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TryGo: A Mobile Game Application in PreCalculus
TryGo: A Mobile Game Application in PreCalculus
in PreCalculus
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by
April 2022
CHAPTER I
Introduction
afraid of dealing with numbers, especially when they are going to study them.
Mathematics is one of the subjects that is hated by most people because they think that
they cannot do it or may fail the subject. Little did they know that mathematics was
around the corner. People need to accept the fact that mathematics is part of someone’s
daily life. Learning does not just stop when someone does not want to learn it anymore or
if they cannot understand it, but they need to find ways to easily understand this subject,
and it is better if they make their learning strategies to accelerate their learning.
the duty of schools to foster and assess critical thinking abilities through the teaching and
learning process. Nowadays, many young people are inclined to use gadgets, even to use
them as a tool to be a source in their studies, and this is the reason why students depend
only on online sources, especially when there is a pandemic in our country. This is one of
the things that is saddening people because the modern generation forgets to think
critically and analyze things. Nevertheless, İşman (2021) concluded that instructors did
express more favorable effects of technology than negative ones. There were certain areas
where educators thought students could use more support but found that technology use
in the classroom increases student motivation and engagement. The ability to appraise the
excellence of ones own and another person's work is called evaluative judgment.
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Developing students' evaluative judgment is an objective of higher education, (Tai et al.
2017) which enables students to improve their work and meet their future learning needs.
Students do not just accept a rule without examining its relevance or consequences to the
People employ basic math skills every day, under Indeed Editorial Team
Researcher (2020). Mastering basic math allows the person to resolve everyday tasks and
problems effectively. Everything people can see in this world has the involvement of
accurate for the results to be good. Elementary school instructors teach fundamental
arithmetic abilities to pupils so they can proceed to higher-level math skills in courses
benefit from learning computational thinking in both the academic and financial realms.
The number of computing jobs added each year exceeds that of computer science
students, and significant job growth is anticipated (Bureau of Labor Statistics, 2022).
People are aware that the latest generation is addicted to online games or any game on
their cell phones because it becomes their entertainment whenever they are tired or has
problems they are going through. For students to become critical thinkers, it is necessary
to help their teachers and even the researchers through a unique method that will not
make the students bored. The idea of gaming can be used in education in a variety of
ways, numerous games can aid in the learning process, including quizzes, simulations,
drill and practice, problem-solving, and games with tutorials (Zirawaga et al., 2017).
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Games are an essential component of human culture and civilization, for they encourage
inspiration and perseverance (Bozkurt et al., 2018). Games may also be utilized by people
in Computer Science to know their perceptions about the subject of PreCalculus. The
researchers gave the survey forms through the use of Google Forms to the class mayors
of each section, and students needed to fill them up. The questionnaires are personally
made by the researchers based on the current situation and the topics under the course
subject Pre-Calculus, with the subtopics of each lesson. The survey contains lists of the
subtopics in each lesson of the course subject, and the students may choose all the
subtopics that they find difficult to study. The researchers gathered 63 responses from the
students, among them, 45 out of 63 respondents are former STEM (Science, Technology,
Engineering, and Mathematics) students. The data showed that students found
Trigonometric Functions difficult to study during their senior high school years, as
that they prefer a traditional mode of learning because, for them, it is the most efficient in
preparation for Calculus 1. In the traditional mode of learning, there is no digital barrier,
so there is personal engagement between the students and the professors. This means that
learning may be made easier and more efficient. When it comes to the supplementary
learning which involves the use of games as a tool in learning the subject, with 35 votes.
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As a result, the researchers developed a mobile game application called TryGo,
which is a combination of battle and educational games that enhance the mathematical
skills of the players in Trigonometry. This game could be challenging yet interesting to be
equations. The objective of this study was to help an individual, especially the students,
enhance their mathematical skills in such a way that they enjoyed this game while at the
evaluating the acceptability of TryGo among the 1st year college students of the Bachelor
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1.3.3 Trigonometric Identities
2. How will the following features of the game be integrated in the system?
2.2 Scoreboard
2.3 Storyboard
2.6 Solutions
3. What hardware and software will be utilized throughout the mobile game application
development process?
4.1.1 Confidence
4.1.2 Challenge
4.1.3 Satisfaction
4.1.5 Fun
4.1.7 Relevance
4.2 Usability;
4.2.1 Aesthetics
4.2.2 Learnability
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4.2.3 Operability
4.2.4 Accessibility
This research was conducted with the aim of developing a mobile game through
the application of mathematics. Moreover, this study also benefits the following:
Students. The main beneficiaries of this study are students from Senior High
School students. The TryGo mobile game served as a training application for
Trigonometric Function. Students can use it to improve their academic performance. This
helped encourage students to enhance their mathematical skills in a way they enjoyed
game. The senior high school faculty used TryGo as an alternative way of learning
PreCalculus in which students could enjoy playing while learning. The students' progress
in PreCalculus focusing on Trigonometric Function can also be checked using the game.
Administrator. This study helped the administrators maintain the quality and
the study gave the administrators additional information in relation to this matter,
Future Researchers. The study was beneficial for researchers who aim to gather
information for any related research. It has served them as building blocks for a bigger
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study in connection with the Bachelor of Science in Mathematics with a specialization in
Computer Science.
The study covered how gamification supported the senior high school
mathematics faculty in teaching students about making the subject enjoyable, focusing
on Trigonometric functions that helped the students boost their confidence in answering
mathematics equations. The study developed a mobile game application and made it
available on mobile platforms for better accessibility for the students. The respondents
were restricted to the students who are enrolled in the course Bachelor of Science in
Solving Right Triangles, Special Right Triangles, The Pythagorean Theorem, Measuring
Identities were all discussed during Senior High School year. The researchers used
printed questionnaires to measure the acceptability of the game. However, Google Forms
PreCalculus topics suitable for the study. In addition, some additional features are also
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Conceptual Framework
The conceptual framework above used by the researchers is called the CIPP
(Context, Input, Process, and Product) model. The CIPP model is often used as a
management-oriented tool as it combines the four stages of evaluation. First, the context
of the model is the aim of this study, which is “to develop a mobile game application that
helps students.
To start building on top of the context, the researchers will input the necessary
information to provide more detail for this study. These are the related literature and
related studies, the information to be gathered from the participating individuals, and the
The tasks needed in the process of developing TryGo will be done using Rapid
exchanging feedback that allows several revisions or upgrades without restarting the
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entire process of development. Requirements planning would be the initial components
for development of the system, such as the mechanics to be implemented and the flow,
theme, and genre of the game. User design will be an iterative process of prototyping,
testing, and refinement of the system. It will be a continuous back and forth of
prototyping and providing feedback from developers. Cutover is the last phase of RAD,
wherein it enters its launch period with the public. Maintenance is the main focus, as
there can be problems and bugs that were overlooked during the development phase.
These kinds of errors should be reported immediately, as it is crucial that the system
After these processes, the researchers gathered the data needed to prove that the
Definition of Terms
To ensure that all readers are interpreting these terms in the same manner as the
Adventure Mode – where the player could battle AI enemies by answering questions.
They could also create a new game or continue the current game at the exact level.
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Hit Points (HP) – a numerical attribute representing the health of the character. The
game’s characters are the player and the enemy. Additional HP could be gained if the
player got the correct answer and chose defense as their strategy.
Practice Mode – where the player can practice the questions asked within the game like
an online quiz without any damage to the player and the enemy’s HP.
Scoreboard – displays the ranking score of the player in every game to keep track of
Strategy – is letting the player choose their game play by choosing offense or defense
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CHAPTER II
This chapter presents the admissible literature and studies that the researchers
considered in strengthening the importance of the present study (TryGo Mobile Game
Application). It also presents the synthesis of the art to properly comprehend the research
Related Literatures
2019 (COVID-19) has prompted the closure of educational institutions of all levels,
involving high school and university students, and has compelled educators and
al. (2020), gamification of education may increase student engagement in the same way
that games can, allowing them to better their specific abilities and maximize their
learning. The present game, on the other hand, is a pleasant game with no specific
learning strategy behind it. Education is one of the areas most impacted by the fast
in education have arisen. One example is mobile learning, which allows for learning to
take place at any time and from any location with the assistance of cellphones, netbooks,
and other mobile technology. This circumstance implies a paradigm shift and educational
techniques appropriate for the twenty-first century. This paradigm shift will turn a
ready-to-use learning paradigm into one that prepares students for discovery, digital
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literacy, problem solving, and creativity. Mathematics is one of the common subjects that
is the source of anxiety, for the simple reason that students find it difficult to understand.
environment for students. Furthermore, there are certain restrictions that must be
recognized. The important thing to remember is that each individual plays games at a
different pace, so their time to complete the game will vary. Students who are less skilled
at playing games cannot fully participate in the learning process. However, if students
continue to be provided with learning facilities that include game-based learning, this
problem will be addressed. To innovate teaching methods, it requires analysis and the
learning situations produces a positive result in the long run of implementation, according
In accordance with Rondina & Roble (2019), another way of learning is through
Students introduced to mathematical game strategy are more likely to get higher
academic results than those used to traditional learning. In addition, mathematical games
boost the students' skills to solve problems correctly. Tokac et al., (2019) stated that video
games are an effective educational method for teaching mathematics. Video games
provide more learning opportunities for students than traditional learning methods.
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Moreover, having many teaching techniques that include game-based learning improves
learning helps in enhancing the quality of teaching and learning mathematics. It will
result, their confidence and capability can be improved, which will help increase their
incorporating games into students' learning improved their mathematical skills and
knowledge. It can also be a new practical and flexible approach to the regular classroom
practices of students. Moreover, motivation is an effective stimulus that can help students
achieve their goal of being entertained and knowledgeable at the same time. Students'
basic mathematical skills, reading skills, thinking skills, and problem-solving skills will
stated that many teachers are advised to have progressive approaches in teaching to
advance the basic knowledge of the student. Game-based learning helps teachers design
and include games that are engaging and meet their students’ preferences. As a result, it
studied by Su (2019), teaching material through digital learning scenarios could help
present and explain concepts in an effective way so that students can retain their learning.
It can also be customized in a way that is acceptable to the students. In accordance with
Coleman and Money’s (2019) study, digital game-based learning can produce an
educational practice that attracts and prepares students for classroom discussions. It also
helps students know their potential in game-based learning, and teachers know the
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benefits of games being used in classrooms. In addition, it allows students to apply their
own learning to a safe game environment where they will not be afraid of making
seen as an option as one medium of learning whose main purpose is to have in-game
rewards to motivate students to play. The report produced by Vankúš (2021) indicates that
84% of the compiled journal articles have shown positive effects of game-based learning
students’ attitudes related to mathematical content and its teaching. It presents the fact
that motivation and students’ perceptions of mathematics are the keys to their willingness
Digital games are exceedingly effective and welcome to the students. However,
performance in the subject. However, if people utilize the usage of digital games to learn
mathematics, they can easily attain the gameplay made up by the math problem.
between objects and mathematical ideas. In addition, game elements such as points,
feedback, level, rewards, and challenges are often used. Gamification has been proven to
be an effective tool for making classroom activities more engaging for students. Engaging
the game feedback from the respondents, future researchers must provide a strong
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platform for integrating mathematics games into the teaching environment for all
improve the student's motivation, academic achievement, and attitude towards the
positive improvements in students' achievement and attitude towards learning. This was
shown through quantitative research methodology and true experimental design using
stated that gamification can also impart a positive engagement of students in their
performance. Gamification elements are said to be more effective when used in a real
higher impact on mathematics achievement among learners based on the results scores in
Kuku and Adeniyi’s (2020) research. Gamification has been shown to increase academic
educational exercises other than the usual methods. Students’ participation in the game
thus improving their overall academic performance. Moreover, the availability of lessons
always allows students to receive feedback and follow up on their learnings while
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applying their skills and understanding to the game. The fulfillment of tasks will help
improve the performance of the learners and promote self-learning. However, the result
of the Türkemen and Soybaş (2019) study shows that there is only a small difference
before and after the control group was exposed to the game-based learning method, but
the academic achievement and attitude of the students exposed to the game showed an
independent, creative, and come up with solutions to changes in the curriculum. Games
can incorporate educational materials visually so that students can learn more
permanently and make the class enjoyable and productive. In the research of Ahmad et al.
(2020), gamification is often used to enhance the players' engagement with and
motivation for the game. As a result, it is applied to educational purposes to also improve
been proven to be an effective tool to teach difficult courses in higher education, such as
computer science, but class size should be considered for better learning.
impacts students' academic achievement and boosts their engagement in the subject. It
created a better way for students to be captivated by the learning process, resulting in
increased retention rates and academic performance. In addition, scoring high on the
learning materials according to their own capabilities while being entertained by the
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objective with students' understanding of the topic. In accordance with the study of Briffa
(2020), a gamified teaching environment can improve student’s performance by 50% and
since some engaging games are dependent on the students’ profiles with an assessment
et al., 2019). It can also predict their academic performance and personality towards the
subject and enhance their engagement in the activity. Because game-based assessments
can predict student performance, they could be used in place of traditional methods.
academic performance.
Gamification devises a dynamic environment where students can feel their progress in
learning through various levels in the game. It will also provide outcomes to students
and motivation (Boudadi & Gutierrez, 2020). As studied by Udjaja et al, (2018), gamified
learning helps students learn and understand mathematical materials in an interactive and
interesting way. Students also do better academically when using gamified audience
present in the game, such as text, images, sound, and animations, captivate students'
interest. Moreover, students can also envision the process of solving the problem while it
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is being taught to them, thus motivating them to master all mathematical concepts. It also
helps them develop basic numeracy skills to answer problem-solving questions so they
and their attitude towards mathematics courses. These were examined using MetaWin
the analysis of the educational context for the gamification systems in distinct levels of
formal education shows that students receive a positive effect from engagement with the
educational strategy. The finding shows that the group exposed to game-based learning
had remarkably higher scores in their academic performance and a higher chance of
permanent learning by using all their senses during learning. It also shows that
game-based learning can be suitable for the teacher's daily lesson in class. Game based
learning is efficient compared to traditional learning because students are more inclined
to participate, it provides motivation, and it increases their interest. However, in line with
the growing trend of gamification of online learning, there is an emotional dimension that
motivation.
role in students' academic learning because players can ask the group for mathematical
concepts needed in the game. In addition, participants can discuss or reflect on their
actions that help students retain mathematical knowledge and concepts in their minds.
According to Chen and Chang (2020), students had a better learning experience in
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classroom activities. It motivates students to engage in the game to apply their knowledge
excitement. In the research of Chen et al, (2020), game-based learning improved the
learning outcomes of K-12 and college students by over 0.386 percent. It is proven that
is used in puzzles, strategy, and role-playing. Students are involved in studying advanced
win. As a result, game-based learning has positive effects on students and can be used as
an effective learning method. Students will continuously perform well if proper guidance
On the other hand, studying mathematics is not good for some students because
this subject requires effort when it comes to solving problems and equations. Solving
mathematical problems requires students to have a deep understanding of the lessons and
to be critical thinkers. COVID-19 is still out there, and students encountered different
trials and adjustments. Education became more flexible to the point that students needed
to study on their own. This season, students face a challenging way of learning. Lectures
must be understood on their own, and mobiles are now new notebooks or materials.
According to Musyaffi et al., (2022), accepting technology and its presented gamified
education increases a person's intention to learn and perception of being able to learn
easily. Considering Galarza’s findings, game-based learning and the formal teaching of
tough time distinguishing one from the other. The identified reason was that students
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played the game Dragonbox individually, which does not promote discussion among the
the class was split into groups, played the game, and discussed the levels together.
Collaboration is an important part of classroom learning and helps students express their
ideas to each other, leading to camaraderie and new perspectives on tackling a difficult
show that the students in the collaborative learning group prioritize group achievements
increased motivation and achievement. The insights provided by the study of Ahmed et
al, (2022) further support İlhan’s finding as both the control and experimental groups
involved yielded parity, meaning that the game-based learning system was effective for
EFL students in learning the English language. In addition, Alomari et al, (2019), states
environment that influences how a student learns rather than the context itself. This helps
develop a humorous remark for students to use to inspire them to be more involved with
the learning process, improving their interest and motivation. Understanding how
gamification tactics affect learner behavior can assist researchers and educators in
technology continues to develop and improve, most people are becoming dependent on
the use of technology, especially the internet. Students nowadays are interested in playing
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online games and spend much more time playing than reading books and other
educational materials. Interest in learning via computer-based games has been evident in
recent years, leading to the emergence of several educational games (McLaren et al,
upgrade educational materials through video and games in a way where students will be
enthusiastic and make a positive contribution to their learning activities and outcomes. It
is taken from the increased average score of the students after experiencing the presented
game. Experience is the best teacher anyone can have. In keeping with Renzaho et al.,
(2020), exploration of the promising tools in teaching, it is important that learners adapt
the modern teaching into the finest approach. A learner-centered approach requires a
enhancing study habits. According to Cheng et al, (2019), authentic learning is important
use their digital skills and apply them in teaching to fill the gap of technology knowledge
and skills. Since the competence concept is emphasized, it helps the student become a
In line with the study of Arcagok (2021), game-aided instruction practices have
school, and secondary school. The preschool demographic has shown the biggest
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disparity between game-aided teaching and a learning-centered approach, with a 57.6%
margin favoring the former. The secondary school demographic is the opposite, showing
a 28.1% margin between the two approaches. These results indicate that game-aided
teaching is far more effective on preschool students, as that is the point where students’
once they move up to higher forms of math, the traditional learning-center approach
mentioned by Martin (2018), game-aided learning is more effective than the traditional
teaching method. Also mentioned in his study is that both approaches impacted various
computation and solving word problems, while the game-aided learning approach
impacts the students’ general attitude towards math. In relation to the study of Onyema et
al., (2019), patronizing technology with a mobile learning approach, consider the
mathematical problems. The abilities of mobile applications are utilized to help students
engage their collaborative skills and creativity. It is favorable to educators to fill the gap
As stated in the study by Huizenga et al, (2019), considering the insights in the
availability of virtual instructional use by the students, none of the game attributes or
learning outcomes can affect the students' team performance. Yet, later studies have
found that game activities were measured during the game and not at the end. Students
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may be the focus of both game-aided instructions and a learner-centered approach, but
Related Studies
In recent years, interactive electronic media has progressed from virtual obscurity
to one of the primary sources of entertainment for students. In recent times, the internet
has fully transformed the nature of electronic media from something individual and static
vast subject, and the inherent creativity in mathematical study is poorly conveyed by the
often-conventional educational methods used to teach it. It is also stated that students
frequently report that the typical approach of being shown concepts and being expected
to apply the learned concepts in problem-solving is boring, dry, and repetitive; many
students fail to comprehend the free and explorative nature of what mathematics study at
the post-secondary level is like. Gamification is a new instructional strategy that is being
Kimble (2020), every day, teachers strive to develop background knowledge while
connecting the latest content to students. Teachers must find a way to instruct their
students in a way that is interactive and makes them interested in mathematics. But in the
have never heard of the term "gamification," but they believe it is feasible to implement
Gamified Learning. Nowadays, students are facing a rapid change towards the
21st century, which includes applications on mobile phones, playing video games, and
browsing social media. As studied by Welbers et al. (2019), some players have been
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observed to binge play. They would play so many sessions in a matter of days that they
quickly learned the answers to most questions. They are not interested in the traditional
way of learning, so teachers find a better way to boost their interest in learning.
According to Rivera and Garden (2021), gamification is the technique of altering student
Rincon-Flores et al. (2018), who found out that the implementation of game-based
activities. Moreover, it also strengthens students' current knowledge and improves their
looking for computer applications or programs to aid in skill proficiency. They are
searching for various programs that will assist with technology integration while also
providing meaningful data to support student achievement with grade-level skills. The
study by Vogt (2018) supports this claim, as the results proved that the gamified learning
approach is a valuable resource for middle school teachers “to bring old content to life in
a new and engaging way. In addition to this, it is stated in the research of Wahid (2018)
gamification in discussions and activities. Findings showed that students are more
motivated to reach their goals, which has a positive impact on their interest in classes.
of learning through games and attracts or influences learners. The results of the study by
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Chen (2017) elaborate that students who experienced the game-based instructions became
more engaged in the topic in a short span of time while also improving their learning
motivation. To tie together the study of Güntepe and Usta (2021), augmented
lesson and increases their capabilities to perform tasks, including those involving
games for the students academic learning. It provides individually adaptive and
Moreover, games create different learning methods for easier knowledge acquisition and
access for the students. The research of Akour et al, (2020) shows that digital games
serve as additional knowledge for students in their academic programs. It allows students
achievement. Students easily recall information when lessons are presented in a gamified
manner. Dela Cruz & Palaoag (2019) expand on this, as the results gathered from their
study show that the application made with the assistance of Math, English, and Science
teachers can provide supplementary knowledge for the students on top of the traditional
approach to teaching. The result of Dichev et al. (2020) study shows that incorporating
games into daily school activities is expected to improve student’s optimism and
motivation. Game-based learning activities should be based on the students' natural and
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To support Wahid’s claim in gamified learning, Tso and Lau (2018) results show
that students have increased their motivation and a deeper understanding of the subject if
skills and help them develop self-determination to improve their academic performance.
In some cases, the growth of games in education has been incorporated into a wide range
oriented to comply with the demands of technology. According to Kusuma et al. (2018),
mathematics. It creates new learning strategies in learning activities that help improve
students’ academic achievement and involvement in the class. Turgut and Temur (2017)
claim in their study that using gamified learning has noticeable positive effects on the
students to be entertained and be active during their classes, thus enabling them to
express their ideas and creativity. Moreover, games aid students in building relationships
with their peers to show their emotions, gain experiences, have fun, and find solutions to
knowledge in problem solving using games. The low-performing group was exposed to
students’ motivation, engagement, and learning. It can also be used for all age groups,
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from children to adults. The findings show that gamified learning can be done in a small
group, but the success of cooperative learning depends on all the members of the group.
In the research of Gurjanow et al. (2019), gamification helps improve the behavior of
students by having one common goal in the game; thus, they are likely to have a higher
chance of success. It also assists the visual and verbal learning of the students, which
Partovi and Razavi (2019) indicates that the game-based learning structure provides a
into teachers' daily lesson plans to make learning more interactive and engaging.
Apart from these, a study by Smith (2018) shows gamification is also effective as
an assessment tool for learning and teaching students mathematical concepts. It also
enables teachers to educate students with new concepts and other supporting lessons for
previous or new topics. Students can also personalize the game in a way they can
understand the lessons for a better learning experience. In relation to Dyulicheva’s (2020)
encountered and controlled by the game may augment the reality mode of solving typical
dynamic issues such as mathematical problems. According to Tsay et al. (2018), students'
performance was significantly higher than that of those who participated in non-gamified
learning. As a result, the students' behavior in online activities is positive and improves
their performance in relation to the subject. Moreover, gamified learning can be further
developed to create a more engaging learning environment for students to enhance their
learning. Games are more effective at encouraging students to master the subject and
27
control their attitude, motivation, and interest towards the course. To further expand on
this, López-Jiménez (2021) concluded in their study that students favored the gamified
approach more than the traditional learning and ranking-based system introduced to them.
game mechanics. A game that is an object for pursuing learners’ determination to practice
activities, it is possible to predict the usefulness of game elements for learners engaging
in them. In keeping with Zainuddin (2018), the important outcome of a gamified learning
tool is the perception of the students’ better performance. The aftermath of learners’
learning motivation, competence, autonomy, and social engagement. Toda et al. (2019)
motivation with the use of a taxonomy operation where learners can gain points per
question and receive an achievement that will flash the result through the leaderboard of
the game. According to Pombo and Marques (2019), the research findings show the
to learners regarding gamification learning tools are evident for the development of
higher-order thinking skills, which are reflected to a great extent in the game. Moreover,
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gamified learning can be further developed to create a more engaging learning
environment for students to enhance their learning. Also, roles of technology, which are
environments that give students chances to decide independently and receive profitability
determinants for acquiring knowledge and achieving objectives. As Ramli et al. (2020)
express the new sense of teaching, the absorption of students in mathematics produces a
higher level of interest and self-efficacy and the assistance of applications. In line with
this gamified learning, the GraphIT educational website uses an interactive platform to be
a learning tool that BulSU students will maneuver through its features, such as games that
are related to the Graph Theory subject, as stated by Armentina et al. (2021). As well as
Xcape Room, which was created by the BulSUan students and is a three-dimensional
game that is available on Android devices. A learning strategy that can help the player
improve his or her mathematical skills, particularly in Algebra. This study proves the
technology is an extremely fast-growing field that is deeply connected with our work and
daily lives. Every day, new developments are added to its growth, with emerging new
patterns of usage that have both positive and negative implications. To create an
multiple development cycles. A step-by-step procedure will be followed that will serve as
the checkpoints that the team will strive to reach. The iterative process of creating a new
model can be derived from previously established models by taking and mixing certain
parts, which allows for greater flexibility for the developers and researchers. One
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example of this is the study conducted by Roedavan et al. (2020), in which they used the
Atomic Design Method as the base of their proposed model while implementing the
iterative process of Rapid Application Development (RAD) in the production phase and
on the beta version release. This yielded fruitful results in the six categories that it was
novelty. Another work by Roedavan et al. (2021) has shown results that by combining the
characteristics of the Game-Based Learning (GBL) Foundation, the four main pillars of
Game Development Life Cycle (GDLC), “serious games” or “applied games” can be
efficiently created using their proposed model. The serious game produced using this
model exhibited interesting learning assessment and mechanics through interactive means
compared to traditional quizzes. Ilustre and Raqueño (2020) also relied on the
Differential Calculus. The system produced by this study is accepted as a viable tool for
learning, but it requires students to have a solid foundation in Algebra and prior
and does not need any additional software downloads or browser extensions. It is also
accessible on mobile phones, either through downloading the app or via a mobile
browser. Covering all types of screen sizes allows the users to have great flexibility in
their learning process of Differential Calculus as the tool does not limit their access to
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The development process is not the only thing that is considered during
underlying structure at which applications are made must be understood too. These
underlying structures are called “frameworks”, and they dictate how each development
model is made and evaluated. Some examples of these frameworks are Level Up, the
experiential gaming model, Framework for Analysis, the RETAIN Model, the Adaptive
Design, the “I’s” Have It (A Framework for Serious Educational Game Design), and the
e-VITA framework for SG, which are found in the analysis done by Tahir & Wang
(2018). Using comparative analysis, these frameworks are evaluated based on the six
game-based learning attributes: learning, game factor, affective reactions, usability, users,
and environment. The results of this analysis concluded that learning and game factors
are the most important attributes in designing educational games. The insights provided
in another study by Tahir and Wang (2020) expanded on this finding, and they were able
Reactions, Usability, User, and Environment (LEAGUÊ) framework, from which the
previous frameworks are evaluated. They were able to provide comprehensive evidence
using a metric to evaluate game-based learning games. The results gathered from this
metric can be used to entice stakeholders to invest more in this genre of games and
educators who are struggling to make their students engaged and motivated during
game-based learning model of approach allows learners to be more engaged on the topic
they were presented with. The elements that were present in the model are tailored to
31
students' engagement with the course rather than learning, as they believed that
mechanics dictate the flow of interactions and necessary conditions to trigger an event in
a game session through a set of predefined rules or methods (Verschueren et al. 2019).
Game mechanics are important as they will be the main determining factor that will affect
the motivation and engagement of the players with the game. These need to be detailed,
simple, concise, and easy to understand for all types of players. Web based educational
games are also widespread today. These have the capacity and scalability to reach more
students and learners, as the Internet has a global outreach to learners and students alike.
their platform, eLiza, which is a web based educational game, in learning programming.
Based on their research, the challenge in developing web-based games was to deliver
their product as simply as possible, given the limitations of a web browser. Their
interactions in their game are simple points and clicks, as they surmised that eLiza could
also be played on touch screens on smartphones instead of the traditional mouse and
how to present their content in a more appealing way to generate motivation and
Mechanics are also derived from previously released games to alleviate the
process of iteration on how things should work and interact. Ismail et al. (2019) used
these characteristics as the outline of their game instructions in their study. Each
interaction is explained in a simple and straightforward way that allows their players to
32
only worry about answering the questions that were provided in the game. Web-based
educational games are also widespread today. These have the capacity and scalability to
reach more students and learners, as the Internet has a global outreach to learners and
students alike. Taking inspiration from cultural and traditional beliefs is one viable way
of developing an educational game. One such example is the study conducted by Husniah
et al. (2018), where they use the folklore “The Legend of Tanjung Menangis (Crying
Cape)” as the story element of their game. The assets and mechanics that were used are
also based on the story itself. Instead of the traditional storytelling of folklore, they
decided to introduce it using a game to entice people, especially children, to learn more
about it. The results that were gathered using a posttest indicate a noticeable
improvement in how the participants can recall the events that transpire in the story.
challenge. With a proper budget, empirical evidence, and public support, it will become
Jablonka (2017) stated that mathematical games are often multiple choice since
manual typing can lead to typographical errors. In addition, students can answer quickly
under pressure. The game can also be used for monitoring the emotions of the child
display simple education in the form of quizzes using role playing methods. The main
character is tasked with attacking ghosts to enter a safe place. Moreover, defeating
enemies gives a sense of accomplishment to the players. The researchers can improve this
33
by having better arena designs, incorporating scoreboards and storyboards, adding a
The synthesis matrix, which provides the list of relevant studies correlated
Table 2.1
Satisfaction
34
TITLE AUTHOR / OBJECTIVES VARIABLES FINDINGS AND
YEAR CONCLUSIONS
35
TITLE AUTHOR / OBJECTIVES VARIABLES FINDINGS AND
YEAR CONCLUSIONS
36
TITLE AUTHOR / OBJECTIVES VARIABLES FINDINGS AND
YEAR CONCLUSIONS
37
TITLE AUTHOR / OBJECTIVES VARIABLES FINDINGS AND
YEAR CONCLUSIONS
38
TITLE AUTHOR / OBJECTIVES VARIABLES FINDINGS AND
YEAR CONCLUSIONS
Development Ilustre, J.M., Bridge the gap Game Based The experimental and
and & Raqueño, of Learning control groups have
Evaluation of A.R. (2020) understanding System comparable results.
Game-Based in their The game-based
Learning Pre-Calculus Topics in learning system was
System for most especially Differential an effective tool to
Differential for the Calculus increase the
Calculus non-STEM performance of the
students who Student students in
were not able to engagement Pre-Calculus.
take and learning
Pre-Calculus in outcome
their senior
high school
strand
Identifying Ismail, N.Y., Outline the Student survey Game based learning
Game Thammajind development of can be a viable tool to
Variables a, O., & GBL variables Game be used for teaching.
from Thongpanya, from the variables For it to be effective,
Students’ U. (2019) research stakeholders need to
Surveys for question(s) into see the viability of it
Prototyping the developers’ when it comes to
Games for flow chart, to teaching. Game
Learning be responsive to developers should
the GBL design game-based
beneficiaries’ learning apps with
preferences and proper awareness of
expectations the game’s purpose
and its use.
39
TITLE AUTHOR / OBJECTIVES VARIABLES FINDINGS AND
YEAR CONCLUSIONS
40
TITLE AUTHOR / OBJECTIVES VARIABLES FINDINGS AND
YEAR CONCLUSIONS
41
TITLE AUTHOR / OBJECTIVES VARIABLES FINDINGS AND
YEAR CONCLUSIONS
The Effect of Oztürk, I., & To investigate Gamification It includes visual and
Gamification Korkmaz, Z. the impact of techniques verbal learning of the
Activities on (2019) educational students that allows
Students’ games on Academic information to be
Academic students' achievement retained in a
Achievement academic long-term memory.
s in Social performance Attitude As a conclusion, the
Studies and attitudes. towards the impact of
Course, course gamification over
Attitudes success is proven to
towards the Cooperative be effective to
Course and learning skills students.
Cooperative
Learning
Skills
42
TITLE AUTHOR / OBJECTIVES VARIABLES FINDINGS AND
YEAR CONCLUSIONS
43
TITLE AUTHOR / OBJECTIVES VARIABLES FINDINGS AND
YEAR CONCLUSIONS
Meta-Evalua
tion
44
TITLE AUTHOR / OBJECTIVES VARIABLES FINDINGS AND
YEAR CONCLUSIONS
45
TITLE AUTHOR / OBJECTIVES VARIABLES FINDINGS AND
YEAR CONCLUSIONS
Insights into Tahir, R., & Analyze the Learning, The research
Design of Wang, A.I. fundamental Game factor, describes findings
Educational (2018) Game-based Affective from ongoing research
Games: Learning reactions, that aims to identify
Comparative attributes in Usability, and validate the core
Analysis of existing design Users, dimensions for (GBL)
Design models Environment and the shift
Models dimensional focus
Identify the Design between the
common focused pre-production
features that frameworks (design), production
illustrate their (development), and
value for the Design post-production
design phase principles (testing and
and identify any maintenance) phases
gaps in attribute of the life cycle of
validation and educational game
framework development.
enhancement
research.
Usability,
UsÊr
(LEAGUÊ)
framework
46
TITLE AUTHOR / OBJECTIVES VARIABLES FINDINGS AND
YEAR CONCLUSIONS
47
TITLE AUTHOR / OBJECTIVES VARIABLES FINDINGS AND
YEAR CONCLUSIONS
48
TITLE AUTHOR / OBJECTIVES VARIABLES FINDINGS AND
YEAR CONCLUSIONS
49
Synthesis of the Studies and Literatures
The research mentioned above presents varied analyses of how each finding
relates to and differs from other findings. The research is focused on how gaming
technology to the learning approach. Students that use game-based learning to influence
challenge.
of the study leads to more innovative strategy and gets the students better results or score
compared to the traditional approach. According to McLaren et al. (2017) and Arcagok
continue to penetrate every sector of the economy, it comes as no surprise that the
outcomes for students as well as new opportunities for instructors to apply different
approaches to teaching. In the view of authentic learning, obviously there is a high level
the digital world (Cheng et al, 2019). The new normal of learning gave students the
experience of a sudden transition from face to face to online learning, and some teaching
methods embrace the gamification of education. The pandemic gave the education sector
a breathing space to learn new ways to approach learning as the traditional approach to
learning allows students to embrace the concept quickly, as this generation of current
50
students is more inclined to the Internet than any generations before it. By using online
games for learning, educators may help students strengthen their skills. As Juraschka
(2019), Brevorsky et al. (2019), and Smirderle et al. (2020) stated, game-based learning
allows students to perform beyond the usual perspective with the assistance of mobile;
this implies a paradigm shift into discovery, digital literacy, problem solving, and
creativity. This kind of learning process helps to enhance the quality of understanding
knowledgeable game-based learning environment. As digital games have lost their role as
entertainment, they can help students become more engaged in the educational process
and develop deeper and broader skills when used as teaching tools (Chen, 2017).
Considering the study from the researcher at Bulacan State University, (Armentina et. al.,
2021 and Comia 2021) gamified learning is acceptable when the particular subject is
applied to the game. The learning tool can be used to access lectures about the topics and
practice their skills through games and quizzes presented on the GraphIT educational
there are a number of ways in which teachers can be able to achieve these objectives, and
one approach or strategy that is capable of being encouraged through the use of
maximum potential. The combination of both games and educational resources appears
more effective and beneficial to students (Yildirim, 2017; Çakıroğlu et al., 2017).
51
and engagement by incorporating games in educational environments. The current
educational resources present a reliable way of presenting information to students, but the
way, as playing games is one of the most common hobbies of this generation of students.
Using numerous connected research and literary works as a guide, the researchers
subject to learn. According to Jayatilleke et al. (2018) and Dando et al. (2018), an
implemented into the game, it reveals the challenges in the making of a game application.
Technologies have been applied in the teaching and learning process as required by
students' self-esteem and the application of mathematics in the teaching and learning
process (Ramli, Maat, and Khalid, 2020). It has been found that teaching technologies are
being used to attract students, improve their learning outcomes, and that the use of social
media networks is leading to higher levels of student satisfaction. Since game design has
a huge impact on the entertainment flow, it is an indication that correct content should
always compliment the design of the game, according to Andrea & Nursobah (2021) and
Jayatilleke et al. (2018). A cohesive and simple design of both the user interface and user
experience allows players to get more hooked on the gamified learning application, as the
52
The researchers boldly present TryGo: A Mobile Game Application in
PreCalculus with the information gathered that allows students to improve their
53
CHAPTER III
RESEARCH METHODOLOGY
This chapter defined the study's methodology and how the researchers established
and developed the TryGo mobile game application. The study's respondents, research
instruments, statistical treatment of the data, and assessment procedures used for precise
The researchers used the most suitable methodology for the study, which is
order to develop a deeper understanding of the study's problem. This also allowed the
researcher to determine all the possible questions and information to obtain from the
respondents. It focused on answering what, where, when, and how questions rather than
why questions as a basis. In addition, survey tools are essential for collecting answers or
responses to questions from the targeted audience. The researchers used Google Forms to
distribute questionnaires to the respondents that contained questions suitable for the
properly. In this research, the respondents are the deciding factor as to whether the study
progressive development paradigm that emphasizes quick prototyping and rapid feedback
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throughout a lengthy development and testing cycle. This technique enables developers to
easily make several revisions and upgrades to software without having to restart a
development plan from scratch each time. The main advantage of the RAD method is
quick project turnaround, which makes it an appealing alternative for developers working
the planning stage and emphasizing prototype development allows for this quick speed.
and communicate in real time on emerging issues or changes by decreasing planning time
Figure 3.1
Requirements Planning. This is the primary thing needed to develop the game
performance of senior high school students. The first thing that the researchers did was
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User Design. This consists of three iterative phases: Prototype, Test, and Refine.
Prototype. In this stage, the researchers continued gathering data regarding the
Testing. After knowing the features and the expectations of the user, the next step
is the testing stage, where the partial design of the game will undergo testing. This stage
helped the researchers determine which parts of the design needed revision.
Refine. This is the last stage under the user design—the finalization of the design
and features of the game. It would be based on the expectations of the user after testing
faster than they could if they used conventional project management methodologies.
● Coding
● System evaluation
running smoothly and that the final product met the goals as well as the expectations of
the users.
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Cutover. This is the final stage of the Rapid Application Development process,
where the finished product is launched for execution. It includes user training in addition
to data conversion, testing, and changeover to the new system. The researchers and users
The respondents are all first-year students taking the course of BS Mathematics
Bulacan State University, along with all mathematics faculty members within the College
This study has a population size of 297, with 109 students enrolled in Computer
regular and irregular, 32 mathematics faculty, and 6 IT experts as respondents. The total
The sample size was calculated using Cochran’s formula. The researchers desired
First formula:
Second formula:
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Wherein, 𝑛0 = Initial number of samples
𝑍 = Confidence coefficient
𝑝 = Estimated proportion
𝑒 = Margin of error
𝑁 = Total population
Table 3.1
The suggested sample size for each population data was in Table 3.1 and was
acquired using Cochran's formula. It was shown that the total number of respondents is
297, which consists of 259 students, 32 mathematics faculty, and 6 CICT faculty. The
researchers were able to complete the recommended sample size for the students and
CICT faculty. However, only 9 mathematics faculty members were able to evaluate the
system since some faculty members were unavailable during the researchers evaluation
period.
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Research Instrument
The researchers conducted a survey to check the validity of the study. The survey
has questions that the respondents must answer. The study instrument is based on the
Evaluation Instrument for Games, a standard for assessing games developed and verified
Science.
The study's respondents evaluated the system by completing the evaluation form
supplied in order to determine whether the system complies with the requirements stated
below. These standards are provided to the respondents in order to assist them in filling
Players’ Experience. The game tackles the intangible effects of the game for the
user. The focus of this assessment is to quantify these effects in specific areas that allow
improvements to the overall experience offered by the game. The player’s experience
would deal with the game’s ability to provide more value to the user on top of its main
satisfaction, fun, focused attention, relevance, and perceived learning of the respondents
are measured. Confidence was measured by the respondents confidence in learning the
game based on the game’s contents. Moreover, the challenge was to determine whether
the game could provide new challenges and interest for the students. Satisfaction and fun
59
advancing in the game and made them feel happy by using the mobile application.
Furthermore, the respondents focused their attention on the game by finding something
interesting or unique within it, as well as relevance, which captured their interest, related
to their course, and allowed them to contemplate the game as an adequate teaching
method. Additionally, perceived learning was included in the calculation of the game's
game is. Usability was defined by the users’ perspective of the game, whether they find it
helpful and easy to use or understand or not. It allows the users to easily define each
aspect of usability, which means that the game is able to present its technical aspects in a
simple and concise way. Moreover, usability has sub-categories to further estimate the
game’s acceptability, such as aesthetics, learnability, operability, and accessibility. For the
aesthetics, the game design was observed, as were the text and color choices. Besides
that, learnability and operability are simply determining if the game is adaptable by the
respondents and whether the instructions or rules are easy to understand. Furthermore,
accessibility distinguished the font and colors chosen for the entire game.
Table 3.2
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3 Good performance.
The researchers used the Likert Scale shown in Table 3.2 to interpret the answers
of the respondents. A 5-point rating means that the system’s performance significantly
exceeded the respondent’s expectation, while a 4-point rating generally surpassed the
criteria. Consequently, a 3-point rating met the criteria for the system’s performance.
However, the 2-point rating system barely met half of the criteria, while the 1-point rating
All the gathered data in this research was coded and entered into a data matrix
using the Microsoft Excel software. The following statistical procedures were also
observed:
All the information collected by the researchers is classified and presented based
on the research instrument and the defined problem. The results were examined in detail.
Each respondent had an option, with one being the lowest and five being the highest,
depending on their experience using the TryGo mobile game application. The weighted
mean was the statistical tool used by the researchers in smoothing out the collected data
and enhancing the accuracy of the research result. It would also be an indication of what
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Table 3.3
Table 3.3 was shown to interpret the values of each selected option of the
respondents to create a weighted mean. Each of the mean ranges was used to represent a
specific trait, whether the mobile game application is highly acceptable, acceptable, fairly
acceptable, slightly acceptable, or not acceptable to the respondents. The respondents are
completely satisfied with the existing system if it is highly acceptable, however, minor
improvements are expected if the respondents find the game acceptable. In addition, the
but major improvements are needed, the respondents find the game slightly acceptable.
Despite that, it is not acceptable if the respondents are dissatisfied with the system’s
performance.
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CHAPTER IV
In this chapter, the researchers included the presentation and interpretation of the
data gathered in the study. It also includes the software used in building the system, the
graphical user interface (GUI), and the evaluation of the system. The study examined and
interpreted the data gathered as well as the validation and acceptability of the system.
The researcher gets the idea of an all-known Axie Infinity play-to-earn game that
rewards a player in exchange for crypto. Under the influence of the said game, the
researcher developed the TryGo mobile gaming application, which intends to support
senior high school students with their approach to learning mathematics, especially
trigonometry, and offer ways to learn outside the norm. Through the game, students are
The theme of the game was following the storyline that stands as a guide in order
to reach the end. A fictional story that is applicable and connected to its features and
content. Considering the total of three (3) levels, where the respective level conveys the
topic of pre-calculus, which is trigonometry. On the first level, players would answer the
topics of Basic Trigonometric Functions, Solving Right Triangle, and Special Right
Triangle. The second level covers the topics of relating trigonometric functions, the
Pythagorean theorem, and measuring rotation. Lastly, the final level consists of
63
of rotation, and trigonometric identities. These questions will give the player a chance to
attack or damage the enemy when they choose the correct answer. Since the goal of the
game is to help players be able to study the solution provided by the given question. At
the end of the game, a scoreboard shows and allows the player to analyze and view their
overall score after accomplishing all of the stages. The TryGo game added a
player-dependent game option where the players have the ability to play either adventure
or practice mode, both of which have a timer for each respected question and the
privilege to choose after getting the correct answer between the two strategies, which are
damage or shield. while in practice mode, where the player could practice without
The TryGo's mobile game application logo exhibited the purpose of the game for
the user to "Try" and play. It combined the word "trigonometry" into "trigo" denoting that
Figure 4.1
TryGo’s Logo
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TryGo’s Logo. The game logo used a 3D model of a cubic instruction with the word
“Try” on top that is reflecting letters “Y” and “T”. The chosen color of the logo is related
to the colors inside the game, such as the characters and the settings for each stage.
Figure 4.2
Home Screen. This is the landing page of the game after the TryGo application is open.
There are three main buttons, which are the “Adventure”, “Practice” and “About”. The
first two of the main buttons led the user to different game modes, which are the
Adventure game and Practice game. However, the third button led the player to view the
content of the game and details about the creator of the game.
65
Figure 4.3
Adventure Mode
Adventure. In this game mode, players can proceed to the new game or return to the last
game.The last game is just the saved level of the player, depending on whether a stage is
accomplished or unlocked. The game followed with a story of a parent mourning and
looking for their missing daughter. Under the power of the family, anyone would be
thrilled to find the daughter. On the other point of view, one soldier decided to conquer
the challenge just to find and return the lady safely. Thereafter, players proceeded to the
66
Figure 4.4
Storyboard First Scene. Figure 4.4 shows the story behind the game. This storyboard
for the first scene introduced the main characters that encountered during the gameplay.
After establishing the pilot storyboard, it directed the soldier, who acts as the main player,
Figure 4.5
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StageSelect. As shown in figure 4.5, the player proceeds from the given first stage up to
the final stage of the game. Each game consists of three different opponents. The stages
contain nine sub-topics of Precalculus that are focused only on trigonometry lessons. For
each question, there is an equal chance for a player to answer the given Precalculus
problem.
Figure 4.6
First Stage: Basic Trigonometric Functions, Solving Right Triangle and Special Right
Triangle
First Stage Basic Trigonometric Functions, Solving Right Triangle, and Special
Right Triangle. The design of the setting on the first stage of Figure 4.8 starts with a
light color, and a sun portrays a hint that it is the beginning of the soldier’s journey. It
also shows the game questions, and the required answers to the random question of Basic
Trigonometric Functions, Solving Right Triangle, and Special Right Triangle. By the
given timer, the player is about to work out their thinking skills and exert their adrenaline
68
hormone to fight-or-flight while choosing the letter of the correct answer. The
difficult question 120 seconds. As previously indicated, the complexity of the questions
and the allotted time for answering them also determined the enemy's level 1 damage. A
subsequent damage where players take away 5 life from the enemy, a hard question takes
Figure 4.7
Game Strategy. Above is the player's own choice and tactic for the enemy to lose and
empty their lives until the opponent is dead. Employing a hard shield to extend the
player's life further and executing a hard attack strike to damage the enemy.
69
Figure 4.8
PowerUp. PowerUp activates the side player’s beneficial privilege after two consecutive
correct answers are completed. It deals twice the equivalent damage to the opponent,
Figure 4.9
Scoreboard: Stage 1
ScoreBoard. The total score for the level is shown in Figure 4.8, which flashes the total
of correct answers over the total number of questions per level. It is the player’s score
70
after completing the 6 presented questions in the first stage of the game. Another feature
under the scoreboard is saving the previous high score of the player. However, the “Level
Complete” player viewed the score and player’s best score even in “Level Failed”.
Figure 4.12
Storyboard Second Scene. The main character's journey's second incident was guided
toward the second stage, as shown in figure 4.12. Such hints or cues regarding the
the story after completing the first stage by following the tracks and hints. It also included
the narration and lines of the main character and his second opponent. There will be a
skip button in the upper right of the screen. This button can be accessed in all the
71
Figure 4.13
Rotation
Measuring Rotation. The game plot established in Figure 4.13's concept is based on the
before-dark scenario. It also depicts an adversary wearing an arch as armor. Stage two has
the same game play and strategy. Second-Stage hard attacks increased the player’s
damage by 5 with each hit. The player will now answer the topics Relating Trigonometric
Functions, Pythagorean Theorem, and Measuring Rotation, and the second stage still
indicates a timer to challenge the player to manage the given time, and, at the same time,
think of the best strategy to choose. Players can pick a strategy based on their life bar
status, whether they have an extra life or need a hard attack to damage the enemy.
72
Figure 4.14
Scoreboard: Stage 2
Scoreboard: Second Stage. The provided total correct score in figure 4.14 after
completing the game and a button for proceeding to the next level or final stage displays
the same data indication or the best score of the player in the game run. Moreover, it
Figure 4.15
73
Storyboard: Final Stage. Figure 4.15 illustrates the way a soldier is delivered to the
witch in the woods at the last moment of the final level. With the help of evidence in the
last stage, the player finally learns where to find the lost daughter. In order to be able to
save the daughter of this royal family, the player must successfully complete the last
battle stage.
Figure 4.16
4.15, the main character finally sees the daughter and sustains the triumph by correctly
answering questions to gain dominance over the opposition. The third and final stage is
where there remains a potential to save the daughter and finish the three stages. The new
74
answering all the questions. In the final stage, the damage is 15 for easy questions, 20 for
moderate questions, and 25 for hard questions. The player's final battle score will be
displayed at the conclusion of the final level, similar to the stages before this.
Figure 4.17
Storyboard: Ending Scene. At the end of the story, the player can now return the
daughter by completing the three stages. The value of overcoming obstacles and
dedicating time to learning is seen in Figure 4.17. This scenario will lead to the results
75
Figure 4.18
Summary: Total Score. The summary is the player’s score from the beginning of the
game until the end. Players can review the number of the correct answer. By
demonstrating the manner in which to keep winning, results transparency may help
ensure that players maintain their concentration. The Score Summary Screen is a tool for
Figure 4.19
Practice Mode
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Practice Mode. Figure 4.19 sets the graphics based on its objective. For players to focus
more on the questions and their own characters. Practice mode is the second main button,
as seen in Figure 4.3. The player encountered the same trigonometry topics in Adventure
mode. In this mode, the player's life bar is not included. In this manner, the player can
review the question without being concerned about the challenge of playing against an
opponent.
Figure 4.20
About. This button conveys the learning origins and premise of the game "TryGo'' in this
section. It is the channel between the user and the background of the game. An
77
Figure 4.21
About: Creators
About: Creators. The creator's information is likewise accessible to the player. The
Figure 4.22
Game Instruction
78
GameInstruction. TryGo prepared an instruction as shown in Figure 4.22, with the
question mark symbol placed at the homescreen. It indicates what lesson the player will
try to answer with. Furthermore, the damage, timer, and basic techniques of the game
were included.
System Requirements
language. In support of these, other significant tools are engines, and an integrated
development environment was used, specifically Unity Engine version 3.4.1. In addition,
the layout of the system was applied using Adobe Photoshop versions 12.0 and
mobile application. The developed system required a necessary software specification for
the system to function properly. These are the minimum and recommended requirements
of the system, as well as the system’s functions, and features that will be explained below.
Table 4.1
Operating System
Windows 10, and Windows 11
64-bit versions only.
Laptop Graphic API Unity 3D
API 22
RAM
1.5 GB of RAM
79
Operating System
iPadOS 16.3.1, 64-bit architecture
Ipad or Tablet and embedded motion
co-processor.
RAM
3 GB of RAM
Table 4.1 shows the minimum requirements for developing the game, which
comprise hardware and software such as tablets and laptops with a minimum operating
Table 4.2
Specification
Devices
(Minimum Requirement)
Operating System
Android 5.1 (Lollipop)
RAM
Mobile Phones 1.5 GB of RAM
Storage
Free 500MB storage
Screen Resolution
1280x720 resolution
smartphones to play the TryGo game. The mobile device must have at least Android 5.1
(Lollipop) version as its operating system. It is more functional and detailed with Android
version 12 for optimum performance. On the other hand, the minimum RAM (Random
Access Memory) is 1.5 GB in order to work synchronously with the device, and the
minimum storage required is 500MB. Lastly is the screen resolution for the game’s
80
The integrated systems’ functions and features will be explained below. The
Basic Functionalities, discussed the primary goal of the game, such as practice mode and
adventure mode, in which the game mode is selected. The offense and defense engaged
during a game, as well as the level of complexity of the questions offered at each game
stage. Along with this, additional features of the game solution, power-ups, timer, and a
scoreboard.
1. Adventure and Practice - This feature allows the player to choose an adventure
mode to fight enemies while answering the questions. However, in practice mode,
2. Offense and Defense - If the player answers a question correctly, they can
choose attack or defense as their tactic to defeat the enemy. If offensive, the
player can reduce the hit points (HP) of the enemy depending on the level of the
incorrect, the player will skip a turn and suffer random damages. This feature is
moderate, or hard) to the player. The easy card consists of 10 damage or defense
4. Game Stages - When moving on to the next location, the player must unlock
three different stages. New monsters were waiting for each stage. The questions
that will be asked will be restricted to three lessons or topics per level, which are
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The Pythagorean Theorem, Measuring Rotation, Relating Trigonometric
1. Solutions - This feature allows the players to view the correct answer or solution
2. Power Up - The player can double the damage done to the enemy if three
3. Timer - A countdown timer will be flashed after the question is shown. The
allotted time will depend on the questions' difficulty, where easy has 60 seconds,
4. Scoreboard- The total number of correct answers over the total questions.
System Evaluation
The selected freshmen students evaluated TryGo from the College of Science,
Science, Applied Statistics, and Business Application, as well as the selected faculty
members from the Mathematics Department and CICT Department (Allied Courses).
The evaluation form is for the researchers to know how acceptable the developed
game is. The researchers are open to suggestions and comments from the respondents on
how to improve the game and provide a much better experience and outcome. The
respondents were given a set of questions to be read first and explained with the
82
instruction of evaluation. The mobile game application was presented and demonstrated
in terms of features, functions, and capacity. In addition, the mobile game application was
evaluated based on the criteria. Due to the unavailability of some mathematics faculty,
the target number of respondents was not met. The result of the application evaluation
Table 4.3
Evaluation of the
Evaluation of the 1st Evaluation of the
Totality of the
year Respondents Faculty
Respondents
Players Experience
Mean Description Mean Description Mean Description
Rating of Rating Rating of Rating Rating of Rating
1. Confidence.
2. Challenge.
Highly Highly Highly
This game is 4.63 4.563 4.63
Acceptable Acceptable Acceptable
appropriately
challenging for me.
83
3. Satisfaction.
It is due to my
personal effort that I Highly
4.11 Acceptable 4.54 4.15 Acceptable
managed to advance Acceptable
in the game.
I would recommend
this game to my Highly
4.25 Acceptable 4.54 4.28 Acceptable
friends / colleagues. Acceptable
4. Fun.
Highly
4.39 Acceptable 4.563 4.41 Acceptable
I had fun with the Acceptable
game.
Something happened
during the game
(game elements, 4.24 Acceptable 4.375 Acceptable 4.25 Acceptable
competition, etc.)
which made me
smile.
5. Focused
Attention.
There was
4.35 Acceptable 4.375 Acceptable 4.35 Acceptable
something
interesting at the
beginning of the
game that captured
my attention.
I was so involved in
my gaming task that Acceptable 4.438 Acceptable 3.93 Acceptable
I lost track of time. 3.89
I forgot about my
immediate
surroundings while 3.82 Acceptable 4.375 Acceptable 3.86 Acceptable
playing this game.
6. Relevance.
Highly
The game contents 4.02 Acceptable 4.625 Acceptable 4.07 Acceptable
84
are relevant to my
interests.
It is clear to me how
the contents of the 4.55 Highly 4.563 Highly 4.55 Highly
game are related to Acceptable Acceptable Acceptable
the course.
This game is an
adequate teaching Highly
4.37 Acceptable 4.563 4.37 Acceptable
method for this Acceptable
course.
7. Perceived
Learning.
Highly
The game 4.32 Acceptable 4.5 4.33 Acceptable
Acceptable
contributed to my
learning in this
course.
Mean
Highly
4.24 Acceptable 4.5 4.26 Acceptable
Acceptable
Table 4.3 explains the mean rating of the player’s experience and their total mean,
as well as the corresponding interpretation. From the calculated player experience rating
of all the respondents and faculties, the mobile game obtained a mean of 4.24, which
means that the mobile game is “Acceptable” to the selected college of science students.
On the other hand, the evaluation mean score of the Mathematics faculty is 4.53 which
means that the game is also “Highly Acceptable” to them, while the CICT faculty gets a
mean score of 4.46 “Acceptable”. When combined, a mean of 4.5 which is equivalent to
“Highly Acceptable”. Overall, the player's experience of the game based on the totality of
85
the respondents gets a mean score of 4.26, which concludes that the game is
“Acceptable”.
Table 4.4
1. Aesthetics.
2. Learnability.
3. Operability.
Acceptable Acceptable Acceptable
I think that the game is 3.86 4.438 3.92
easy to play.
86
4. Accessibility.
The fonts (size and 4.16 Acceptable 4.313 Acceptable 4.17 Acceptable
style) used in the game
are easy to read.
Table 4.4 shows the mean rating of the respondents based on the mobile game
evaluation from first-year students and faculties, the TryGo criteria reached the game
category of Usability, which obtained a total mean rating of 4.17. However, the computed
Aesthetics result under Usability “The game design is attractive (interface, graphics
cards, boards, etc.)” gets a mean rate of 4.27, which means “Acceptable” and “The text
font and colors are well blended and consistent.“ gets a 4.13 mean rating, which means
that the mobile game’s Aesthetics is “Acceptable” by the 1st year college science
students and faculties. The game's usability is "Acceptable" according to the computed
mean rate for Learnability, which receives a 4.37 mean rate for "I needed to learn a few
things before I could play the game," a 3.92 mean rate for "Learning to play this game
was easy for me," and a 4.01 mean rate for "I think that most people would learn to play
this game very quickly." The criteria for Operability of "I think that the game is easy to
play." gets a mean rating of 3.92 and "The game rules are clear and easy to understand. "
gets a 4.49 mean rating with a combined result for Learnability is marked as
"Acceptable" by the first-year students and faculties. The last criteria of Usability is the
Accessibility of the TryGo game. The mean rate for “The fonts (size and style) used in
the game are easy to read.” is 4.17, and the mean rating for “The colors used in the game
87
are meaningful.” is 4.29 which means the merge result from the evaluation is
“Acceptable”.
From the different types of respondents, the mean from students under TryGo's
Usability gets a mean rating of 4.16 which means that the first-year students marked the
game as “Acceptable”. While the faculty mean rating is 4.447, this indicates that the
game's usability was rated "Acceptable" by the faculties of mathematics and CICT.
Table 4.5
Table 4.5 shows the grand mean of the mobile game application “TryGo” based
on the player’s experience and its usability. The result shows that the game is
88
CHAPTER V
Based on the collected data, the researchers presented their findings about the previously
SUMMARY OF FINDINGS
combination of battle and educational games that aims to enhance the mathematical skills
of the students. This game could be challenging yet interesting to be able to increase the
completion of the research, the researchers have come up with the following:
1. Pre-Calculus is one of the most challenging subjects during the senior high school
years. The content subjects in TryGo were selected based on the results of the
researchers discovered that the game could assist students in having a better
mode, and Power Ups. The Offense or Defense mechanic is triggered whenever
the player answers a question correctly. The damage and the shield given will also
89
correspond to the difficulty of the question. Scoreboard is shown at the end of
each stage and also at the end, which gives a summary of the players’ scores
throughout the game. The story will revolve around a soldier rescuing the princess
that was kidnapped by a witch, and, as mentioned before, the type of gameplay to
be used will be a timed multiple choice. The Adventure/Practice modes will have
the same flow, but the Practice mode will be stripped of the story and the health of
both the player and enemy character. The researchers used C# as the primary
Game Application had acceptable evaluation results. The researchers derived the
following means for each criterion: Players Experience 4.26, and Usability 4.17,
for all of the respondents. The grand mean of the evaluation is 4.22, indicating
environment, notably Unity Engine version 3.4.1, were utilized to support it.
versions 12.0 and Sketchbook version 5.3.1. The constructed system needs a
4. The TryGo: A Mobile Game Application had acceptable evaluation results. The
researchers derived the following means for each criterion: Players Experience
90
4.26, and Usability 4.17, for both respondents. The total mean of the respondents
CONCLUSION
By analyzing the gathered data, the researchers were able to form these
conclusions:
1. The researchers referred to the official lesson plan of the Department of Education
2. The mobile game has two separate game modes: Adventure and Practice mode,
which will have 3 levels of difficulty (easy, moderate, and difficult), where the
damage from both the player’s and the enemy’s damage, shield HP and timer will
be based.
higher than the minimum mentioned will give players’ an optimal experience of
4. The mobile game was able to gather a grand mean of 4.22, which is equivalent to
“Acceptable.” The respondents agree that the mobile game will be an effective
learning tool for PreCalculus and, if deployed, will benefit students and
instructors.
91
RECOMMENDATION
making the game as user and visually friendly as possible. Thus, the researchers
exploring other races such as giants, fairies, elves, and abstract beings, which are
common tropes found in other games. With more enemy variations, multiple
3. Provide cosmetics and player customization. Making one’s character truly their
implement character creation at the beginning and give liberty to the players to
4. Apply a rewards system. A simple rewards program such as daily login rewards
improves the ability of a game to maintain healthy player retention over a long
period of time. Quests are also recommended by the researchers so players can
play the game and be rewarded with points. If implemented, these points can then
92
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