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Documente Cultură
PROJECT OVERVIEW
reshaping the process of teaching and learning, redefining the role and
curriculum and altering the basis for evaluating the performance of both
has increased the demand for mobile devices for educational purposes
(Little, 2013). The use of mobile technology can take advantage and
teaching and learning. (Hussin et al. 2012) have stated that mobile
Lan and Sie (2011) stated that with the use of mobile devices and
and students and other people around the world have benefited at large
(Smedley, 2010).
children. The results of their pilot study showed that mobile phones have
uneven among the participants: the students that had a higher English
level at the beginning of the pilot benefited more from the use of the
knowledge. Using games to nurture education and useful skills has been
classroom activities.
Interface(GUI) and colors have been chosen to ease the learning and
use and preferences of the users. Also, (Mlot, 2013) stated that 38
percent of kids under two years old have used a mobile device based on
monitoring.
Quizzes, and Games. It is just to give more interest for the students to
and anywhere. It provide with the opportunity to learn at the same time.
Prototype. The mobile learning prototype was designed for the primary
school with the age range of 10-12 years old. The language used for the
The Basic Needs of Human that the contents were extracted from the
textbook and work book. The software used to developed the prototype
Miles, Indonesia in relation to the use of the snake and ladder game, too.
The research which is entitled "The Use of Snake and Ladder Game in
the results are; The use of snake and ladder game in learning had proven
meaningful. Learning quality has been more innovative and can be used
In the formal school curriculum, the subjects are being offered at the
based learning application named Word Infection for mobile devices can
homonyms.
more than two to three hours playing video games on a regular school
day. Students spend much more time mastering a video game rather
than doing their assignment/homework. The studies found out that the
where pupil think of it as slow and boring at school. On the study of (Dio
goal of mathematics.
Game play are the set of problems and challenges a player must
face to win a game. Game story includes all plot and character
structure by which units inter act the environment and game usability
interact with the game. The students show different skills and
Lainema,2008).
The main objective of this study was to determine if the use of nineteen
after game-based lessons were launched. The study followed the Pretest-
beneficial not only for those who belong to higher education but also for
the teachers are able to guide the pupils to go through the conceptual
level, the concrete level and the symbolic levels which are involve in the
learning of mathematics.
tongue (Iloko). The iSuro provides a new tool in teaching and learning in
mobile game based developed using the Android platforms; the Digital
the mobile application for Social Studies or Araling Panlipunan that can
aspects of the game were shown to motivate the students to study and
learn more about the countrys history. Teachers identified the game
for Grade Three Pupils for Divine World Academy of Dagupan. The
system has visual instructions, graphics and games capture the pupils
and promote a high-level of learning. The system will ease the teachers
burden of her topic especially those topics that the grade three pupils
learners between 3-5 years of age. This study will help the children and
technology is the need of the day. The researchers are very positive that
DAPSMECS are still uses books, magazines and any other forms of
teachers in selected areas are using the mobile phones under the
secretary, Jesli Lapus, the educational videos created for the project,
which would last 3-5 minutes, will bring Science, Math and English
with the help of proposed system. The researchers would like to make
learning more interactive so that the pupils can enjoy while learning and
Game Base Mobile Application is that the pupils can enjoy using the
mobile while actually theyre also learning. With this system pupils can
Company Profile
San Vicente West, Urdaneta City. The school was established during the
thousand, one hundred forty square meters (3, 140 sq. m). The lot was
was named after the late Don Amadeo Perez Sr. - the great grandfather of
The school opened with three (3) monograde with three teachers.
handled Grade II and Mrs. Lourdes G. Valdez taught in Grade III Pupils
Vision
whose values and competencies enable them to realize the full potential
Mission
environment.
Maria Jo Adora
G. Manantan
Principal II
Gliceria C.
VisperasMaster
Teacher 1
Figure 1.2 Organizational Chart of Don Amadeo Perez Sr. Memorial Central
School
Conceptual Framework
the framework of the study. The input phase is the existing procedures
and Small Release. On the output block of the study is the Snake Meets
Feedback
Statement of Objectives
system.
system.
improved and reliable learning approach for the grade 3 pupils. The
effective teaching strategies with the use of Snake Meets Math: Android
understanding math.
creating a system and having more reference for the documenter and a
problem in mathematics.
pupils of Don Amadeo Sr. Memorial Central School. The pupils can
the classic snake game which it can be played while solving math
problems and the user may be able to provide a feedback regarding the
wherein how the pupils will use the application. Scoreboard feature is
included that records and notify the score got by the pupils.
pc based system.
Definition of Terms
some terms is set aside in favor of what they used in this paper. The
interactions.
and generalizations.
of other systems.
for system and program features that have no presence on the desktop
multiplication.
operating system.