Escolar Documentos
Profissional Documentos
Cultura Documentos
Ireen A. Barretto
Technological Institute of the Philippines th 165-2 15 Avenue, Cubao Quezon City (+63)9276620934 ireen_barretto23@yahoo.com
ABSTRACT
Braizle Expo is a game that mobilizes learning in terms of mobile gaming. Its goal is to present an interesting yet simply educational game that may help in developing a childs critical thinking and strategic skills. Its main goal is to enable kids to use their thinking capabilities in given situations and patterns bringing modern and enhancing the traditional way of playing toy blocks. Braizle Expo may not just supply enjoyment to kids but may instill values and knowledge that may help them improve their personality.
For kids directly involved in using mobile phones, the game aims to provide them with a useful resource for enjoyment and learning, including a playing environment relative to natural environment. By playing the game, kids will be provided a help in improving their critical thinking and strategic skills. They are aided in developing their visual perceptual skills which deals with their perception to what is seen by their naked eye.
1.3 Objectives
1.3.1 General Objective
The study aims to develop a mobile game that provides learning in such way that it will help kids to use their critical thinking skills in a strategy puzzle game.
1.4.1 Features
The study contains the following features: 2D graphics is used in the development of the game. Stages having different levels of difficulty. Trivia about the main structure in the current game level Different scenarios of puzzle block activities.
1.4.2 Limitations
The study contains the following limitations: Braizle Expo is a single player offline game which means no player may be able to meet in-game. Stages of the game will be limited with a minimum of 3 stages and maximum of 5 if possible.
in regular EC, may change many things in our lives. The vignette also exemplifies pervasive computing, in which services are seamlessly blended into the environment without the user being aware of the technology behind the scenes. This application is also a part of mobile computing, a computing paradigm designed for workers who travel outside the boundaries of their organizations or for people on the move. Mobile computing and commerce are spreading rapidly, replacing or supplementing wired computing. Mobile computing involves mostly wireless infrastructure. Mobile computing may reshape the entire IT field. The technologies, applications, and limitations of mobile computing and mobile commerce are the main focus.[3]
2.1.1.2 Mobile application for the next billion: A Social computing application and a Perspective to sustainability
The focus is on designing and deploying mobile social computing systems for delivering actionable information to next billions users in a sustainable way. Given that people are fundamentally social; their use of information and communications technologies cannot be understood separately from social considerations. Their approach is to use social computing techniques, such as recommendations based on shared participation in a social network, to extend existing social practices in a community and increase the visibility of local knowledge. They introduce the Picture Talk infrastructure that enables them to build mobile, information-sharing applications, such as Rice Talk, that supplement voice interaction with visual scaffolding and social computing techniques.[2]
2.2.1.3 Electronic Banking: Delivering Microfinance Services to the poor in the Philippines
The use of mobile phones is one such innovation that is gaining focus in the Philippines and is proving as an ideal channel for service delivery to microfinance clients, the poor and low-income sector. Banks are seeing that mobile phones could be used in purchases, payments, remittances and other related services. The main enabling factor for the success of this approach is the existing wide network of mobile phone users in the Philippines. Unlike the ATMs and the internet, it is estimated that 43% of Filipinos, or 36 million people, use cellular phones; and the penetration rate is expected to increase by year-end 2005. Several estimates show that market penetration will soon reach 50% of the total population of the country.
The volume of mobile phone usage specifically the short message service, more commonly called in the Philippines as texting, has reached a volume of nearly 300 million texts a day dubbing the Philippines as the texting capital of the world. Aside from the significant volume of mobile phone users, this technology has been one that has served all income groups. The mobile phone industry in the Philippines particularly supports the needs of the low income market because of some key industry characteristics and attributes particularly; (1) the calling party pays system; (2) pre-paid service; and (3) text messages.17 The calling party pays system ensures that the user will not get charged if no calls are made.[6]
2.2.2 Local Studies 2.2.2.1 Something Fishy: A Reef Simulation Game for Mobile Phones
Something Fishy is a mobile game that features a Philippine reef ecosystem, exhibits a variety of species of underwater species, and simulates their food chain process. The player takes on the role of a fish and tries to survive in the hazardous reef environment. He must identify predators and prey, avoid poisonous food, and conserve his energy. It serves as an educational tool for children to appreciate and learn more about the Philippine reef ecosystem and as another instrument to stimulate critical thinking. The target market of the game is grade school children, aged 9-12. The Basic Education Curriculum of the Philippines prescribes that sixth graders be able to construct food chains and food webs to illustrate feeding relationships among organisms. Something Fishy is an implementation of these interrelationships of animals, plants, and the environment. It was written in J2ME and runs on the new Series 60 cellular phones. Something Fishy has interesting features that will make users sharpen their observation skills, develop problem-solving strategies, create and test hypotheses, and learn about food chains, food webs and the reef community. Trivia Pop-up. When you pause the game, selectable items on the screen will be highlighted and you can fire/hit on an organism you want to learn more about. When they hit on a highlighted organism, a trivia about this organism is displayed.[9]
3. TECHNICAL BACKGROUND
Braizle Expo is a mobile game that will work in Nokia phones, the game will be created using different programming and designing platforms; image editing, graphic designing, animation simulation and other useful softwares benefiting with the accomplishment of the study. A simulator will be used in testing the mobile game each and every modifications, enhancements and improvements happen to the game. Listed below are the platforms to be used: Qt 4.7.1 is an open source cross platform mobile programming environment which uses a combination different programming language. It is the main platform used by the researcher in making the mobile game. It is a free C++ class library for platform independent software development. Adobe Photoshop CS5 is a graphics editor and is one of the most popular programs for image manipulation. It is used widely by graphics professionals for all sorts of tasks including website design. This application was used by this study in order to create templates that would enhance the appearance of the games interface and would also edit some graphics which are used in the documentation. Adobe Illustrator CS5 software helps Graphic designers create distinctive vector artwork for any project. Take advantage of the precision and power of sophisticated drawing tools, expressive natural brushes, and a host of time-savers.
4. DESIGN DISCUSSION
AND
METHODOLOGY
Mechanics will display. This will show how the gamers will play the game. The Third Sub Menu is the Quit; it is the menu that lets the player end and leaves the game.
This part discusses the methods and procedures used to gather important facts and related topics concerning how to develop a Puzzle concept mobile game.
5. IMPLEMENTATION PLAN
The researchers find the most efficient applications that could provide all their needs during the Development phase of the mobile game. Braizle Expo is a touch screen concept game in which the user needs to tap the screen of the phone in order to manipulate the game. Qt Application is used as a means to develop the game and in later use it will be deployed in Nokia iPhone series. After the accomplishment of the game the users are now ready to explore and have the chance to grasp basic knowledge while having fun.
www.sersc.org/journals/IJSEIA/vol2_no4_2008/1 .pdf.
[9] Cruz, Katrina Marie, et. al., 2005. Something Fishy: A reef simulation game for mobile phones.
www.recsam.edu.my/cosmed/cosmed05/.../files %5Csubtheme3%5CKMC.pdf.
6.2 Recommendations
The researchers recommend to future researchers to improve the difficulty of the game. Add more features and make the games design more attractive to users. The researchers also recommend that scoring may be implemented in the game.
7. REFERENCES
[1] Gururajan, Raj 2006. A Discussion on Security Risk in Mobile Commerce Business Review, 7(2).pp.9-39. ISSN 1229-6546. University of Southern Queen Land. [2] Danis, Catalina, Bailey, Mark, et. al. Mobile Applications for the next Billions: A Social Computing Application and a Perspective on Sustainability. IBM T.J. Watson Research Center. [3] C05.qxd, August 2004, Abhinav-09 PART II: The Web Revolution, CHAPTER 5: Mobile, Wireless, and Pervasive Computing.
http://www.calstatela.edu/faculty/msabet/c05_ Turban_0471705225.pdf.
[4] January 17, 2011 UC launched Mobile Library. http://www.ucbcf.edu.ph/Home/News?Category=Community&NewsID=27 6 [5] Case Study: Ajinomoto Philippines Corporation (APC), Making waves on the road.
http://www.intermec.com/publicfiles/case/en/Ajinomoto_cs_web.pdf.
[6] Jimenez, Eduardo, Roman, Pia Bernadette Electronic Banking: Delivering Microfinance Services to the Poor in the Philippines. Case Study on Philippines. www.bwtp.org/pdfs/arcm/Jimenez.pdf. [7] Greer, Tyson, May 2008. Ambient Insights: Brain Now?(Directors cut). School Am I Smarter
www.ambientinsight.com/BrainSchool_GreerDir ectorsCut.pdf.
[8] Lee, DoHoon, October 2008.