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A Research Proposal
Presented to
Requirement for
Research Project
Marticio Joonee
Gatchalian Daniela
Research Adviser
February 2020
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CHAPTER 1
A. Introduction
Greek mythology written by John Richard Thornhill, body of the stories concerning
the gods, heroes and rituals of the ancient Greeks. That the myths and contained
considerable element of fiction was recognized by the more critical Greeks,such as the
philosopher Plato in the 5th- 4th century BCE. In general, however, in the popularity
piety of the Greeks, the myths were viewed as true accounts. Greek mythology has
subsequently had extensive influence on the arts and literature of western civilization,
which fell heir to much of Greek culture. Although people of all countries, eras and
stages of civilization have developed myths that explain the existence and workings of
natural phenomena, recount the deeds of gods or heroes, or seek to justify social or
political institutions, the myths of the Greeks have remained unrivaled in the western
world as sources of imaginative and appealing ideas. Poets and artists from ancient
times to the present have derived inspiration from Greek mythology and have
Past few years’ technology has been used to promote and improve the quality of
learning of the student. The area of education is very dynamic and every day,some
new information is being added. There are these educational apps that provide
updated information. For education, an app to teach the student about general
base and can increase their credibility. Even the teachers use these apps to provide
updated knowledge to the students. This increases the quality of education which is
being provided in schools. The new learning has changed the way a student perceives
app. With mobile education apps, any child can access any kind of information, even
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if its out of their syllabus. They cane even learn things from higher standards if they
want to. Apart from school education, they can search for any kind of information they
are interested in. Mobile education apps are making the students hungry for
information. The education apps are not only improving the education system in the
world but are also making the student smarter. It is the most synchronized way of
learning and it is also available for everyone, either rich or poor. Although it has
revolutionized the global education system. Other surprises are about to happen as
The researchers develop an application that will teach Greek mythology stories
with a quiz function at the end for evaluating the knowledge of the users about Greek
only.
Greeks Gods and Greek Mythology, Long ago complex series of myths and legend
to help them explain their history the universe and their culture. Greek mythology
include a polytheistic religion meaning that they worship multiple different gods all of
these gods together are called the Greek pantheon. The Greek gods had the figure of
human although many could transform into other objects or animals or immortal and
where associated with certain aspect of life which they controlled for example
Aphrodite was the god of beauty and love others perform others duties like holding of
the sky or pulling the sun across the sky the main gods lived on their mystical home.
Mount Olympus and were called the Olympians other lesser deities lived in country
side or what we may call spirit rather than true gods. Nymphs for example were the
spirits of rivers to the Greeks world are full of spirits and gods and supernatural beings
where very much a part of real life and could save or kill you. in Greek mythology
history were divided into three basic divisions first came the creation of the world and
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the age of gods next was the age of gods and men when gods are interacting with
human on daily basis after that was the age of heroes when the gods stopped
The effective use of technology in education has changed the face of education
and it has created more educational opportunities. Both teachers and student have
integrate technology in their classrooms and students are getting more interested in
learning with technology. The use of technology in education has removed educational
boundaries, both students and teachers can collaborate in real time using advanced
and long distance learning. The use of internet technology has enabled teachers to
reach students across boarders and also students from developing countries have
classrooms during their free time, and they can also have a chance to interact with
results in our education sector, this new educational technology is supporting both
teaching and learning processes, technology has digitized classrooms through digital
learning tools like,computers, Ipads, smart phones, smart digital white boards: it has
towards learning. This are some applications that the researchers think it can really
help enhance base learning Duolingo basically this app is popular with 300 million
users around the globe it is a language learning platform, Quickmaths from the name
applications focusing mainly on algebra with the objectives to help people enhance
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In their discussion of the state of technology, social studies, and teacher education,
Friedman and Hicks (2006) articulated the need to “research and evaluate the impact
of the use of technology and technology enhanced instruction within classrooms” (p.
250). They explained the need to recognize the digital divide and its impact on
teaching and learning social studies and to examine the digital disconnect between
teachers’ and students’ abilities and expectations with regard to using technology.
Similarly, Whitworth and Berson (2003) found that Internet use and accessing
information on the Web was the most common use of technology in the social studies.
They expressed a concern that technology was being used as a more sophisticated
and expensive way to meet the same learning outcomes that could also be achieved
General Objective. The main objective of the study is to develop a game about
Greek mythology with following features, namely: Questions bank, Time frame, Data
knowledgable
Specific objective. The specific objective of the study that is needed for the
completion of it is as follows:
3. To test and debug the quiz game if all the functions and choices are functioning
properly.
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4. To evaluate the game by the respondents, to know the reliability, user-friendly,
1. How do the users evaluate the Mythological Greek gods in terms of the following:
a. User-friendliness
b. Design/appearance
2. How do the experts evaluate the Mythological Greek gods in terms of the
following:
a. Functionality
b. Reliability
c. Accuracy
The game is called quiz app, the researchers adapted the Greek gods and
goddesses. English dialect was used in the scripts. the game includes a short story
line about the gods if the user chose the correct answer it will display a story line about
the topic or the character, if they answer it wrong we will display the correct answer
and the story. This also includes animations about the gods, sound effects of their
voices.
The game is only limited to clicking the answers to sound effects and making the
the right decision to choose a letter of the correct answer. The game only runs in
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F. Significance of the study
Junior High school students. Since the researchers used the topic about ancient
Greek gods and goddesses, this game may benefit the students in high school
especially the 7th grade students. They may enjoy it playing while studying and also
Future Researchers. The study would be significant to the future researchers for
the study can be a reference in any situation that their research is related to this one.
Teachers. This will be helpful for teachers teaching Greek mythology in students
C. Definition of terms
Android OS. Android operating system is a mobile operating system that was
tablets.
Debug. To identify and remove errors from computer hardware or software. The
Game Based. A type of game play that has defined learning outcomes. Generally,
a game based learning is designed to balance subject matter with gameplay and the
ability of the player to retain and apply said subject matter to the real world.
CHAPTER 2
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This chapter consist of information called different studies and literature of
individual. That will help in giving the reader and the researcher a better understanding
of what visual app is, the difference of it to any other games or video game and its
Foreign
played using a personal computer. Meanwhile, Harris et. al. (2010) classified video
games into eight genres, namely; first-person shooter, strategy, sports, role-playing,
puzzle, racing, dance/rhythm, and adventure. Among the most popular video games
are: Conquer Online 2.0, a massively multiplayer online role playing game (MMORPG);
K.O.S., a massive multiplayer online (MMO) shooter game; and Tetris Battle, the social
Vavoula and Sharples (2002) suggest that there are three ways in which learning
workplace, at home, and at places of leisure; it is mobile between different areas of life,
respect to time, ie it happens at different times during the day, on working days or on
weekends”.
Local
behaviourist model which is based on the idea that behaviors are acquired through
conditioning which occurs through interaction with the environment. Later games try
2003). Felicia (2009) further argued that games generally feature the behaviorist,
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cognitivist and constructivist approaches. In terms of cognition and learning process,
Felicia (2009) disclosed that digital games can be analyzed through well-known
Gee (2005) argued that to date, educational games have not been designed using
any coherent theory of learning or appropriate research findings. Sotamaa (2007) also
argued that there is a growing amount of evidence that professional game designers
primarily rely on personal experience and intuitive sense of market demand. According
process. He further expressed that a game development sequence may start with
choosing a goal and topic, followed by research and preparation, design phase,
evaluation of the design, pre-programming phase, programming phase, and lastly, play
testing phase
between play and learning. The NMC Horizon Report: 2010 K-12 Edition predicted that
in two to three years from 2011 through 2016, two technologies with a growing
effectiveness for learning (The NMC Horizon Report: 2011 K-12 Edition). Indeed,
(Kearney & Pivec, 2007). Most multiplayer virtual environments used today are games
(Oblinger, 2006). Likewise, Dondlinger (2007) cited that video games are conducive to
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CHAPTER 3
MYTHODOLOGY
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A. Research Design
The Research Design that will be utilized in this study is the method of the research
used, the total number of the respondents, the tools they needed to be used, and the
The Method of research used tell about the methods used by the researchers.
To achieve the accuracy of this research the researchers used Internet Method,
essential in ensuring that the researchers, and to understand the process that
have been followed the information of the game. The characteristics of the games
the researchers offers a new way to understand the game by focusing o certain
features including the animated pictures, dialogue, information about the game
Internet Method - Involves the collection of information from surfing in the net
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Since the game can be played by almost all, the researchers preferred to have
experts.
The data gathering tools it is the most crucial of this study, it tells the tool used
by the researchers. This study the researchers used only the Questionnaire Tools
include an instrument, which includes a series of questions for the respondents for
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Main Screen C B
Y
If
Start
Start Quiz Answer
click
If
Y
Correct
If
Lesson Open Lesson Screen
click
N
Y
N
Open Settings If N Show correct answer
Y screen lesson
If =8
Setting
click
Y C
If
Question
N =8
A Y
B
N
End
2. Conceptual Framework
Information Formulating
Requirements the Story
Figure 3.2. Conceptual Framework
Input, Process, Output of the proposed system. Input is the information and
database and programming to get the output of the said proposed system.
C. System Design
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System Design tackled about the development of the system, the analytical used
in the system and the method used for the evaluation in the proposed system by the
researchers.
1. Planning - planning is the first phase in making the game. To determine the
problems that need to be solved and formulating ways to deal with in the entire
research. In this planning phase it includes creating our objectives, identifying the
some things that can make it entertaining and dazzling for the users to use and that is
designing the game background image. The researchers search for the best pictures
that will fit in the scene that is being portrayed. The researchers get the pictures in the
internet. In order to make the background the proponent get the background at the
internet and the researchers search for the best images that will fit the scene.
use a tool, the Quiz game engine called, Sketch-ware. This type of engine help us to
run and turn our objective into a quiz game. The researchers tried some App inventor
but the researchers chosen engine is Sketch-ware because it is convenient and easy
android application that why the Quiz game maker can create a app anywhere and
anytime he want.
with the buttons on the screen of their devices through graphical icons and audio
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indicator such as primary notion. This also includes designing the characters
backgrounds, the styles, inserting fonts, and colors of the text used in the game.
The designing of the GUI or the graphical user - Interface Is being made in an
engine called sketchware the version of the sketchware that the researchers will use
3.8.1 because this is the latest version of the engine which offers more options and
from the language scratch, which allows you to develop, compile and build an android
application directly using smart phones, without the help from a PC. Anyone can
b. Coding the Game Proper - in this part, the maker encode the script, images,
sound effects and the background music in Sketch-ware with their corresponding
codes. Also in this parts transitions, effects are programmed. The researchers use the
3. Testing and Debugging - in this part , the game that’s been developed will run until
the researches found an error or bug in the game that will deal with it. The researchers
will repeat the steps again and again until no more errors or bug are occurring. In
testing and debugging it includes running the game, look for the error or bug and
Portability Test
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Operating System Running
Table 3.1. Compatibility of the game clan and sketchware (Existing) to different
platforms.
Background
Trials Display Transition Text Speed Check list
music
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4. Evaluating the System - this is the part where the researches and the
respondents will judge the game that has been made by playing it. The researches
used questionnaires to measure the game impact on respondents. The game will be
evaluated by some selected students from different schools. The method that the
a. Statistical Tools - Tools that are needed to gather the respondents that are
ii. . Fisher Sign Test – used to compares two correlated samples. Used
5. Implementation - In this phase of system design the game will be introduce to the
people for them to see what the game is all about. The game will be distributed to
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CHAPTER 4
The results gathered data is presented in this chapter. The Researchers used
survey form to gather feedback as well as reactions from respondents , after a series
of validation and evaluation of the results that gathered and analyzed, the researchers
were able to came up the results between the users and experts to on the survey that
The researchers divide the total population of 13(thirteen) respondents into two
groups which is 10 (ten) Users and 3 (three) Experts. The 10 (ten) users are the junior
high school of Tala High School and the 3 (three) experts are IT teacher in Our Lady
of Fatima university.
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Gender
MALE
31%
FEMALE
69%
MALE FEMALE
respondents are female and 31% or 4 are the male respondents, it means that the
Data were classified and sorted according to show the verbal interpretations of the
game between the users and experts with the total number of 13 respondents. Range
acceptable, 3.41-4.20 acceptable, and 4.21-5.00 highly acceptable. The tables below
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Criteria Weighted Mean Verbal Interpretation
Table 4.1. shows the result on how the Users evaluate the Quiz game, in terms of
user-friendliness and design/ appearance. The Mythology Greek Gods got it lowest
weighted mean of 3.57 at the criteria of Design/Appearance which still got a Acceptable
mark. And the highest is User-friendliness with 4.6 and still got a Highly Acceptable
mark. The over-all weighted mean or average that this game had is 4.09 which falls on
the Acceptable mark. This means that the game acceptable to them in terms of the
criteria measured. This also means that this game has the appropriate, scoring,
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Accuracy 4.33 Highly Acceptable
Table 4.2. shows the result on how the Experts evaluate the Quiz game, in terms
of functionality, accuracy, and reliability. The Mythology Greek Gods got it lowest
weighted mean of 4.11 at the criteria of Functionality which still got a Acceptable mark.
Next is Accuracy with 4.33 which falls on Highly Acceptable mark, And the highest is
Reliability with 4.43 and still got a Highly Acceptable mark. The over-all weighted mean
or average that this game had is 4.29 which falls on the Highly Acceptable mark. This
means that the game acceptable to them in terms of the criteria measured. This also
means that this game has the appropriate,color, text, scoring, background music,and
the settings.
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CHAPTER 5
A. Summary of Findings
the researchers conducted a survey to get the feedback and reaction of the
respondents about “A mobile trivia game about greek mythology”. The researchers found
out that the results of a conducted survey in users over all weighted mean is 4.09 which is
still a acceptable mark, and for the results in experts is 4.29 which is still a highly
acceptable. And for the total result it shows that the quiz game is appropriate for all.
B. Conclusions
After the survey and the statistical treatment the proponents therefore concluded that
the proposed game, Mythology Greek Gods can be another source of knowledge about
the Greek Mythology. The proponents successfully made a quiz application for students
that is educational in a way they can be entertained as well, they are successful in creating
the short stories about the Greek Gods, Character images, background images and they
are also successful in integrating it and use the functions which are prebuilt in Sketchware
3.9.11 engine and it is tested and debug. The proponents are also successful in evaluating
C. Recommendations
The proponents recommend to the educational institution to use the game or its
concept in teaching different lessons especially the subject itself this may serve as
advancement in teaching.
For the students this game may help you in enjoy, studying about the Greek Gods
and this may also help you think of different possibilities and enhance your imagination in
For the mythology of Greek Gods enthusiast who like to read or watch movies this
research is an effort to combine the gain of knowledge while playing with multiple story
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lines about the gods that you can read to deepen your knowledge about Greek gods. The
proponents therefore recommend that you may try out playing this kind of games.
For the researcher’s the proponents that in making this kind of game make sure
to use appropriate tools both on software and source of information. Enhance the
background images, add some background effects and music and if possible different
For Teachers. This will be helpful for teachers teaching Greek mythology in
REFERENCE
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