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COLLEGE OF COMPUTING AND INFORMATION SCIENCES

Bachelor of Science in Information Technology

CHAPTER 1

THE BACKGROUND OF THE STUDY

Introduction

With the modernization of our society, Smart phones have become the essential

components of our daily performance. It is one of the wisest and the most convenient technological

ideas in the history of mankind. As we look for convenience, we also respect the devices, which

can combine multiple features and used not only for communication but also for learning and

educational purposes. For students, it provides access to information and knowledge sources that

are practically unlimited, enabling a number of opportunities for personalized learning.

Mobile devices allow students to gather, access, and process information outside the

classroom. They can encourage learning in a real-world context, and help bridge school, after

school, and home environments. Mobile learning makes it possible to extend education beyond the

physical confines of the classroom and beyond the fixed time periods of the school day.

The researchers want grade 2 and grade 6 to experience mobile application learning. The

content of this application will focus on six Filipino Folklores based from the survey that the

researchers have gathered (See Appendix C). Filipino content Folklores are tales or legends

originating and traditional among a people or folk, especially one forming part of the oral tradition

of the common people. It can be also any belief or story passed on traditionally. Folktales also

offer a great entry point for teaching. This kind of literature provides an excellent way to entertain.

The application will let a user to experience interactive story and then experience games

that can gauge the reading comprehension and listening skills. By doing so, the application will let

the users to be exposed to Filipino literature, while they are entertained by the interactive characters

in the story through reading and listening. The researchers came up with an idea of creating two

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 1
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

(2) interactive mobile application that is equipped with random quizzes to boost the mind of our

young readers and of course to enjoy their time with the application. There is one version of the

application for grade 2 and one version for grade 6. The researchers decided to separate the two

versions because of the difficulty of the stories and the game, and for the evaluation purposes. The

application will serve as an instrument to help the children in improving their reading

comprehension and listening skills. The goal of this research to create a mobile application named

“iCuento” and make it as an excellent way to learn and enjoy the Tagalog Folklores and encourage

the young Filipino to become patriots of our own culture. In this project development, the

researchers also aim to adapt with the interest of children in our present days and use it to become

beneficial to the kids and even for the instructors. The researchers are trying to develop an

educational mobile application that will serve as a learning material to develop both reading

comprehension and listening skills in a single application, thus, to relight the peoples’ interest and

imagination in Filipino Folktales.

Project Context

Children nowadays are more interested in learning through the use of their smart phones

(Android) or tablets (See Appendix E). iCuento is a mobile application for grade 2 and grade 6

that will serve as a learning material to develop both reading comprehension and listening skills

while learning the different modern folklores of our country. It will provide knowledge and

interactive learning experience. The application is equipped with interactive visuals, reading

comprehension test, listening skill test, text and voice narration based on the reading and listening

time of the actual students from grade 2 and grade 6.

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 2
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

The researchers came up with a system “iCuento: Interactive Story Telling Android Game

App about the Filipino Modern Folklores for Kids” that focuses on six (6) Filipino Folklores or

Alamat using the Modern Alamat Collection published by Lampara Books (2013) that were hand-

picked by Filipino and General Education teachers (See Appendix D and Appendix E). The six (6)

books are: Alamat ng Mangga by Rene O. Villanueva, Alamat ng Atis by Rene O. Villanueva,

Alamat ng Papaya by Rene O. Villanueva, Alamat ng Paniki by Jr., Alamat ng Anay by Mikhali

C. Jamisola, and Alamat ng Ahas by Segundo D. Matias, Jr. There was a different version of the

application for grade 2 and grade 6. The application can help both reading comprehension and

listening skills of a user. The game flow starts with a pre-test and ended with a post-test for both

reading comprehension and listening skills. The user could only take the pre-test once and after

that the first story will be activated. The six stories were divided into three stages of difficulty in

terms of speed and length: easy, average and proficient. Each stage of difficulty consists of two

stories, one for reading comprehension and one for listening skills. For each story, a set of

randomize questionnaires are given according to the level of question construction difficulty.

Scene slides for every story in reading comprehension only have a textual narration and timed

according to reading comprehension time of actual students agreeing to their age, grade level and

stage of difficulty. As for listening skills, scene slides for every story will only have a voice

narration and timed according to listening comprehension time agreeing to their age. At the end of

the game flow, the user will encounter a post-test in both reading comprehension and listening

skills which is the same as the pre-test that will gauge if the user improved. The researchers also

include a statistic report for the teachers, in regards to the gauging of both reading comprehension

and listening skills of the student. However, the version for the grade 2 of this mobile application

is not as hard when it comes to both story and gauging of knowledge that the users acquired. The

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 3
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

first level of question was identification in a graphical way. The second level will be true or false.

Then the third one will be a card pairing game. This is a challenge for the researchers because the

system will require enhanced skills in animation, graphic design, programming, mobile game

development and technical thinking.

Purpose and Description

The aim of this study is to develop an interactive android based application for children

about Modern Filipino Folklores that has a concept of interactive 2D multimedia, sound effects,

textual narration and voice narration. The focus of this study is to promote Modern Alamat which

contains moral value. The target users are grade 2 and grade 6.

In order to define the needs and expectation for such project, the researchers conducted

several interviews in both private and public schools: Systems Plus College Foundation Grade

School, Balibago, Angeles City with Mrs. Lourdes V. Cordero (Filipino Teacher, Head Elementary

Teacher and Filipino Coordinator), Lourdes Northwest Elementary School, Lourdes Northwest,

Angeles City with Mrs. Nerizza S. Catacutan (Filipino Teacher and Filipino Coordinator),

Malabanias Integrated School, Malabanias, Angeles City with Mrs. Elaine C. Santos (Teacher)

and Mr. Brian Ian L. Rodrigues, D. Ed (Teacher) and random students from the three different

schools that belong to grade 2 and grade 6. In this section, the general objective of the study is to

develop and design according to the user’s grade level (See Appendix D and Appendix E)

Based from the information that the researchers have gathered; kids are more interested to

learn using their mobile phones. Most of the children tend to be more exposed or familiar with

foreign stories than our own literatures. Also, according to the teachers that the researchers have

interviewed, Filipino teachers had limited materials or resources to use to make their lesson more

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 4
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

attractive to their students and children these days doesn’t have the passion or interest in reading

books anymore. (See Appendix E)

Statement of the objectives

The objectives of the researchers that they are trying to attain will be specified. They are

categorized in two objectives, the general and specific objective.

General Objective

The general objective of the study is to design and develop an interactive mobile

game application to expose and encourage the children to patronize our own literature.

“iCuento: Interactive Story Telling Android Game App about the Filipino Modern

Folklores for Kids” which is a story teller and compose of various interactive and or sensor

games that provides fun and learning for kids in grade 2 and grade 6 about the modern

Folklores that originated in our country, Philippines.

Specific Objectives

The following specific objectives must be met.

• To develop an android based interactive story telling mobile game application that can

be used as an instructional material for kids.

• To create a learning tool that can measure the reading comprehension of the player

based on the speed and length of presentation of written story and level of difficulty of

written questions.

 To create a learning tool that can measure the listening skill of the player based on the

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 5
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

Speed and length of vocally presented story and level of difficulty of vocally presented

questionnaire.

• To create a tool that will generate a graphical representation of reading comprehension

and listening skills per user through score sheet and bar graph representation.

Scope and Delimitation

This study covers the iCuento: Interactive Story Telling Android Game App about the

Filipino Modern Folklores for Kids. The researchers have conducted surveys among grade school

students of three different schools in Angeles City both private and public, specifically: Systems

Plus College Foundation, Lourdes Northwest Elementary School and Malabanias Integrated

School.

Scope

There will be different version of application for grade 2 and grade 6. The

application will help both reading comprehension and listening skills of a user. The game flow

will start with a pre-test for both reading comprehension and listening skills. The user could only

take the pre-test once and after that the first story will be activated. The six stories will be divided

into three stages of difficulty in terms of speed and length: easy, average and proficient, In order

for the researchers to identify the different level of difficulty, a guidance from a professional was

needed (See Appendix C). Also, the grade 6 level of questioning was derived from Costa’s Level

of Questioning (See Appendix M). Each stage of difficulty will consist of two stories, one for

reading comprehension and one for listening skills. For each story, a set of randomize

questionnaires will be given according to the level of question construction difficulty. Scene slides

for every story in reading comprehension will only have a textual narration and timed according

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 6
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

to reading comprehension time of actual students agreeing to their age, grade level and stage of

difficulty. As for listening skills, scene slides for every story will only have a voice narration and

timed according to listening comprehension time of actual students agreeing to their age, grade

level and stage of difficulty. At the end of the game flow, the user will encounter a post-test in

both reading comprehension and listening skills which is the same as the pre-test that will gauge

if the user improved.

The researchers came up with the average reading comprehension and listening

comprehension time/speed from the results that have been collected after the actual reading

comprehension and listening skill experiment with 15 grade 2 and 15 grade 6 students coming

from 3 different schools, both public and private as respondents. After the experimentation, the

researchers came up with the idea of adding 3 seconds per scene of every story for the beginner

stage, retain the gathered average time per scene from the experiment for the average stage and

deducted 3 seconds per scene for the proficient stage (See Appendix N). 3 seconds was used as the

interval of difficulty per stage because it is the most tolerable deduction time per scene in the

proficient stage for the students.

Textual narration which is only used in the stories that are specifically for reading

comprehension.

Voice narration, is used when the user is evaluating his/her listening skills.

The evaluation or scoring for every game is measured by points. The passing score is

at least 50% to unlock the next level.

Moral Value of each story will be included in the last part of the story.

User manipulation is accessible on user menu in order to delete or add a user.

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 7
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

Statistics and Evaluation will be included on user menu. It is composed of two buttons

that is specifically for the score sheets and statistics. The score sheet will show the

points gathered by the user in every stage according to their level of difficulty. Statistics

will show a graphical representation of the score sheet. This will display the progress

of the current user on reading comprehension and listening skills of a student. The

statistic or progress of every player will be available after he/she finish one level.

Delimitation

The application is developed to run only on Smart phone and Tablet Android 4.4

and later. There will be no online version of this application. The researchers decided to

make two applications with different version of stories and games for both grade 2 and

grade 6 because of the level of difficulty required and for the evaluation purposes. It will

only focus with the six (6) Modern Alamat published by Lampara Books (2013) that were

hand-picked by Filipino and General Education teachers (See Appendix D and Appendix

E). The six (6) books are: Alamat ng Mangga by Rene O. Villanueva, Alamat ng Rosas by

Segundo D. Matias, Alamat ng Langaw by Segundo D. Matias, Alamat ng Pagong by

Segundo D. Matias, Jr., Alamat ng Ahas by Segundo D. Matias, Jr., and Alamat ng Ilang-

Ilang by Segundo D. Matias, Jr., The application is offline and does not need to be

connected to the internet. The application will only be in “tagalog” language, in accordance

with the goal of the study. The system has a database for user’s registration and scoring or

rating, the researchers used the preset database from unity. The statistics and evaluation of

the application will only monitor the current user (one user at a time). It will not display a

user who is not registered in the device where the statistics and evaluation was checked or

opened.

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 8
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

Definition of Terms

The following terms are defined conceptually to clearly understand the technical words included in

the documentation of the system:

Smartphone It is a mobile phone with an advanced mobile operating system which combines

features of a personal computer operating system with other features useful for mobile or handheld

use. Smartphones, which are usually pocket-sized, typically combine the features of a cell phone.

Mobile learning, or m-learning refers to any educational interaction delivered through mobile

technology and accessed at a student’s convenience from any location.

Filipino folklores These are legends that form part of the oral tradition in the Philippines. They

have been passed on generation to generation by word of mouth rather than by writing, and thus

the stories have been modified by successive retellings before they were written down and

recorded.

Android It is a mobile operating system developed by Google, based on the Linux kernel and

designed primarily for touchscreen mobile devices such as smartphones and tablets.

Interactive visuals These are illustrations that respond to the actions or commands of a user.

Interactive games These are games that respond to the actions or commands of a user.

Voice narration. It is a voice-over narrating stories in clear audio.

Animation It is the process of making the illusion of motion and change by means of the rapid

display of a sequence of static images that minimally differ from each other.

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 9
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

Graphic design It is the process of visual communication and problem-solving through the use of

typography, space, image and color.

Programming It is a process that leads from an original formulation of a computing problem to

executable computer programs.

2D (2Dimensional) multimedia It uses bitmap and vector graphics to create and edit the animated

images and is created using computers and software programs, such as Adobe Photoshop, Flash,

After Effects, and Encore.

Moral values These are the standards of good and evil, which govern an individual’s behavior and

choices. Individual’s morals may derive from society and government, religion, or self.

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 10
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

CHAPTER 2

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter provides related literature and studies that the researchers pursue to impart

with regards to the proposed system. The following inspired and served as a motivation to the

researchers in developing the proposed system.

Related Studies and Literature

Related Literature

Early Filipinos had their own set of written characters and alphabet and rich oral and

written traditions of folktales and folklore which gives a glimpse into the talent of our ancestors in

storytelling. Philippine folktales are locally known as alamat. It can be further classified into:

myths which talk about the creation of man and the world, as well as super natural beings; legends

which talk about an origin of a place or a thing; fables which use animals and things to convey the

moral lesson of the story and fantastic stories which talk about odd and unusual characters. On the

other hand, Philippine folklore usually talks about the life and the beliefs of the ancestors of a

particular ethnic group. (Crisa, 2012) Philippine folklore, as in other cultures, is predominantly

about heaven and hell, good and evil. A duality that is present in most things. And similarly, it too

has survived a long history of dominations and exits - both actually and artificially - despite the

introduction of many religions and philosophies.

Synthesis:

The researchers want to introduce Philippine folklore in a modern way. The

researchers wants to develop a mobile interactive application; with this kind of

application the user can appreciate the moral values that the story contains. Also,

the application will let the users to be exposed to Filipino literature, while they are

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 11
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

entertained by the interactive characters in the story through reading, listening, or

both.

(Cruz, 2013) Storytelling is a tradition to our Filipinos which cannot be erased, it also

became a part of our history to be patronage. It is a way of learning from someone else’s

experiences, having to live someone else’s life vicariously. Storytelling is also a popular tool that

teachers use in their lessons and classrooms. Parents also use storytelling as a tool to teach their

children values and other things.

Synthesis:

The iCuento Mobile Application has the storytelling feature where the

users/students can listen to the story. This feature can come in handy for parents

and teachers as well. . In this project development, the researchers also aim to adapt

with the interest of children in our present days and use it to become beneficial to

the kids and even for the instructors.

(Pilona, 2013) stated that children of all ages are sharpening their growing brains with

technology. With the sea of apps that all claim to be "educational," though, let's discuss which

ones are really the best for our kids. Schools have long been using software and video games to

teach kids, of course. With tablets, advanced gaming systems, and other modern achievements,

kids can also be learning all the time at home and have fun all the while.

Synthesis:

The researchers found out that having a digitalized learning system is a great

way to show kid how important studying is, by this the kids can read and study

anywhere they go, and also this kind of software interface has user friendly

interface to be able for kids to use the software easily. The Selected Philippine

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 12
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

Folktales Story Teller will provide a powerful means to obtain information as the

application brings out momentous experiences and animations, background music,

different stories to choose from thus improving ones’ knowledge, vocabulary and

expand culture.

(BHUBANESWAR, 2013) Children from tribal areas in the state will soon be able to enjoy

reading story books in their mother language. According to the writers and poets, who are native

speakers, tribal children between three and six years can get their first exposure to book knowledge

in their dialect. There is a dearth of interesting books for children from tribal areas in their mother

tongue and hence it is important to develop colorful books in their mother tongue that reflect their

tradition, culture, heritage and folk tales. "The stories will primarily focus on the culture and

surroundings of children. The books must be full of colorful identifiable pictures for children like

animals, food items and flowers," said Smruti Jena, a linguist of Pratham Books. Jenna added."

While developing the books, we are keeping in mind the language needs of first-time school goers.

The objective is to make reading fun and easy for the children, who find school lessons difficult

to cope with - the reason being the difference in the language spoken at school and home,".

Synthesis:

Using the native language must start in what a child read. Language is very

important in reading books. Of course if you don’t understand the language of what

are you reading, you cannot understand what the story is all about? The application

will also serve as an instrument to help the children in improving their

comprehension skills. Also, one goal of this research is to make the application as

an excellent way to learn and enjoy the Tagalog Folklores and encourage the young

Filipino to become patriots of our own culture.

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 13
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

Many broad statements are made such as the following from Murray: “What has become

quite clear is that mobile devices like the android phones have real learning value in teaching and

learning contexts, and that it is the imagination of teachers to integrate such devices in innovative

ways that is the most valuable resource” (2010, p. 51). The motive for introducing mobile

technology seems to stem from an acceptance of statements such as this which assume the value

of using mobile devices, or from a sense of moral obligation, e.g. “To prepare students for the

knowledge economy of the 21st century, schools must provide students with purposeful access to

ICT that increases their participation, engagement and achievement in education” (DEECD, 2011,

p. 3).

According to Bray, P. (2011, October 9). The increasing adoption of mobile computing in

the education sector offers wide-ranging benefits to both students and staff. The researchers came

up with the application iCuento that aims to help user through the use of their own mobile phones

anytime and anywhere. According to Salz, P. A. (2006, April), The combination of wireless

connectivity and educational content delivered according to the learner's location, requirements,

and skills level may not be an app that kills, but it is a compelling one. Mobile devices allow

everyone--and not just mainstream consumers, but also those ways out on the periphery--to learn

and exchange ideas. Active involvement from content owners and providers can help connect a

new, more universal social mind, not to mention help build the demand for educational content.

Koszalka and Ntloedibe-Kuswani (2010) acknowledge that the growth in mobile phone

usage has led to the emergence of mobile learning and not vice-versa. Laurillard describes it as “a

technology solution devised for other requirements, in search of a problem it can solve in

education” (2007, p. 153). With the growth of mobile learning, the researchers want to use this

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 14
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

opportunity to create an application that will help both teachers to teach and learners to learn the

modern alamat of our country.

Synthesis:

Mobile learning is currently a hot topic in education. For a

variety reasons, many schools are moving to 1:1 Technology or Bring Your Own

Device (BYOD) models. In some cases, it appears that the decision has been made

to introduce technological change before the curriculum and culture implications

are taken into account. In other cases, schools undergo a trial and use this

opportunity to explore the associated issues. Researchers in the field are attempting

to “build the plane while flying it” and develop frameworks of learning which are

appropriate for mobile learning even as mobile learning is already taking place both

formally and informally. iCuento is a mobile learning application for ages 7 and 12

years old that can help users to have fun while learning the different modern

folklores of our country. As a mobile learning application, the researchers aims it

to be a learning material that can enhance the children’s comprehension skills and

enjoy the application at the same time.

According to (Pinaroc, 2013) for most Filipinos, the Android operating system (OS) is the

mobile OS of choice when it comes to smartphones. As most users would know, the Android OS

was developed by Android, which was later on bought by search giant Google. One of the main

selling points of Android is that it is flexible and based on an open-source standard that allows

software developers to create applications. For Filipinos, it seems that the ultra-competitive price

points of smartphones that are locally made is the top reason for the uptick trend. It might be a bit

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 15
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

of a stretch, but aside from being the texting capital of the world, it seems the Philippines is on its

way of becoming an Android country.

Synthesis:

The iCuento is an android based mobile application. According to

researches most of the Filipino uses an android phone because it is a lot cheaper

than the iPhone. The researchers thought that in this way, most of the students in

both public and private will experience mobile learning and be exposed in our

culture.

The researchers also conducted an interview for the level of questioning and the appropriate

speed for the reading comprehension and listening skills. The interview was taped and transcribed:

Categorizing the questions

If you will going to categorize the level of questions, mauuna ka muna talaga sa easy. Wag

kang pupunta sa unknown, yung interest nung bata yung ibibigay mo, yung marami siyang

maiibibigay na examples. More likely, kung saan mas experienced yung bata. Katulad kung ang

topic ay about sa mga nouns, magtanong ka kung anong favorite nila. Yung sila mismo ang

makapag bibigay ng example. First level, is about who, what, when and where. Tapos yung

susunod yung why, medyo ayaw ng bata ito kasi gusto nila yung specific answer. Yung last is

yung panghinuha, ngayon nga dahil more on child centered tayo, categorized na yun into

collaboration, wherein sila mismo natututo sa sarili nila. Sa inferring, you make the child to think

critically. Imaginative learning, use their imagination. About dun sa grade 2, mostly more on

pictures sila. Graphical sila, like dun sa easy, tanungin mo lang kung anong itsura ng papaya. Sa

grade 6 pwede yung intermediate. Dun sa grade 2, hanggang dun lang sa bakit, tska mga games,

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 16
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

tapos pwede mong lagyan ng effects, kasi yun yung gusto nila. More on vocabulary lang kasi yung

grade 2.

WPS for grade 2 and grade 6:

Depende yun sa pagbabasa, kasi kung words lang pwede yung 160 WPM for grade 6 pero kung

paragraph, meron pang intonation yan, may mga punctuation marks na kailangan sundan. Lalo na

sa alamat, iba yung pagbabasa, para kang nag story telling. Para sakin, mas maganda kung mag

conduct kayo ng actual. Punta kayo sa grade 2 and grade 6 then magpabasa kayo, at least yun,

talagang actual. Tignan niyo nalang yung pagbabasa nila ng story then tignan niyo yung time.

What is the Passing Score when taking an exam?

Yung usual Passing Score is 70%. Halimbawa, when taking an exam, out of ten, seven yung

passing. Kung out of five naman, passing score natin is three. Ganun talaga yung standard for each

test.

Related Studies

The iCuento, for each strory, the 2D layered graphics draw your attention while high

quality narration clearly tells each story. Users can toggle the words to appear on-screen along

with the interactive illustrations. Each frame only takes a few seconds and children stay engaged

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 17
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

by clicking on the next page arrows. Navigation was intuitive and simple enough for children to

use with supervision.

The Kiddie Bible App

The Kiddie Bible App is an info-graphic with game oriented android based religious mobile

application for android phones. It is a handy application where it will help children to familiarize

stories that are given in the application. It will focus the life of Jesus Christ from New Testament

in an appealing, fresh and exciting way. The content of the app was based in the book “The

Children’s Story Bible”. (Mañalac, Paras, & Vanhooland, 2015)

Synthesis:

The Kiddie Bible App focuses on how to help children to familiarize with

the life of Jesus Christ from New Testament, iCuento, on the other hand is an

application based from various Filipino Folklores. Both mobile application aims to

deliver learning in an appealing, fresh and exciting way. Also, iCuento and Kiddie

Bible App provides its users with fun pictures, text and audio.

Costa’s Level of Questioning

To better understand the content being presented in their core subject areas, it is essential

for students to learn to think critically and to ask higher levels of questions. By asking higher levels

of questions, students deepen their knowledge and create connections to the material being

presented, which in turn prepares them for the inquiry that occurs in tutorials. Students need to be

familiar with Costa’s (and/or Bloom’s) levels of questioning to assist them in formulating and

identifying higher levels of questions. (Noelle Combs, 2014)

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 18
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

Synthesis:

iCuento has the level of questioning for grade 6 based on Costa’s Level of

Questioning. This different level of questioning is essential for students to learn to

think critically and to ask higher levels of questions.

TiBook Tagalog Story Teller

A mobile application of story teller which is a set of Filipino Popular Tales and Folktale.

Tales are narrative of real or imaginary events and Folktale are tale or legend originating and

traditional among a people or folk, especially one forming part of the oral tradition of the common

people. It can be also any belief or story passed on traditionally, especially one considered to be

false or based on superstition. (Austria, De Mesa, Nacion, & Ramirez, 2014)

Synthesis:

Both Tibook and iCuento are mobile application to relight the people

interest and imagination in stories utilizing the present-day technology. TiBook’s

contents includes alamat, pabula, and kwentong bayan. In contrast, iCuento only

focuses on Filipino Folklores or Alamat and it is more timely because of the style

of graphics, the books that the researchers used with is the Modern Alamat

Collection and the use interactive and or sensor games. Both application features

voice narration and 2D animation, but iCuento offers a different kind of animation

with its interactive visuals and graphics.

GABE

An interactive mobile learning application for grade 2 pupils which provides lessons and

activities where they can learn and gain knowledge through Kampampangan dialect by the use of

android phones. (Bartolo, Pascual, Solomon, & Tolosa, 2014)

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Synthesis:

GABE and iCuento are both interactive mobile learning application for

kids. Through the help of android smart phones both GABE and iCuento are used

by teachers as a learning material for their students. However, GABE aims to guide

pupil in grade two to learn Kapampangan lessons while iCuento aims both ages 7

and 12 to learn modern alamat from our own country.

ESL Tests For Primary Kids

The aim of this Website Application is to improve the listening skills of a user based on

his/her grade level. Each grade level will be given three set of listening skills set. On each set, a

user must listen to a story and answer the questions given in that particular set. (ESL Tests for

Primary Kids, 2014)

Synthesis:

iCuento will be producing a randomize listening quiz. It is like the ESL

Tests For Primary Kids in a way where users will use their listening skills to answer

questions regarding the story. In iCuento listening skills quiz game, the questions

are in a form of audio type, related to a particular modern alamat that the users have

read or listened, and the choices are listed

Randall’s ESL Cyber Listening Lab

It is a web site created by Randall Davis helps ESL students to improve their listening

comprehension skills through practice with self-grading quiz pages. There will be categories for

the users to choose from. After picking a category the user must listen to the conversation by

pressing the play button of the audio type the user wants to hear, and answer the questions. Then

after taking the quiz, users will press the final score button to check their quiz. (Davis, 2015)

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Synthesis:

iCuento will be producing a randomize listening quiz. It is like the Randall’s

ESL Cyber Listening Lab in a way where users will use their listening

comprehension skills to answer questions regarding the story. In Randall’s ESL

Cyber Listening Lab, the users must answer the questions by reading it. In iCuento

listening quiz game, the questions are in a form of audio type, related to a particular

modern alamat that the users have read or listened, and the choices are listed.

English Reading Test

It is a mobile application for people who want to improve their English reading skills. There

are many topics for users to choose from. The user will read a paragraph then will proceed to

answering questions related to the topic. (English Reading Test, 2015)

Synthesis:

The researchers developed an English Reading Test in iCuento to serve as

a reading comprehension quiz. It is like the English Reading Test in a way where

users will use their reading comprehension skills to answer questions regarding the

paragraph that they have read.

The English Reading Test in iCuento would work similar to the English

Reading Test mobile application, but the researchers decided to put questions

related to a particular modern alamat that the users have read or listened.

K12 Reader: Reading Instruction Resources

Recognizing letters and words is an important first step in learning to read. However, it is

only a first step; it is vital that students comprehend, or understand, what they are reading. They

must be able to get the meaning of the text: What is the author telling the reader? This is reading

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comprehension, and it is an essential skill for success in school and in the real world. (K12 Reader:

Reading Instruction Resources, 2016)

Synthesis:

The researchers developed a reading comprehension game for the iCuento

focuses on the particular modern alamat that the users have read. iCuento would

work similar to the K12 Reader mobile application, but the researchers decided to

put questions related to a particular modern alamat that the users have read or

listened.

English for Everyone

On this page you will find our complete list of high quality reading comprehension

worksheets created specially by our team for students in grade levels K-12. Our worksheets elicit

the use of critical thinking skills at every level. While some questions ask the reader to peruse the

passage for particular details, most questions involve the use of deductive reasoning, conclusion

making, logical inference, sequential analysis, tonal awareness, and an understanding of scope.

These materials are highly effective in supplementing the education of verbal reasoning and critical

thinking skills on behalf of the reader. (English for Everyone, 2015)

Synthesis:

The researchers developed a reading comprehension game for the iCuento

focuses on the particular modern alamat that the users have read. iCuento would

work similar to the K12 Reader mobile application, but the researchers decided to

put questions related to a particular modern alamat that the users have read or

listened.

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Hero of Mactan: An RPG Game

A single-player role-playing game regarding the first Filipino hero; Lapu-lapu; that is both

entertaining and educational. The study will benefit young students by providing knowledge

through in-game trivia as well as through the plot of the game. The researchers designed a new

historical game which is not very common today. While enjoying the challenges of the different

levels of the game, the player is also learning about the Lapu-lapu, the first Filipino hero. (Lucena,

et al., 2012)

Synthesis:

Hero of Mactan is similar to the mobile application iCuento in a way that

both application and encourage the young Filipino to become patriots of our own

culture. The researchers are trying to develop an educational mobile application

that will combine learning and fun through games in a single application, thus, to

relight the peoples’ interest and imagination in Filipino Folktales.

Sungka: A 3D Strategic Game

Board games have served the society as venues for children in developing oneself and

building learning skills. With the technology, most board games where digitally adapted and

applications were made available. Sungka: A 3D Strategic Game is a game application of the

traditional of the traditional board game in the Philippines. It is application which turns the

traditional into a digital adapted board game that can be played through the computer. (David,

Rodriguez, Constatino, & Paulo, 2012)

Synthesis:

Both Sungka: A 3D Strategic Game and iCuento reflect on the tradition in

the Philippines. These applications turn the traditional into a digital adapted game.

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The application will also serve as an instrument to help the children in improving

their comprehension skills. The goal of this research to create a mobile application

named “iCuento” and make it as an excellent way to learn and enjoy the Tagalog

Folklores and encourage the young Filipino to become patriots of our own culture.

The researchers are trying to develop an educational mobile application that will

combine learning and fun through games in a single application, thus, to relight the

peoples’ interest and imagination in Filipino Folktales.

Laro ng Lahi: Traditional Filipino Games for Android Using Collision Detection Algorithm

Applications development has become an important tool for developing mobile

applications. It can be handled easily and also it is very easy to implement because of its open

source nature. The proponents came up with an idea of creating a game with the aim of compiling

some of the popular traditional Filipino games and might as well provide an educational content

for the users, especially grades four to six students with the integration of education in mobile

games. The game was evaluated by the IT experts from Mabalacat City College ICT instructors

and ICT students in the same school. (Malabanan, et al., 2014)

Synthesis:

The researchers decided to create a mobile learning application which can

help children to learn and have fun at the same time. Like the Laro ng Lahi, iCuento

also reflects on the tradition of the people here in the Philippines. Both application

aims to adapt with the current interest of the younger generations of the present

days and use it as a tool in getting their attention to learn.

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Conceptual framework

This is a visual representation of the input and output process of the system. Researchers

used the IPO Diagram. Since, android game application was really in demand for the children, the

researchers think to find an application that children will play and at the same time with learning

about modern folklores of our country. It’s really obvious that a lot of children nowadays are really

addicted with the games and most of them have a mobile phone or tablet. The researchers also

have gathered interviews, questionnaires, and surveys in different individual who were have some

relation in the study. To have a feedback about the needs of the study, the problems and difficulties

specific for the target users. These problems led to users to try another application not only for fun

but also information about Filipino modern folklores. The researchers aim children to read more

of our own literatures.

The study was divided into users (grade 2 and grade 6). Developer and users had privileges

and corresponding output. This used to accurate develop the system which was concurrent with

the objectives and deliverables set in this.

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Input Process Output

Interview Research
Planning and iCuento:
Questionnaire Interactive Story
Analysis
Telling Android
Story Boarding Design
Game App about
Evaluation the Filipino
Related Literature
and Studies Implementation Modern Folklores
System for Kids
Programming Development
Language Testing

Figure 1: Paradigm of the Study

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CHAPTER 3

METHODOLOGY AND DESIGN

This chapter presents the methods and activities performed in order to design the

objectives identified in the study. It includes a discussion of the different tools and instruments

used to gather and process data as well as the models necessary to analyze, design, implement

and maintain project.

Research Design

In this study, the researchers used the method of descriptive research. It assisted the

researchers to identify the problems and issues in this study that developed the proposed system

interactive, collecting the needed data and information vital. A descriptive type of research

involves the collection of data in order to test hypothesis or to answered question concerning the

current status of the subjects of the study. In using the descriptive type of research, the researchers

aimed to describe the problem, explain the possible cause and effect and validate findings.

Research Instruments

Interview. The researchers conducted interview on different students from different schools

that determined their knowledge about Alamat. The researchers also made a questionnaire that

identified how many students were interested in Filipino literature and if more students are exposed

to foreign literature. After conducting interviews in different students from different schools, the

researchers decided to make a system that will help resolve the problem and issue, the researchers

came up with the application called iCuento. The researchers also conducted several interviews in

both private and public schools: Systems Plus College Foundation Grade School, Balibago,

Angeles City with Mrs. Lourdes V. Cordero (Filipino Teacher, Head Elementary Teacher and

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Filipino Coordinator), Lourdes Northwest Elementary School, Lourdes Northwest, Angeles City

with Mrs. Nerizza S. Catacutan (Filipino Teacher and Filipino Coordinator), Malabanias

Integrated School, Malabanias, Angeles City with Mrs. Elaine C. Santos (Teacher) and Mr. Brian

Ian L. Rodrigues, D. Ed (Teacher) and helped the researchers to define the needs and expectations

for such project. (See Appendix D and E)

Questionnaire. Questionnaires were used by the researchers to recognize the needs for

developing this study. Questionnaires were distributed to a number of students between grade 2

and grade 6, the researchers used this as a valuable method of collecting a wide range of

information. The test cases were distributed to the target users of the system. Another set of

questionnaires were distributed to the students from grade 2 and grade 6 of Malabanias Integrated

School, Systems Plus College Foundation, and Lourdes northwest Elementary School to know

their rating and feedbacks on the application. (See Appendix K)

Population and sampling technique

When collecting and finding some basis for the need of such system, the researchers went

to Systems Plus College Foundation Grade School, Lourdes Northwest Elementary School and

Malabanias Integrated School to interview Filipino Teachers and give questionnaires to students.

To aim the need and prove that such system helped the young Filipino in grade 2 and grade 6, and

Filipino teachers the researchers included as three sample schools both private and public schools:

Systems Plus College Foundation Grade School, Balibago, Angeles City with Mrs. Lourdes V.

Cordero (Filipino Teacher, Head Elementary Teacher and Filipino Coordinator), Lourdes

Northwest Elementary School, Lourdes Northwest, Angeles City with Mrs. Nerizza S. Catacutan

(Filipino Teacher and Filipino Coordinator), Malabanias Integrated School, Malabanias, Angeles

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City with Mrs. Elaine C. Santos (Teacher) and Mr. Brian Ian L. Rodrigues, D. Ed (Teacher), 49

randomly selected students from the three different schools that belong to grade 2 and grade 6 as

test local and 2 IT Experts: Aldrel Emmanuel Cruz and Gian Matthew Oronce.

Convenience sampling was used. The same sampling techniques were used when the

researchers were finding some basis for the need of such system. The researchers identified the

sampling technique as the appropriate sampling method to be utilized since the target users are in

grade 2 and grade 6, randomly from Systems Plus College Foundation Grade School, Lourdes

Northwest Elementary School and Malabanias Integrated School. Convenience sampling (a non-

probability sampling technique where subjects are selected because of their convenient

accessibility and proximity to the researcher) was also used in which the researchers randomly

picked student in grade 2 and grade 6 from different schools, such as Systems Plus College

Foundation Grade School, Lourdes Northwest Elementary School and Malabanias Integrated

School who were present and interested to answer the questionnaires. The researchers gave an apk

file to each respondent from Systems Plus College Foundation Grade School, Lourdes Northwest

Elementary School and Malabanias Integrated School for grade 2 and grade 6 as a test local,

explaining how to install and use the application.

System Development Procedure

Agile Development methodology, the basic idea behind was to develop an application

through repeated cycles, allowing researchers to take advantage of what was learned during the

development of the earlier parts or versions of the application. Agile software development is quite

efficient and advantageous for mobile apps development, which offers tremendous chances and

value to build application in short cycles.

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2. Design

1. Storyboarding

5. Deployment 3. Development

4. Feedback

Figure 1: Agile Development Process

Storyboarding

Storyboard provides an ideal display to create agile user stories and trigger conversation in

a format that is much less taxing than a wall of text. Brainstorming is also a part of this case to

have a better outcome. Defining the problems, the objectives and the resources are also included

in this stage. Storyboards offer a very amiable approach that needs little clarification. It provides

not only valuable prerequisite information, but design perceptions as well. It can also anchor

design in end use. (See Appendix F)

Storyboard helps in applying a discipline of thinking in terms of experiential flow. Using

storyboards is one way to help keep your mind on the flow and not get lost thinking of the UI

you’re designing.

Design

In the design phase, the requirements was analyzed one by one to be able to estimate the

project’s timeline and amount of resources needed. During this stage, you’ll also need to identify

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any specific designs and workflows for the application. Studying how to make your application

better than the previous ones.

Researching about the stories, visualizing the characters and scenes, picturing how each

scene will be interactive, assembling the right questions for the games, and narrating for the audio.

Development

When all of the requirements have been clearly identified, the development effort can

begin. Developing an interactive mobile application requires a justifiable amount of planning. The

necessary documentation of the requirements and design are necessary in this stage in order to

process the development. Media elements will be created and the software application content will

be program.

Feedback

In this phase, getting the user’s feedback is important to ensure their satisfaction. Also, the

researchers consulted experts and co-developer regarding their observation and recommendation

about the output of the system is necessary. Researchers enhanced and dropped process here after

identifying what improvements can be made and the unnecessary functions to be removed.

Deployment

Once the system has been completed, deployment is necessary for testing. Iteration of the

system can occur if any changes are required or if any bugs are caught.

Subjects of the study

The data collected in this study were taken from the target users of the system. The iCuento

was actually designed to mature the knowledge and awareness of the children in Filipino Folklores

while they are playing and having fun. For testing and evaluation, the researchers of this study

surveyed and evaluated at Systems Plus College Foundation Grade School, Lourdes Northwest

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Elementary School and Malabanias Integrated School. The target users of the study are the children

ages 7 and 12.

Requirements Specification and analysis

This section discusses the flow of the proposed system as presented through the use of

diagramming tools such as Story Board, Visual Table of Contents, Use Case Diagram, Entity

Related Diagram and Database Design.

Story Board

To help the developers to have a better view of the plan and make the designing of

the project correct and fast, a visual representation displayed in sequence. Brainstorming

is also a part of this phase to have a better outcome. (See Appendix F)

Use Case Diagram

This is a representation of the user’s interactive with the system and depicting the

specifications of a use case. A use case diagram can portray the different types of users of

a system and the various ways that they interact with the system. This type of diagram is

typically used in conjunction with the textual case and will often be accompanied by other

types of diagrams as well. (See appendix G)

Visual Table of Contents

It is an analytical tool for planning and/or documenting a computer program. Each

function represented by a rectangular box can be described in further detail in an IPO (or

input-process-output) diagram. It also shows the scope of the system where the modules

are connected VTOC shows every module of the system. The module contains the form

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where it reflects on how the modules are connected and every from represents the detailed

information of every module at it is arranged through tables. (See Appendix H)

Entity-Relationship Diagram (ERD)

This was a graphical representation of an information system between people,

objects, places, concepts or events within the system. It is a data modeling technique that

can help define business processes and can be used as the foundation for a relational

database. (See Appendix I)

Data Dictionary

The data dictionary depicts different table structure and their definition to help

researchers in designing and determining the type of data to use. (See Appendix J)

Schematic Diagram

This is a representation of the elements of a system using abstract, graphic, symbols

rather than realistic pictures. A schematic usually omits all details that are not relevant to

the information the schematic is intended to convey, and may add unrealistic elements that

aid comprehension.

Application Android Phone Users

Figure 2: Schematic Diagram

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Computer hardware and software to be used

The researchers used the following software and hardware for designing and implementing

the study.

Software Specification

The following software were needed in order to deploy and manage the system properly:

Software Specification Developmental Stage:

Adobe Photoshop CC

The software allows users to manipulate, crop, resize, and correct color on digital

photos. It was used to manipulate different graphics and pictures that the system requires.

Adobe Illustrator CC

Adobe Illustrator was used to make vectors for the different graphics and visuals

that was required for the project. Was also used for better output since it’s not resolution

dependent.

Adobe Audition CC

This software was used for editing voice narrations and sound effects that we need

for the application. It is a good digital audio workstation that features both a multitrack,

non-destructive edit environment and a destructive-approach waveform editing view.

C#

The researchers used C# for the backend alongside with unity for the interface. C#

is intended to be suitable for writing applications for both hosted and embedded systems,

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ranging from the very large that use sophisticated operating systems, down to the very

small having dedicated functions.

Unity

Unity is a 2D/3D engine and framework that gives you a system for designing

game or app scenes for 2D, 2.5D and 3D. Unity allows you to import and assemble

assets, write code to interact with your objects, create or import animations for use with

an advanced animation system, and much more.

Hardware Specification

The hardware Specification of the different hardware used both in the deployment and

implementation of the proposed system need the minimum requirements stated in the table below.

Table 1. Mobile Implementation Stage

Hardware Specification Minimum Recommended

RAM 1GB 2GB

Processor 1.0GHz 1.8GHz

Screen Resolution 480x800 1080x1920

Android Version 4.4 (Kitkat) 6.0 (Marshmallow)

Table 2. PC Implementation Stage

Hardware Specification Minimum Recommended

RAM DDR3 SDRAM (4GB) DDR3 SDRAM (8GB)

Cache Memory 3MB 4MB

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Processor 2.1GHz 3.1 GHz

CPU Intel Core i3 Intel Core i7

Graphics Adapter NVIDIA GeForce GT 540M NVIDIA GeForce GT 840M

Screen Resolution 1366 x 768 ( HD ) 1366 x 768 ( HD )

Model Acer Aspire 4750 Acer Aspire V

Test and Evaluation Plan

Test and Evaluation is the process by which a system or components are compared against

requirements and specifications through testing. The results are evaluated to assess progress of

design, performance, supportability, etc.

The software testing is performed to make sure the quality of the software is met. The

process and testing procedures were followed to ensure that the project performed according to

specified requirements and meet the objectives of the study.

The researchers visited Systems Plus College Foundation, Lourdes Northwest Elementary

School and Malabanias Integrated School where the testing and evaluation were conducted for the

application. There were 58 respondents who tested and evaluated the game composed of (55)

students (Grade 2 and 6) from Systems Plus College Foundation, Lourdes Northwest Elementary

School and Malabanias Integrated School and (3) Filipino Teachers. The first procedure was to

install the application in a device that meet its minimum requirements. While installing the

application, the researchers discussed the different objectives of the application to the respondents.

After that, the respondents created their own user account. Upon creating their own user account,

the respondents gained access to the different stories and games that the application have. The

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game started with a pre-test and ended with a post-test for both reading comprehension and

listening skills. The user took the pre-test once and after that the first story has been activated. The

six stories were divided into three stages of difficulty in terms of speed and length: easy, average

and proficient. Each stage of difficulty will consist of two stories, one for reading comprehension

and one for listening skills. For each story, a set of randomize questionnaires will be given

according to the level of question construction difficulty. Scene slides for every story in reading

comprehension have a textual narration and timed according to reading comprehension time of

actual students agreeing to the respondent’s age, grade level and stage of difficulty. As for listening

skills, scene slides for every story will only have a voice narration and timed according to listening

comprehension time agreeing to to the respondent’s age. At the end, the respondent’s encountered

a post-test in both reading comprehension and listening skills which is the same as the pre-test that

gauged the respondent’s improvement. After testing the application, the researchers gave an

evaluation sheet to every respondent for the system rating and respondent’s comment and

suggestion about the application. (Appendix K)

Implementation Plan

The Implementation Plan describes how the researchers deployed, installed and

transitioned the mobile application into a mobile learning material so that the students could use

it. The plan contains an overview of the system and the overall resources needed to support the

implementation effort (such as hardware, software, and class facilitator). The system could be used

inside or outside of a classroom, with or without a supervision. Users could use it as a leisure game

or a game for activity. In order to implement or execute the proposed system a user would need to

have the minimum mobile requirements for the game application and the APK.

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Evaluation Procedure

A survey was conducted to evaluate the performance of the software. (Respondents:

students, teachers and their schools) The following activities will be conducted during the

evaluation process.

1. A given set of evaluation criteria were distributed to the respondents.

2. The researchers discussed the concept and the operation of the application for the

respondents’ familiarization.

3. The researchers presented the application through a demonstration to show the

functions.

4. After the demonstration, the researchers asked some questions and answer the

respondents’ confusions.

5. The respondents rated the application based on different criteria on specified in the

instrument using the Likert Scale in Table 5.

6. After the collection of the tools, data were tallied and summarized, then the

computation of the mean.

7. The overall rating were interpreted using the numerical rating and equivalent in

Table 5.

Table 5. Likert Scale

Scale Numerical Rating Interpretation

5 4.51 - 5.00 Excellent

4 3.51 - 4.50 Very Good

3 2.51 - 3.50 Good

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2 1.51 - 2.50 Fair

1 1.00 - 1.50 Poor

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CHAPTER 4

RESULTS AND DISCUSSIONS

For testing, the researchers performed alpha testing by several android users. The following

were observed during the testing procedure.

1. The game application accessible in the apk format.

2. The game application is best viewed 1080 x 1920 screen resolution. However, it also

capable in a 480 x 800 screen resolution.

3. The game application were running in the following android operating system: Ginger

Bread, Ice Cream Sandwich, Jellybean, Kitkat, and Lollipo.p or later.

4. All scenes, audio, and text from story have the proper labels.

5. Scoring on the games was observed.

6. The reading comprehension was observe through the scoring of the test.

7. The listening skill was observe through the scoring of the test.

8. The graphics of the application was good in the user’s sight.

9. The game was easy to use though it did not have enough guides.

The bugs discovered in the alpha test were addressed by the android users. Then, the beta

test was conducted to 60 respondents comprised of professional people, and students from Systems

Plus College Foundation, Lourdes Northwest Elementary School and Malabanias Integrated

School.

Evaluation Results

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The performance of the games was evaluated in terms of: Game Play, the outline of the

game is defined through the game rules, connection between player and the game, challenges and

overcoming them, plot and player's connection with it. The game story, basis for the context and

story line of the game. Mechanics, consisting of rules or methods designed for interaction with the

game state, thus providing its gameplay. And usability, about maximizing effectiveness, efficiency

and satisfaction thus delivering a better and deeper experience with less unnecessary interruptions

or challenges that have not been designed by the developers. There were 58 respondents who

evaluated the game composed of (55) students (Grade 2 and 6) from Systems Plus College

Foundation, Lourdes Northwest Elementary School and Malabanias Integrated School and (3)

Filipino Teachers and 2 IT experts. The researchers gave a different set of evaluation tool for the

students and teacher.

Table 1. Summary of Evaluation in Game Play

No. Game Play 5 4 3 2 1 X

It provides clear goals throughout playing the games. 45 10 4.82

Users discover the story as part of the game. 45 10 4.82

Player’s perceive a sense of control and impact onto 44 11 4.80


the game.

The game gives rewards that immerse the player 43 12 4.78


deeply in the game by increasing their capabilities and
knowledge.

The game is user friendly. 45 10 4.82

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The challenges are positive game experiences, rather 44 11 4.80


than a negative experience (results in their wanting to
play more, rather than quitting).

The game achieves familiarizing the different alamat 43 12 4.78


stories.

Total 4.80

The Game Play of the game itself gained mean of 4.80 which is described as “Excellent”

indicating that the goal of game play is much appreciated, achieved good programming, game

experience and also easy to use and proves that the game is fun to play.

Table 2. Summary of Evaluation in Game Story

No. Game Story 5 4 3 2 1 X


Player understands the story line as a single consistent 42 13 4.77
vision.
Player is interested in the story line. 43 12 4.78
The player spends time thinking about possible story 40 15 4.73
outcomes.
Total 4.76

The Game Story of the game itself gained of 4.76 which is described as “Excellent”

indicating that the player understands and interested in the story line and spend time thinking about

possible story outcomes.

Table 3. Summary of Evaluation in Mechanics

No. Mechanics 5 4 3 2 1 X

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 42
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

The game reacts in consistent, challenging and 40 15 4.73


exciting way to the player’s actions. (e.g.,
appropriate music with action).
A player is always able to identify his/her 43 12 4.78
score/status and goal in the game.
Mechanics/controller actions have consistently 42 13 4.77
mapped and learnable responses.
Controls are intuitive and mapped in a natural way. 43 12 4.78
Players are given controls that are basic enough to 43 12 4.78
learn quickly yet expandable for advanced options.
Total 4.77

The Mechanics of the game achieved an overall mean of 4.77 and is equivalent to

“Excellent” rating. This shows that the application or the system is consistent in rules, challenging

when it comes in finding the answer, exciting to explore every stories, effects are clearly visible

to the users and learnable experience to the users.

Table 4. Summary of Evaluation to Usability

No. Usability 5 4 3 2 1 X
Provides immediate feedback for user actions. 40 15 4.73
It is easy to register a player and to swap from one 43 12 4.78
player to another.
The player experiences the user interface as 41 14 4.43
consistent.
The player experiences the menu as the part of the 40 15 4.73
game.
Sounds from the game provide meaningful 40 15 4.73
feedback or stir a particular emotion.

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 43
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

The interface is as non-instructive to the player as 41 14 4.43


possible.
Art should be recognizable to player and speak to 41 14 4.43
its function.
Total 4.61

The criterion on usability was graded “Excellent” as it acquired an overall mean of 4.61

which provides immediate feedback for the users actions, user experiences the user interface as

consistent, user has enough information to get started to play, get the users involved quickly and

progressive good levels and also the graphics are recognizable to the users.

Another set of evaluation tool was given to three Filipino teachers to satisfy the following

specific objectives:

a.) To create a learning tool that can measure the reading comprehension of the player

based on the speed and length of presentation of written story and level of difficulty of written

questions.

b.) To create a learning tool that can measure the listening skill of the player based on the

Speed and length of vocally presented story and level of difficulty of vocally presented

questionnaire.

c.) To create a tool that will generate a graphical representation of reading comprehension

and listening skills per user through score sheet and bar graph representation.

Table 5. Summary of Evaluation for Reading Measurement

No. Reading Measurement 5 4 3 2 1 X

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 44
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

The application is capable of measuring the reading 2 1 4.66


comprehension score of the user by collecting the
passing points for the three levels of questioning in the
beginner speed and length stage.

The application is capable of measuring the reading 2 1 4.66


comprehension score of the user by collecting the
passing points for the three levels of questioning in the
average speed and length stage.

The application is capable of measuring the reading 2 1 4.66


comprehension score of the user by collecting the
passing points for the three levels of questioning in the
proficient speed and length stage.

The application can calculate the average reading 2 1 4.66


comprehension grade of the user per stage by
automatically adding the points gathered in the three
level then divide it by three.

Total 4.66

The Evaluation for Reading Measurement of the game achieved an overall mean of 4.66

and is equivalent to “Excellent” rating. This shows that the application or the system can measure

the reading comprehension of the player through a graphical representation and score sheet that

the application has generated, based on the speed and length of presentation of written story and

level of difficulty of written questions.

Table 6. Summary of Evaluation for Listening Measurement

No. Listening Measurement 5 4 3 2 1 x

The application is capable of measuring the listening 2 1 4.66


comprehension score of the user by collecting the
passing points for the three levels of questioning in the
beginner speed stage.

The application is capable of measuring the listening 2 1 4.66


comprehension score of the user by collecting the

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 45
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

passing points for the three levels of questioning in the


average speed stage.

The application is capable of measuring the listening 2 1 4.66


comprehension score of the user by collecting the
passing points for the three levels of questioning in the
proficient speed stage.

The application can calculate the average listening 2 1 4.66


comprehension grade of the user per stage by
automatically adding the points gathered in the three
level then divide it by three.

Total 4.66

The Evaluation for Listening Measurement of the game achieved an overall mean of 4.66

and is equivalent to “Excellent” rating. This shows that the application or the system can measure

the listening skill of the player through a graphical representation and score sheet that the

application has generated, based on the speed and length of presentation of written story and level

of difficulty of written questions.

Table 7. Summary of Evaluation Reading Comprehension Validation

No. Reading Comprehension Validation 5 4 3 2 1 X

The content of every reading story is appropriate for the 2 1 4.66


subject area and for the age.

Able to read the text font properly. 2 1 4.66

The transition speed for every scene is sufficient for the 2 1 4.66
user.

Use of a variety of graphics and illustrations to support 2 1 4.66


concepts

Total 4.66

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 46
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

The Evaluation for Reading Comprehension Validation of the game achieved an overall

mean of 4.66 and is equivalent to “Excellent” rating. This shows that the the Evaluation for

Reading Measurement has been validated. Also, This shows that the application can measure the

reading comprehension of the player based on the speed and length of presentation of written story.

Table 8. Summary of Evaluation for Listening Skills Validation

No. Listening Skills Validation 5 4 3 2 1 X

The content of every listening story is appropriate for the 2 1 4.66


subject area and for the age.

Able to hear the voice narration clearly for each scene. 2 1 4.66

Able to understand the diction and grammar of the voice 1 2 4.34


narration.

The transition speed for every scene is sufficient for the 2 1 4.66
user.

Use of a variety of graphics and illustrations to support 2 1 4.66


concepts

4.60

The Evaluation for Listening Comprehension Validation of the game achieved an overall

mean of 4.60 and is equivalent to “Excellent” rating. This shows that the the Evaluation for

Listening Measurement has been validated. Also, This shows that the application can measure the

listening skill of the player based on the speed and length of presentation of written story.

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 47
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

The researchers also came up with a way that distinguished the user’s/respondent’s

progress throughout the game. A bar graph was presented as a graphical representation of the score

sheet of each user, in such way, it is easier to measure the reading comprehension and listening

skill of the user. For the score sheet and bar graph representation, each of the stages has its own

button that we’ll show the progress in that certain stage. Every stage is divided into 2 categories:

reading and listening. Each category has 3 level of difficulty in terms of questioning. The

performance of the respondents will reflect by comparing their points gathered in every stage and

level throughout the game. The progress can also be identified by comparing the pre-test and post-

test of the respondents. In APPENDIX L, it shows some of the respondents’ score and their

progress while playing the game. Hence, another criterion that was included in the application.

Table 9. Summary of Evaluation Results for the 55 Students

CRITEA MEAN QUALITATIVE INTERPRETATION


Game Play 4.80 Excellent
Game Story 4.77 Excellent
Mechanics 4.77 Excellent
Usability 4.61 Excellent
Overall Mean 4.74 Excellent
The system received a positive overall mean rating “Excellent”, showing that it had an

impact the evaluators. The evaluation for originality scored for the highest mean amounting to

4.74, achieving an excellent rating. This shows that the concept of the system appealed the most

to the users.

The content criteria received the lowest mean amounting to 4.61, which is nevertheless

equivalent to a very good rating and shows that the content of the system is in correspondence to

the capstone process.

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 48
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

Table 10. Summary of Evaluation Results for the 3 Filipino Teachers

CRITEA MEAN QUALITATIVE INTERPRETATION


Reading Measurement 4.66 Excellent
Listening Measurement 4.66 Excellent
Reading Comprehension Validation 4.66 Excellent
Listening Skills Validation 4.60 Excellent
Overall Mean 4.79 Excellent
The system received a positive overall mean rating “Excellent”, showing that it had an

impact the evaluators. The evaluation for originality scored for the highest mean amounting to

4.65, achieving an excellent rating. This shows that the system satisfied the 2nd, 3rd and 4th specific

objectives. Which means that the system is capable of measuring the listening skills and reading

comprehension of the users and as well as to generate a graphical representation of the scoresheet.

The researchers used Evaluation Tool below in conducting an evaluation to know the

results, suggestions and comments of the users and upon conducting the evaluation the results

number of the respondents is already shown. The Evaluation Tool can be found in Appendix J.

Researchers computed the mean with the formula:

Mean = Sum of (Number of Respondents / Total Respondents (60)) * Rate Number

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 49
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

CHAPTER 5

CONCLUSIONS AND RECOMMENDATIONS

In this chapter presents the summary or the research work undertaken, the conclusions

drawn and the recommendations made as an outgrowth of this study.

Summary of Findings

Based on the tests and evaluation perform on the performance of the system were the

following findings of the system.

In the testing and evaluation of the iCuento: Interactive Story Telling Android Game App

about the Filipino Modern Folklores for Kids was able to complete the required application or

system for the capstone subject. The children were able to read different Filipino Folklores, meet

new different characters and play different games in the application. The users were able to learn

more about Filipino Folklores with an interactive story. The following are the processes such as

reading 3 stories and listening to another 3 stories, and at the very end of the story there is a

different game and questions about the previous story they have read / listened.

The reserchers also gave an evaluation tool for the Filipino Teachers to evaluate the content

of the application and distinguish the evaluation tool.

The application was able to implement all the needed requirements for the essential

processes of the capstone project.

Conclusions

In consideration of the objectives of the study and results of the evaluation conducted, the

researchers have come up with several conclusions:

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 50
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

• To develop an android based interactive story telling mobile game application that

can be used as an instructional material for kids.

In order for the researchers to build an interactive story telling mobile game application,

Unity 2D and C# was used. The performance of the application was evaluated in terms

of: Game Play, Game Story, Mechanics, and Usability. The system was equipped with

interactive animation every scene with its corresponding comprehension/listening skill

evaluation per story. Overall, the system received an “Excellent” feedback from the

respondents.

• To create a learning tool that can measure the reading comprehension of the player

based on the speed and length of presentation of written story and level of difficulty of

written questions.

A corresponding module in the game was created to satisfy/implement this

objective. A given set of evaluation was given to the Filipino experts to validate the

application as a learning tool that can measure reading comprehension. The six

stories was divided into three level to gauge the user’s reading comprehension. The

difficulty of each level depends on the speed level or each scene and reading

comprehension quiz. The system has a database for the scoresheet to measure the

user’s reading comprehension. The system is capable of producing a bar graph for

each user’s was used to make the scoresheet easier to read and understand.

 To create a learning tool that can measure the listening skill of the player based on the

Speed and length of vocally presented story and level of difficulty of vocally presented

questionnaire.

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 51
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

A corresponding module in the game was created to satisfy/implement this

objective. A given set of evaluation was given to the Filipino experts to validate the

application as a learning tool that can measure listening skills. The six stories was

divided into three level to gauge the user’s Listening skills. The difficulty of each

level depends on the speed level or each scene and listening skills quiz. The system

has a database for the scoresheet to measure the user’s listening skills. The system

was capable of producing a bar graph for each user’s was used to make the

scoresheet easier to read and understand.

• To create a tool that will generate a graphical representation of reading comprehension

and listening skills per user through score sheet and bar graph representation.

The system was capable of producing a report in a form of a bar graph after each

level of quiz throughout the game. Each score for each player is stored in a database

so that it will be a lot easier to distinguish whether the user has improved with

his/her reading comprehension and listening skills.

Overall, the reserchers concluded that the developed system was succesful since the

required modules was implemented. The system was tested and evaluted resulting with positive

feedback. Furthermore, the system was rated “Excellent” by the respondents which proves that the

system is functional and usable.

Recommendations

Based on the findings and conclusions presented, the researchers recommend future

researcher to improve the application t. It will help the children to enjoy the game application in

reading, listening and playing the iCuento: Interactive Story Telling Android Game App about the

Filipino Modern Folklores for Kids. The researcher are encourage for further improvement to

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 52
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

make the application in 3D (Three-Dimensional) game where the researchers create a GIF

graphics. Improving the application content by means of upgrading graphics sophistication and

video representation of the story with improve animation capability, which will attract the user.

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 53
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

References:

Crisa 2012 Digital Story Telling in the Philippines retrieved from


http://digitalstorytelling.coe.uh.edu/page.cfm?id=27&cid=27&sublinkid=30.

Yeyin Dela Cruz 2013 Kwentong Bata, Kwentistang Bata, The Lampara Story Telling
Competition retrieved from http://en.paperblog.com/lampara-publishing-house-and-peta-
hold-kuwentong-bata-kuwentistang-bata-story-telling-competition-285082/

Melanie Pilona 2013 The Best Educational Apps and Games for Kids retrieved from
http://lifehacker.com/the-best-educational-apps-and-games-for-kids-1302569890

BHUBANESWAR 2013 Storybooks in mother tongue for tribal kids retrieved from
http://timesofindia.indiatimes.com/city/bhubaneswar/Storybooks-in-mother-tongue-for-
tribal-kids/articleshow/21348327.cms

Joel D. Pinaroc 2013 The Philippines continues to embrace Android retrieved from
http://www.zdnet.com/the-philippines-continues-to-embrace-android-7000024072/

Department of Education and Early Childhood Development (DEECD) (2011). iPads for Learning
- In Their Hands Trial Evaluation Report. Retrieved from
http://www.ipadsforeducation.vic.edu.au.

Murray, C. (2010). Mobile learning in the classroom [online]. Agora, 45(1), 48-54.

Department of Education and Early Childhood Development (DEECD) (2011). iPads for Learning
- In Their Hands Trial Evaluation Report. Retrieved from
http://www.ipadsforeducation.vic.edu.au.

Koszalka, T., & Ntloedibe-Kuswani, G. (2010). Literature on the safe and disruptive learning
potential of mobile technologies. Distance Education 31(2), 139-157.

Salz, P. A. (2006, April). Learning to go. EContent, 29(3), 44. Retrieved from
http://go.galegroup.com/ps/i.do?p=GPS&sw=w&u=phspcf&v=2.1&it=r&id=GALE%7C
A143628544&asid=730d0f5f9c85794d7582477503ec955e

Bray, P. (2011, October 9). Learning the lessons of mobile computing. Computer Reseller News
[UK], 42. Retrieved from
http://go.galegroup.com/ps/i.do?p=GPS&sw=w&u=phspcf&v=2.1&it=r&id=GALE%7C
A152542727&asid=ef23d177bb084a737ecc28ee4b5f3154

Austria, A. F., De Mesa, B. J., Nacion, D., & Ramirez, R. (2014). TIBOOK: TAGALOG STORY
TELLER.

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 54
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

Bartolo, G. F., Pascual, E. P., Solomon, A., & Tolosa, M. J. (2014). “GABE” an Android
Application that Guides Pupils in Grade School using Kapampangan Lessons and
Activities. Angeles City.

David, A., Rodriguez, J. P., Constatino, R., & Paulo, C. J. (2012). Sungka: A 3D Strategic Game.
Angeles City.

Davis, R. (2015). Randall’s ESL Cyber Listening Lab. Retrieved from esl-lab: http://www.esl-
lab.com/

ESL Tests for Primary Kids. (2014, September 16). Retrieved from eslforprimarykids:
http://www.eslforprimarykids.com/

Lucena, M. K., Fernandez, P. B., Nicolar, M. J., Mangulabnan, A., Ramos, R., & Malang, B.
(2012). Hero of Mactan: An RPG Game.

Malabanan, L. H., Alfaro, I. B., David, E., Quioc, M. A., Galang, J., & Turqueza, G. (2014). Laro
ng Lahi: Traditional Filipino Games for Android Using Collision Detection Algorithm.
Mabalacat.

Mañalac, R. D., Paras, M. J., & Vanhooland, J. (2015). The Kiddie Bible App An Infographic
Android Based Application for Children. Angeles City.
English for Everyone. (2015). Retrieved from englishforeveryone:
http://englishforeveryone.org/Topics/Reading-Comprehension.htm

English Reading Test. (2015, July 15). Retrieved from Google Play:
https://play.google.com/store/apps/details?id=com.jquiz.english_reading&hl=en

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 55
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

Appendix A

Gantt Chart

Activity Weeks Precedence

A. Project Identification 2 None

B. Information Gathering 1 A

C. Project Planning 1 A,B

D. Designing System (User 1 C


Interface)

E. Development of the System 18 C,D

F. System Testing 2 D,E

G. Implementation 2 F

Highlights of Activities

- Data gathering for basis of title


- Data gathering for average time in reading comprehension and listening skill.
- Beta testing for interval selection using 2 version of apps ( 3 secs interval and 5 secs
interval )
- Final testing for the complete app

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 56
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

Appendix B

Letter of Appointment

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 57
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

Appendix C

Basis Questionnaire

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 58
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 59
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

Appendix D

Transcript of Interview

If we will make an Interactive Application for children ages 7 – 12 to learn Alamat, what is your

opinion?

Interactive medium to appreciate Philippine literature like legend and myths would be an

innovative way of educating the young. Although one has already paved way - Juan Tamad App

by GMA network.

What benefits for the kids will bring the implementation of this project?

Accessibility to young kids in search of localization of stories.

Sa iyong palagay, importante ba sa kulturang Pilipino ang mga alamat? Bakit?

Oo, sapagkat ang panitikan ay bahagi ng kultura nating mga Pilipino.

Anu-ano ang maitutulong ng Alamat sa mga kabataan ngayon?

Ang alamat kasi ay kwentong nagpapakita ng kung saan nagmula ang mga bagay bagay na

kung iyong babasahing maigi at iintindihin, may aral kang makukuha mula sa kwento.

Makakatulong ba ang pag gawa ng mga aktibidad sa mobile, tulad ng mga laro para mas maigi

pang matutunan at maunawaan ng mga kabataan ngayon ang alamat?

Oo, para maengganyong lalo ang mga bata at maunawaan ito.

Sa iyong palagay, maeengganyo ba ang mga kabataan sa ganitong paraan ng pag aaral? Bakit?

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 60
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

Oo, sapagkat ang mga kabataan ngayon mas nahihilig sa aktibidad sa mobile kesa sa

nagbabasa. Kaya kung meron nito mas mapapadali nating mapaunawa sa mga bata ang

kahalagahan ng alamat sa ating kultura na unti-unti nang nakakaligtaan ng mga kabataan.

May posibilidad bang gamitin o irekomenda mo ang mobile application bilang instrumento sa

pagtuturo. Bakit?

Oo, para kahit saan ang bata kahit saan pwedeng buksan ang application.

Sa iyong palagay, maganda bang gamitin ang mga modernong alamat bilang kasangkapan para

maipabatid sa mga kabataan ang mga bagay-bagay sa makabagong mundo at makapulot ng

makabuluhang aral? Bakit?

Oo, isa itong mabuting paraan upang palagiang maipabatid sa mga kabataan ngayon ang

kahalagahan ng alamat na may mga kabutihang naidudulot at mabuting aral na makukuha mula

dito.

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 61
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

If we will make an Interactive Application for children ages 7 – 12 to learn Alamat, what is your

opinion?

Gets their attention.

What benefits for the kids will bring the implementation of this project?

It will enhance the creativeness of each pupil.

Sa iyong palagay, importante ba sa kulturang Pilipino ang mga alamat? Bakit?

Oo, para malaman ng mga bata ang kahalagahan ng isang bagay at kung saan nagmula.

Anu-ano ang maitutulong ng Alamat sa mga kabataan ngayon?

Karagdagang kaalaman lalo na sa maliliit na bata.

Makakatulong ba ang pag gawa ng mga aktibidad sa mobile, tulad ng mga laro para mas maigi

pang matutunan at maunawaan ng mga kabataan ngayon ang alamat?

Oo para sa interaksyon ng mga batavat maibahagi narin ang kanilang karanasan sa binasang alamat.

Sa iyong palagay, maeengganyo ba ang mga kabataan sa ganitong paraan ng pag aaral? Bakit?

Oo, para hindi sila mainip at makuha ang kanilang atensyon.

May posibilidad bang gamitin o irekomenda mo ang mobile application bilang instrumento sa

pagtuturo. Bakit?

Oo, dahil mas makukuha mo ang atensyon ng mga bata.

Sa iyong palagay, maganda bang gamitin ang mga modernong alamat bilang kasangkapan para

maipabatid sa mga kabataan ang mga bagay-bagay sa makabagong mundo at makapulot ng

makabuluhang aral? Bakit?

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 62
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

Oo, para lumawak ang kanilang imahinasyon.

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 63
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

If we will make an Interactive Application for children ages 7 – 12 to learn Alamat, what is your

opinion?

It is a good idea to come up with that application kasi there are only few materials or programs in

the internet which we can use as an instructional material. Kasi halimbawa ngayon sa klase ko, meron na

kaming TV tska Projector, so may mga videos ako yung mga alamat, actually ngayong first grading, alamat

ng agila, yun yung ginamit ko as a springboard para dun sa lesson ko sa pagbabasa. So ginagamit talaga

namin yung mga alamat. So kung merong available na ganyan, pwede naming magamit yun.

What benefits for the kids will bring the implementation of this project?

Number one kasi di ba yung mga alamat may mga values na pwedi nilang matutunan. Tapos

ngayon kasi hindi na interested yung mga bata sa reading eh di ba? Pero halimbawa nakita nila yung

application niyo, yung mga alamat na yan, magiging interested sila na basahin yung book. Magiging

motivation nila for love of reading.

Sa iyong palagay, importante ba sa kulturang Pilipino ang mga alamat? Bakit?

Oo naman, kasi bahagi yan ng kultura natin. Ang paniwala nga ng mga bata, kasi, akala nila totoo,

tapos sabi ko “hindi, mga ano lang yan, mga likha lang ng mga imahinasyon ng mga writers.” So “bakit po

may alamat?” tanong lagi ng mga bata, sabi ko “kasi nuon, wala pang TV, wala pang mga kung ano anong

pwedeng basahin, so nagkwekwento yung mga lolo, nag iimbento sila ng mga alamat, so nasulat yan, so

bahagi yan ng kultura natin.”, nadedevelop, nagiging libro.

Anu-ano ang maitutulong ng Alamat sa mga kabataan ngayon?

Ayun, number one yung values na pwedeng matutunan na pwede nilang gamitin sa pang araw

araw nilang buhay, tska yun, sa pagbabasa, mas maeengganyo silang magbasa.

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 64
COLLEGE OF COMPUTING AND INFORMATION SCIENCES
Bachelor of Science in Information Technology

Makakatulong ba ang pag gawa ng mga aktibidad sa mobile, tulad ng mga laro para mas maigi

pang matutunan at maunawaan ng mga kabataan ngayon ang alamat?

Oo, kasi yung mga bata ngayon mga e-learning na. Yung mga nasa 21st century learning, kasama

yung visuals talaga sila, kung puro reading, di rin sila masyadong interested, pero kung gumagalaw, mas

maeengganyo silang basahin.

Sa iyong palagay, maeengganyo ba ang mga kabataan sa ganitong paraan ng pag aaral? Bakit?

Oo, kasi exposed sila sa media. So dahil sa telebisyon, sa internet, kung meron nang e-book, o

book na para sa mga alamat, mas maganda siguro para satin, kasi dun sila interesado.

May posibilidad bang gamitin o irekomenda mo ang mobile application bilang instrumento sa

pagtuturo. Bakit?

Oo kasi, naghahanap talaga kami ng mga pweding gamitin, ng mga learning materials na pwede

nating gamitin, kasi sa FIlipino very limited eh, sa english madami, kaya sariling gawa talaga, kahit power

point wala di ba?

Sa iyong palagay, maganda bang gamitin ang mga modernong alamat bilang kasangkapan para

maipabatid sa mga kabataan ang mga bagay-bagay sa makabagong mundo at makapulot ng

makabuluhang aral? Bakit?

Oo naman, kasi di ba nga yun yung objective ng mga alamat, ibahagi yung kagandahang asal. Yun

kasi yung tinuturo ng mga alamat, kahit yung ibang babasahin natin nuon. Mas natututo sila kapag may

mga nakikita, kaso nga lang kung walang magtatanong about the story wala na ding na retain sa kanila,

kaya mas maganda yung gagawin niyong may mga laro.

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If we will make an Interactive Application for children ages 7 – 12 to learn Alamat, what is your

opinion?

For me, in my opinion, for this program is highly recommended, why? kasi tinitignan natin ngayon

yung interest ng bata, kailangan ng bata. Sila yung learner so sila yung dapat nating bigyan at pangalagaan

kung ano ang interest nila, para sa ganun, yung pagkatuto so they can learn more and they will not find it

boring, kasi nowadays meron nga tayong tinatawag na generation x, meaning to say yung mga bata

ngayon, yung type of interest nila is very very limited. Number one diyan is yung social media and also

yung mga gadgets ngayon, yung technology. So kailangan pa din natin ng interactive application by means

of giving like yung ginagawa niyo you are creating a program na kinukuha , kini-cater niyo yung gusto or

kiliti ng mga bata kung saan kinukuha yung gusto nila para magkaroon sila ng interest katulad ng

pagbabasa. Kung ang pag babasa dati dapat sa isang araw, isang oras nagbabasa, ngayon, ang

pagbabasa ng mga bata parang sapilitan nalang. Hindi mo makikitang magkukusa ang isang bata to

raise their hands to read a whole story without asking them. Hindi naman lahat, pero ngayon mostly

ganun. Pero kapag meron kang pinakita o pinanuod sa kanya, specially colorful visuals tska yung mga

may animation. Kaya kung napapansin natin ngayon yung mga nasa telebisyon ginagawa nila in a form of

animation, may dubbing nalang ng mga artisa. Kasi nga nakikita nila yung interest ng mga manunuod

specially the young ones. They want adventure, so mas gusto nila yung ganun.

What benefits for the kids will bring the implementation of this project?

The benefit for this project is for the kids to continue patronizing or reading the legend, alamat,

not only that the fables, pabula, the kwentong bayan, sometimes even the talambuhay, they find it very

boring. Talambuhay or Biography, Kaya nga ngayon nakikita niyo specially in cinema instead of reading it,

ginagawa nilang pelikula para lang yung bata, yung atensyon, pano kukunin yung interest nga bata para

lang matapos at maintindihan yung mga kwento.

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Sa iyong palagay, importante ba sa kulturang Pilipino ang mga alamat? Bakit?

Importanteng importante bilang Pilipino, dapat yan di namamatay, kung hindi patuloy dapat yan

para sa susunod na henerasyon or for the next generation. Kapag sinabing alamat, kasi ang alamat tayong

mga Pilipino marami tayong paniniwala. Kagaya ng mga kasabihan, tayong mga Pilipino kaya nalalapit tayo

sa panginoon, dahil sa mga paniniwala natin, lalo na yung mga binibigay ng mga alamat. Kagaya ng alamat

ng pinya, nakikita dito ng bata na dapat pala bina-value nila yung utos ng magulang, dapat silang sumunod

agad agad and dapat nilang mahalin yung magulang nila. Yung alamat ng makahiya naman, ang nakikita

doon ay dapat magkaroon ng tiwala sa sarili ang bata. So yung dito sa kulturang Pilipino natin hindi dapat

nawawala yan. Lalo na sa ibang bansa yung mga ibang Pilipino dala-dala pa rin nila yung kultura nila.

Kasama duon yung pagiging maasikaso, masipag, at yung tinatawag nating hardworking. Yung tulong ng

mga alamat ay parang gabay sa ating guide para sa paggawa ng mabuti so kailangan na kailangan yan kasi

para sa sususnod na henerasyon.

Makakatulong ba ang pag gawa ng mga aktibidad sa mobile, tulad ng mga laro para mas maigi

pang matutunan at maunawaan ng mga kabataan ngayon ang alamat?

Kung ikukumpara natin ang panahon ngayon, sa palagay ko, makakatulong. Talagang dapat

ganyan ang isipin ng iba, gumawa sa programang ganyan para nga mapanatili natin yung kagustuhan ng

mga bata sa pagbabasa ng alamat, hindi nila ibabaling yung kanilang atensyon sa paglalaro lang ng mga

computer games o ibang mga larong wala namang naitutulong o kaalamang maibibigay. So, dapat na

dapat yung mga alamat sa ganoong paraan.

Sa iyong palagay, maeengganyo ba ang mga kabataan sa ganitong paraan ng pag aaral? Bakit?

Sa palagay ko oo, yung nga ang motivation. How to motivate the children, use a lot of visuals

actually concrete visuals. They like the concrete visuals kagaya nga ng programa niyo, kailangan ng

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interactive di lang puro pagbabasa para sa mga bata, at the same time pwede pa nilang i-roleplay yung

nakita nila, pwede pa nilang tularan yun at magagamit nila sa school yung nakita nila.

May posibilidad bang gamitin o irekomenda mo ang mobile application bilang instrumento sa

pagtuturo. Bakit?

Oo, lalo na ngayon lahat ng ating pasilidad, gumagamit tayo ng telebisyon. Madali lang itong

gamitin, so that the children will find it interesting. Specially listening and participating on the program

and then they will not find it boring.

Sa iyong palagay, maganda bang gamitin ang mga modernong alamat bilang kasangkapan para

maipabatid sa mga kabataan ang mga bagay-bagay sa makabagong mundo at makapulot ng

makabuluhang aral? Bakit?

Oo, totoo yan, yan ang ginagawa ng DepEd ngayon. Kaya kung napapansin natin ibang iba po yung

curriculum, so dati merong tayong utilize education ngayon talagang inisip ng gobyerno, kasi nag attend

ako sa seminars ng k-12 where yan ang ini-implement nila. Makabago, tayo o ang gobyerno ang aangkop

sa mga panganga ilangan ng bata, hindi ang bata ang susunod kung ano lang ang mayroon. So ngayon nga

hinahanap natin kung paano, kung ano ang interest ng bata para sa madaling pagka tuto. So they can learn

from their interest ang ibig sabihin nun ay dapat child friendly tayo, so ang kasangkapan na gusto niyong

gawin, modern, yan ang gusto ng mga bata at lagi nila itong madaling maiintindihan kasi nakaka relate at

the same time nag eenjoy pa sila while they are learning kasi nga may interactive at meron yung programa

ninyo may mga laro.

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Follow up questions:

Yung mga alamat po is fundamental sa tinuturo?

Oo, kasi ang mga bata kasi mahilig sila sa mga fiction. Kasi ang mga bata malawak ang

imahinasyon at creative sila. Minsan nakakagawa pa sila ng sarili nilang ending. So dahil dito sa

mga alamat, natututo silang magtanong ng magtanong. Katulad ng “totoo po ba yung ganun?” o

“totoo po ba yung ganyan?” kaya nga sa aking palagay kaya yung mga ninuno natin kaya mahilig

silang mag kwento ng alamat ay dahil sa pagtatanong ng mga bata o kaya bilang aral sa mga bata.

Halimbawa ang bata ay di masunurin, may ikwekwento sila tungkol dun. Kaya yung mga bata dati

ganun eh, nag uumpukan sila para lang makinig ng kwento yung ang interest ng bata yung makinig

ng kwento kapag nilagyan pa yan ng laro, lalo pa silang makikinig.

Categorizing the questions

If you will going to categorize the level of questions, mauuna ka muna talaga sa easy. Wag

kang pupunta sa unknown, yung interest nung bata yung ibibigay mo, yung marami siyang

maiibibigay na examples. More likely, kung saan mas experienced yung bata. Katulad kung ang

topic ay about sa mga nouns, magtanong ka kung anong favorite nila. Yung sila mismo ang

makapag bibigay ng example. First level, is about who, what, when and where. Tapos yung

susunod yung why, medyo ayaw ng bata ito kasi gusto nila yung specific answer. Yung last is

yung panghinuha, ngayon nga dahil more on child centered tayo, categorized na yun into

collaboration, wherein sila mismo natututo sa sarili nila. Sa inferring, you make the child to think

critically. Imaginative learning, use their imagination. About dun sa grade 2, mostly more on

pictures sila. Graphical sila, like dun sa easy, tanungin mo lang kung anong itsura ng papaya. Sa

grade 6 pwede yung intermediate. Dun sa grade 2, hanggang dun lang sa bakit, tska mga games,

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tapos pwede mong lagyan ng effects, kasi yun yung gusto nila. More on vocabulary lang kasi yung

grade 2.

WPS for grade 2 and grade 6:

Depende yun sa pagbabasa, kasi kung words lang pwede yung 160 WPM for grade 6 pero kung

paragraph, meron pang intonation yan, may mga punctuation marks na kailangan sundan. Lalo na

sa alamat, iba yung pagbabasa, para kang nag story telling. Para sakin, mas maganda kung mag

conduct kayo ng actual. Punta kayo sa grade 2 and grade 6 then magpabasa kayo, at least yun,

talagang actual. Tignan niyo nalang yung pagbabasa nila ng story then tignan niyo yung time.

What is the Passing Score when taking an exam?

Yung usual Passing Score is 70%. Halimbawa, when taking an exam, out of ten, seven yung

passing. Kung out of five naman, passing score natin is three. Ganun talaga yung standard for each

test.

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Appendix E

Basis Statistics

1. Marunong ka na bang magbasa?

7 Years Old
0%

100%

Can Read Can't Read

12 Years Old
0%

100%

Can Read Can't Read

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2. Kung Oo, anong lengguwahe ang gamit mo sa pagbabasa?

7 Years Old

16%

0%

84%

Tagalog English Both

12 Years Old

13%

29%
58%

Tagalog English Both

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 73
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Bachelor of Science in Information Technology

7 and 12 Years Old


25

20

15

10

0
Age 7 Age 12
English 0 7
Tagalog 21 3
Both 4 14

English Tagalog Both

3. Mahilig ka bang makinig sa mga kwento?

7 Years Old

20%

80%

Likes Storytelling Doesn't Like Storytelling

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 74
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12 Years Old

50% 50%

Likes Storytelling Doesn't Like Storytelling

4. Mas interesado ka bang matuto kung gagamitin ang Smart phones o Tablet sa
pagtuturo?

7 Years Old
0%

100%

Interested in Mobile Learning Not Interested in Mobile Learning

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12 Years Old
4%

96%

Interested in Mobile Learning Not Interested in Mobile Learning

5. Mas pamilyar ba sayo ang mga foreign stories katulad nga Cinderella, Beauty and the
Beast, at iba pa, kumpara sa mga Alamat ng ating bansa?

7 Years Old
0%

100%

More Familiar with Foreign Stories More Familiar with Alamat

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12 Years Old
0%

100%

More Familiar with Foreign Stories More Familiar with Alamat

6. Alam mo ba kung ano ang isang Alamat?

7 Years Old
4%

96%

Knows Alamat Doesn't Know Alamat

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12 Years Old
0%

100%

Knows Alamat Doesn't Know Alamat

Statistics for the Six Alamat

Alamat survey for teachers


4.5

3.5

2.5

1.5

0.5

Alamat ng Manga Alamat ng Anay Alamat ng Paniki


Alamat ng Papaya Alamat ng Atis Alamat ng Pating

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Appendix F Story Board

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Bachelor of Science in Information Technology

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Bachelor of Science in Information Technology

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Bachelor of Science in Information Technology

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 83
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Bachelor of Science in Information Technology

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 84
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Bachelor of Science in Information Technology

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 85
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Bachelor of Science in Information Technology

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 86
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iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for Kids 87
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Appendix G

Use Case Diagram:

User Login

Load Quest
Reading
comprehension
story
Select Story

Listening
skills story

Pre-test

Add / Delete a Post-test


User

On / Off
Music

View
Statistics

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Appendix H

Visual Table of Contents:

Home
Menu

Mga
Manlalaro Statistics Settings Exit
Alamat

Show
Story Map Add Player Music About
Statistics

Delete
Pre-test On
Player

Story 1-6 Off

Reading

Listening
Skills quiz

Post-test

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Appendix I

Entity Relation Diagram

Users Level
PK ID PK ID
username User_id

User_level
User_scorel1
User_scorel2
User_scorel3
User_pretest
User_postTest

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Appendix J

Data Dictionary

User Table

Fieldname Type Size Description Key

ID INT 10 User’s number PK

Username VARCHAR 35 User’s name

Level Table

Fieldname Type Size Description Key

ID INT 10 User’s level number PK

User_ID INT 10 User’s number FK


User_scorel1 INT 10 User’s score in level 1

User_scorel2 INT 10 User’s score in level 2

User_scorel3 INT 10 User’s score in level 3

User_pretest INT 10 User’s level in pre-test

User_posttest INT 10 User’s score in post-


test

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Appendix K: Evaluation Instrument

EVALUATION FORM

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for
Kids

Name:

Age:

Educational Attainment:

Please indicate a check mark under the column that best describes your responses for each item
about the iCuento: Interactive Story Telling Android Game App about the Filipino Modern
Folklores for Kids.

Please use the rating below:

Numerical Rating Equivalent

5 - Excellent

4 - Very Good

3 - Good

2 - Fair

1 - Poor

Instruction: Please rate the proposed system using the criteria given below:

No. Game Play 5 4 3 2 1

It provides clear goals throughout playing the games.

Users discover the story as part of the game.

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Player’s perceive a sense of control and impact onto the


game.

The game gives rewards that immerse the player deeply


in the game by increasing their capabilities and
knowledge.

The game is user friendly.

The challenges are positive game experiences, rather


than a negative experience (results in their wanting to
play more, rather than quitting).

The game achieves familiarizing the different alamat


stories.

No. Game Story 5 4 3 2 1

Player understands the story line as a single consistent


vision.

Player is interested in the story line.

The player spends time thinking about possible story


outcomes.

No. Mechanics 5 4 3 2 1

The game reacts in consistent, challenging and exciting


way to the player’s actions. (e.g., appropriate music with
action).

A player is always able to identify his/her score/status


and goal in the game.

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Mechanics/controller actions have consistently mapped


and learnable responses.

Controls are intuitive and mapped in a natural way.

Players are given controls that are basic enough to learn


quickly yet expandable for advanced options.

No. Usability 5 4 3 2 1

Provides immediate feedback for user actions.

It is easy to register a player and to swap from one


player to another.

The player experiences the user interface as consistent.

The player experiences the menu as the part of the


game.

Sounds from the game provide meaningful feedback or


stir a particular emotion.

The interface is as non-instructive to the player as


possible.

Art should be recognizable to player and speak to its


function.

Comments/Suggestions:

Signature:

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EVALUATION FORM for Filipino Teacher

iCuento: Interactive Story Telling Android Game App about the Filipino Modern Folklores for
Kids
Name:

School:

Educational Attainment:

Please indicate a check mark under the column that best describes your responses for each item
about the iCuento: Interactive Story Telling Android Game App about the Filipino Modern
Folklores for Kids.

Please use the rating below:

Numerical Rating Equivalent

5 - Excellent

4 - Very Good

3 - Good

2 - Fair

1 - Poor

Instruction: Please rate the proposed system using the criteria given below:
No. Reading Measurement 5 4 3 2 1

The application is capable of measuring the reading


comprehension score of the user by collecting the
correct answer points for the three levels of questioning
in the beginner speed and length stage.
The application is capable of measuring the reading
comprehension score of the user by collecting the
correct answer points for the three levels of questioning
in the average speed and length stage

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The application is capable of measuring the reading


comprehension score of the user by collecting the correct
answer points for the three levels of questioning in the
proficient speed and length stage.
The application can calculate the average reading
comprehension grade of the user per stage by
automatically adding the points gathered in the three
level then divide it by three.
No. Listening Measurement 5 4 3 2 1

The application is capable of measuring the listening


comprehension score of the user by collecting the correct
answer points for the three levels of questioning in the
beginner speed stage.
The application is capable of measuring the listening
comprehension score of the user by collecting the correct
answer points for the three levels of questioning in the
average speed stage.
The application is capable of measuring the listening
comprehension score of the user by collecting the correct
answer points for the three levels of questioning in the
proficient speed stage.
The application can calculate the average listening
comprehension grade of the user per stage by
automatically adding the points gathered in the three
level then divide it by three.
No. Graph Generation 5 4 3 2 1

The graph’s format and way of presentation are easy to


understand and correct.

The graph and scoresheet is capable of showing the


points gathered by the user per stage and per level.
The data that were listed in the scoresheet match the bar
graph visualization.
The formula in computing the average of the scores is
right and accurate.
The user can compare his/her previous and current score
per story by the use of progress history.
No. Reading Comprehension Validation 5 4 3 2 1

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The content of every reading story is appropriate for the


subject area and for the age.
Able to read the text font properly.

The transition speed for every scene is sufficient for the


user.
Use of a variety of graphics and illustrations to support
concepts
No. Listening Skills Validation 5 4 3 2 1

The content of every listening story is appropriate for the


subject area and for the age.
Able to hear the voice narration clearly for each scene.

Able to understand the diction and grammar of the voice


narration.
The transition speed for every scene is sufficient for the
user.

Use of a variety of graphics and illustrations to support


concepts

Comments/Suggestions:

Signature:

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Test Tool or Acceptance Testing

SYSTEM ACCEPTABILITY TEST

The following acceptability test is provided as a tool to assist the researchers in the
assessment of the iCuento: Interactive Story Telling Android Game App about the Filipino
Modern Folklores for Kids.

Part 1: Personal Information

Name:

Profession/Designation:

Affiliations:

Part 2: Test case scenarios. Write Yes in the Pass column if the system successfully
performed each action and marked No if unsuccessful.

Module Action Performed Expected Pass Suggestion

User Make new user Account save


Management account

User Login with existing Login successful


Management account

User Deleting existing Deleting successful


Management account

Pre-Test and Start Pre-Test Story Show the Pre-Test story


Post-Test Module

Pre-Test and Play Reading Quiz Answer questions that is


Post-Test Module Game for Pre-Test about the particular story
that the user have
read/listened and

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displayed together with


the choices.

Play Listening Quiz Answer questions that is


Game for Pre-Test about the particular story
that the user have
Pre-Test and
read/listened and the
Post-Test Module
choices is displayed but
the user will listen to the
question.

Game Module Show Map button Shows the map with 6


stories icon

Game Module Click Story button Show the story menu

Game Module Play Story button Start the story telling

Play Reading Quiz Answer questions that is


Game about the particular story
that the user have
Game Module
read/listened and
displayed together with
the choices.

Play Listening Quiz Answer questions that is


Game about the particular story
that the user have
Game Module read/listened and the
choices is displayed but
the user will listen to the
question.

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Pre-Test and Start Post-Test Story Show the Post-Test story


Post-Test Module

Play Reading Quiz Answer questions that is


Game for Pre-Test about the particular story
Pre-Test and that the user have
Post-Test Module read/listened and
displayed together with
the choices.

Play Listening Quiz Answer questions that is


Game for Pre-Test about the particular story
that the user have
Pre-Test and
read/listened and the
Post-Test Module
choices is displayed but
the user will listen to the
question.

Progress/Statistics Show Scoring Shows the total score


Module after each game.

Pre-Test and Completed Pre-Test Unlock the Story Map


Post-Test Module

Pre-Test and Completed Post-Test Show the Statistics


Post-Test Module

Completed Story Unlock the Reading


Game Module
Quiz Game

Completed Reading Unlock the Listening


Game Module
quiz game Quiz Game

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Completed Listening Unlock the next story


Game Module
quiz game

Completed the Story Unlock the Post-Test


Game Module
Map

Show Statistics Show progress for


Progress/Statistics comprehension quiz
Module game and listening quiz
game

Part 3: A set of open-ended questions is provided, in order to assess the overall perspective
and background knowledge of the evaluator to the system.

1. Upon using the application, do you think it will contribute to the knowledge of the users to our
different folklores?

2. Does the games included are relevant to the app?

3. Does the android app graphics are attractive to the users?

4. What are the major strengths of the application?

5. What are the weaknesses of the application?

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Other comments:

Signature:

Date:

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Appendix L

Respondent’s Progress

READING COMPREHENSION LISTENING SKILLS


Student Name Pre-test Score Post-Test Score Pre-test Score Post-Test Score
Princess (Grade 2) 3 3 2 4
Jasper (Grade 2) 1 4 2 4
Ivy (Grade 2) 4 5 3 5
Esther (Grade 6) 6 9 5 7
Michelle (Grade 6) 6 9 7 9
Shakira (Grade 6) 7 10 7 8

The table shows some of the respondents’ score and their progress while playing the game.

For the score sheet and bar graph representation, each of the stages has its own button that we’ll

show the progress in that certain stage. Every stage is divided into 2 categories: reading and

listening. Each category has 3 level of difficulty in terms of questioning. The performance of the

respondents will reflect by comparing their points gathered in every stage and level throughout the

game. The progress can also be identified by comparing the pre-test and post-test of the

respondents.

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Princess (Grade 2)

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Jasper (Grade 2)

Ivy (Grade 2)

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Esther (Grade 6)

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Michelle (Grade 6)

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Shakira (Grade 6)

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Appendix M
Costa’s Level of Questioning

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Appendix N

Speed Basis Summary

Experiment procedure in gathering data for the average time consumed for every story:

The researchers used the exact books that were used in the application in conducting the
experiment. The summarized/shortened version of the stories were used by the grade 2 students,
while the original length of the books were used by the grade 6 students. The experimentation was
conducted at 3 different schools, both public and private. 5 students from grade 2 and 5 students
from grade 6 for each school were asked to participate in the activity. The data for the average
reading comprehension speed per story were generated by letting every student read the story while
being monitored and timed by the researchers in every scene of the story. In the other hand, the
average time consumed for the listening comprehension skills for every story were generated by
letting some of the students read the story out loud while the rest of the students listened and
comprehend the stories. The story was timed by the researchers and served as the basis for the
listening skills average speed. After the average speed for every story were gathered, the
researchers have made some modification in the speed of time presentation of every story and
partitioned the stories in to three stages. The researchers tried modifying the speed by using the
intervals 3 and 5. 3 second speed were added per scene for the beginner stage, retained the gathered
average speed for the average stage and deducted 3 seconds per scene for the proficient stage. The
same process were made in using 5 seconds as the interval for the stages. After conducting the beta
test of both applications with both 3 and 5 intervals by grade 2 and grade 6 students. Most of them
said that the difficulty of the application with the interval of 5 is too fast for them that is why
majority have chosen 3 seconds as the interval of difficulty because it’s more tolerable to them.

Average reading and listening comprehension time per story

(Grade 2)

Ahas Paniki Guyabano Butanding

1.) 22.96 1.) 21.03 1.) N/A 1.) N/A

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2.) 21.93 2.) 33.96 2.) N/A 2.) N/A

3.) 28.23 3.) 36.67 3.) N/A 3.) N/A

4.) 29.80 4.) 27.34 4.) N/A 4.) N/A

5.) 31.26 5.) 31.08 5.) N/A 5.) N/A

6.) 21.22 6.) 36.9 6.) N/A 6.) N/A

7.) 40.62 7.) 34.91 7.) N/A 7.) N/A

8.) 42.58 8.) 27.95 8.) N/A 8.) N/A

9.) 43.74 9.) 25.43 9.) N/A 9.) N/A

10.) 39.20 10.) 21.27 10.) N/A 10.) N/A

11.) 49.41 11.) 36.62 11.) N/A 11.) N/A

12.) 63.21 12.) 27.89 12.) N/A 12.) N/A

13.) 57.37 13.) 21.59 13.) N/A 13.) N/A

14.) 73.73 14.) 35.21 14.) N/A

15.) 62.81

16.) 50.52

Sum=678.50 Sum=417.85 Sum=295.21 Sum=389.39

*unit of measurement= seconds

Mangga Papaya Anay Atis

1.) 18.17 1.) 13.77 1.) 18.16 1.) 32.65

2.) 12.95 2.) 8.77 2.) 33.51 2.) 18.22

3.) 16.39 3.) 21.86 3.) 26.39 3.) 32.75

4.) 17.70 4.) 14.26 4.) 15.68 4.) 29.54

5.) 8.98 5.) 13.86 5.) 28.87 5.) 26.26

6.) 10.80 6.) 13.61 6.) 19.41 6.) 17.07

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7.) 13.5 7.) 19.46 7.) 23.46 7.) 31.37

8.) 13.25 8.) 21.93 8.) 27.13 8.) 26.87

9.) 18.17 9.) 19.99 9.) 15.38 9.) 21.92

10.) 17.28 10.) 17.57 10.) 25.24 10.) 45.92

11.) 8.18 11.) 18.45 11.) 26.23 11.) 37.51

12.) 14.16 12.) 25.12 12.) 17.48 12.) 29.37

13.) 17.7 13.) 16.97 13.) 34.26 13.) 25.89

14.) 17.18 14.) 25.10

15.) 11.62

16.)17.24

17.)22.35

18.)31.00

Sum=286.62 Sum=225.62 Sum=336.3 Sum=375.34

*unit of measurement= seconds

Average reading and listening comprehension time per story

(Grade 6)

Ahas Paniki Guyabano Butanding

1.) 42.24 1.) 24.68 1.) N/A 1.) N/A

2.) 25.55 2.) 65.98 2.) N/A 2.) N/A

3.) 26.21 3.) 55.34 3.) N/A 3.) N/A

4.) 34.06 4.) 26.75 4.) N/A 4.) N/A

5.) 31.05 5.) 65.15 5.) N/A 5.) N/A

6.) 30.04 6.) 74.57 6.) N/A 6.) N/A

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7.) 42.45 7.) 51.93 7.) N/A 7.) N/A

8.) 36.85 8.) 54.86 8.) N/A 8.) N/A

9.) 63.57 9.) 15.57 9.) N/A 9.) N/A

10.) 19.43 10.) 20.75 10.) N/A 10.) N/A

11.) 40.39 11.) 66.24 11.) N/A 11.) N/A

12.) 47.68 12.) 67.22 12.) N/A 12.) N/A

13.) 43.62 13.) 92.21 13.) N/A 13.) N/A

14.) 78.45 14.) 87.42 14.) N/A

15.) 52.3

16.) 97

Sum=710.89 Sum=768.67 Sum=320.69 Sum=576

*unit of measurement= seconds

Mangga Papaya Anay Atis

1.) 12.32 1.) 19.36 1.) 9.94 1.) 36.88

2.) 8.17 2.) 12.48 2.) 24.96 2.) 11.98

3.) 13.28 3.) 18.11 3.) 22.93 3.) 30.14

4.) 12.04 4.) 11.39 4.) 20.88 4.) 16.94

5.) 6.25 5.) 13.85 5.) 36.23 5.) 44.63

6.) 5.20 6.) 16.86 6.) 9.72 6.) 17.74

7.) 8.92 7.) 17.28 7.) 15.34 7.) 41.1

8.) 27.46 8.) 13.28 8.) 24.01 8.) 24.69

9.) 12.16 9.) 18.74 9.) 10.18 9.) 19.06

10.) 15.84 10.) 14.25 10.) 18.25 10.) 45.55

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11.) 6.30 11.) 15.38 11.) 13.52 11.) 35.4

12.) 5.31 12.) 20.23 12.) 9.76 12.) 44.57

13.) 12.62 13.) 21.32 13.) 24.41 13.) 34.83

14.) 13.36 14.) 14.38

15.) 9.21

16.) 9.20

17.) 13.53

18.) 22.84

Sum=214.01 Sum=213.16 Sum=254.06 Sum=403.51

*unit of measurement= seconds

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( Grade 2 )

Difficulty interval selection

Name 3 seconds interval 5 seconds


interval

Xhanelle O. Natividad

John Matthew T. Benedicto

Danny Velasco

Angelo Giwu

Charlene Angela W. Pinzon

Precious Cordero

Rhian Laine Chloe B. Mendoza

Khim Galang

Lorraine Ashly Dotimas

Jed Ezykiel Curimao

Jared Maverick Quito

Francine Mhae Torres

Jay Cejares
-

Kirby Tiglao
-

Althea Johara Barcena

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Difficulty interval selection

( Grade 6 )

Name 3 seconds 5 seconds


interval interval

Carlo Chito genesi Mungcal

Cielo Angeli Pinzon

Aeric Joseph Angeles

Mark Lanzanote

Levi Redito

Ryza Mariel Gonzales

Valdeen Velez

Shaun Cerrada

Charlotte Yncierto

Angela Vargas

Jade Gonzales

Gleenzie Leth Fabros

Asianhel Grace C. Perez


-

James Christian Conos


-

Chrizzy Marie M. Galang

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Sample Pictures During System Evaluation:

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Appendix O

User Manual

User’s Manual

Mga Manlalaro

The “Mga Manlalaro” consist of three icons:

1. User List: Allows the user to choose their own user.

2. Bagong Manlalaro: Allows the user to create a new user.

3. Home Button: Allows the user to go back to the Main Menu.

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Main Menu

The Main Menu consist of eight icons:

1. Magsimula: Allows the user to go to the Main Map.

2. Manlalaro: Allows the user to go to the User Selection.

3. Progreso: Allows the user to show the scoresheets and bar


graph representation of the points gained in every level of the
stories.

4. Isarado: It allows the user to close the Application.

5. Catching Game: It allows the user to play the catching game.

6. Delete User: It allows the user to remove the user account itself.

7. About: It shows the credits who created the Application.

8. Sound button: It allows the user to adjust the volume control.

Note: Catching Game will be available if you have finished your Post Test.

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Main Map

The Main Map shows all the six stories included in the application

that the user must finish and it consist of five icons:

1. Instruction Button: Allows the user to view all the instructions


on how the game flow works.

2. Home Button: Allows the user to go back to the Main Menu.

3. Pre-test Button: Allows the user to go to the Pre-Test Menu.

4. Story Buttons: Allows the user to go to each stories of the


application.

5. Post-test Button: Allows the user to go to the Post-Test Menu.

Note: You need to unlock all the story buttons so you can proceed to the Post-Test
Menu.

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Pre-Test Menu

The Pre-Test Menu consist of four icons:

1. Magsimula(For Reading): Allows the user to take the Reading


Pre-Test.

2. Magsimula(For Listening): Allows the user to take the


Listening Pre-Test.

3. Main Map Button: Allows the user to go back to the Main Map.

4. Home Button: Allows the user to go back to the Main Menu.

Note: The Magsimula Button (both Reading and Listening) will be disabled after you take
the Pre-test.

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Story Menu (Submap)

The Story Menu consist of four icons:

1. Play Button: Allows the user to play the Story.

2. Level Buttons: It consists of questions arranged by its difficulty


level.

3. Main Map Button: Allows the user to go back to the Main Map.

4. Story Number: It indicates the Story Number of the Main Map.

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Story Interface

The Story Interface consist of two icons:

1. Timer: It shows the time duration of the story.

2. Map Button: Allows the user to go back to the Submap of the


story.

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Quiz Interface

It shows all the questions that the user must answer and pass so you

can proceed to the next quiz level. The Quiz Interface consist of six icons:

1. Map Button: Allows the user to go back to the Submap of the


story.

2. Home Button: Allows the user to go back to the Main Menu.

3. Tanong: It indicates the number of questions for the Quiz.

4. Puntos: It shows the correct points that the user have gained in

answering the questions.

5. Quiz Timer: It shows the time for answering the Quiz.

6. Choices: It allows the user to choose the correct answer for that

given question.

Note: For Grade 6 version, you need to have five correct answers and three correct
answers for Grade 2 version so you can pass the quiz and go to next quiz level.

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Matching Game (Grade 2)

For Grade 2, this is the 3rd and final level for every story. The objective of

the user is to match all the cards before the time expires. The Matching

Game consists of four icons:

1. Map Button: Allows the user to go back to the Submap of the


story.

2. Home Button: Allows the user to go back to the Main Menu.

3. Timer: It shows the time for matching the cards.

4. Cards: These are all the items that you need to match so the

user can accomplished the game.

Note: In this game, we have the star rating after the user matched all the cards. The

early you finish the game, the more star/s you get.

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Post-Test Menu

After the user have finished the six stories, The Post-Test will activate, this

will measure if the user have progress from the Pre-test that he/she taken.

The Post-Test Menu consist of four icons:

1. Magsimula(For Reading): Allows the user to take the Reading


Pre-Test.

2. Magsimula(For Listening): Allows the user to take the


Listening Pre-Test.

3. Main Map Button: Allows the user to go back to the Main Map.

4. Home Button: Allows the user to go back to the Main Menu.

Note: If you have accomplished the Post-Test, the catching game will be available located
at the Main Menu.

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Catching Game

This game was created for the leisure of the user. The Catching Game

consists of four icons:

1. Home Button: Allows the user to go back to the Main Menu.

2. High Score: It shows the given high score of the game.

3. Score: It shows the score gained while catching the correct

object.

4. Lives: It shows the lives for the user to continue to play the

game.

Note: In this game, the user must catch the correct object as many as he/she can

for him/her to achieved or able to beat the high score of the game.

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Progreso

The Progress consists of three icons:

1. Home Button: Allows the user to go back to the Main Menu.

2. Mga Puntos: It shows the scoresheets recorded on the quiz

taken by the user.

3. Mga Grap: It shows the bar graph representation recorded on

the quiz taken by the user.

Note: In Mga Puntos and Mga Grap, the scoresheets and graphs are arranged according

to their difficulty level and has an interface with the total and average scoresheet and bar

graph representation.

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