Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1of 12

MODULE NUMBER_________

Republic of the Philippines


Department of Education 10
Region v
SCHOOLS DIVISION OF SORSOGON
DONSOL NATIONAL COMPREHENSIVE HIGH SCHOOL

N
MAPEH (ARTS) QUARTER 2. MODULE 5 & 6

I. INTRODUCTORY CONCEPT/ PANIMULANG KONSEPTO


Technology has literally taken over every aspects of life in the 21 st century, and
the creative and visual arts have not been spared. In fact, for the younger generations,
art as you know it is defined by technology----from its creation, to its manipulation, to its
reproduction and even its distribution.

II. LEARNING SKILLS FROM MELCs/ KASANAYANG PAMPAGKATUTO MULA SA


MELCs
1. Explain the influence of technology in the 21 st Century in the evolution of various
forms of art;
2. Apply different media techniques and processes to communicate ideas;
3. Evaluate work of art in terms of artistic concepts and ideas using criteria
appropriate for the style or form.

III. ACTIVITIES/ MGA GAWAIN


A. Let Us Review/ Pagbalik-aralan Mo.
In the previous lesson we discussed about the elements of arts as applied to
the Technology-based art, the distinct characteristics of arts in the 21 st
century, foreign adaptations of Filipino and Mobile Phone art / Computer
Generated images. Let us proceed with Video Games.

B. Let Us Study/ Pag-aralan Mo.

Video Games Defined


Video Games are played by electronically manipulating images produced by a
computer program on a television or display screen. It is a major component of
entertainment. These range from educational games and mind twisters, to building and
construction games and to physical interaction by the users (sports, fitness, dance).
There are also popular games of strategy, war, science fiction, and mythical words that
employ amazingly complex and realistic graphics, motion, sound, and other special
effects.

Video games have been a


part of children’s life for the past
few decades. One of the most
positive effects of video games is
increasing the dexterity of a child
1
and improving his or her hand-eye
coordination.
VIDEO GAME PLAY ELEMENT http://images.app.goo.gl/EFp5EUg5Gu8wk9EdA

Because there are so many, Every game has


we will only focus on the first five.“elements” or
This is not an exclusive list of gamefeatures that
elements and by combining them, it is
possible to create different game
keep people
elements as well as novel forms of engaged. Some
interaction and gameplay. With these games have a lot;
tools, you will hopefully be able to others have very
create meaningful decisions in your
own games.
few. The choice
of what to include
should be
deliberate. With learning games, you should consider how each element supports the
learning process. There are many game elements you can include; this graphic shows
12 common ones:

BY PLATFORM:

It is the nature of hardware where the video game is played. Video games can be
played through your mobile phones, or your desktop or it can be both if you have the
availability of both devices. With this, the first video game element is incorporated to this

1. Conflict

For a game to be interesting, there needs to be some sort of conflict. Conflict comes
in many forms, but it always represents a challenge for the player to overcome. The
challenge could be physical obstacles, it could be combat with another player, or it
could be a puzzle that has to be solved. Conflict emerges through procedures and rules
in the game that prevent a player from achieving their goal. Objectives often guide
players to these conflict situations. Conflict emerges when objectives guide players
toward rules and procedures that work against the player goal.

Three types of conflict common in games:

1. Obstacles. These can be in physical or mental form. Physical obstacles


could be the length of your Pinball flippers or the bumpers that the ball
bounces off of. Mental obstacles can be a missing item to complete a riddle in

2
an adventure game or the challenge of calculating the right numbers in
Sudoku.
2. Opponents. Other players in a game or computer-controlled enemies.
3. Dilemmas. These are problematic choices that a player is faced with. It’s a
strategic decision, where the consequences have to be weighted before
proceeding.

4. Cooperation and/or competition

With learning games, cooperation is often a better element to use than


competition alone. Direct competition with other players can demotivate learners or set
up a negative dynamic. In contrast,

cooperation between players to overcome a


game challenge can often motivate players and foster teamwork. Cooperation gets
people working together; competition pits people against one another. Only one person
or team wins—while everyone else loses. The players’ focus is very different depending
on which element you employ or how you combine the two elements together.
Competition can be appropriate, but you need to consider the outcomes it can produce.
BY MODE:
Usually refers to variations of players. In a game, before you play there are options to
choose either you can play it as a single player, in dual or two players and in multiple
players or by four.
1. Players
Game design calls for players to interact with one another and the game system.
Players are voluntary, active participants in the entertainment activity. They partake they
consume and are invested in it. They can be potential winners of the activity. The
number of players can be variable or fixed for a game. Players will have different
experiences based on the amount of other players partaking in a game. Different
players can adopt different roles during play. Players can play in teams and define
actions for team members. Within role playing games, a player’s role can facilitate or
inhibit a player action, but often players have different play styles, which allows for
different matches even when players play the same role.

3
2. Strategy and Chance

Strategy puts control into the player’s realm in the form of decisions they can make
that affect gameplay or their odds of achieving the goal. On the other hand, games that
are heavily based on chance put the player in a highly reactive mode, one where they
have little control over the outcome.
A game can have neither strategy nor chance, it can combine both, or it can only
focus on one. Gambling games are largely games of chance. Games with little or no
strategy or chance can be less interesting to play than those that use these elements.
BY NARRATIVE:
It is associated by what genre or type the game is but at the same time is the objectives
of the game as well as the rules.
1. Objectives.

Objectives are important for the motivation of your players to engage in gameplay.
The best game goals seem attainable but are still perceived as challenging. You want to
be able to work as hard as necessary to achieve your own objectives as a player in a
game. The player’s need to complete objectives serves as a measure of player
involvement in games. Below is a list of the following objective types in more detail:
 Capture. Players have to avoid getting captured or killed while destroying some
opponent properties (commonly some form of terrain or units).
 Chase. Players have to elude or catch an opponent.
 Race. Players have to reach a goal before anyone else does.
 Alignment. Players have to align their pieces in a spatial or conceptual
configuration.
 Rescue or Escape. Players have to get some defined units or items to safety
without being compromised.
 Forbidden Act. Players have to get the opponents to break the rules or to
abandon a strategy.
 Construction. Players have to construct, maintain, or manage game objects.
 Exploration. Players have to explore unknown game areas.
 Solution. Players have to solve a problem or puzzle (sometimes before the
opponents solve it).
 Outwit. Players have to gain and use knowledge to outwit their opponents.

2. Procedures.

Player actions as specified by procedures can be split up into the following:

4
1. Starting (How the game is put into play, also leading into on boarding of
players)
2. Progression (These are the ongoing procedures running during gameplay)
3. Special (These are actions that are only available based on other elements
and changes to the game state)
4. Resolving (These actions bring your game to an end)

Below are some of the applications used for video gaming:


1. Twine – is a free open-source tool created by
Chris Kilmas for making interactive fiction in the
form of web pages/ It is available on Mac OS X,
Windows and Linux

2. GameMaker - emphasizes the visual


structure of hypertext, and does not require
knowledge of programming language as
many other game development tools do.

3. Stencyl – is a video game development tool that


allows users to create 2D video games for
computers, mobile devices, and the web.

What is a Joystick?
The name "joystick" is thought to originate with early 20th century French pilot
Robert Esnault-Pelterie. He is alleged to have invented the “George Stick” which
became more popularly known as the joystick. A joystick is an input device consisting of
a stick that pivots on a base and reports its angle or direction to the device it is
controlling. Joysticks are often used to control video games, and usually have one or
more push-buttons whose state can also be read by the computer. The joystick is
probably the most essential devices that gamers encounter in the video game parlor.
How does a joystick work?

5
It translates the movement of your hand into a digital format and sends it to the
PC software for interpretation to perform the necessary action.

Parts of the Joystick

JOYSTICK COMPONENTS:
1. Pivot – the area in which the shaft swivels. A part surrounding the shaft is
usually placed her to assist in this; it comes in shapes like cylinders and half-
spheres set in a plate that is contoured for smooth movement.
2. Spring – the mechanism most joysticks use for automatically resetting the shaft
to neutral. Some joysticks use magnets for this. Thicker and/or larger springs
make the reset stronger and movements more affected. A part is often added to
secure the spring below the pivot.
3. Actuator – gives the bottom of the shaft more area and precision in pressing the
switches. It refer to a shaped enhancement surrounding the bottom of the shaft
or the levers on levered micro switches.
4. E-ring (also called E-clip) – is a small, flat, curved plate of metal shaped like the
letter “E”, it is a type of retaining ring(also called a circlip or snap ring) which is a
type of fastener. It attaches to the bottom of the shaft, aligning and securing the
parts along it.
5. Mounting Plate – the plate of the joystick attached directly and securely to the
control panel. This and dust washer are the only two parts of the joystick that
need to touch the control panel.
6. Guide/Dust washer/Disk/Cover – specifically shaped hole, like a square or
circle, that determines physically where the joystick can be moved. It is generally
attached on the bottom of the joystick, restricting the bottom of the shaft.
7. Wire Harness/Microswitch – some joysticks have the microswitches attached to
the PCB into which a wire harness (wires aligned along a plug) is inserted

6
instead of having to wire each of the microswitches around the bottom of the
joystick.
8. Handle/Top – the held part at the top of the stick which usually comes in 2
shapes: a ball top or tear drop/bat top
9. Shaft/Stick – give users more control over their mobility with a joystick handle
designed to meet their needs.
10. Restrictor Gate – is a plate with a specifically shaped hole, like a square or
circle, that determines physically where the joystick can be moved. It is generally
attached on the bottom of the joystick.
In the Modern Era, there is also what we call a Nintendo Switch. 21 st century
learners use Nintendo switch in a highly
advanced gaming system.
Nintendo Switch
It is a hybrid console that can be used as
a home console and portable device. Its
wireless Joy-Con controllers, with standard
buttons and directional analogue sticks for user
input, motion sensing, and tactile feedback, can attach
to both sides of the console to support handheld-style
play. They can also connect to a grip accessory to
provide a traditional home console gamepad form, or be
used individually in the hand supporting local multiplayer
modes.
The Nintendo Switch's software supports online gaming through Internet
connectivity, as well as local wireless ad hoc connectivity with other consoles. Nintendo
Switch games and software are available on both physical flash-based ROM
cartridges and digital distribution via Nintendo eShop; the system has no region lockout.

Parts of Nintendo Switch Description

A battery-powered tablet-like monitor


1. Console consisting of an LCD screen. The unit
measures 173 by 102 by 13.9 mm. and
weighs 297 grams. The LCD screen
supports resolutions up to
720p(1280x720px).The console includes
audio jack, stereo speakers, USB-C port for
charging and a kickstand on the backside.
The unit includes slots for a game card and
a micro SD card located under the
kickstand.

7
A docking station with electrical
connectors to connect the console to a
power supply to charge its battery and to a
television via an HDMI connection for
video/audio output. It includes two USB 2.0
ports and one USB 3.0 port.
2. Dock

Joy-Con
The controllers attach to the Switch
console via side rails using a locking
mechanism, with a small release button on
their rear face to allow them to be detached.
When detached, they can be used as a pair
by a single player, attached to a grip that
emulates a gamepad form factor, or used as
separate controllers by two individual
players. A single Switch console can support
up to eight Joy-Con connections. Straps can
be attached to the sides of Joy-Con when
they are detached. A charging grip is
available for the Joy-Con, which provides a
means to attach a USB-C cable for power.
3. Controllers Pro Controller
The Pro Controller connects to the S
witch via wireless Bluetooth communication,
and is charged through a standard USB-C
port on the controller.

8
9
C. Let Us Practice/Pagsanayan Mo.

FILL ME IN
Directions: Fill in the blanks with the correct answer. Write your answer on a separate
sheet of paper.
1. __________ are played by electronically manipulating images produced by a
computer program on a television screen.
2. __________ emphasizes the visual structure of hypertext and does not require
knowledge of programming language.
3. Twine is a free-open source tool created by __________for making interactive fiction
in the form of web pages.
4. A __________ is an input device consisting of a stick that pivots on a base and
reports its angle or direction to the device it is controlling.
5. __________ is a small, flat, curved plate of metal shaped like the letter “E”.
6. A Nintendo Switch is a hybrid video game console, consisting three parts
__________, 7. __________, and 8. __________.
9. __________ is a video game development tool that allows users to create 2D video
games for computers, mobile devices, and the web.
10. __________ is the mechanism most joysticks use for automatically resetting the
shaft to normal.
11. __________ is the held part at the top of the stick which usually comes in two
shapes: a ball top or tear drop/bat top.
12. __________ is a type of conflict wherein a player is faced with problematic choices
where the consequences have to be weighted before proceeding.
13. Procedures are actions or methods of play allowed by a game’s rules. They can be
specific instructions of what actions to take during play. Player actions as specified by
procedures can be split up into three namely __________, 14. __________ 15.
__________.

D. Let Us Remember/ Tandaan Mo.


Video Games are played by electronically manipulating images produced by
a computer program on a television or display screen. It is a major component
of entertainment. These range from educational games and mind twisters, to
building and construction games and to physical interaction by the users
(sports, fitness, dance).

E. Evaluation/ Pagtataya
MULTIPLE CHOICE:
Directions: Choose the letter of the best answer. Write the chosen letter on a separate
sheet of paper.
1. This refers to a game played by electronically manipulating images produced by
a computer on a television screen or other display screen.
A. computer games B. imaging videos

10
C. video games D. video technology
2. What do you call an online platform made for the sole purpose of sharing
videos?
A. Ctrl+Paint C. Twitch
B. Twine D. Youtube
3. It is an input device consisting of a stick that pivots on a base and reports its
angle or direction to the device it is controlling.
A. Actuator C. Nintendo Switch
B. Joystick D. Spring
4. It is known as a computer-generated and or manipulative form of art.
A. computer-digital art C. technology-based art
B. modern art D. visual arts
5. It is considered as one of the video game play elements which always
represents a challenge, be it physical obstacles, combat with another player or a
puzzle to be solved.
A. capture C. cooperation/competition
B. conflict D. strategy
6. It is a hybrid console that can be used as a home console and portable device.
A. controllers C. joystick
B. dock D. Nintendo Switch
7. This refers to a shaped enhancement surrounding the bottom of the shaft or the
levers on levered microswitches.
A. Actuator C. Shaft/Stick
B. Mounting Plate D. Spring
8. It is a video game development tool that allows users to create 2D video games
for computers, mobile devices, and the web.
A. Gamemaker C. Twine
B. Stencyl D. Twitch
9. It is a kind of technology that involves the recording and playing back of moving
pictures and sound.
A. technology-based art C. video technology
B. video games D. Youtube
10. Which of the following is not an example of programs that can be used to
develop video games?
A. gamemaker C. twine
B. stencyl D. twitch

V. ANSWER KEY/ SUSI SA PAGWAWASTO

1.
Video Games 7. Dock
2. GameMaker 8. Joy-Con Controllers
3. Chris Kilmas 9. Stencyl
4. joystick 10. Spring
5. E-ring 11. Handle/Top
6. Console unit 12. Dilemmas

11
13. Starting 15. Special
14. Progression

VI. REFERENCE/ SANGGUNIAN


Horizons Music and Arts Appreciation for Young Filipinos. Learners Material and
Internet.

MAPEH 10 ARTS: TECHNOLODY-BASED


(Subject) ART

Prepared by: Checked and reviewed by: Noted by:

Tirso P. Macandog Sarah Grace P. Cabarles


Teacher III Chairman JOSEPHINE C. EBUENGA, Ed. D
PRINCIPAL II
Mary Ann O. Janoras Jasmin Jovie T. Malto
Teacher I Member

Ermalyn P. Mendiola
Member

Karl Ludwig E. Morilla


Member

12

You might also like