Professional Documents
Culture Documents
Treasure Juniors A 3D Adventure and Puzzle Android Game Using Unity
Treasure Juniors A 3D Adventure and Puzzle Android Game Using Unity
A Thesis
Presented to the Faculty of
Information and Communications Technology Program
STI College Las Piñas
In Partial Fulfilment
of the Requirements for the Degree
Bachelor of Science in Computer Science
Shenric C. Reyes
Sharmaine C. Rioveros
David Allen M. Dominden
Cris Janmille T. Hernandez
ENDORSED BY:
NOTED BY:
This thesis titled: Treasure Juniors: A 3D Adventure and Puzzle Android Game
using Unity prepared and submitted by Shenric C. Reyes; Sharmaine C. Rioveros;
David Allen M. Dominden; and Cris Janmille T. Hernandez, in partial fulfilment of
the requirements for the degree of Bachelor of Science in Computer Science, has been
examined and is recommended for acceptance an approval.
APPROVED:
Foremost, we, the proponents of this thesis project, Treasure Juniors: A 3D Adventure and
Puzzle Android Game using Unity would like to express our sincerest gratitude to our
Thesis Coordinator, Mr. Nestor Miguel T. Pimentel, and to our Program Head, Mr. Jeano
Frederick U. Ermitaño, for their guidance, support, and suggestion throughout the
project.
Besides our Thesis Coordinator and Program Head, we would also like to acknowledge
our indebtedness and extend our appreciation to all our thesis advisers who contributed to
this project. We had three thesis advisers: Ms. Joyce Ann Roxas for Methods of Research,
Ms. Rosalianne Valiente for CS Thesis 1, and Mr. Miguel Puig for CS Thesis 2. Despite
their tight schedules, we had the pleasure of working with them on this paper, which
helped us find the right path as we learned through our mistakes.
Our thanks and appreciation also go to our friends: Ms. Luiza Padua, Mr. Marvien
Salvador, and Mr. Kyle Ramasta for their ideas that further had a significant impact on
the foundation of the study.
This thesis would not be possible without the people who have willingly helped us in
developing the project, particularly Ms. Carmina Alcantara for the voice-over, Ms. Ivy
Valdez for her title suggestion, editing assistance, and late-night feedback session, and
Mr. Andrew Aligato for sharing his knowledge and ideas throughout the development of
our system.
We would like to thank our family for their unwavering support and understanding while
we were working on our project.
Finally, we would like to express our heartfelt gratitude to our Almighty God for His
guidance and the strength, wisdom, and hope that He has bestowed upon us.
Page
Title Page i
Endorsement Form for Proposal Defense ii
Approval Sheet iii
Acknowledgments iv
Abstract v
Table of Contents vi
List of Tables vii
List of Figures viii
List of Appendices ix
Introduction 1
Background of the problem 3
Overview of the current state of technology 3
Objectives of the study 4
Scope and Limitations of the Study 6
Literature Review 12
Review of related literature, studies, or systems 12
Synthesis 19
Conceptual Framework 20
Treasure Juniors: A 3D Adventure and Puzzle Android Game using Unity 21
Results and Discussions 37
Conclusions and Recommendations 47
References 51
Appendices 56
Table Page
1 Frequency Distribution of the Ages of the Respondents 41
2 Frequency Distribution of the Gender of the Respondents 41
3 Relevance/Standard 42
4 Monitoring Module 43
5 Experience 44
Visual
6 45
Figure Page
1 Conceptual Framework (I.P.O) 20
2 Iterative Waterfall Model 22
3 Use Case Diagram 28
4 Activity Diagram (Main Menu) 29
5 Activity Diagram (Settings) 29
6 Activity Diagram (Parent Account) 30
7 Activity Diagram (Achievement) 31
8 Activity Diagram (Pause Game) 31
9 Activity Diagram (New Game) 32
10 Activity Diagram (Create Account) 33
11 Storyboard A 80
12 Storyboard B 81
13 Storyboard C 82
14 Storyboard D 83
15 Transition Paradigm 85
Appendix Page
A. Gantt Chart of Activities 57
B. Actual Thesis Expenses 60
C. User’s Manual 63
D. Use Case Description 71
E. Storyboard 79
F. K to 12 Kindergarten Curriculum Guide 84
G. Survey Questionnaire 88
H. Letters and Forms 90
I. A* Algorithm 103
J. Documentation 105
K. Thesis Fee 110
L. Curriculum Vitae of the Researchers 111
The Internet has increasingly impacted people’s lives as our world embraces modern
technology. Educational games have been a part of the K-12 experience since the early
1980s (Smith, 2020). Early titles taught kids important arithmetic, history, and problem-
solving concepts, just like games do today. These games helped introduce a whole
generation of kids to technology and laid the groundwork for future educational games.
Over time, technological advances have led to distinctive features of technological
design. Much has changed, but one thing has remained the same – the best educational
games are not just teaching tools – they show children that learning can be fun and
inspire a lifelong desire to learn. The use of games in education has a long history, and
digital educational games are extensively utilized and have become an essential part of
the lives of the youth today.
Children nowadays are part of a generation that grew up with technology like computers,
tablets, cell phones, and the Internet. This generation is called Digital Natives; Prensky
(2001) used the term 'digital native' to describe young people familiar with and active
technology participants. His main premise was that younger people think and learn
differently than older generations because they are exposed to digital technology at an
early age. With advancements in technology in the Philippines, children are becoming
technologically adept. Children tend to utilize smartphones most commonly, either on
their own or, less frequently, shared with another member of their family, to go online,
followed by using Internet access in libraries and Pisonet cafés (UNICEF 2021).
According to SellCell (2019), 12% of children first used a cellphone at ages 5-6 while
5.5% already own their phones in the same age bracket. As for the reason why parents
allow their children to use a phone, 53% of parents believe that phones will benefit the
children with their education. As for the children, 18% of them use their phones for
homework. In a survey carried out by Asurion (2013), 57% of parents have reported that
their children have broken or lost a cellphone. They also found that 38% of parents had to
replace their children's phones at least once in the past 18 months and 51% are those who
FT-ARA-027-01 | STI College Las Piñas 1
replaced more than 2. Furthermore, a tablet is used by 52 percent of the children
surveyed, with the Philippines having the greatest percentage at 76 percent and Japan
having the lowest at 24 percent (An international comparison 2015 - Bahrain, Honduras,
Japan, and the Philippines).
Game-based learning is not a new concept in education. However, education has grown
in popularity in recent years, notably in schools where instructors strive to create a
stimulating learning environment. Digital game-based learning can help instructors create
a 21st-century classroom by taking learning to the next level. The K to 12 curriculums in
the Philippines lists key features including contextualization and localization, spiral
progression, and 21st-century skills. The future graduate is expected to be informational
and technologically proficient, adapting to the requirements of the times. According to
Wang and Lieberoth (2016), Digital Game-based Learning benefits teachers by
motivating students to participate in class activities and enhancing their learning
performance. As a result, teachers can utilize digital games as a reflecting tool to assess
students' learning and help them improve their performance.
In this study, the proponents conduct a study to widen the variety of educational games
by developing a three-dimensional (3D) Android game, specifically for public school
kindergarten students of District 1 in Las Piñas City, Metro Manila Philippines that is
based on the learning competencies of the Department of Education kindergarten
curriculum. The study aims to develop a game that will be an enjoyable and educational
way for players to test their knowledge of the core competencies while also being
accessible to the proponents' target audience.
These concerns drove the researchers to design and develop a game that would cater to
the needs of the public-school kindergarten students of District 1 in Las Piñas for an
application that is based on the curriculum that is being offered by the Department of
Education, focusing on fundamental subjects such as Mathematics and Science, available
to use for the students and accessible as well to the guardians and teachers.
Specific Objectives:
To design and develop a login screen module for the players and their
parents that is easily usable even for those using it for the first time.
The login feature is designed to accommodate both players and parents,
providing them with the ability to log in to their respective accounts. The
user interface design will be intuitive and user-friendly, particularly
catering to young players. Buttons and text will be clear and expressive,
conveying their functions effectively. The positioning of elements within
the module will be deliberate, ensuring that users can quickly and easily
comprehend how to navigate and utilize the interface with clarity and
efficiency.
To create a gameplay module that encompasses the instructional needs of
kindergarten students.
The overall aim of the study is to develop a three-dimensional Android game for public
school kindergarten students, a puzzle game that will help exercise players’ knowledge
and show that learning can be fun and develop a lifelong love of learning.
Android Version – The game can be downloaded and played on any Android
phone having a version of 4.5 and above.
Puzzle Games – The game shall include matching games, drag, and drop, word
games, and memory games designed based on the learning competencies of
Graphics Type – The game will feature three-dimensional (3D) mobile visuals,
including three-dimensional character models and a background platform.
Tutorial – The game must include a tutorial that explains how the game works,
how to create and login into an account, and how to control the character based on
actual movement. A required tutorial section will be added before allowing the
players to play the puzzles and press any other buttons apart from the tutorial
buttons.
Home Module – The game shall have a home module. This is the players'
beginning point before the game. The primary list of options is log-in, settings,
and an exit button.
Settings – The game shall allow the user to customize the game settings
according to their preferences which include volume adjustment, a separate
volume for music, and sound effects.
Login Module - This module is responsible for a registered user to log in to the
game and view all their registered accounts using an Android OS (Operating
System).
Register Module - This module is responsible for registering a new user to the
game. To be able to register, the user must follow these steps. First, the game asks
the user to enter the parents’ full name then after the parents enter their full name,
the next step is the child/player will register in the game, and then the game will
ask the player to input their preferred username and character to play.
Main Menu – The game shall have the main menu module, in which the players
can start the game from the beginning; a continue button, in which the players can
continue the current game data; a settings module, to access configuration
options; an achievement module; in which the player can view their achievements
and rewards; and a logout button, which returns the user to the home interface.
Subject Selection – Treasure Juniors shall have their games divided into two
according to the branch of knowledge it has as a theme. The division of the
Mathematical and Scientific games will be implemented through the main menu,
which will have buttons for each subject. Clicking the buttons will take the player
to another menu where they can start playing with the first sub-domain, and then
FT-ARA-027-01 | STI College Las Piñas 8
proceed to the next one once they finish the first sub-domain. Math will contain
the sub-domains: logic, number and number sense, measurement, geometry,
statistics, and probability. Science will contain the sub-domains: life science,
earth science, and physical science.
Player Score - The game shall keep a record of all the scores obtained by the
child in each game, which will be available for viewing later by the player or the
player's guardian at their discretion. A submit button will be provided in the
proper gameplay for the player to use when they wish to submit their answer to
the question they will face.
Achievements –The player must complete each level of every stage to unlock the
next stage. Each stage has a specific gold badge that the player will receive once
they complete each stage with a perfect score in each level, and it will show on
their achievement module. Once the player completes levels of the final stage, the
player will receive the last fragment of the gold key to obtain the treasure.
Game Rewards – The player will receive a gold coin at every level on each stage
once they complete or answer every quest, the gold coins are collectibles, and it is
equivalent to their scores on every level of each stage. Once the player finishes
every stage, he/she will receive a fragment of the gold key for every stage and the
player must complete all fragments to obtain the treasure. Finally, the player
receives all the fragments of the gold key and when the player opens the treasure,
Pause Menu Module – The user shall be able to pause the game. A pause button
is provided so that the players can take a break from the game whenever they
want. It has an option such as a resume, restart, settings, and back to the main
menu.
Save and Load - The user shall be able to save the game and load it.
Offline Connectivity – The game is played offline since many smartphone users
struggle with connecting to the Internet.
The study and the game application development are limited to the following factors
below.
Solo Player Mode – The game is a solo-player mode that does not encourage
social interaction.
Account Limit – The users are limited to only creating 4 (four) accounts. Once
the limit has been reached, the create account button will be disabled.
Players Data – The players’ accounts and the current game data will be saved
locally and not online.
Time Limit - The game will not have a time limit. A study found that time
constraints have a negative correlation with the outcome or performance of the
player, so the game will be designed without them (Hu, 2019).
Name Text Limit - The players and parents cannot exceed the 12-character limit
and cannot use special characters when entering their preferred username or
name.
Post Creation Character and Name Changes - After players have selected their
character and username during the account creation process, it is important to
note that these choices are permanent and cannot be altered later.
Playing puzzles has several advantages, including training and enhancing cognitive skills,
increasing fine motor skills, improving social skills, promoting creativity development,
and improving moral development in children (Cara, Yogyakarta, 2016). Moreover, an
electronic puzzle is a fun electronic learning tool that encourages children's critical
thinking skills. Electronic puzzles make the abstract idea of two-dimensional forms more
concrete for children and it has been demonstrated to be useful and practical for use in
educational activities (Rahayu & Ladamay, 2021).
According to the findings of a study done by Mulyaningsih & Palangngan (2021), there
are variations in cognitive growth before and after children in kindergarten are given a
puzzle on cognitive development. If a young child is given an educational puzzle game, it
can assist in the child's growth and memory training. This is in line with the research of,
Aral, Gursoy, & Yasar (2012), that puzzles are useful instructional resources that assist
children's cognitive, language, motor, social, and emotional development while also
encouraging creativity and self-care skills and giving learning opportunities while playing
with them. Therefore, practitioners and parents must employ puzzles to assist children's
growth and academic skills. Meanwhile, educational regulations addressing the use of
puzzles as teaching resources in early childhood institutions can be implemented.
Additionally, (Gizir, 2002) found that preschoolers demonstrate growth in imitation,
independence, socialization, protecting their rights, respecting the rights of others, self-
confidence, curiosity, and interest in their environment.
Video games as a learning medium are possibly, the future of education, and have
so much potential for the industry to develop beyond simple entertainment. An
article written by Foster (2019) entitled "Games for Learning and Social Change"
shows that the gaming industry is exerting efforts on this popular medium and its
motivation. Lazerna (2019), a member of the team working on the educational
game "Cognitio Terra", stated that “Video games do not dumb down an
individual but on the contrary, it is an amazingly effective medium for learning
new things while having fun”. Games can also go beyond academics and can also
teach players life lessons such as taking care of the environment and social issues
(Foster, 2019).
With the effects of the pandemic on the education of students, various measures from
limited face-to-face classes to online classes, and gamified learning are taking place and
are still being worked on as the situation changes. DepEd has partnered with Microsoft
Philippines to bring Minecraft Education Edition into the online classroom (Inquirer.net,
2022). According to Undersecretary Alain Del Pascua of DepEd, “To our 900,000
teachers and 23 million learners, use this opportunity to enhance… teaching and learning
through technology,”. Students and teachers will be given an account provided by DepEd
so that they can download the game from on the app store. The way this works is that the
students have been given "worlds", which are the digital space players play in, each
world is specifically designed to teach a specific subject such as chemistry, geography,
algebra, and many more. DepEd will also provide training to teachers so that they can use
their new teaching tools effectively. “The game-based approach is something that we
need to consider, to [encourage] critical thinking, creativity, collaboration, and logical
reasoning [in] solv[ing] local issues and problems.” Mark Anthony Sy (2022). With their
partnership, the option of gamified learning is becoming increasingly viable in the
Philippines.
The educational world has yet to adopt game-based learning because not all studies
suggest that game-based learning produces solely beneficial outcomes. Denham, Mayben,
and Boman (2016) discuss the many reasons why game-based learning has not yet been
adopted by all educators, including inconsistency in empirical evidence, time constraints,
limited resources, the stigma associated with play, methodological flaws in empirical
studies on games, and a lack of evidence-based best practices for integrating games into
the classroom. When planning to employ game-based learning in the classroom,
educators must first understand how to build games that focus on the skills that need to be
taught. During their case study of second graders who struggled with reading, Ronimus,
Eklund, Pesu, and Lyytinen (2019) discovered that when the teacher designed a game-
based intervention, the students improved learning. Moreover, according to Shi & Shih
(2015), there were various distinct ideas on what a game requires, such as mechanics,
visual aesthetics, interaction, freedom, decision-making, and problem-solving. Along
with the game design, instructors must consider how much a student understands
technology and how much a student loves engaging with others before introducing game-
based learning (Lu & Lien, 2020).
When giving hour-long lectures, it is critical to keep your students' interests in mind. Of
course, the gamification of education must be researched more. According to Faiella and
Ricciardi (2015), integration of game elements in class requires more careful
consideration of their strengths and weaknesses rather than thinking of gamification as
the educational panacea which is why researchers are looking into combining games and
education for the best of both worlds.
Kahoot! is an online game where the students are put against each other to gain scores by
answering questions given by the teacher. The top three players are later revealed in the
end, giving them time to boast about their success. It is an extremely popular online
educational tool with 1 billion players (Keane, 2017).
Atomas is an extremely popular mobile game about combining atoms to solve puzzles for
as long as you can. The main premise of the game is to combine similar atoms to create a
new one with a higher atomic number than the last. For example, hydrogen with an
atomic number of 1 will combine to create helium with an atomic number of 2, and so on.
The players will have new atoms come into play which will try to fill out the ring and
will result in a game over if there are too many atoms. Repeated play through its will to
Educational mobile games can help a child's cognitive skills and pique his or her
curiosity. Through gameplay, the importance of education is conveyed. Students become
active players and problem-solvers by inventing their games, according to Baytak et al.,
(2010). Children are naturally engaged in play, which aids brain development and
encourages healthy development. According to Martins et al., (2014) that the usage of
educational games on mobile platforms for children aged 2 to 3 years old is a fantastic
approach to educating them on a variety of subjects. Furthermore, Mcknight et al., (2011)
that children are extremely accepting of mobile technology, and it was possible to get to a
set of meaningful and relevant findings on the relationship between play/learning/user.
In today's world, mobile learning is becoming more prevalent. It is the product of the
digital world's ever-changing period. Since mobile learning entails studying via a mobile
device while connected to the Internet, it may be accessed from anywhere in the globe at
any time. According to ChildHope Philippines (2021), since the COVID-19 pandemic
broke out, online classes in the Philippines will continue. Online classes in the
Philippines are courses delivered via the Internet and are a popular method of flexible
learning. To keep learning, mobile learning is the way to go. Mobile educational gaming
applications are also one of the finest ways to learn on the go. The concept of combining
learning with contextual mobile games as a useful tool for figuring out the impact of
games on students' cognitive achievements in computing education A mobile gaming
The study by Rojo et al., (2021), that is sought to assess the system's performance in the
learning of toddlers and preschoolers by using a mobile application as the primary
learning tool and a game-based teaching strategy. Based on user comments, the end
outcome was both useful and amazingly effective. Mobile apps, according to researchers,
are common in the market today, particularly in the sphere of gaming.
According to Padilla (2011), computer games have become the preferred pastime of the
younger generation. Parents have cause to be concerned about their children's online
safety and the amount of time they spend playing these games, even if they do not want
to deny them enjoyment. FunGuy Studio, a Filipino business that creates online and
mobile apps, has bundled learning and fun into a kid-friendly Internet game called
Sqwishland.com. Sqwishland is a fun and safe game where kids can design their avatars,
play little educational games, explore the globe, and communicate with other kids from
all over the world. Through its mini-games, Sqwishland teaches mathematics and
geography. It also aids in the development of social and communication skills by
allowing multiplayer.
Mamayani is a game set in the 1930s about Filipino women's contribution to the
American and Japanese occupation. It allows players to explore the Philippines during
that era and learn the stories of female characters. According to Genovaña, a member of
the team behind Mamayani, “What we want to teach more people about is the impact of
games in forming a player’s values and social awareness.”
re.Cycle is a game that focuses on taking care of the environment. You play as Pedro,
who is cleaning the streets of Manila with a vacuum in hopes of finding some
information about your grandfather.
Topics relevant to the study were considered and addressed in depth throughout the
literature review. The advantages of puzzle games, game-based learning, and video
games and the challenges or implications of game-based learning for students were
discussed.
The literature review provided the researchers with some references to previous works
and their application in the industry. Some articles support the use of gamified learning
while some warned that it also has some disadvantages nevertheless, there have been
examples that have succeeded in this regard. Different studies game-based learning has a
positive impact and a potential for education's future. Upon analyzing the literature's
relevance, the studies showed that a variety of game-based learning has a positive effect.
Playing puzzle games can assist in the child's growth and memory training. Besides,
educational games activity processes were not only to increase the learning motivation of
individuals but also to provide individuals with interactive learning opportunities. Despite
the advantages of a game-based learning environment, some studies concluded that there
are also disadvantages, which is why it has not been adopted yet by some learning
institutions. This information allows the researchers to create something different while
retaining key factors that may make a successful on its release.
CONCEPTUAL FRAMEWORK
Figure 1 illustrates the conceptual framework using the Input, Process, and Output
(I.P.O.) of the study using the input-process-output model. The study's inputs include the
K to 12 Department of Education kindergarten curriculum under Mathematics and
Science. The game will cover various sub-domains within Mathematics, including logic,
number and number sense, measurement, geometry, statistics, and probability. It will also
incorporate sub-domains within science, such as life science, earth science, and physical
science. Considering these inputs, a 3D Android puzzle game for kindergarten students
will be designed and developed. As a result, the output of the input and process will be
created and can be used by the public-school kindergarten students of District 1 in Las
Piñas City, Metro Manila.
The System Development Life Cycle (SDLC) that the proponents will use for developing
the proposed game is the Iterative Waterfall Model. The Iterative Waterfall Model
focuses on preliminary growth and design that increases with more complexity while
meeting the criteria until the final program is completed. Iterative software development
refers to the practice of producing a product step by step, allowing for the early detection
and rectification of problems to avoid downstream flow into other processes.
Additionally, the Iterative Waterfall Model allows proponents to return to earlier stages
of the game development process to adjust or enhance the proposed game.
1. Systems Analysis
In this stage, the data gathered from the survey conducted prior to the study and the
development of its proposed game will be analyzed. The proponents will map out the
initial requirements, gather the related documents, and create a plan for the first iterative
cycle for the first three months (February 2022 to April 2022).
Requirement Analysis
This part provides the requirements that are vital for game development.
Who - The proponents are responsible for the data gathering, design, and
development of the game with the aid of the provided information of the survey
respondents.
Where – The survey was conducted in District 1, Las Piñas City, Metro Manila
Philippines along with the development, design, and documentation of the study.
When – The documentation of the study began on the third week of March 2022
and the development of the system will be on the first week of September of the
same year.
How – For the methodology of game development, the proponents followed the
Iterative Waterfall Model. After the analysis of the information gathered from the
survey conducted, the proponents understood the main problem of the
respondents. With the understanding of the problem, setting of objectives,
analysis of related studies, and consideration of development requirements, these
processes resulted in the proposed game, Treasure Juniors. Concept sketches were
developed for visual clarity of how the game would look and function, and these
sketches served as references for the development of the actual game.
Functional Requirements
1.1.1 Navigate Players
REQ001. The players must be able to navigate around the game via
navigation buttons.
REQ002. The players must be able to start the game.
REQ003. The players must be able to exit the game from the home
page.
REQ004. The players shall be able to pause, restart, and retry the game.
1.1.2 Record User Data
REQ005. Treasure Juniors shall be able to record users’ game data,
accounts, and update changes in real-time.
1.1.3 Provide Level Access
REQ006. Treasure Juniors shall provide players with the ability to
play desired levels that they have unlocked after meeting the specific
conditions.
FT-ARA-027-01 | STI College Las Piñas 23
REQ007. Treasure Juniors must prevent players from playing locked
levels.
REQ008. Treasure Juniors shall provide visual cues to
determine unlocked and locked levels.
1.1.4 Music and Sound Effects
REQ009. Treasure Juniors will provide music and sound effects
for various events.
Non-Functional Requirements
1.2.1 Operational Requirements
REQ010. Treasure Juniors will operate and can be downloaded on any
Android phone having version 4.5 and above.
1.2.2 Performance Requirements
REQ011. Treasure Juniors shall respond to user input within less than
1 (one) second.
1.2.3 Security Requirements
REQ012. Only players can access information submitted by
themselves.
1.2.4 Cultural and Political Requirements
REQ013. Treasure Juniors will be using the English language and
pirate terminologies exclusively.
After the deployment of the first iteration, the proponents gathered feedback from the
teachers at public schools in District 1 Las Piñas. This process took one week and
includes having the teacher playtest the application, gathering feedback, and
suggestions. After the analysis of feedback based on the last survey conducted, the
proponents can map out the initial requirements again, gather the related documents,
and create a plan for the second iterative cycle for another week starting from January
21, 2023. To summarize the feedback the said teachers provided, it was mostly
composed of audio changes, visual and UI changes, performance improvements,
changes in content material, and more content. Most of this feedback is quality of life
changes such as increasing button size, audio changes, adjusting image sizes, etc.
Requirement Documentation
This section comprises all the software features listed below, which were chosen based
on the requirements and objectives of the game.
Home Interface – the principal options offered to the user at the game's or the
player's beginning point before the game. The primary list of options is login,
settings, and an exit button.
Login Module - this module is responsible for a registered user to log in to the
game and view all their registered accounts using an Android OS.
Register Module - this module is responsible for registering a new user to the
game. To be able to register, the user must follow these steps. First, the game asks
the user to enter the parents’ full name then after the parents enter their full name,
the next step is the child/player will register in the game, and then the game will
ask the player to input their preferred username and character to play.
Settings Module – settings contain specifications that make it possible for the
player to adjust the background music and the sound effects of the game.
Main Menu – it contains a new game button, in which the players can start the
game from the beginning; a continue button, in which the players can continue the
current game data; a settings button; an achievement button; and a logout button.
Tutorial Module – a tutorial is included in the game that shows how to play and
control the character based on the actual movements. To get the players started, it
will be introduced before allowing them to play the puzzles.
Pause Module - a pause button is provided so that the player can take a break
from the game whenever they like. It has options like "return to game" "back to
the main menu", and “restart” on the screen.
Monitoring System – the game will include a parental monitoring system that will
allow parents to track their children's progress in the game. The history of the
percentage scores that the child will obtain as he/she plays will be displayed,
along with suggestions to the parents based on the evaluations when each sub-
domain is completed. The time and duration of the child's game session will also
be displayed so that parents are aware of how much time the child spent on the
application.
Character Selection – the game has male and female playable characters, allowing
users to play whichever character they prefer.
Antagonist - there will be an antagonist in the plot to give conflict. This will also
give a challenging element for the player.
Subject Selection – Treasure Juniors shall have their games divided into two
according to the branch of knowledge it has as a theme. The division of the
Mathematical and Scientific games will be implemented through the main menu,
which will have buttons for each subject. Clicking the buttons will take the player
to another menu where they can start playing with the first sub-domain, and then
proceed to the next one once they finish the first sub-domain. Math will contain
the sub-domains: logic, number and number sense, measurement, geometry, and
Scenes - the game takes place on the sea and island at the end of the game in
which they arrive at an island where the treasure chest is located.
The proponents constructed the suggested game following the methodology, based on the
study's needs. The proponents illustrated all conceivable user interactions that a player
can have with the game system using a use case diagram and an activity diagram, as
shown below.
The proponents used artificial intelligence to implement the pathfinding system for the
playable character and the ship. This allows the controllable entities to move around
obstacles via NavMesh Baking from their starting position to their destination at the
fewest distance traveled possible. The game engine Unity utilizes the A* algorithm for
pathfinding in game development. The A* algorithm is widely used in the game
development industry due to its efficiency and accuracy. The algorithm's accuracy is
determined by the heuristic function employed, which provides an estimate of the
distance between a specific node and the goal node. Its accuracy is also heavily
influenced by the complexity of the environment. The more complex the environment, it
can result in longer processing times or inaccuracy. For additional details, please refer to
Appendix Section I.
During the second iteration, the researchers involved the respondents of the survey
questionnaire as testers for the application. They had the opportunity to test the
application and showcase it during the capstone exhibit held by STI Las Piñas from
January 26-28, 2023. The testers at the event provided valuable feedback, which the
researchers incorporated into their work. This feedback served as a reference for creating
new test cases, allowing the researchers to further refine and improve the application
based on real-world user experiences.
5. Deployment
The built application will be made available to the target users after achieving the
required results in the testing phase. The targeted users will have firsthand experience
interacting with the game during this phase and the proponents will evaluate the game's
efficacy by conducting surveys among teachers to determine whether their intended users
are satisfied with the game’s performance and content. This phase will last for 1 month.
Following the successful testing phase in the second iteration, where the desired results
were achieved, the application is now ready to be released as the latest version on the
Google Play Store. Once released, the proponents will actively analyze and gather
feedback from users to identify areas for further improvements and changes. This
feedback-driven approach will enable the proponents to continually enhance the
application based on user input, ensuring that it meets the evolving needs and preferences
of its users.
After the analysis of the user feedback from the second iteration, the programmers will
now implement said feedback and additional changes that are not specifically mentioned
by the users, but the proponents believe would improve the enjoyment of the application
such as bug fixes, optimization, and further quality of life improvements. This will ensure
that the game continues to provide the users with updated content and change those that
they find undesirable so that the application continues to satisfy the target users' interests.
Hardware/Software
Hardware
To develop the proposed game, the developers will use AMD Ryzen 5 3500U with
Radeon Vega Mobile Graphics, a 64-bit operating system, an x64-based processor, and a
total of 8 GB RAM system memory.
Software
The proposed game will be developed using the Unity game engine, Microsoft Visual
Studio for coding, Adobe Illustrator for interface design, some free Unity assets, and
Mixamo for 3D models using the Windows 11 Home Single Language operating system,
version 21H2.
The proponents used a descriptive method to evaluate the result of this study. The
evaluation of this study was supported by the data analysis gathered from the respondents
through a survey. The proponents used Slovin’s formula (n = N / (1+Ne2)) in measuring
the number of samples in this study with a margin of error of 5% or 0.5 and a confidence
level of 95%. The population size of the kindergarten teachers in District 1, Las Pinas is
86. Based on the computation using Slovin’s formula, the number of respondents needed
in this study is 71 respondents. The respondents will be requested to rate each item
[Strongly Agree (5), Agree (4), Neutral (3), Disagree (2), and Strongly Disagree (1)]
where Strongly Agree (5) being the highest and Strongly Disagree (1) is the lowest.
The answer of the respondents will be categorically described following Robert Likert’s
Scale:
Pre-survey
Graph 1. Age
As shown in Graph 1, the ages of kindergarten students range from 5 to 6 years old.
Among these, 4-year-old students make up 17% of the responses while 5 years old is at
39%, and 6 years old being the largest of the three with 44%. According to DepEd Order
No. 20, s. 2018, the age qualification for kindergarten students is 5 years old by June 1 of
every calendar year. This guideline aligns with the survey result where many
kindergarten students are 5 and above with some exceptions.
Graph 2
As shown in Graph 2, 8% of respondents answered "yes" against 92% who answered
"none". Some of the respondents that answered yes responded with some examples of
educational Android games such as Minecraft: Education Edition and Kahoot! that also
provide educational content. Although these games are educational, none of these are
based on the DepEd K to 12 curriculum which is what the respondents need.
If there is any, are you satisfied with how the game affects your students’
performance?
Graph 3
If none, do you think that if we made an educational Android game that is based
on DepEd’s syllabus, would said game be helpful in the learning competencies of
kindergarten students?
Graph 4
As shown in Graph 5, an overwhelming 100% of respondents responded "yes" to the
development of an Android educational game based on the DepEd K to 12 curriculums.
With the two previous questions showing signs of a lack of educational games that satisfy
the teachers' needs, they would rather have a new game created that catered to their
needs.
Age. Table 1 shows that 20 out of 71 respondents (28.17%) are 25 to 29 years old, 24 out
of 71 respondents (33.80%) are 30 to 34 years old, 18 out of 71 respondents (25.35%) are
35 to 39 years old, 8 out of 71 respondents (11.27%) are 40 to 44 years old, and 1 out of
71 respondents (1.41%) are ages 45 and above. Based on findings, most of the
kindergarten teachers at public schools in District 1, Las Piñas by age group comprises
about 34 percent belonged to the age group between 30-34 years old followed by 25-29
years old which has 28.17 percent.
Gender. Table 2 shows that 71 out of the 71 respondents (100%) are all female teachers.
It is not surprising since according to the World Bank the percentage of teachers in pre-
primary education who are female (%) in the Philippines was reported at 90.47% in
2018. Philippines - Percentage of teachers in pre-primary education who are female -
actual values, historical data, forecasts, and projections were sourced from the World
Bank in April of 2023.
Relevance/Standard
Table 3 presents the results of the survey questions concerning the instructional needs of
kindergarten students that follows the learning competencies according to the DepEd
curriculum.
Table 3. Relevance/Standard
As can be gleaned from Table 3, shows that the respondents show agreement on the
application's relevance to the objective of being an application specifically made for
kindergarten students and containing content that follows the K12 curriculum. On the
first item, it shows that 66 respondents responded with strongly agree and 5 on agree
with a mean of 4.93 interpreted as Strongly Agree. On the second item, 54 respondents
Monitoring Module
Table 4 presents the result of the parental monitoring module that allows the parents to
supervise and keep track of their child’s history of the game.
Table 4 shows that the respondents responded with high agreement on this section about
the monitoring/parent module. On the first item, 64 responded with strongly agree, and 7
on agree with a mean of 4.90, interpreted as strongly agree. On the second item , 63
responded with strongly agree, and 8 on agree with a mean of 4.89, interpreted as
strongly agree. This data results in an overall mean rating of 4.89, interpreted as strongly
agree.
Experience
Table 5 presents the result of the user experience of the game regarding music and sound
effects, screen resolution, and optimization.
Table 5. Experience
Table 5 shows that the respondents responded with high agreement on this section of the
survey questionnaire. On the first item, 60 responded with strongly agree, and 11 on
agree with a mean of 4.85, interpreted as strongly agree. On the second item, 59
responded with strongly agree, and 12 on agree with a mean of 4.83, interpreted as
strongly agree. On the third item, 67 responded with strongly agree, and 4 on agree with a
In an article written by Illia Belanenko (2023) for eLearning Industry, user experience
serves a significant role in improving player involvement in the video game via music,
animation, navigation, and visual design. A good user experience will immerse the
players into the game as much as possible and is a complement to gameplay where it can
make the game easy to use. It also gives the game a structured foundation on how the
user can find convenience and enjoyment in using the game other than gameplay.
Visual
Table 6 presents the result of the visual elements in the game from gameplay to menu
elements.
Table 6. Visual
Table 6 shows that the respondents responded with high agreement on this section of the
survey questionnaire. On the first item, 61 responded with strongly agree, and 10 on
agree with a mean of 4.86, interpreted as strongly agree. On the second item, 65
responded with strongly agree, and 6 on agree with a mean of 4.92, interpreted as
strongly agree. On the third item, 67 responded with strongly agree, and 4 on agree with a
mean of 4.94, interpreted as strongly agree. This data results in an overall mean rating of
4.91, interpreted as strongly agree.
Based on the response of the respondents, shows that they believe that the application
conforms to create an aesthetically appropriate visual design based on the pirate theme
and is appropriate for the age range of five to six years old. According to godisageek.com
(2022), graphic design should follow a set of rules for every visual element present in the
game. UI should be appropriate to the general theme and must present an appropriate
amount of information clearly without overwhelming the player with information
overload. To delve deeper into the clear presentation of information, the visual elements
must be clear so that they do not blend with other elements causing confusion to press.
Appropriate color choices must be made to keep the general theme while providing
ample contrast between the visual element and the background.
This chapter presents the summary and conclusion acquired from the course of
conducting the study to develop an offline, Android-based 3D educational game for
public school kindergarten students ages five (5) to six (6) years old of District 1 in Las
Piñas City, Metro Manila that adheres to the Mathematics and Science competencies
listed in the K to 12 Basic Education Curriculum by the Department of Education. It also
provides recommendations that may be considered by the target schools.
The study was conducted within the public schools of District 1 Las Piñas which teaches
kindergarten students ages five (5) to six (6). Slovin’s Formula was used for selecting the
samples.
Summary of Findings
The findings of the study were summarized based on the objectives as stated in Chapter
1.
To design and develop a login screen module for the players and their parents
that is easily usable even for those using it for the first time.
The proponents designed and developed a login screen module for the use of the
players and their parents that is required at the start of the application. It was also
demonstrated to the respondents of the survey to show its function and features
for feedback. With the use of a descriptive method to evaluate the results of this
study, the result of Table 5 of the survey in Chapter 4 revealed that the users had a
positive experience with the usability with a mean rating of 4.89 respectively
which is verbally interpreted as strongly agree.
Part of the survey contains questions about the gameplay’s educational content to
To design and develop a parental monitoring module that will allow the
parents to supervise and keep track of their child's progress in the game.
To create a game that allows players to select their preferred subject among
Mathematics and Science under the Kindergarten Curriculum by the
Department of Education and the levels available.
Within the design process of the application, the proponents created a subject
select screen that prompts the player to pick between two islands that represent
Mathematics and Science levels they wish to play. Within these islands, are
smaller islands that represent sub-domains of each subject based on the
Mathematics and Science competencies listed in the K to 12 Basic Education
Curriculum by the Department of Education.
Table 6 of Chapter 4 showed that the proponents overall gave the visual elements
of the game with an overall mean of 4.91 and a verbal interpretation of strongly
visual elements of the game in the survey and during the live demonstration.
Conclusion
1. The respondents expressed favorable reception of the game during the live
demonstration and the statements of the proponents about future changes such as
2. The survey satisfies the objectives raised by the pre-survey conducted by the
proponents beforehand.
The proponents concluded that the game features educational content of Mathematics and
Science based on the Mathematics and Science competencies listed in the K to 12 Basic
at public schools in District 1 Las Piñas to have access to gamified education which is
what the pre-survey has shown to be a tool that the respondents would like to have access
to.
This study revealed the effectiveness of Treasure Juniors as an educational game with a
parental monitoring module and its application for its target audience. With these
proven, the target schools may implement the game as a learning tool for their
2. Parents of the students may make use of the parental monitoring module to track
Al-Azzawi, R., Al-Felita, F., & Al-Blush, M. (2016). Educational Gamification vs. Game
Based Learning: Comparative Study. International Journal of Innovation,
Management, and Technology, 7(4), 132-136.
A., arzana, H. A., & Malik, M. M. (2017). Use of Digital Game-Based Learning and
Gamification in Secondary School Science: The Effect on Student Engagement,
Learning, and Gender Difference. Education and Information Technologies,
22(6), 2767-2804.
Aral, N., Gursoy, F., & Yasar, M. C. (2012). An investigation of the effect of puzzle
design on children's Development Areas. Procedia - Social and Behavioral
Sciences, 51, 228–233. https://doi.org/10.1016/j.sbspro.2012.08.150
Bautista, J. (2022, March 20). DepEd taps video game minecraft as Learning Tool.
Inquirer News.Retrieved April 3, 2022, from
https://newsinfo.inquirer.net/1570754/deped-taps-video-game-minecraft-as-
learning-tool/amp?
amp=1&fbclid=IwAR00yMHAFtTLsBoQIs8xedl5JJKP5xiAqkyuVoelCBJ0huj5
yZXvmemndGQ
Baytak, Ahmet & Land, Susan. (2010). A case study of educational game design by kids
and for kids. Procedia - Social and Behavioral Sciences. 2. 5242-5246.
10.1016/j.sbspro.2010.03.853.
Bennett, S. (2012). Digital Natives. IGI Global. Retrieved April 2, 2022, from
https://www.igi-global.com/chapter/content/64755
Cara, Astuti Y.: mudah asah otak anak. Yogyakarta: Penerbit Flashbooks; 2016.
Denham, A. R., Mayben, R., & Boman, T. (2016). Integrating game-based learning
initiative: Increasing the usage of game-based learning within K-12 classrooms
through Professional Learning Groups. TechTrends, 60(1), 70–76.
https://doi.org/10.1007/s11528-015-0019-y
Faiella F., Ricciardi M. (2015), Gamification and learning: a review of issues and
research, Journal of e-Learning and Knowledge Society, v.11, n.3, 13-21. ISSN:
1826-6223, e-ISSN:1971-8829
Foster, G. (2019, May 25). Games for learning and social change. RAPPLER. Retrieved
April 3, 2022, from https://www.rappler.com/technology/features/231481-games-
for-learning-social-change-feature/?fbclid=IwAR2iuP-
OBm8PY4CXn1Dt52RZD8y4fgmitFHponeKYS67Gl4vTKXaZHH0axA
Gan, X., Yao, Y., Liu, H., Zong, X., Cui, R., Qiu, N., Xie, J., Jiang, D., Ying, S., Tang,
X., Dong, L., Gong, D., Ma, W., & Liu, T. (2020). Action real-time strategy
gaming experience related to increased attentional resources: An attentional Blink
study. Frontiers in Human Neuroscience, 14.
https://doi.org/10.3389/fnhum.2020.00101
Gizir, Z. (2002). The relationship between the development of social behaviors and self-
respect in 4- and 5-year-old preschoolers. Unpublished master’s thesis. Ankara
Üniversitesi, Ankara.
Google. (n.d.). Atomas - apps on Google Play. Google. Retrieved April 5, 2022, from
https://play.google.com/store/apps/details?id=com.sirnic.atomas
Holmes, J. B., & Gee, E. R. (2016). A framework for understanding game-based teaching
and learning. On the Horizon, 24(1), 1–16. https://doi.org/10.1108/oth-11-2015-
0069
Iriswilkey, & Iriswilkey. (2015, November 12). Many babies and toddlers use mobile
devices every day. Iris Wilkey. Retrieved April 2, 2022, from
https://iriswilkey.wordpress.com/2015/11/12/many-babies-and-toddlers-use-
mobile-devices-every-day/
Johnson, J. (2021, April 29). Topic: Coronavirus: Impact on online usage in the U.S.
Retrieved April 2, 2022, from
https://www.statista.com/topics/6241/coronavirus-impact-on-online-usage-in-
the-us/#dossierKeyfigures
Keane, J. (2017). Norwegian edtech company Kahoot! reaches 1 billion players, 40.
million Maus. Tech. eu. Retrieved April 5, 2022, from
https://tech.eu/2017/03/06/kahoot-1-billion-players
Lu, Y.-L., & Lien, C.-J. (2019). Are they learning or playing? students’ perception traits
and their learning self-efficacy in a game-based learning environment. Journal of
Educational Computing Research, 57(8), 1879–1909.
https://doi.org/10.1177/0735633118820684
Martins, S., Silva, C., Marcelino, L. (2014). Mobile Games for Children. In: Rocha, Á.,
Correia, A., Tan, F., Stroetmann, K. (eds) New Perspectives in Information
Systems and Technologies, Volume 2. Advances in Intelligent Systems and
Computing, vol 276. Springer, Cham. https://doi.org/10.1007/978-3-319-05948-
8_44
Michael.logarta.5. (2016, November 17). Pinoy game developers earn global acclaim for
educational word game. GMA News Online. Retrieved April 11, 2022,
from
https://www.gmanetwork.com/news/scitech/technology/589272/pinoy-
game-developers-earn-global-acclaim-for-educational-word-game/story/
Mulyaningsih, E., & Palangngan, S. T. (2021, February 1). Pengaruh Permainan Puzzle
terhadap kemampuan mengenal Lambang Bilangan Pada anak usia Dini. AL.
Retrieved April 7, 2022, from
https://jurnal.iain-bone.ac.id/index.php/algurfah/article/view/1224
Rahayu, S., & Ladamay, I. (2021). The impact of the electronic puzzleon two-
dimensional shapes grouping lesson. IOP Conference Series: Materials Science
and Engineering, 1098(3), 032108.
https://doi.org/10.1088/1757-899x/1098/3/032108
Ronimus, M., Eklund, K., Pesu, L., & Lyytinen, H. (2019). Supporting struggling readers
with digital game-based learning. Educational Technology Research and
Development, 67(3), 639–663. https://doi.org/10.1007/s11423-019-09658-3
Rojo, N. V. D., Bagtaso, P. D. C., Caballero, A. J. N., & Sobejana, N. (2021, January 6).
Mobile educational games for toddlers and preschoolers. SSRN. Retrieved April
9, 2022, from https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3725174.
Shi, Y.-R., & Shih, J.-L. (2015). Game factors and game-based learning design
model. International Journal of Computer Games Technology, 2015, 1–11.
https://doi.org/10.1155/2015/549684
Throne, A. (2020, August 21). 6 proven benefits that educational games have on
children’s mental abilities. Retrieved from: https://bigdata-
madesimple.com/benefits-eduction-games-mentalabilities/?
fbclid=IwAR3vKksb2oR_NliApwNqHa_HnLKuTcaHHgKcDU-
FWR8CduZ4Xo9UoCnraZI
Yang, Z., Chen, M., Wang, S., Song, H., Wu, S., Yang, Z., Feng, S., & Gao, Y. (2021).
Interactive games for improving Pre-school Children's linguistic awareness:
Design and field application. 2021 IEEE International Conference on
Educational Technology (ICET). https://doi.org/10.1109/icet52293.2021.9563099
Approximate
Quantity Specifics Actual Cost
Cost
Noted by:
Approved by:
- First you must have an Internet to access the Play Store, once you open the play
store type the search engine the name of the game “Treasure Juniors” Then it will
show you the logo of the game, then click the game and click the “Install” button.
Also, we have a QR Code for those who want to have easy access to the game,
just scan the code and you will be directed to the game and click the “Install”
button.
- This game is offline so you can access the game without the help of the Internet.
2. How to Login.
- Once you install the game, click the game and it will open and it will show the
Welcome page:
- As you can see there are three (3) buttons, first is the Login Button once you click
the login button it will directly proceed to the login page, the second button is the
Settings Button once you click the settings button it will pop up on your screen
that shows the settings, and lastly the Exit Button once you click the exit button
the game will automatically close.
- Once you have your player account, you will proceed to the next page and it will
show on your screen your name, character, and some specific buttons that you can
choose.
- First button is the New Game Button it is functional for those inexperienced
players in the game.
- Second is the Achievements Button once you click the achievements button it will
show you your achievements in the game, awards, and key fragments that you
need to collect.
- Third is the settings.
- Lastly is the Logout Button once you click the logout button your account will be
logout while your progress in the game will automatically save and you will be
directly on the Accounts page it will show the other accounts that have been
created and the Parent Account for monitoring the player’s progress.
- A text will show that you must visit the Mathematics Island first, once you click
the Mathematics Island it will show Five (5) Different Islands, Different Topics of
the game, and Different Stages, and in every stage t, there are 5 levels of the
game that you must finish to unlock and proceed to the next Stage or Topic of the
game.
- There are some guides you can follow during the game, for example, the Voice in
the background that will tell you what to do and the Hand Pointer that will show
you where to click.
- As you can see there are some buttons at the upper part of your screen, first is the
Back Button once you click the back button it will go back to the Island and show
the first level that you must finish first to proceed to the next level, the second is
the Pause Button once you click the pause button it will show you some buttons
that you can choose whether you want to resume the game, restart the game, or
adjust your volume in the settings, or go back to the main menu page.
- There is one (1) Golden key for each Island the Mathematics and Science, the
player must collect all fragments for each island to obtain the Final treasure.
5. Parent Account
DATA PRIVACY NOTICE: This research pledged to the Philippines’ Republic Act No. 10173, also
known as Data Privacy Act of 2012. We, as researchers, are the protection of fundamental human right of
privacy. With that, in line with the Data Privacy Act of 2012, the study is obliged to secure and protect all
personal data and information gathered from the respondents will only be strictly used for research
purposes. The researchers undertakes that all collected personal information will be kept confidential that
only researchers can access. Furthermore, it will not be shared with any other parties unless written/verbal
consent is established. By upholding this, you acknowledge to answer this survey questionnaire with
utmost honesty and support to take part in the study.
I agree I disagree
The following pages contain the request letter or form of a letter of the researchers, and
the other supporting documents.
Approval Letter A
Figure 16. Result of Pathfinding Algorithm by the study of Abdul Rafiq et al 2020
EDUCATIONAL BACKGROUND
Level Inclusive Dates Name of school/ Institution
Tertiary June 2018 - STI College Las Piñas
present
Senior High June 2016 – May St. Mary’s College of Catbalogan (SMCC)
School 2018
High School June 2012 – May Samar National High School (SNS)
2016
Elementary June 2005 – May Catbalogan III Central Elementary School
2012
AFFILIATIONS
Inclusive Dates Name of Organization Position
May 2020 – Feb TSDC President
2021
May 2019 – Feb CS Elites Representative
2021
SKILLS
SKILLS Level of Competency Date Acquired
Adobe AE Beginner 2021
Adobe Premiere Pro Beginner 2021
Adobe Photoshop Beginner 2021
Android-Studio Beginner 2020
Programming Basic 2020
C# Basic 2018
Java Basic 2016
MS Word
EDUCATIONAL BACKGROUND
Level Inclusive Dates Name of school/ Institution
Tertiary 2019 – present STI College Las Piñas
Senior High 2017 – 2019 AMA Computer College – Naga
School
High School 2013-2017 Camarines Sur National High School
Elementary 2011 – 2013 San Jose South Pili Elementary School
AFFILIATIONS
Inclusive Dates Name of Organization Position
2018 Student Council Auditor
2018 Music Ministry School Org President
Listed in reverse chronological order (most recent first).
SKILLS
SKILLS Level of Competency Date Acquired
HTML/CSS/JavaScript Beginner 2021
SQL Beginner 2021
C# Beginner 2020
Python Intermediate 2020
Java Intermediate 2017
Adobe Photoshop Beginner 2017
MS Office (Word, PPT, Intermediate 2012
Excel)
EDUCATIONAL BACKGROUND
Level Inclusive Dates Name of school/ Institution
Tertiary 2019 – present STI College Las Piñas
Senior High 2017 – 2019 St. Andrew’s School
School
High School 2013 - 2017 St. Andrew’s School
Elementary 2007 – 2013 St. Andrew’s School
AFFILIATIONS
Inclusive Dates Name of Organization Position
2021 San Dionisio Credit Cooperative Member
SKILLS
SKILLS Level of Competency Date Acquired
Japanese Language Basic 2020
EDUCATIONAL BACKGROUND
Level Inclusive Dates Name of school/ Institution
Tertiary 2019 – present STI College Las Piñas
Senior High 2017-2019 STI College Las Pinas
School
High School 2015-2017 Las Pinas East National High School
High School 2013-2015 Pasay City South High School
Elementary 2005-2011 Villamor Air Base Elementary School
SKILLS
SKILLS Level of Competency Date Acquired
Computer Skills Proficient 2013
Communication Skills Proficient 2015
Flexibility / Adaptability Proficient 2015