Code Mastery Quest an Adventure Game for Enhancing Java and Python Skills With Q-Learning Algorithm
Code Mastery Quest an Adventure Game for Enhancing Java and Python Skills With Q-Learning Algorithm
A Thesis Proposal
Submitted to the Faculty of
The College of Computing Studies
PAMANTASAN NG CABUYAO
City of Cabuyao, Laguna
In Partial Fulfillment
Of the Requirements for the Degree
BACHELOR OF SCIENCE IN COMPUTER SCIENCE
By:
Catanda, Vince Charl U.
Sican, Louie John I.
Tinasas, John Romel R
Verceles, Mhiko P.
January 2024
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ABSTRACT
and the purposive sampling approach for study participants. The ordinal data
would be efficiently analyzed using the statistical tool's median. In accordance
with t he study's conclusions, game developers can use game engines t o
create games that are optim i zed for mobile platforms, pr imarily Android.
ACKNOWLEDGEMENT
First and foremost, the researchers would like to thank our Lord Jesus
Christ for giving them the strength and wisdom to complet e the research.
The researchers would like to expr ess t heir deepest gratitude to their
research adviser PROF. FE HABLANI DA for the technical support and
guidance throughout the research.
Last but not the least, the researcher s would like to express their
gratitude to their family and friends for their unparalleled support in the
chosen degr ee progr am.
COLLEGE OF COMPUTING STUDIES vii
DEDICATION
To our fellow friends and classmates who shared their knowledge, words
of advice and encour agement to finish this research.
And last ly, we dedicated this research t o our Almighty God for giving us
guidance, strength, protection, skills and for making us in good health.
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Preliminaries Page
Tit le Page i
Approval Sheet ii
Certif icate of Originality and Authent icity iii
Abstract iv
Acknowledgement vi
Dedicat ion vii
Table of Contents viii
List of Tables x
List of Figur es xi
List of Appendices xii
LIST OF TABLES
Table Page
LIST OF FIGURES
Figure Page
LIST OF APPENDICES
Appendix Page
A. Letters 95
B. Validated Research I nstruments 115
C. Informed Consent Form 124
D. Hardware Specifications 1 29
E. Software Specif icat ions 125
F. Actual Test ing Result 130
G. Project Structure Assessment 135
H. Source Code 136
I. Project Cost ing 139
J. User Manual 140
K. Short report of Plagiarism Software 153
L. Report of Language Software 155
M. Curriculum Vit ae of Student Researcher 156
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CHAPTER 1
Introduction
One of the most signif icant obst acles is the lack of personal
interact ion, which can lead to feelings of isolat ion and decr eased motivat ion
among students [1]. To tackle this, online classes should provide ample
opportunit ies for students to inter act with peers and inst ructors through
discussion forums, video conferencing, or collabor ative pr ojects. Another
challenge is technical diff iculties, which can disrupt the lear ning process and
cause frustrat ion for students pursuing Computer Studies. To facilitate
effective online learning, instructors must provide students with clear
guidance on the use of required softwar e and hardware and ensure access
to necessary tools. Addit ionally, technical support should be promptly
available to help students overcom e any t echnical diff iculties they encounter
during online classes .
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Furthermore, the findings of this study had signif icant implications for
the educat ion sector by offering insights into the potent ial advantages and
disadvantages of gamificat ion in impr oving learning outcomes. Since online
classes for coding presented uni que challenges compared to traditional in -
person classes, it was crucial to address them effectively.
This research created an innovative and gamif ied lear ning experience
that empowered students to master Java and Pyt hon pr ogram ming concepts.
By doing so, the research sought to enhance the learning experience of
students and improve their performance in pr ogramming courses. The
program incor porated game elements, such as badges and rewards, to
motivate learners and reinforce their knowledge of Java and Python
programming languages. The goal of the research was to enhance the
effectiveness and enjoyment of l earning Java and Python programming
concepts by providing problem -solving challenges and partial code tutorials.
This was achieved with non -player char acters (NPCs) to guide and assist
students in navigat ing the challenges. I t was designed to provide learn ers
with immediate reinf orcement for their progress, motivating and engaging
them through rewards and badges.
The proposed gamified lear ning experience had the potent ial to create
a positive impact on the community by enhancing progr amming skills,
fostering interest in technology, and impr oving accessibility to programming
educat ion. The adventure game's fun and engaging appr oach to learning
programming had the potential to inspire an d motivate individuals who may
have been hesit ant or int imidated by tradit ional classr oom -based learning
methods.
In this study, it pr ovided a more engaging and effect ive way for
lear ners to develop their Java and Pyt hon programming skills. Through the
use of incorporating game elements and algorithms like Q -Learning, learners
were motivated to progress through increa singly challenging levels while
gaining a deep understanding of the key programming concepts.
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1. What is the significant impact of the game for the students who ar e
taking up programming courses using Java and Python?
The proposed game had the following elements: a side -scrolling game
with an academic purpose for the users t o gain knowledge for entering the
programming community. It also contained Practice mode, a normal mode,
and a challenge mode with a limit ed am ount of tries. The game had the main
objective of f inishing the problems that were given by the NPCs. The gam e
could be played on portable devices with a customizable char acter as a free -
to-play game application with challenging gaming options. Before playing the
game, users were requir ed to ensure their devices met the necessary system
requirements. It was an educational game tool for helping the students of the
said location by playing this side -scrolling 2-dimensional game. It had a
maximum of f ive tries, an d the player was allowed to tur n back to the lecture
part of the NPC.
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The story of the game was about a new enrollee student in university
who is pursuing com puter programming and wants to learn Java and Python
language. In the university, some professors will help the player to learn the
said progr amming languages. They als o give the player an assessment of
what they learned in the given lesson. The player character was typically
kept close to the center of the screen in side -scrolling video games by the
screen, which followed the player charact er. In other games, t he camer a was
typically adjusted by the character's mot ion, posit ioning the character off -
center and showing more of the environment in front of the character than
behind. In this game, the Code Mastery Quest was a close center screen that
followed the charact er w hile walking or passing the NPCs. The player had a
lim it to play every single day, given a limited amount of energy, and provided
with a quest to acquire extra energy.
The player's object ive in Code Mastery Q uest was to educate the user
of this game in the principles of JAVA and Python Program ming. Finishing
some tasks or side objectives boosted t he confidence of the player while
playing and solving the programming prob lems. The gam e's rules were
simple: the player had to first lear n the program by talking to t he NPCs before
solving the given programming problem . Users could save the profile to
continue playing the game. For the reinforcement learning algorithm, the
researchers selected the Q -Learning algorithm. For the Q -lear ning algorit hm
to function, a table of all potent ial game st ates and all potential player actions
for each state was maintained. This meant that, for a given stat e, our AI could
simply choose the act ion from the table with the highest pot ential reward to
maximize our overall reward.
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By cover ing these topics, the research aims to provide compr ehensive
knowledge and skills in Java and Python programming languages, enabling
lear ners to become proficient in utilizing variables, comment s, user input,
operators, strings, conditional statem ent s, nested if and else if statements,
logical switch statem ents, while and for loops, and do -while loops effectively
in their progr amming endeavors.
The study "Code Mastery Quest: An Adventure Game for Enhancing Java
and Python Skills wit h Q -Learning Algor ithm" has significant implications for
the following:
1. Students: The code mastery quest game can provide an engaging and
interact ive learning exper ience for students studying Java and Python
programming. It offers a gam ified approach that can make learning
more enjoyable and motivating. By incorporat ing the Q -learning
algorithm, the gam e can adapt to individual student's needs and
provide personalized challenges and feedback, facilitat ing skill
development and mastery of programming concepts.
2. Teachers: The study's findings can be valuable for teachers who are
involved in teaching Java and Python programming. The game can
serve as a supplementary tool in the classroom to enhance tr adit ional
teaching methods. It can help teachers create a more im mersive and
interact ive learning environment, promot ing student engagement and
participation. The Q -lear ning algorithm can provide insights into how
adapt ive learning techniques can be applied to pr ogr amming
educat ion.
3. Researchers: The study contributes t o the f ield of educational
technology and computer science education research. It explores the
effectiveness of using a game -based approach and Q -learning
algorithm for enhancing programming skills. The findings can insp ire
further research and invest igat ions into the development and
evaluat ion of educational games, adaptive learning systems, and
intelligent tutor ing systems for program ming educat ion.
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CHAPTER II
In this chapt er, the r eview of r elated liter ature and studies focused on
the Code Mastery Quest, an adventure game designed to enhance Java and
Python skills using a Q -learning algor ithm. The game was designed for
computer science students and sought to pr ovide them with a pleasant and
engaging manner to gain an in -depth knowledge of progr amming concepts and
algorithms.
The study of the lit erature looked at the current studies on game -based
lear ning and how well it could improve learning outcom es. The use of
Gamificat ion in education as well as the integration of the Q -learning algor ithm
into game design was also explored . The researcher examined the gameplay,
design, and effectiveness of the Code Mastery Quest game in enhancing
players' programming abilities. Addit ionally, it assessed how the gam e
affected players' levels of engagement and motivat ion as well as its potent ial
as a tool for instruct ing computer science fundament als learning theory known
as constructivism ar gues that individuals actively cr eate their knowledge and
understanding of the world through reflection and exper ience. This idea was
pertinent when considering Code Mastery Quest, an advent ure game that used
a Q-learning algor ithm to further develop Java and Python skills.
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Conceptual Literature
took a broader view of the Gamificat ion of labor, we might discover precedents
for comparable ideas from as far back as the Soviet Union's efforts with
employee motivation in the early half of the twent ieth century. The academic
management literature's ear ly 2000s "fun at work" movement in America was
likewise a type of G amification of the workplace. Gamif icat ion, according to
[3], was the art of taking the enjoyable and engaging components that ar e
often found in games and consciously incorporat ing them in t o real-world or
product ive tasks. He referred to this method as "human -focused design" since
it focused on how people would feel, act, and engage with the exper ience.
Research Literature
Machine learning techniques can be divided into three main categor ies
based on the many data tags: supervised lear ning, unsupervised lear ning, and
reinforcement learning. Based on bot h input data and output data wit h labels,
controlled learning constructs the data m odel. The data model is created using
unsupervised lear ning using only annotated input dat a and no output dat a.
Without any data or tags, the reinforcem ent learning system first learns how
to maximize a numer ical reward signal [11] .
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Gamificat ion has gained a lot of inter est recently and has been used in
a variety of sectors to encourage and engage individuals in carrying out
specific tasks and solving various challenges [15]. It is used in education as
a method to enhance involvement, motivat ion, and engagement among
students, to incr ease inter action in lessons, and to inspire students to learn
more. Gamification is a potent tool for educators across all levels of the school
system that, when used appropr iately, may increase inner dr iv e and
involvement. According to [21], whether students play games by themselves
or with others, they all enjoy doing so. If people use this idea in educat ion,
even the most boring subjects may be made interesting by engaging in play -
based learning. It is p ossible to subst itut e something more enjoyable for the
tedious process of following a set of predeterm ined rules to arrive at a
solution. We frequently enter a "stat e of flow" while playing games. The
principle of Gamif ication is not a stat ic concept, and var ious game elements
and decisions about design might have diverse outcomes [23]; hence
exploring the application of games for educational pur poses is crucial .
One of the program ming languages that are most widely used with a
variety of usability is undoubtedly Java. Python, on the other hand, is an older
programming language than Java, and because of its straightforward syntax,
it has grown in popular ity among n ewcomers recently. More seasoned users
who use it to handle important problems value its straightfor ward layout. Java
is platform -independent; upon the compilat ion process, a platform -
independent program is created, and all that is required to run it is th e proper
Java virtual machine (JVM). Java is often selected when a software solut ion
that can execute in various situations is required because of its capability
[18]. Java also has excellent robustness, multithreading, and a high level of
secur ity [9], which are beneficial to the dominant applicat ions of the modern
world, including Android, desktop, internet, cloud -based com puting, and big
data systems [30]. In contrast, python stands out for its user -friendliness and
simplicity [2], as well as being free and open source and easily accessible to
everyone [14], having a high - level language, being portable, and having code
that can be used wit hin pr ograms wr itten in other languages. The fields of AI,
data science, data r epresentation [10], game creat ion, web design, desktop
application development [12], and web scraping applications are examples of
how these things m ight be applied in the modern wor ld .
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Theoretical Background
Q-learning algorithm was used for reinfor cement learning on tasks that
are relevant to AI. Things such as generated/aut onomous driving, Open AI
Gym, robotics, image processing, decision/inner processing, ad tech, and
NLP. A back-propagation net work and a Q -learning algor ithm are combined in
[27] innovative appr oach to maxim izing load balancing across all computer
nodes while reducing workf low make -up times in the cloud. [ 25] the resear ch
was also based on stabilizing a cart -pole system in a simulat ed sett in g, a Q-
lear ning algorit hm -based adapt ive pr oportional - integral-derivat ive (PID)
controller which was presented. Their research illustrates the advantages of
an adaptive PID cont roller based on the Q -learning algor ithm in regulating the
cart-pole system gen erally from a variety of starting points as well as in
stabilizing the achievement of a decreased steady -state error. Even if small
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oscillat ions have been noticed and ther e is clear over extending and falling
short in the QPID controller's performance which could cause the system to
behave unpredictably, it can still be induced if future resear ch proposals in
adapt ing the Q -Learning Alg or ithm controller to a variety of diverse
applications, aside from increasing generality and validit y, the learning
efficiency in Shi and co -authors research has increased and is improved.
Evaluat ion
In Figur e one shows that knowledge about the creation and designing
of assets was essential to keep the accuracy and realist ic features of every
object that could be seen in the gam e based on the concept that the
researchers followed using Adobe Photoshop and such. Unit y was ut ilized as
COLLEGE OF COMPUTING STUDIES 20
the game engine plat form to create an immersive gam ified learning exper ience
for Java and Python programming concepts in an online and hybrid learning
environment. Visual Studio was used as the progr amming environment to
develop the game’s logic and mechan ics. The choice of Unity and Visual
Studio was based on their user -friendliness and compatibilit y with multiple
platforms, making them ideal tools for creating a gam ified lear ning experience
that could be accessed by a wide range of learners. The use of th ese tools
enabled the creation of a dynamic and interactive lear ning environment that
incorporated game mechanics and adventure -based learning to enhance
student engagement, motivation, and retention.
Finally, user feedback and the iter ation phase are crucial for continuous
improvement. User f eedback is collected through analyt ics, surveys, reviews,
and forums, which inform updates and pat ches to addr ess issues and enhance
the overall gaming experience. By following these phases, game developers
can effect ively leverage RAD to create high -quality games within shorter
development cycles [ 32].
In the output phase, the role -playing game is based on the principles of
Gamificat ion theory and reinf orcement learning, setting one’s sights on
educat ing the player about how fun to learn Java and Python programming
languages in the game .
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Synthesis
independence and security and Python being known for user -friendliness and
compatibility. Both languages wer e used in modern applicat ions such as AI,
big data systems, and game creat ion. Int egrating innovative approaches like
back-propagation networks, Q -learning algor ithms, and Gamification could
improve load balancing, stabilize systems, and enhance lear ning outcomes.
Learning Java and Python equipped developers wit h the necessary tools for
creating modern applications. Future r esearch and education shoul d focus
on maxim izing the potential benef its of these approaches.
Definition of Terms
Operational Terms
For the purpose of t his study, the following terms are oper ationally defined:
Technical Terms
CHAPTER III
Research Desi gn
The researchers obt ained primary data using interviews and surveys
as part of their data -gather ing strategy. Survey questionnair es were utilized
because they provided a quick, efficient, and low -cost way of acquir ing a
signif icant quant ity of information. It was a highly valuable sur vey technique
that allowed for the assessment of enormous populat ions with reasonable
simplicity. Despite popular belief, surveys were not ea sy to perform. To get
signif icant findings, a survey required substant ial organizat ion, time, and
effort. Secondary data was acquired through t he examination of relat ed
lit erature and the use of the Internet. In this investigation, data were gat hered
through the use of a survey.
Through their email, they provided, it was used to receive the accurat e
results of the study, including the tabulat ions, and summary of findings,
conclusions, and recommendat ions, for transparency between the
proponents and t he participants of this study. Surveys served as valuable
tools for understanding people's thoughts, behaviors, and patterns. They
were part icular ly beneficial for organizations seeking to gain insights int o
their current or prospective clients.
Research Locale
The research took place around the City of Cabuyao, located in the
province of Laguna. The part icipants in t he study were college students and
SHS students enrolled in computer -related courses. The researchers
selected this particular location for the stud y's implementat ion because it
offered access to relevant information from students who were direct ly
relevant to the chosen research topic. Additionally, since t he researchers
COLLEGE OF COMPUTING STUDIES 28
Discussion of Algorithm
Sample Di alogue
Java
NPC: "Hello Dangal Greetings! explorer, have you studied Java
variables?"
Participant: "No, I haven't."
NPC: You can use this var iable throughout your code to refer to its
value and change it as necessary. NPC: "Variables are containers
that carry values. Let me give you an example: int health = 100;
Here, 'health' is the name of the var iable and '100' is th e value it
carries.
NPC: " Dangal Greet ings! Have you hear d about comments in Java?"
Player: "No, what ar e they?"
NPC: "Comments ar e notes that you can leave in your code to explain
what it does. Here's an example: // This is a comment. It doesn't
affect the code, but it helps you understand it. You can also use /* */
to make multiline comments."
Python:
NPC: " Dangal Greet ings adventurer! Have you learned about
variables in Python?"
Player: "No, I haven' t."
NPC: "Variables ar e containers that hold values. Let me show you an
example: health = 100 Here, 'health' is the name of the var iable and
COLLEGE OF COMPUTING STUDIES 33
'100' is the value it holds. You can use this var iable throughout your
code to reference its value and manipulat e it as needed."
NPC: " Dangal Greet ings! Have you hear d about comments in
Python?"
Player: "No, what ar e they?"
NPC: "Comments ar e notes that you can leave in your code to explain
what it does. Here's an example: # This is a comment. It doesn't
affect the code, but it helps you understand it. You can also use ''' '''
to make multiline comments."
Java
NPC: " Dangal Greet ings adventurer! Do you know how to get user
input in Java?"
Player: "No, I don't."
NPC: "To get user input in Java, you can use the Scanner class.
Here's an example: Scanner scanner = new Scanner(System. in);
System.out.pr intln("Enter your name:"); String name =
scanner.nextLine(); Here, we create a new Scanner object and use its
nextLine() method to read the user's input from the console. The
input is then stored in the 'name' var iable."
NPC: " Dangal Greet ings! Have you learned how to get user input in
Java?"
Player: "Not yet."
NPC: "You can also use the BufferedReader class to get user input in
Java. Her e's an example: Buffer edReader reader = new
BufferedReader(new InputStreamReader(System.in));
System.out.pr intln("Enter your age:"); int age =
Integer.parseInt(reader.readLine()) ; Her e, we create a new
COLLEGE OF COMPUTING STUDIES 34
we use the '+' operat or to add 10 and 5 and then assign the r esult to
the 'x' variable."
NPC: " Dangal Greet ings! Have you learned about the modulo
operator in Java?"
Player: "No, what is it?"
NPC: "The modulo operator (%) returns the remainder of a division
operat ion. Here's an example: int x = 10 % 3; Here, the modulo
operator will divide 10 by 3 and ret urn the remainder, which is 1. So,
the 'x' variable will hold the value of 1."
Python
NPC: "Hello adventurer Dangal Greet ings! Have you learned about
primit ive operators in Python?"
Player: "No, I haven' t."
NPC: "Primit ive oper ators are symbols that perform mathematical or
logical operat ions on variables or values. Here are some examples:
+, -, *, /, %, ==, !=, <, >, <=,>=. For instance, x = 10 + 5; Her e, we
use the '+' operator t o add 10 and 5 and t hen assign the result to the
'x' variable."
NPC: " Dangal Greet ings! Have you learned about the modulo
operator in Pyt hon?"
Player: "No, what is it?"
NPC: "The modulo operator (%) returns the remainder of a division
operat ion. Here's an example: x = 10 % 3; Here, the modulo operator
will divide 10 by 3 and return the remainder, which is 1. So, t he 'x'
variable will hold the value of 1."
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Game Elements:
The game will contain a q - learning algor ithm that will takes place for
the rewar ds, high scores, and also for the achievement list. It may also apply
to the boss challenge, by taking all the actions of the player s on how they
will answer the following ques t ions. By using Q -learning, agents can learn to
play games at a level that is often beyond human capability and can be used
to develop AI that can pass the NPC. The game will contain the main objective
of finishing the problems that are given by the NPCs.
Player: Single-player
Technical Specs
Game Play
Imagine enter ing a wor ld where lear ning Java and Python is
transformed into an exhilarating game. The NPCs you encounter take on the
role of teachers, but instead of tradit ional lectures, they pr esent you with
interact ive challenges, quizzes, and exams. By successf ully complet ing
these tasks, you will earn stars to unlock the next chapter.
The Gamif icat ion elements extend beyond quizzes and exams. Each
level r epresents a floor of a towering building, symbolizing your educat ional
journey. As you ascend from one floor to another, you' ll explore diverse
environments mirror ing the excitement an d diversity of a real college campus.
Navigate bustling lecture halls, serene st udy nooks, and inter active lear ning
spaces, all while experiencing the joy of educat ional Gamification.
By integrating game mechanics, badges, and progr ession syst ems, this
game transforms the process of learning Java and Python into an addictive
and immersive adventure. As you master programming concepts, level up
your character, and overcome challenges, y ou'll feel a genuine sense of
accomplishment and progress.
• Resett ing: when the player wasted the given tries, by answering the
problem wrong.
• End: when the players finish all the chapters and problems.
• Why is all this fun? it will become fun because the players will gain
knowledge and will improve their pr ogramming knowledge by practicing and
giving so much tim e in playing t his game. Also, the game will have an
achievement menu. At the same time the pla yers will see all their
accomplishments while they are playing.
Key Features
Key features are a list of game elements that are attractive to the
player.
• An inter active game that allows players to travel and pass NPCs and
answer their pr ogramming questions.
• This side-scrolling role -playing game is f illed with surpr ising obstacles
at every turn.
• The game helps learners to reinf orce t heir knowledge of Java and
Python programming languages by using gaming elements like achievements,
rewards, and badges that will enhance their motivation and engagement.
• The game provides an analysis of player weaknesses and strengths in
programming.
• Sound effects and music volumes
• Engaging Gamified Learning: The game seamlessly integrates
educat ion with gameplay, making the pr ocess of learning Java and Pyt hon
enjoyable and immersive. Transforming lessons, quizzes, and exams into
interact ive challenges, keeps players engaged and mo tivated t o progress.
COLLEGE OF COMPUTING STUDIES 40
• Varied Envir onment s: As players progr ess through the levels, they
encounter diver se environments wit hin t he virtual campus. From bust ling
lecture halls to peaceful study areas, each set reflects the authent ic
atmosphere of a college campus, enhancing imm ersion and creat ing a
captivating backdrop for the gameplay.
• Gamified Achievem ent: The game incorporates achievements and
milestones that celebrate players' accomplishments. These achievements act
as both recognition f or their hard work and as additional incentives to strive
for success.
• Real-World Relevance: By focusing on t eaching Java and Python, the
game imparts valuable programming skills that have practical applications in
the real wor ld. Players can direct ly apply their newfound knowledge to tackle
real- world coding challenges.
• Educational Pr ogression: The game m imics the progr ession of a
college education, where players advance through different levels
symbolizing floors in a building. This progression provides a sense of
accomplishment and mirrors the journey of academ ic achi evement.
• Immersive Virtual World: The game's captivat ing 2D side -scrolling
visuals and attent ion to detail creat e an immersive virtual world. Fr om the
bustling campus atmospher e to the lively interact ions with NPCs, players are
transported into a r ich and engagin g envir onment.
• Intellectual St imulat ion: The game offers a stimulat ing int ellectual
exper ience by challenging players with quizzes and exams that test their
understanding of Java and Python. This mental engagem ent fosters cr itical
thinking and problem -solving skills.
• With these standout features, the game creates an enjoyable,
immersive, and rewarding lear ning experience that combines the thr ill of
gaming with the acquisition of valuable programming knowledge.
COLLEGE OF COMPUTING STUDIES 41
Player Definition
The player's proper ties include their level. These proper ties are
affected by their successful completion of inter active challenges, quizzes,
and exams. Additionally, they may receive hints or tips t hat help them
progress t hrough the game. The player' s pro gress and understanding are
continuously evaluat ed by the dynam ic adaptat ion system, which adjusts the
game's diff iculty level in every chapt er.
Player Rewards
Here is a list of player rewards that can affect the player in a posit ive
way:
1. Unlockable Content: The player can unlock new content, such as new
levels or areas of the campus, by successfully complet ing challenges
and exams.
2. Achievements: The player can ear n achievements for completing the
challenges the player will receive a stars and badge. These
COLLEGE OF COMPUTING STUDIES 43
These player rewards can help mot ivat e and engage the player while t hey
lear n Java and Python programming concepts in a gam ified learning
environment
Start screen
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Main Menu
Chapter List
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Option
In-game Story
About Us
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In-game Story
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In-game Tutorials
Sample Dialogue
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Sample achievement
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In Figure three, the player can load recent chapter progress, create a
new chapter including a select chapter . The player can also change the
game’s music volume and sound effects volume. Furthermore, the exit game
component can be used to close the gam e.
COLLEGE OF COMPUTING STUDIES 51
As shown in Figure f ive, the player can manipulate the gam e’s music
volume by setting its value. When the player selects the positive (+) button,
it will incr ease the music volume, and when the player selects the negative
(-) button, the game' s music volume will decrease.
COLLEGE OF COMPUTING STUDIES 53
As shown in Figure six, the player can manipulate the SFX volume of
the game by setting its value. When the player selects the positive (+) button,
it will increase the volume of the SFX, and when the player chooses the
negat ive ( -) button, t he SFX volume of the game will decrease.
COLLEGE OF COMPUTING STUDIES 54
Figure 7: Use case diagram for sel ecti on in game of the lecture/course
As shown in Figure seven, when the player bumped into the NPC the
NPC dialogue will appear, the NPC dialogue have the lesson of JAVA and
Phyton. When t he NPC is done on its lecture a quest ion will appear with 3
choices, if the player selects the wrong answer the NPC will project another
quest ion, if the player answered it correctly pyt hon lect ure will project and
like to the f irst lecture/quest ion it will loop back if they didn’t answer it
correctly.
COLLEGE OF COMPUTING STUDIES 55
each course of the game. And the NPC has a dialogue class which is also
important because it is the one who is assigned to give infor mation to the
player. There is also a SaveSystem class which consists of PlayerProf ile,
that holds the import ant data that the user has for the game, such as list of
Course, yearLevel, and Player data.
The aim of this research is to design and develop a gamif ied learning
exper ience that educates players about Java and Python programming
languages. The pr ogram is designed to engage and mot ivat e learners who
are pursuing ICT, I T, and CS courses around Cab uyao to reinforce their
knowledge and acquire advanced skills in programming. Dur ing the progress
of the study, here ar e some ethical considerations to ensure the protect ion
of the participant ’s rights and welfare:
Voluntary part icipat ion, the participants of the study will be entirely
voluntary, and the participants will not f eel any pressure. Participants can
withdraw any time without consequences.
Data Management and Storage, the dat a that is collected f orm the
participants will be managed and stor ed in a secure manner to prevent dat a
leakage or unauthor ized access.
Populat ion and sampling are fundament al concepts in stat istics and
research methodology. The populat ion r efers to the entire group that is the
subject of a study. Proper sampling methods are essent ial to minim ize bias
and enhance the reliability and validi ty of research results.
respondents who reviewed the game. Pur posive sampling is a non -probability
sampling strategy t hat uses the r esearchers' judgment to select the
respondents. This sampling strategy was most effective in identifying the
respondents, a non - probability method b ased on researchers' judgment. This
strategy ensured the identif icat ion of qualified part icipants who could actively
contribute to the study.
In this study, 35 students who were curr ently enrolled in senior high
school to college, pursuing computer studies courses, demonstrating an
interest in progr amming, and being regarded as aspiring programmers,
evaluated the game. Additionally, five program ming experts, who had at least
three years of coding exper ience or could be individuals with a degree in any
computer-related program and had a background in programming,
COLLEGE OF COMPUTING STUDIES 59
OPTION CODE
Str o n gly Ag re e (S A) 4
A gr e e ( A) 3
Dis a gr ee (D) 2
Str o n gly D is a gre e ( SD ) 1
In Table two shows the scor ing range of t he Likert scale of the survey.
The Likert scale is categorized int o Strongly Agree, Agree, Undecided,
Disagree, and Strongly Disagr ee. Each option is arranged from positive t o
negat ive. Code for r epresents strongly agree, three repr esents agree, two
represents disagree, and one represents strongly disagree.
For the software review quest ionnaire, the researchers used a Likert
Scale as a survey scale. The researchers utilized the weighted mean as
statistical tools. To assess and categor ize information from t he Likert Scale
in a simple numerical or graphical format, the researchers will use the mean
as the statistical tool. It's the same as identifying the middle of a line of
individuals. It is commonly used by researchers in analyzing the data that
has been gathered by their studies.
COLLEGE OF COMPUTING STUDIES 60
The final phase of RAD in game development is the test ing, polishing,
and release stage. Rigor ous test ing is conducted to identify and addr ess any
technical issues, gameplay imbalances, or usability concerns. Once the game
meets the desired quality standa rds and the team is satisf ied wit h the final
product, it is pr epared for release. Post -release, the RAD appr oach facilitates
ongoing updates, improvements, and community engagement based on
player feedback.
CHAPTER IV
This chapter pr esent s the informat ion related to the problem statement
from Chapter One comprehensively. This chapter discussed what is the
signif icant impact of the game on the students who are taking up programming
courses using Java and Pyt hon and its r esults.
The significant impact of the Game for the Students who are taking up
Programming courses using Java and Python
Where:
Q1 - The user ’s favor approaches to teaching that include
elements (points, levels, challenges, etc.) of
gamif icat ion.
Q2 - The user is familiar with the programming languages
Java and Python.
Q3 - Learning Java and Python is essential for students
enrolled in program ming courses.
Q4 - The Java and Python pract ical uses (syntax, funct ions,
methods, etc.) descr ibed are relevant.
Q5 - Java and Python are useful in a var iety of present
day sit uations (education, game development, web
development, etc.).
Q6 - Gamificat ion im proves my involvem ent and motivates m e to study
in programming classes.
Q7 - The user is interested in gamifying programming
courses that use Java and Python.
Q8 - Game-based methods of instruct ion in progr amming
classes have been f ound to be stimulat ing for me.
Q9 - Adding a var iet y of gaming aspects (points,
progression, challenges, etc.) to instruct ional content
improves my lear ning
Q10 - Gamificat ion can make typically challenging
programming concepts in classes more engaging.
COLLEGE OF COMPUTING STUDIES 66
In Table three shows average mean values of 3.86 and an inter pretation
of strongly agree for all the develop system indicator s. This suggests the
results of the survey clear ly show that the game has a big influence on
students learning Python and Java progr amming. Every participant adm itted
that the game made a signif icant difference in their familiarity and skill level
with t he Python and Java programming languages. This broad endorsement
implies that the game, with its customized methodology and interact ive
elements, is essent ial in favor ably inf luencing students' learning experiences
in these progr amming fields. The r esults highlight the game' s potent ial as a
transformative tool t hat can improve students' technical proficiency while also
increasing their over all educat ional experience while they st udy Python and
Java programming.
The game immerses players in real - world coding scenar ios [29]. By
solving problems within the cont ext of the game, lear ners gain practical,
hands- on experience —a crucial element in mastering programming
languages. Moreover, the challenges within the game enhance problem -
solving skills, teaching players to approach c omplex coding issues logically
and systemat ically. These programming languages are fundam ental in today's
tech-driven wor ld, opening pathways to diverse and promising career
opportunit ies. More t han just a learning tool, it inspires a lifelong passion for
programming and continuous educat ion [10]. By turning education into an
enjoyable adventure, the game inst ills a love for learning, making it a
signif icant catalyst in nurturing the next generat ion of skilled and enthusiastic
programmers. The fields of AI, data science, and data repr esentat ion [13],
game creat ion, web design, desktop application development [12], and web
scraping applicat ions are examples of how these things might be a pplied in
the modern world
COLLEGE OF COMPUTING STUDIES 67
Balancing explorat ion and exploitation ar e crucial; dur ing lear ning, the
game agent must explore various actions to understand their r ewar ds.
Through this car efully managed process, the Q -learning algorithm enhanc es
the educational journey for users as they navigate the realms of Java and
Python. This exploration - exploitation dilemma is often managed using
strategies like epsilon -greedy, ensuring the agent lear ns from both new
exper iences and existing knowledge.
and Q-Learning are t wo well -known techniques that provide different methods
for teaching agents. Every strategy has a unique set of advantages and
disadvantages [37].
In Figure 11 shows t hat StarCr aft II is a r eal -t ime strategy video game,
it shows the difference bet ween untrained vs trained w her e the untrained
forces attack the enemy with guidance, while the trained for ces know what
they will do [ 38]. This means t o win a player must continually make strategic
decisions that are better than their adversary [41]. Given that the game is
COLLEGE OF COMPUTING STUDIES 71
real-t ime, a player must constant ly make all the decisions, oft en multiple times
per second. Number of decisions a player makes is measured by Act ions Per
Minute (APM) [ 40].
In Figure 12. Shows that the agent plays a crucial role in t he Q -learning
paradigm as the learning ent ity that aims to make the best judgments possible
in a part icular environment [27]. The agent is designed to evolve its strategy
COLLEGE OF COMPUTING STUDIES 72
for making decisions; the creat ion of a policy, denoted by Q - values, defines
the agent's role. These f igures approximate the total benefits linked to
behaviors in var ious states [34]. The agent's decisions, or actions, play a vital
role in direct ing how it inter acts with the envir onment. Q -lear ning iter atively
updates Q -values to find the best rewar ding act ions in different states [37]
Through the use of incor porat ing game elements and algorithms like Q -
Learning, learners can be motivated to progress throug h increasingly
challenging levels while gaining a deep understanding of the key programming
concepts [39] .
Learning is greatly aided by the environment, which stands for the
external system [34] . Its functions include giving the agent st ates, accept ing
actions, and returning new st ates and rewards in response to the agent's
choices. The agent becomes used to the dynam ics of the world through
explorat ion and int eraction, learning t o navigat e and make ch oices that
maximize cumulat ive rewards [42].
Verification of Evidence
This section cont ained the presentation, analysis, and interpr etation of
data obtained from user’s evaluations of the game using the following criter ia:
functionality, usability, performance, and satisfact ion. Effective research is
facilit ated by four int erconnected pillars: f unctionality, usabilit y, performance,
and user pleasur e. A software solution that excels in these areas not only
makes studies run m ore smoothly but also improves the qualit y, accuracy, and
COLLEGE OF COMPUTING STUDIES 75
Where:
Q1 - The game provides all the required f eature (auto
saving, achievement s, unlockable contents, etc.) for
programming.
Q2 - The game allowed me to complete a programming task
efficient ly.
Q3 - The game's features align dir ectly with the
programming student's specif ic requirem ents (use of
java and python in -game, achievements, etc.).
Q4 - The game provides the requir ed functionality (perform
an educational role) for programming.
Q5 - The game's functionalit ies precisely match the
programming student's expectat ions (performance, level of user
engagement and enj oyment, etc.).
COLLEGE OF COMPUTING STUDIES 76
In Table four shows that 3.52 was the average mean score wit h strongly
agreed inter pretation across all Funct ionality quest ions. This indicates survey
revealed that participants were in strong agreement about how well t he game's
functionalit ies performed. Most respondents believed that the game's
numerous features and funct ions wer e executed quite effect ively. This general
feeling supports the idea that the way the game's functionalit y was designed
and implemented was well -received by the audience that was surveyed. This
consistent agreement indicates a high level of user satisfact ion and shows
how well the game satisfies the needs and expectat ions of the demographic it
is intended for.
Where:
Q1. The user interface of the game is clear also easy to
navigate.
Q2. The game is appropriat e to use.
Q3. The game is easy to operate (the game is
COLLEGE OF COMPUTING STUDIES 77
In Table five shows that the average mean score for all quest ions
related to focused Usability was 3.48 wit h the interpr etation of strongly agr ee .
This suggests t hat St udents Taking a Programming Course expressed a strong
consensus, agreeing that the game The results of the sur vey indicate an
overall agr eement among respondents about the game's clear effectiveness,
which is especially with regard to student usability. The game's user -friendly
design and functionality were commended by a sizable portion of respondents,
suggesting that it is highly effect ive at meeting the needs of student users.
The fact t hat usability features are posit ively acknowle dged shows that the
game has met the practical and navigat ional needs of the target audience.
The unanimous agr eement on the game's ability to improve student usability
not only conf irms the design pr inciples of the game but also points to a tool
that has great potent ial for improving students' progr amming educat ion.
COLLEGE OF COMPUTING STUDIES 78
Where:
Q1. The game efficiently follows my coding commands.
Q2. The game efficiently responds to my coding inputs.
Q3. The game did not cause any crashes or interrupt ions
during gameplay.
Q4. The game did not introduce any noticeable delays or
lags dur ing gameplay.
Q5. The game effect ively handled the coding tasks.
Where:
Q1. The respondent expresses sat isfact ion with the
accomplishment of t heir realist ic object ives
(complet ing in - game challenges, achieving a reward).
Q2. The user finds pleasure in complet ing the game's
challenges.
Q3. The respondent expresses sat isfact ion with the
consequences of their choices ( a result of the players
choices).
Q4. The challenges in the game provide an enjoyable
exper ience for the user
They also unanimously agreed that the game offers thorough gameplay
and is simple to learn, particular ly when it comes to the lesson material
presented effectively.
Where:
Q1. The user interface and design of the game are visually
appealing.
Q2. The graphical elements (icons, images) used in the
software is suitably chosen and applied.
Q3. The graphical elements (icons, images) used in the
software makes a positive contr ibut ion to its aesthetics.
Q4. The user interface successfully meets the gamif ied
lear ning experience' s objectives.
Q5. The animations in the game are smooth and visually
engaging.
Where:
Q1. The codebase of the game is well -str uctured and also
follows best pract ices for maintainable code.
Q2. The game includes extensive comments that aid in
understanding the code.
Q3. It is easy to identify and f ix issues or bugs in the game
due to the code's clarity.
Q4. The game's documentation comprehensively assists
in understanding the code.
Q5. The game incorporates descript ive variable s and
function names that facilit ate code compr ehension.
Table nine shows the average mean values of 3.24 with an inter pretation
of agree and strongly agree for all Maint ainability indicators. This suggests
that professionals in the programming sector have given the game's potential
to be easily maintained and custom ized high marks. The results show a
signif icant consistency the game's effectiveness and efficiency in terms of
COLLEGE OF COMPUTING STUDIES 83
Where:
Q1. The game consistently demonstrates reliability (bug
free) during normal gameplay.
Q2. The game operates reliably when needed for use.
Q3. The game maint ains smooth gameplay without
glitches dur ing play.
Q4. The game is readily accessible when needed for use.
Where:
Q1. The game perfor ms well on a variety of Android mobile
devices with different specif icat ions.
Q2. The game runs smoothly on a range of Android mobile
devices, accommodating varying screen sizes
effectively.
Q3. Installing and uninstalling the game on mobile devices
is a seamless process
Q4. The game adapt s to different screen resolutions also
orientations without issues.
portable the game is; most respondents agreed wholeheartedly. The result
represents a high degree of agreement among specialists about the game's
flexibility and ease of transferability bet ween various Android platforms. The
broad agreement indicates that programming experts think t he game is both
sturdy in terms of functionality and able to move between dif ferent Android
platforms with ease without sacr ificing performance. Programming experts'
good assessment of the game's portability highlights its adapta bility and
conforms to industry norms, enhancing it s reputat ion as a well - designed and
portable software solution.
`
CHAPTER V
This chapter summar izes the research, findings, and conclusions drawn
from the results and recommendat ions on the research “Code Mastery Quest:
An Adventure Game for Enhancing Java and Python Skills With Q -Lear ning
Algorit hm – an act ion-packed, side-scrolling role - playing gam e”.
For the implementat ion of the Reinforcem ent Learning Algorithm, the Q-
lear ning Algorithm was utilized by the r esearcher s for specif ying the states,
actions, and rewards . It might also apply t o the boss challenge when all of the
players' decisions about how to respond to the following questions are t aken
into account. In this algorithm should enable the agent to observe the current
state, take actions, and receive feedback in the form of rewards . Complet ing
the tasks assigned by the NPCs will be the primary goal of the game.
The assessm ent for the students’ indicat ing that the assessm ent given
to the students has gotten posit ive feedback. In Table five shows that 3.52
was the average mean score wit h strongly agree d int erpret ation acr oss all
Funct ionality quest ions , table six shows t hat the average mean score f or all
quest ions related to focused Usability was 3.48 wit h the interpretation of
strongly agree, table seven . shows that every question related to
Performance received an average mean score of 3.47 with an interpretat io n
of strongly agree , table eight shows average mean values of 3.66 with the
interpr etation of strongly agree for all Satisfaction indicators . Because of the
excellent outcomes, the evaluat ion's data indicat es that the player had a
positive gaming experience. All of the students firmly concur that they enjoyed
playing the game and that it captured their attention. They were able to
COLLEGE OF COMPUTING STUDIES 88
collaborate or comm unicate with their friends and classmates, and their fresh
problems that add ed to the interest. O verall, the game gave them greater
confidence, and since the information it taught is applicable, they are happy
with what they learned. Furthermore, it enhanced their comprehension of the
course and helped them study more.
Conclusions
The game funct ioned smoothly, meet ing usability needs and user
expectat ions. Perfor mance aligned with expectat ions, and a satisfaction
survey highlight ed it s value in enhancing programming skills and foster ing a
support ive lear ning environment.
COLLEGE OF COMPUTING STUDIES 90
Recommendations
Improve the voice -over in the entire game to provide players wit h a more
captivating and immersive exper ience. By adding vivid and engaging narration
to the game, players will be more em otionally invested in the plot and
characters. Improving the voice -over in your game makes a big difference in
terms of player engagement and over all attractiveness. It turns the virtual
COLLEGE OF COMPUTING STUDIES 91
Literature Cited
https://ikuz.eu/supervision/replicating -deepmind-starcraft-ii-
reinforcement -learning-benchmark-with-actor-critic-methods-by-roman-
ring/ (Accessed: 04 December 2023).
[39] AI, C. (2021) Reinf orcement learning in games and enter tainment,
Medium. Available at: https://cinnamonai.medium.com/reinf orcement -
lear ning-in-games- and-entertainment -47f fb22b9b9e (Accessed: 04
December 2023).
[40] [Playing Cartpole with the actor -crit ic method : Tensorflow Core (no
date) TensorFlow. Available at:
https://www.tensorf low.org/tutor ials/reinf orcement_lear ning/actor_crit i
c (Accessed: 12 December 2023).
[41] Reinforcement Learning - What is the logic behind actor -cr itic methods?
Why use a cr itic? (no dat e) Coding ninj as studio. Available at:
https://www.codingninjas.com/studio/libr ary/introduction -to-the-actor-
critic-model (Accessed: 12 December 2023).
[42] Kerner, S.M. (2023) What is Q -learning?, Enter prise AI. Available at:
https://www.techtarget.com/searchenterpriseai/definit ion/Q -
lear ning#:~:text=Q%2Dlearning%20is%20a%20machine,way%20animal
s%20or%20children%20learn. (Accessed: 12 December 2023).
[43] Banoula, M. (2023) What is Q -lear ning: Everything you need to know:
Simplilearn, Simplilear n.com. Available at:
https://www.simplilearn.com/tutorials/machine -learning-tutorial/what -
is-q- learning (Accessed: 12 December 2023).
[44] Playing Cartpole with the actor -critic method : Tensorflow Core (no
date) TensorFlow. Available at:
https://www.tensorf low.org/tutor ials/reinf orcement_lear ning/actor_crit i
c (Accessed: 12 December 2023).
[45] Lecture 13: Reinfor cement learning (no date) MLVU. Available at:
https://mlvu.github. io/lectur e13/ (Accessed: 12 December 2023).
COLLEGE OF COMPUTING STUDIES 96
Appendices: A. Letters
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D. Hardware Specifications
Introduction
The " Code Mastery Quest: An Adventure Game for Enhancing Java and
Python Skills with Q -Learning Algorithm," project aims to transform
programming education by introducing a gamif ied lear ning platform that
incorporates game elements, rewards, and badges. The platform aims to
improve retent ion levels and enhance learning e ffect iveness by incorporating
a Q-learning algor ithm. The project also aims to provide an accessible, flexible
online platform that breaks down geographical and time constraints, enabling
students to lear n at their own pace. It also aims to foster interest in technology
and programming by showcasing practical applications of Java and Pyt hon in
real- world scenar ios. The project also aims to evaluate the effectiveness of
gamif icat ion in improving learning outcom es and support lifelong learning.
COLLEGE OF COMPUTING STUDIES 131
Technical Architecture
Hardware requirements
▪ Laptop 2.30 GHz processor,
▪ 12GB RAM
Software requirements
▪ Unity
▪ Visual Studio Code
▪ Blender
▪ Photoshop
COLLEGE OF COMPUTING STUDIES 132
H. Source Code
Movement
if (moveLeft)
{horizont alMove = -speed;
FlipCharact er(true); // Flip to the left }
else if (moveRight)
{horizont alMove = speed;
FlipCharact er(false); }
else
{horizont alMove = 0; } }
UpdateIsGrounded();
MovePlayer();
rb.velocity = new Vector 2(hor izont alMove, rb.velocity.y); }
Player animation
void Update()
{UpdateAnimat ion();}
COLLEGE OF COMPUTING STUDIES 139
Button code
using UnityEngine;
using UnityEngine.SceneManagement;
Button manager
I. Project Costing
J. User Manual
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COLLEGE OF COMPUTING STUDIES 152
COLLEGE OF COMPUTING STUDIES 153
COLLEGE OF COMPUTING STUDIES 154
Work Experience(S)
Warehouse staff
Lazada logistics
September 27, 2023 via Google Meet 27th day of September 2023 - University of
Cabuyao.
Research Interest(s)
UX, UI, Front end development, Game development
Research(es) and Publication(s)
CODE MASTERY QUEST: AN ADVENTURE GAME FOR ENHANCING JAVA
AND PYTHON SKILLS WITH Q-LEARNING ALGORITHM
Skill(s)/Talent(s)
• Web Basic UX and UI design
• HTML
• CSS
• Microsoft Office such as Word, PowerPoint, Excel
• Graphic Design
• Java Se
• Computer Troubleshooting
• Graphic Design such us Photoshop, Lightroom, Adobe Premiere
• Photography
Organization(s)
N/A
References
Name: Asst. Prof. Arcelito Quiatchon
Position: Department Chairperson
Company: Pamantasan ng Cabuyao (University of Cabuyao)
Address: Katapatan Subd., Brgy Banay-banay City of Cabuyao, Laguna
I hereby certify that the above information is true and correct. I understand
that any misinterpretation, falsification or omission of material facts of whatever
nature required by this application shall be considered sufficient cause for dismissal
at any time during my employment with Pamantasan ng Cabuyao.
I hereby bind myself to follow all the rules and regulations of Pamantasan ng
Cabuyao in the duration of my employment.
CURRICULUM VITAE
2x2
Expert Service(s)
• Graduate of Advance Reserve Officers’ Training Course (2019-2020)
• Certificate of Completion in Cyber Security Awareness (2023)
• Certificate of Completion in Community Master Training Program (2020-
2022)
• Civil-Military Operation Training (2023)
• Jungle Fighter Training (2023)
• Warfighting Training (2022)
Research Interest(s)
UX, UI, Front end development
Research(es) and Publication(s)
WEB-BASED DOCUMENTATION SYSTEM FOCUSING ON MANAGING
APPOINTMENTS AND TRANSACTION OF COLLEGE OF COMPUTING
STUDIES
Skill(s)/Talent(s)
• Video Editing (Cyberlink, Adobe Premier, Adobe After Effects)
• Photo Editing (Photoshop, Lightroom)
• Microsoft Office such as Word, PowerPoint, Excel
• Graphic Design
• Basic Life Support
Organization(s)
PNC Chevalier – President
2022-2023
Pamantasan ng Cabuyao ROTC – Corps Commander
2021 – 2022
PNC Red Cross Youth – Member
2020 – 2022
References
Name: Engr. Florante M Andaya
Position: SASD Director
Company: Pamantasan ng Cabuyao (University of Cabuyao)
Address: Katapatan Subd., Brgy Banay-banay City of Cabuyao, Laguna
I hereby certify that the above information is true and correct. I understand
that any misinterpretation, falsification or omission of material facts of whatever
nature required by this application shall be considered sufficient cause for dismissal
at any time during my employment with Pamantasan ng Cabuyao.
I hereby bind myself to follow all the rules and regulations of Pamantasan ng
Cabuyao in the duration of my employment.
CURRICULUM VITAE
2x2
Work Experience(S)
Warehouse Man
Lazada
2018 – 2020
XDE Logistics
2018 – 2020
September - November 2021
Conference(s), Training(s), Seminar(s) Attended
Expert Service(s)
IEngage Webinar Series 2.0 Session 4: Forcasting Trends and Challenges
adapting to Economic Suppy and Demand
Research Interest(s)
UX, UI, Front end development
Research(es) and Publication(s)
CODE MASTERY QUEST: AN ADVENTURE GAME FOR ENHANCING JAVA
AND PYTHON SKILLS WITH Q-LEARNING ALGORITHM
Skill(s)/Talent(s)
• Web Basic UX and UI design
• Microsoft Office
• Word
• PowerPoint
• Graphic Design
• Online Searching
Organization(s)
References
Name: Asst. Prof. Arcelito Quiatchon
Position: Department Chairperson
Company: Pamantasan ng Cabuyao (University of Cabuyao)
Address: Katapatan Subd., Brgy Banay-banay City of Cabuyao, Laguna
I hereby certify that the above information is true and correct. I understand
that any misinterpretation, falsification or omission of material facts of whatever
nature required by this application shall be considered sufficient cause for dismissal
at any time during my employment with Pamantasan ng Cabuyao.
I hereby bind myself to follow all the rules and regulations of Pamantasan ng
Cabuyao in the duration of my employment.
CURRICULUM VITAE
MHIKO P. VERCELES
1013 Purok 5, Butong, City of Cabuyao, Laguna
[email protected]
0991-956-4063
Education
Work Experience(S)
COLLEGE OF COMPUTING STUDIES 169
N/A
Research Interest(s)
UX, UI, Front end development, Game development
Research(es) and Publication(s)
COLLEGE OF COMPUTING STUDIES 170
Organization(s)
N/A
References
Name of Person: Neliza Umayam
Profession: Housewife
Contact Number: 0995-973-3652
I hereby certify that the above information is true and correct. I understand
that any misinterpretation, falsification or omission of material facts of whatever
nature required by this application shall be considered sufficient cause for dismissal
at any time during my employment with Pamantasan ng Cabuyao.
I hereby bind myself to follow all the rules and regulations of Pamantasan ng
Cabuyao in the duration of my employment.