Android App(Python)

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Bachelor of Science in Information Technology

GAME-BASED ANDROID APPLICATION


FOR PYTHON LEARNING FOR 1ST
YEAR AND 2ND YEAR STUDENTS OF
SCHOOL OF COMPUTER STUDIES AT
CITY COLLEGE OF TAGAYTAY
CONTENTS
I. GENERAL SUBJECT AREA
II. SPECIFIC TOPIC
III. SPECIFICS OF RESEARCH

Introduction
Background of the Study
Research Design
• Objectives
• Manageability
• Importance of the study
• Research Design
I. GENERAL SUBJECT AREA
E-Learning Application using Game-Based Approach

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II. SPECIFIC TOPIC
Game-Based Android Application for Python Learning for 1st year and 2nd
year students of School of Computer Studies at City College of Tagaytay
III. SPECIFICS OF RESEARCH
INTRODUCTION
Modern technology, particularly E-learning, has revolutionized education
by offering digital resources through mobile applications. The COVID-19
pandemic accelerated the shift to distance learning, with studies showing
that tools like lecture recordings and virtual reality enhance active learning
and feedback.
User-friendly E-learning apps, enriched with gamified elements such as
points and rewards, significantly boost student engagement, motivation,
and retention, making them a vital component of contemporary education
strategies.
BACKGROUND OF THE STUDY
City College of Tagaytay offers two courses that involve studying the Python
programming language. Learning Python for first and second-year students, like any
programming language, can be challenging. Traditional classroom teaching methods
often make it difficult for students to grasp specific topics. One common issue
students face is a lack of focus during classes, leading to cramming or panic when
quizzes or exams approach. Adopting alternative learning approaches can help
students study more attentively.
A Game-Based Android application is proposed to improve Python learning among
first and second-year students at the School of Computer Studies in the City College
of Tagaytay. This application will provide students with an additional method to recall
and review what is discussed in class. The Game-Based Android Application will not
only help students but also enhance their knowledge of the Python programming
language.
RESEARCH DESCRIPTION

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Objectives
Generally it aims to:
The general objective of the study is to develop a Python E-Learning Android-based
Application.
Specifically, it aims to:
1. Data Gathering and Analysis
⚬ Conduct a survey to determine the needs and wants of potential users.
⚬ Determine preferred learning methods.
2. Design and Develop Comprehensive Course Content
⚬ Create structured courses from basic to advanced Python, including tutorials,
exercises, and projects.
Objectives
3. Enhance User Interaction through Innovative Features
⚬ Implement carousel navigation for engaging page selection.
⚬ Develop interactive quizzes and game types with immediate feedback
4. Implement User Progress Tracking Mechanisms
⚬ Track progress in courses, quizzes, and exercises.
⚬ Provide personalized learning paths and recommendations.
5.Incorporate Gamification Elements to Boost Engagement
⚬ Integrate badges, achievements, and best scores.
⚬ Organize coding challenges for motivation.
Objectives
6.Personalization through User Authentication
⚬ Develop user profiles to track progress, show top scorers, and set goals.
7.Design a Responsive and Accessible Application
⚬ Ensure the app is mobile-friendly and offers offline access.
8.Gather and Analyze User Feedback for Continuous Improvement
⚬ Use feedback mechanisms to gather insights and update
content/features accordingly.
9.Conduct Evaluation and Testing to Assess Effectiveness
⚬ Perform usability testing and analyze user data to improve and validate educational
impact.
Manageability
SCOPE
This study aims to develop a game-based learning
Android application in Python for first and second year students of the School of Computer Studies to
enhance their engagement, motivation, and practical skills.
The app will be built using Flutter SDK and Dart.
Upon first launch, users enter a username to create a local save file and indicate their Python experience
level. New users start with "Easy" difficulty and unlock higher levels (Medium, Hard, Extreme) as they
progress. Experienced users can access all difficulty levels immediately.
The curriculum includes a range of Python lessons, from introductory topics to advanced concepts like
data structures, categorized by difficulty to match users' learning progression.
Manageability
SCOPE
The home section features a user-friendly layout: the top left displays the user's username and
profile avatar, the top right shows available points, and a display area for showcasing
collectibles. The bottom part of the screen has five navigation buttons for accessing the
inventory, review screen, game screen, gacha screen, and about screen.
The inventory screen manages collectibles, the review screen accesses unlocked lessons, the
game screen allows playing and scoring, the gacha screen uses points for new collectibles,
and the about screen provides game information and developer contact details.
Manageability
LIMITATIONS
• The application is designed to operate offline, which means it will not support real-time interactions
or updates.

• If the application is uninstalled, any progress made by the user will not be saved, and they will need
to start over upon reinstallation.

• 1st and 2nd year students varying levels of computer literacy.

• The application does not guarantee comprehensive coverage of all Python lessons.
Importance of the Study
The development of this application for first and second year students in the School of
Computer Studies at City College of Tagaytay aim to enhance students’ Python learning
through interactive, gamified content following the course’s curriculum, giving motivation,
accessibility, and practical skill development that are important for future careers in the IT
industry.

Moreover, teachers can use this application as an additional resource that they can integrate
into their lesson plans to complement with traditional teaching methods.
Research Design
METHODOLOGY

For our game-based Python learning mobile application, we will be using the Agile
methodology, an incremental approach. We'll start with a planning phase where we
define the app's features and prioritize them based on user needs. Then, we'll break
the project into short development cycles, we will design, develop, test and review
the application to ensure it’s up to standards. This allows us to gather feedback early
and adjust priorities as needed, enhancing collaboration between developers and
users.
Members:

Eina Leiah Monique D. Andrea Fatima Paet


Angcaya

Jade Cezar Mariah Ray L. Rint


THANK YOU!

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