COLLEGE CurrentGameState;
OF COMMUNICATION AND INFORMATION TECHNOLOGY
//

[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;

_firstMaterial = Resources.Load(materialFilePath + firstMaterialName,


typeof(Material)) as Material;
}

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)
{

obj.transform.position = Vector3.MoveTowards(obj.transform.position, target,


randomDis * Time.deltaTime);
yield return 0;
}
}
}

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();

if (connectedTiles.Skip(1).Count() < 2) continue;


var deflateSequence = DOTween.Sequence();
foreach (var connectedTile in connectedTiles)
deflateSequence.Join(connectedTile.icon.transform.DOScale(Vector3.zero,
TweenDuration));
// Audio
audioSource.PlayOneShot(collectSound);
// Score
44
ScoreCounter.Instance.Score
COLLEGE OF COMMUNICATION +=AND
tile.Item.value
INFORMATION* TECHNOLOGY
connectedTiles.Count;
// ScoreCount.Instance.Scores += tile.Item.value * connectedTiles.Count;
await deflateSequence.Play().AsyncWaitForCompletion();
var inflateSequence = DOTween.Sequence();
foreach (var connectedTile in connectedTiles)
{
connectedTile.Item = ItemDatabase.Items[Random.Range(0,
ItemDatabase.Items.Length)];
inflateSequence.Join(connectedTile.icon.transform.DOScale(Vector3.one,
TweenDuration));
}
await inflateSequence.Play().AsyncWaitForCompletion();
//
x = 0;
y = 0;
}
}

Appendix B

Evaluation Tool or Test Documents

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

Copy of Request Letter/ MOA/ MOU

50
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

Appendix G

Curriculum Vitae

51
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

Baluyot, Bryan Paul F.

Mobile No. 09295098418

Address: Taugtog, Botolan, Zambales

Email: [email protected]

Personal Profile

Father’s Name: Hunsoninnio P. Baluyot

Mother’s Name: Analin F. Baluyot

Date of Birth: October 14, 1999

Married Status: Single

Age: 21

Gender: Male

Nationality: Filipino

Education Background

Primary Education

PAUDPOD ELEMENTARY SCHOOL

Botolan, Zambales

2006-2012

Secondary Education

52
BOTOLAN
COLLEGE NATIONALAND
OF COMMUNICATION HIGH SCHOOLTECHNOLOGY
INFORMATION ( SENIOR HIGH)

Botolan, Zambales

2016-2018

BOTOLAN NATIONAL HIGH SCHOOL ( JUNIOR HIGH)

Botolan, Zambales

2012-2016

Bachelor's in Computer Science

President Ramon Magsaysay State University - Zambales

S.Y. 2018 to Present

Name( Full Name): Thaddeus J. Villanueva

Mobile No. 09100173793

Address: Tampo, Botolan, Zambales

Email: [email protected]

Personal Profile

Father’s Name: Delfin D. Villanueva

Mother’s Name: Elizabeth J. Villanueva

53
Date of Birth: November
COLLEGE 22, 1969
OF COMMUNICATION AND INFORMATION TECHNOLOGY

Married Status: Married

Age: 52

Gender: Female

Nationality: Filipino

Education Background

Primary Education

School: Botolan North Central School

S.Y.: 2006-2012

Secondary Education

School: Botolan National High School

S.Y.: 2012-2016

Bachelor’s in Computer Science

President Ramon Magsaysay State University – Zambales

S.Y. 2018 to Present

Name( Full Name): RICO BALANGON LAJARA

Mobile No. 09050942308

Address: PANAN,BOTOLAN.ZAMBALES

Email: [email protected]

54
Personal Profile
COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

Father’s Name: RICARDO LUNAS LAJARA

Mother’s Name: MARILOU BALANGON LAJARA

Date of Birth: OCTOBER 10, 1999

Married Status: SINGLE

Age: 22 YEARS OLD

Gender: MALE

Nationality: FILIPINO

Education Background

Primary Education

School: PANAN ELEMENTARY SCHOOL

S.Y.: 2011-2012

Secondary Education

School: Micro Asia College of Science and Technology Inc.

Iba,Zambales

S.Y.:2017-2018

Bachelor's in Computer Science

President Ramon Magsaysay State University - Zambales

S.Y. 2018 to Present

55
Name( FullCOLLEGE
Name): RICO BALANGON
OF COMMUNICATION LAJARA
AND INFORMATION TECHNOLOGY

Mobile No. 09050942308

Address: PANAN,BOTOLAN.ZAMBALES

Email: [email protected]

Personal Profile

Father’s Name: RICARDO LUNAS LAJARA

Mother’s Name: MARILOU BALANGON LAJARA

Date of Birth: OCTOBER 10, 1999

Married Status: SINGLE

Age: 22 YEARS OLD

Gender: MALE

Nationality: FILIPINO

Education Background

Primary Education

School: PANAN ELEMENTARY SCHOOL

S.Y.: 2011-2012

Secondary Education

School: Micro Asia College of Science and Technology Inc.

Iba,Zambales

S.Y.:2017-2018

56
Bachelor's in Computer
COLLEGE Science
OF COMMUNICATION AND INFORMATION TECHNOLOGY

President Ramon Magsaysay State University - Zambales

S.Y. 2018 to Present

57
49

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