Thursday, December 12, 2019

Educational mobile games free essay sample

Students move about busy college campuses as they have done for decades, some quickly hurrying from one class to another, others on benches gaining extra study time moments before an exam, and some grabbing a coffee for that extra boost of energy. At a closer look, an observer would realize that each student was carrying the same thing. Not a backpack full of books, but their mobile phone, a device that if asked, many would say they never leave home without. A recent rapid advancement in the capabilities of mobile devices along with a decrease in price has enabled the mobile phone to become ubiquitous. In fact, there are now 5. 3 billion mobile subscriptions globally, which is about 77 percent of the world’s population (International Telecommunication Union, 2010). Although estimates are lower for rural areas, it is predicted that 80 percent of people living in rural communities have access to a mobile network. In fact, in places where infrastructure barriers have prevented developing countries from accessing the Internet, the majority of people access the Internet from their mobile devices (International Telecommunication Union, 2010). Even where infrastructure is not an issue, people are increasingly choosing to perform a variety of tasks on their mobile phones. InJapan, authors are even now composingnovels on mobile phones. In fact,in 2007, five of the year’s 10 best sellers were originally written on cell phones (Onishi, 2008). Undoubtedly, mobile devices are changing the way we live, work, and socialize. We can instantly access email from mobile devices, read articles, pay bills, send checks, buy clothing, play games, interact with others through social networking and SMS, and even check into a flight at the airport with a mobile boarding pass. Mobile devices are allowing users to perform a variety of tasks that once took multiple avenues to accomplish with the ease of a few clicks and touches, anytime, anywhere. But how are mobile devices changing the way we learn? The challenge for education is continuing to grow as students born in the digital and mobile age are approaching learning from a very different perspective than their predecessors. Learners are increasingly using digital tools and constructing and sharing knowledge in new ways (Looney Sheehan, 2001; Kimber et al. , 2002). These students, which Prensky (2001) labels â€Å"digital natives,† are conflicting with faculty who are often viewed as â€Å"digital immigrants. † Because â€Å"digital natives† and â€Å"digital immigrants† often have different expectations of what learning is and how it should be done, effectively teaching new generations of students with traditional methods will become increasingly more difficult. Students are beginning to demand more flexibility, alternative modes of delivery of instruction, and more multimedia-enriched and interactive course materials (Lam McNaught, 2006; Carlson, 2005). Thus, educators must rethink current pedagogical strategies, how they view technology, and how they define spaces dedicated to learning. Ultimately, shifting paradigms will benefit both students by increasing achievement and learning outcomes and universities by helping them remain competitive with alternative educational outlets (Collis Wende, 2002; Prensky, 2004). Incorporating mobile learning is just one potential way to meet the needs of both students and universities in the digital age. Within the past five years, the number of mobile learning games (MLGs) has snowballed. For commercial and for scientific use they have been developed for various target groups and learning contexts (Lilly and Warnes, 2009) such as role-based history learning (Akkerman et al. , 2009), interactively discovering the principles of digital economy (Markovic et al. , 2007) or geometry (Wijers et al. , 2010). Mobile learning games are considered to have potential for encouraging both cognitive and socio-affective learning in young adults (Mitchell, 2007). Also, Klopfer (2008) argues that mobile learning games enable situative learning offers that make a meaningful and valuable contribution to the process of learning by providing aspects such as temporal flexibility, natural communication or situated learning scenarios. The highly complex technologies and the many different gaming opportunities available make it increasingly difficult for educational practitioners to decide which game to choose for learning. Re-using and sharing a game is difficult without a clear and detailed description of the benefits, targeted learning outcomes and potential impact. There have been several efforts to find a common structure and language of games to better understand the complex issue (Bjork and Holopainen, 2004; Cook, 2010; Kelle et al. , 2011; Kiili and Ketamo, 2007). Still, there is a lack of scientifically acceptable methodology to evaluate mobile learning games. Technology is the power tools of today’s generation, computer and cellular phones are among the basic necessity in our everyday life. Information is simplified within the touch of our fingertips; communication is faster and clearer than ever, and computer gaming? It is the alternative for exercise on some students these days. This is the criteria of technological life, where people are content as long computers and other gadgets give all their needs; from information to satisfaction. With the increase of students relaying themselves on modern gadgets such as mobile phones and computers, taking them off with these technologies will be hard. Although the phase of technology was amazingly updated every now and then, the adaptation of the students is truly unimaginable. From a certain point of view, even in this era of technology, studying language vocabulary has been difficult due to its complexity. But because of the rapid progress and non-stop development of technology over time, there’s an undeniable decline in the interest learning the English language and computer related words since it takes a lot of time and effort to spend scanning the dictionary and browsing the book or internet just to look for the definition or meaning of the word. There are different methods used in teaching English and computer subject particularly vocabulary and parts of the computer. Professors facilitate various approaches in handling and delivering the subject. But teaching the subject by means of modern technology to make it more suitable on today’s era was still lacking. As the proponents we advocate to use the power of modern technology for teaching the subject computer. He But how we proposed to make it more enjoyable and educational? To be able to attain our goal, we approach one of the most common and yet effective way; by means of educational gaming. In making a game-based application that can be used as tool for learning. The characters and story of the game will demonstrate different character of adventure and information about computer. This will not only benefit the students but the professor’s as well for it will make it easier for them to reach out today’s generation of students. 1. 1 Statement of the Problem The intention of this project is to give information about computers and vocabulary to the students of Nueva Vizcaya State University Bambang Campus. By using an educational game that will uplift their interest on the subject, making them gain knowledge about computers. At present, many college students particularly those who took courses related to computers ask the relevance of English subject specifically vocabulary to their courses and planned career paths. Some of them wonder if it will be just a mere repetition of what they had learned during high school, so some of them think it’s just a waste of time and money. Thus, many students tend to be antagonistic to the subject. 1. 1. 1 Major Problem How to develop a game-based application that can suite the criteria of students to have fun while learning about vocabulary, computer related word and parts of the computer. A game-based application would be a convenient technological tool of learning to help the students in developing appreciation and deeper understanding the importance of familiarizing computer words and others. 1. 1. 2 Specific Problems 1. 1. 2. 1 How to familiarize with the different parts of the computer as well as the terminologies in computer together with other English words more interesting to students? 1. 1. 2. 2 How to make a role-playing game that can teach student about computer? 1. 1. 2. 3 How to make an educational game that will include characters and items that are based computer and the language as well? 1. 1. 2. 4 How to develop a role-playing game that can encourage students to play educational games rather than violent computer games? 1. 2 Current State of Technology Technology is the power tools of today’s generation, computer and cellular phones are among the basic necessity in our everyday life. Information is simplified within the touch of our fingertips; communication is faster and clearer than ever, and computer gaming? It is the alternative for exercise on some students these days. This is the criteria of technological life, where people are content as long computers and other gadgets give all their needs; from information to satisfaction. With the increase of students relaying themselves on modern gadgets such as mobile phones and computers, taking them off with these technologies will be hard. Although the phase of technology was amazingly updated every now and then, the adaptation of the students is truly unimaginable. Therefore, some universities and colleges initiated to use the advantage of modern technology in teaching their students. Like in other colleges and learning institutions, the administration use tablets and other portable computers as alternative for their books. They required their students to have at least a tablet computer instead of buying books. Lecture books will be at the form of e-books that will be stored on tablets. This will eliminate the heavy luggage, especially for the high school students, who bring their books more often. They can carry all their books literally in a single device, anytime, anywhere. Modern teaching techniques are now emerging. 1. 3 Objectives The objectives of this project will correspond to the statement of the problem declared in this documentation. 1. 3. 1 General Objectives To be able to develop a game-based application that is enjoyable while at the same time, making the students acquire knowledge about computer and the language. -To build a game-based application that will compensate students with the fun and challenge they endeavor to play. With various sets of information about computers, the game will help the students understand the lessons contained within the course. 1. 3. 2 Specific Objectives 1. 3. 2. 1 To be able to make the study about the computers and the language more interesting to students. Teaching the subject in other approach will hold the interest of students. Making the game enjoyable and educational will catch their enthusiasm to pay more attention in learning the life of Rizal. 1. 3. 2. 2 To be able to develop a role-playing game that can teach students about computer. 1. 3. 2. 3 To be able to develop an educational game that will include characters and items that is picture-based of computers. 1. 3. 2. 4 To be able to develop a role-playing game that can encourage students to play educational games rather than violent computer games. 1. 3. 3 Scope and Limitations 1. 3. 3. 1 Scope 1. 3. 3. 1. 1 Life and works of Dr. Jose P. Rizal– the game is based upon the life of Dr. Jose Rizal, his travel and ideals, his triumph and martyrdom. 1. 3. 3. 1. 2 Role-playing game– the game is on a role playing mode. Meaning the user will have to control the main character to complete various tasks on the game. 1. 3. 3. 1. 3 Classes – the user has the option to choose on what type of character they want to play, if they want to play as a gunman, swordsman or even as a grappler. Every class in the game is having a different attributes, like for the Grappler, the player is high on Attack and Defense, but low on Agility. 1. 3. 3. 1. 4 Attributes – both player and enemies has the unique kind of attributes, a Gunman class has high on Agility which means they attack much faster than the others. On enemies on the other hand, they also have attributes, like Bats that has a much higher Agility than the Gunman, they can evade attacks by their swiftness and can attack more agile than others. 1. 3. 3. 1. 5 Weapon – the weapon of every player is based upon its class, a certain type of weapon cannot be wield by two or more classes. 1. 3. 3. 1. 6 Accessories – the player can also wear some accessories for protection on some enemy’s strong point. Like wearing a mask to prevent paralysis from bee bites. 1. 3. 3. 1. 7 Skills – every class and enemies has different skill, which is not too far from their actual nature. Rats for example have some poisonous skills that can poison the player, Bats have their Sonic Wave that can confuse their opponent, and Bees have those stings that can paralyze whoever they encounter. 1. 3. 3. 1. 8 Quests– the entire gaming quest is pack with information that the player may be heard for the first time about Rizal, and some other information encircling specific items. 1. 3. 3. 1. 9 Side Questing– side questing will be found in the game, it will be intended to provide information about the subject, regardless on the main quest. 1. 3. 3. 1. 10 Cut-scenes –the game is built with cut-scene movies, to provide more information and make the game more interesting. 1. 3. 3. 1. 11 Items–some items in the game are based on the works of Jose Rizal. Others are just quest items. 1. 3. 3. 1. 12 Non-player characters (NPC)– there are characters in the game that provide more information than quests, although they are not interactive players, NPC’s have information about Rizal that are useful in completing quest. 1. 3. 3. 1. 13 Experience– the main character can level-up. This will be based upon the given EXP points on battles and quests. By leveling up, the character can access some maps with restriction and limit. 1. 3. 3. 1. 14 Controls– the games use common keyboard controls, and can be altered according to the gamers want. 1. 3. 3. 1. 15 Game Plot– the game plot is based on the life and works of Rizal, other plots on the game are related un-proportionally to the main game plot. 1. 3. 3. 1. 16 Game Tutorial– it is useful to first time role-playing gamers to familiarize the flow of the game and basic controls. 1. 3. 3. 1. 17 Forging and Smithing – it is a game feature where the main character can enhance their weapons by means of special forging items. 1. 3. 3. 1. 18 Forging Items – these are the rare items on the game which can derive from fulfilling its requirements, like when smiting an ordinary Katana into a much superior Golden Katana, the ingredients to make the latter is Gold Bars, Gold Bars are rare in the game, the player can only achieved them by means of refining 30 pieces Gold Ores. 1. 3. 3. 1. 19 Special Maps – there are special maps in the game where you can encounter rare enemies and has a chance to gain rare items. 1. 3. 3. 1. 20 Alchemy – it is a game feature where the player can mix ingredients to create medicines and antidotes for various states like poison, paralysis, and stun. 1. 3. 3. 1. 21 Battles – the game has battle features where the player can encounter various enemies with different fighting attributes. 1. 3. 3. 1. 22 Item Drop –Enemies can drop items that is useful for the player, this drop items can sometimes be found in NPC’s. 1. 3. 3. 2 Limitations 1. 3. 3. 2. 1 Multiplayer – the game is not subjected to be played by two or more players at the same time. 1. 3. 3. 2. 2 Gaming Platform – the game is mobileBased. It cannot be played on other game consoles. 1. 3. 3. 2. 3 Internet– the game is not subjected to be played via online. 1. 3. 3. 2. 4 Operating System Compatibility –the game is only compatible on android. It will not function in other OS such as java. 1. 3. 3. 2. 5 Localization (Language) –the game is in the English language, it is a way to reach out other gamers especially our countrymen from the south, like Visayas and Mindanao, who prefer English than Tagalog. 1. 3. 3. 2. 6 Character Interface Selection –the user cannot change the default image of the main character. 1. 3. 3. 2. 7 Gender Selection –the user cannot change or select the gender of the main character. 1. 3. 3. 2. 8 Security Issue –since the game is open for all students and other gamers, the security level is not that effective. 1. 3. 3. 2. 9 Saving Issue –the game has no gamer’s account, If you want to retrieve your game in a public computer, the gamer must save the data on a flash drive or any portable storage devices.

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