MOBILE EDUCATIONAL GAMES FOR TODDLERS AND PRESCHOOLERS
PRIME DONNA C.
BAGTASO
NIO VINCENT D.
ROJO
InformationStuden
Technology Education
Departmen
t
UM
bagtasoprime
doDigos
[email protected]
Information Technology Education
Department
UM Digos
College
[email protected]APRIL JOY N.
CABALLERO
InformationStuden
Technology
EducationDepartmen
t
UM
apriljoy.caba
llerDigos
[email protected]
NOEL P. SOBEJANA,
DIT
Professor
Information Technology Education
Department
UM Digos
College
E-mail: [email protected] ,
[email protected]
ABSTRA
CT
In the abundance of mobile application in the
market, there is less availability of educational
games particularly for toddlers and preschoolers.
The purpose of this study is to create a mobile
application that would cater the toddlers and
preschoolers
in terms of reading, spelling and
mathematics. The system can help the children
enhance their learning in the said areas of the study
for its urgency and demand for the children in their
early stage more specifically in this age of
technology. The study aimed to check the
efectiveness of the system in the learning of the
toddlers and preschoolers in using the mobile
application as the base instrument of learning and
game as its approach on teaching. The method
that the researchers used in the system
development was the scrum model as an approach.
The platform used by the developers was the
Android Technology using Java Programming as its
base codes. A white-box testing is used to check the
functionality of the system. The result was helpful
and was highly efective based on the feedback from
the users. The researchers believe that a mobile
application is rampant in the market nowadays more
specifically in the field of game, so a full
implementation is highly recommended to make it
accessible in the internet based store for future
challenges and opportunities.
Keywords: Mobile Development, Android
Programming, SCRUM Model,
White-Box Testing
CHAPTER 1:
INTRODUCTION
Project Context
Mobile application is commonly used nowadays in
our society, more specifically in the entertainment
industry where mobile infrastructure is very useful
various aspect of convenience. The common
applications that
had
been released
in a
mobile platform include Role-Playing Game (RPG),
Community Games, etc. The challenge of the
researcher is to create a mobile application that can
highlight the educational factor in its mobile
infrastructure to give importance to learning more
specifically for toddlers.
Significantly, Liang (2011) mentioned that the
intention of using a mobile application is based on
the contextual factors of the users in terms of
adopting one application. Then it is clear enough that
mobile application may be used according to its use
and preferences of the users. Also, according to Mlot
(2013) that 38 percent of kids under two years old
have used a mobile device
based on the recent Common Sense Media research
study with parental monitoring. This could only
mean that it could be possible to have this type of
study to check the efectiveness of education in a
mobile platform.
because of its easy to access operating system
and available in the market.
In a local setting more specifically in Manila,
Philippines one school implemented a mobile
educational technology for all levels lessons,
educational materials, quizzes, examination, etc. are
placed in the mobile application for educational
purpose. This is in accordance to the study of Pabico
(2003). On the study of Leetian et al. (2013) that the
implementation of mobile application is successful
but in voting system so this is so possible to do in a
simple application like mobile toddlers educational
game.
The goal of the mobile educational games for
toddlers and preschoolers is to conceptualize a game
that can leverage the convenient usage of
technology as of this time. Researchers goal is the
same as most game developers had in mind. The
purpose is to facilitate a simple but unique quality of
games set by young IT researchers for the next
generation of students and to access mobile
educational gaming with tutorials as introduced in
the curriculum and social life.
This capstone project aims to develop a mobile
educational application intended for toddlers. This is
highly important for it is based on the study of
Capone & McGregor (2005) that semantic knowledge
of objects can be enriched by shape or function
gestures, thereby improving toddlers' object word
productions therefore it is also efective to develop a
mobile application for toddlers. The application
provides a reading, spelling, and mathematics for
toddlers.
An
Android
Application
is
used
player loses the game the application will give
and show
the score. The player should act
promptly, think wisely and try to analyze the best
answer to the given question otherwise its time
frame will be lessen and may results to game over.
Also part of this application are the tutorials,
each
tutorial consists of a video and various
graphical displays. There are five categories in
tutorials; these are alphabets, body parts, colors,
shapes and numbers. These categories are relevant
to the games provided and need to be familiarized.
Preschoolers and toddlers will be entertained this as
assurance for a better education. To sum it up, this
application will provide tutorials to understand the
game
within
each
category.
Tutorials
are
graphically interactive to establish a catchy and
informative to embed the mind of every child.
Statement
Problem
of
No
available
mobile
application
for
toddlers and preschoolers in the market.
Basic education in an early stage is not
accessible in the market.
The mother as the first teacher is busy
in business related to the financial needs
rather than teaching the kids.
Charts and primary toys are the manual
basis of the parents or teachers in
facilitating and motivating the kids.
and
Researchers designed for mobile device that is
applicable to Android Application Package to run
the typical mobile educational games, real time
tutorials and educational videos seemed to be the
best preference.
The description of the game is that the user chooses
the category what he/she wants to play and there
are five categories of the game specifically
alphabets, body parts, colors, shapes and numbers.
Each game has its time limits and the score is
dependent to the strategy and deepness of each
game. Once the
Common
mistakes
and
redundancy
usually occurs in the children at their early
stages.
Objective of the
Study
The researchers objectives are listed below to give
emphasis on our research:
To develop and test a mobile educational
game for toddlers and preschoolers.
To provide a system that will give a proper
education and entertainment for the
children.
To impart and expose the young kids by
putting up the system which will help them
widen their ability.
To showcase a well-organized system
that will take advantage to the children at
their young ages thru proper interactive
educational game.
To give relevant exercises and challenges
inside the system with enthusiastic research
and standard questions.
the
Here are some of the problems about toddlers and
preschoolers according to
the
contemporary
research that we have conducted:
Purpose
Description
Scope
Limitation
and
The research scope and limitation are subjected to
the following:
Preschoolers The first subject of the research and
the one who will accept the contribution of our
system. They are the big beneficiaries of the said
system.
Toddlers The subject of the research and the
one who will benefit and use this system.
toddlers and preschoolers education may have an
excellent impact into the society.
Parent The one who will guide the children using
this system. They are the primary parental concerns
of this research to come up with the brilliant ideas
and implementation.
CHAPTER
2:
REVIEW
LITERATURE/SYSTEMS
School The institution where the application must
be implemented and inclined.
Teachers They are the benevolent individuals
who will share ideas and knowledge to our dynamic
toddlers and preschoolers inside the institution.
Avid Users Suggested to have applied this system
in humble appearance for basic education and
entertainment.
Significance
the Study
of
The researchers engage themselves into this subject
matter with the care and love to help those children
who want to learn the basic education at the early
stage. Toddlers and preschoolers indulge to use
this application to sustain a convenient way of
teaching.
The
teaching
strategies
and
techniques of our intelligent teachers speed
up for the betterment of the institution.
The study needs further evidence to support our
application in helping the institution. The location of
this application can easily browse to the internet
and install to the mobile phone and android and
must be required to run the browsed application.
Satisfaction of the application to the user must be
abundant and highly increasing to prove the study
of the researchers. Some application must be
adequate and interactive in request so that users
are can able to manipulate the system. Thru this,
OF
RELATED
This chapter reviews and evaluates the current
literature relevant to the use of mobile technology,
using mobile technologies inside the classroom
through efective learning strategies, success of
using technology
integration,
mobile learning,
android phones technology to sustain and support
the based enquiry learning activities for students,
Android Application Package as compatibility, Using
mobile
educational
technologies
to
improve
experiential
learning,
mobile
application
examples
and the mobile game development
process. Researchers explore the key concepts and
issues as well as, key projects that are central to
the research presented in this final citation.
Researchers start with a concise and brief
introduction to mobile application,
focusing
on
the use of mobile technologies nowadays to
penetrate
a
better
education
processes,
emphasizing the aid of technology using the
knowledge where researchers acquire during the
recent school years. Researchers then consider key
projects in this field, looking forward to focus on
inquiry-based with activities related generally
to
the curriculum of information technology
course, over with analysis of the dynamic
theoretical frameworks in this field.
Using
mobile
classroom
strategies
technologies
inside
the
through effective learning
Using mobile technologies inside the classroom
through efective learning strategies in the
beginning is not an easy undertaking to the
educator, there is a complementary perspective
that holds the efective learning strategies through
the use of technology.
Engaging learners is relatively easy, but the
requirement for self- directed and self-motivated
action has given rise to some judgment of the idea
of efective learning, with some researchers (for
example McCullan and Cahoon, 1979; Miettinen,
2000) pointing to the difculties in achieving such
self motivation in learners and suggesting that the
core problem of learning environments is often the
distinct lack of a mechanism to focus the learners
awareness. Another suggested problem is that
learners may spend too little time refecting on their
experience (Vince, 1998).
Mobile learning is convenient in that it is accessible
from virtually anywhere.
Sharing
is
almost
instantaneous among everyone using the same
content, which leads to the reception of instant
feedback and tips. This highly active process has
proven to increase exam scores from the fiftieth to
the seventieth percentile, and cut the dropout
rate in technical fields by 22 percent.
Mobile
learning
also
brings
strong
portability
by
replacing books and notes with small devices, filled
with tailored learning contents in addition to
Crompton (Crompton H, 2013).
Crompton H., 2013 cited in his blog article
(Crompton H, 2013) mobile learning is defined as
learning across multiple contexts, through social and
content interactions, using personal electronic
devices. A form of e-learning distance education, mlearners can use mobile device educational
technology in many locations at their time
convenience. Mobile learning technologies include
handheld computers, MP3 players, notebooks,
mobile phones and tablets. M-learning focuses on
the mobility of the learner, interacting with portable
technologies. Using mobile tools for creating
learning aids and materials becomes an important
part of informal learning.
Success of using technology
integration
Technology integration is the use of technology
resources
computers,
mobile
devices
like
smartphones and tablets, digital cameras, social
media platforms and networks, software applications,
the Internet, etc. Successful technology integration
is achieved when the use of technology is
routine
and transparent, accessible and readily
available for the task at hand and supporting the
curricular goals, and helping the students to
efectively reach their goals. When technology
integration is at its best, a child or a teacher doesn't
stop to think that he or she is using a technology
tool it is second nature. And students are often
more actively engaged in projects when technology
tools are a seamless part of the learning process
(Castaneda, 2009).
In addition to Castaneda, before we can discuss how
to shift our pedagogy or the role of the teacher in a
classroom that is integrating technology, it is
important to first define what "technology
integration" actually means. Seamless integration is
when students are not only using technology daily,
but have access to a variety of tools that match
the task at hand and provide them the opportunity
to build a deeper understanding of content. But how
we define technology integration can also depend on
the kinds of technology available, how much access
one has to technology, and who is using the
technology. For instance, in a classroom with only
an interactive whiteboard and one computer,
learning is likely to remain teacher-centric, and
integration will revolve around teacher needs,
not necessarily student needs. Still, there are ways
to implement even an interactive whiteboard to
make it a tool for your students (Castaneda, 2009).
Willingness to embrace change is also a major
requirement for successful technology integration.
Technology is continuously, and rapidly, evolving. It
is an ongoing process and demands continual
learning.
Mobile
Learning
Crompton H. also defined in his article (Crompton H,
2013) learning is the act of acquiring new, or
modifying and reinforcing, existing knowledge,
behaviors, skills, values, or preferences and may
involve
synthesizing
diferent
types
of
information. The ability to learn is possessed by
humans, animals and some machines. Progress over
time tends to follow learning curves. Learning is
not compulsory; it is contextual. It does not happen
all at once, but builds upon and is shaped by what
we already know. To that end, learning may be
viewed as a process, rather than a collection of
factual
and
procedural
knowledge.
Learning
produces changes in the organism and the changes
produced are relatively permanent.
In addition to Crompton that states human learning
may occur as part of education, personal
development, schooling, or training. It may be goaloriented and may be aided by motivation. The study
of how learning occurs is part of educational
psychology, neuropsychology, learning theory, and
pedagogy. Learning may occur as a result of
habituation or classical conditioning, seen in many
animal species, or as a result of more complex
activities such as play, seen only in relatively
intelligent animals. Learning may occur consciously
or without conscious awareness. Learning that an
aversive event can't be avoided nor escaped is
called learned helplessness. There is evidence for
human behavioral learning prenatally, in which
habituation has been observed as early as 32 weeks
into gestation, indicating that the central nervous
system is sufciently developed and primed for
learning and memory to occur very early on in
development ( Crompton H. 2013).
Play has been approached by several theorists as
the first form of learning. Children experiment with
the world, learn the rules, and learn to interact
through play. Lev Vygotsky agrees that play is
pivotal for children's development, since they make
meaning of their environment through play. 85
percent of brain development occurs during the
first five years of a child's life.
Mobile
Game
Development
Nowadays games may be the leading platform in
consoles, but the games still appeal to the console
like PSP and Nintendo. Games is somewhat never
really disappeared; as a fact it allows the game
developers to preserve such the game concept and
apply modifications and features that would satisfy
gamers of nowadays and also improve the quality
game itself.
The gaming industry of today has reached new
heights and successes oer the past years. It truly
had become a powerhouse industry, and it sure
would be for the coming years. With so much to
choose from all the sorts of entertainment games
through diferent platforms and kinds that now
dominate the market and the concept of games,
which are also being adapted now by many games.
Android Application Package as
compatibility
Android application package (APK) is the package
file format used to
distribute
and
install
application software and middleware onto Google's
Android operating system, and certain other
operating systems, such as Blackberry 10 Devices
with the OS version 10.2.1 or higher.
case with many file formats, APK files can have
any name needed, provided that the file name ends
in ".apk". APK files are a type of archive file,
specifically in zip format packages based on the JAR
file format, with .apk as the filename extension.
Using mobile educational technologies
improve experiential learning
to
Microworlds have been hailed as fexible tools for
enabling powerful insights through the construction
of precise (diSessa,
1986). And they have been used to teach
children about the
concepts and relationships involved in a wide range
of topics, from geometry and mathematics and
interactive ecosystem simulations. The power of
these microworlds comes from their capacity to
provide children with a context in which to explore
discrete space as real and not as abstraction away
from their normal everyday experience of physical
reality (Pufall, 1988).
Early work seeking to employ experiential,
constructivist approaches made use of computers
available at the time, in the form of microworlds that
could be created through the programming of
graphical representations and systems (Papert,
1980). These microworlds were originally conceived
to provide children with a kind of computational
sandbox; a virtual world in which they could
manipulate virtual objects and observes their
interactions.
Recent work has seized upon the opportunities
ofered by mobile technologies to enable these
sandbox contexts into through virtualworld on the
screen but in real physical spaces that can be
explored by learners using mobile and wearable
devices. Colellas seminal work on participatory
simulates using wearable, networked tags drew
Deweys original principles of experiential learning to
develop a learning activity that allowed learners to
experience directly a simulation of a physical space
with the underlying rules that governed the
underlying simulation (Colella,
1998; et al., 2000). This work has since inspired a
number of projects seeking to exploit the capacity of
mobile devices to provide a way of linking physical
experience with the behavior of an information
system. Environmental Detectives (Squire and
Jan, 2007), Savannah (Faceret al., 2004).
Reflecti
on
As long as an over-arching approaches, it is
important to explore particular aspects of learning
that are relevant to developing situated, experiential
learning activities. As has been noted by several
researchers, reflection is a key component to
learning from experience. For example, Ackerman
(1996) says that the refection stepping back from
an experience and inspecting it is essential in order
APK files are analogous to other software packages
such as MSI packages in Windows or Deb packages
in Debian-based operating systems like Ubuntu. To
make an APK file, a program for Android is first
compiled, and then all of its parts are packaged into
one file. An APK file contains all of that program's
code (such as .dex files), resources, assets,
certificates, and manifest file. As is the
to learn from that experience. Thus, enabling
refection should be a key part of designing a
learning activity that is experiential to nature.
Refection can be considered to be an essential
component in developing skills that help the learner
in regulating their own learning processes
(Bransfordet al., 2000) skills which are known as a
meta-cognitive
skills.
Dewey
(1910)
defined
reflection as Active, persistent, and careful
consideration of any belief or supposed form of
knowledge in light of the grounds that support
and further conclusions to which it tends. Dewey
used this term to describe and define a model of
deductive reasoning, e.i. refecting on new and
existing knowledge to apply it to the current
situation.
By managing this process, we can help students
learn through a process of knowledge building (cf.
Scardamalia and Breretier,
2003), rather be than just the knowledge
acquisition. Prensky
refers to an implicit assumption that games do not
naturally
provide opportunities
for
refective
learning, and this has to be designed
in
(Prensky,2001). There are examples of designers
going to great lengths to include structured
reflective activities to
get the most out of off- the-shelf games (Squire,
2004). However, learning if not specifically refection
is increasingly considered to be an inherent
component of gameplay and hence commercial
game design (Gee, 2003). This does not mean that
commercial games designers have recently decided
to start including learning as part of their designs,
rather that learning has always been an inherent
quality of digital game play, and the very processes
of discovering how to play a game requires and
engenders learning (Crawford, 1982). For a game
to be fun, It must have just the right amount of
challenge(Malone, 1980; McFarlaneet al., 2002) and
hence the game designers must have pay attention
to their learning curves within their games, ensuring
that they are neither too hard nor too easy to learn
to play the game, or they may be prompted to
reflect on associated aspects so that they learn
through the game. So the issue of whether
games inherently foster refection by virtue of
requiring learning in order to play them remains an
open one.
Synth
esis
With the above and aforementioned reviews of
related literature and
related
studies,
the
researchers are highly persuaded that the
proposed research study, which is to implement a
game adaption of mobile educational gaming, will be
implemented accordingly with the purpose of
encouraging the mobile games fundamentals and
principles to the consciousness of its players
specifically the young learners from toddlers to
preschoolers. Given that construct of mobile
educational gaming is free and has many technical
features such as its built-in physics engine, scripting/
programming functions and modeling functions that
would facilitate and designing and development
process of the game especially the mobile game is
proposed to be in a android/ mobile perspective, not
to mention the support features and tutorials that
can be obtained from the format of android
application package or known as the APK format.
and reverse pinching to manipulate on-screen
objects, and a virtual keyboard. Despite being
primarily designed for touchscreen input, it also
has been used in televisions, games consoles,
digital cameras, and other electronics.
APK Android application package is the package file
format used to distribute and install application
software and middleware onto Google's Android
operating system, and certain other operating
systems, such as Blackberry 10 Devices with the OS
version
10.2.1.APK
files
are
analogous
to
other software packages such as MSI packages in
Windows or Deb packages in Debian-based
operating systems like Ubuntu. To make an APK
file, a program for Android is first compiled, and then
all of its parts are packaged into one file. An APK file
contains all of that program's code (such as .dex
files), resources, assets, certificates, and manifest
file.
Manifest Files In software packaging, it is common
to list the contents of a distribution in a manifest file.
This file simply enumerates the files which are
included in the distribution, either for processing
by various packaging tools, or for human
consumption. The term is a loan from shipping,
CHAPTER 3: TECHNICAL
BACKGROUND Mobile Game
Design and Infrastructure
The concept in designing the game with its terms,
storyboard and gameplay, the other step, requires
the whole infrastructure. A functional mobile
application system description of the studys
function and its involved processes was the
task of the researchers to be embarked on, the
results of which are graphically represented below.
In addition, a simple discussion on the multimedia
content creation (graphics, characteristics etc.) for
mobile educational games for toddlers and
preschoolers to emphasize and correlatively afects
the human imaginations and creative learning
strategies of every individual. Software design
analysis follows, describing the basic modules
that are used in mobile game programming.
Specifica
tion
Mobile gaming environment consists of many
specifications starting from the programming
content, multimedia content (video, audio, graphics,
etc.) up to the software design. These designs are
highly compatible to android phones, smartphones
and tablets. The researchers are not wholeheartedly
nor
hundred
percent
convinced
since
the
researchers are coping the best, genuine and exact
study.
Android Is an operating system based on the
Linux kernel with a user interface based on direct
manipulation, designed primarily for touch screen
mobile devices such as smart phones and tablet
computers. The operating system uses touch inputs
that loosely correspond to real-world actions, like
swiping, tapping, pinching,
where a ship's manifest would list the crew or cargo
of a vessel. The manifest may optionally contain a
cryptographic hash or checksum of each file. By
creating a cryptographic signature for such a
manifest file, the entire contents of the distribution
package can be validated, as altering any of the files
will invalidate the checksums in the manifest file.
The manifest files usually have a .MF extension, or a
.manifest extension in Windows.
Programming Tools
Programming tools or
software development tool is a computer program
that software developers use to create, debug,
maintain, or otherwise support other programs and
applications. The term usually refers to relatively
simple programs, that can be combined together
to accomplish a task, much as one might use
multiple hand tools to fix a physical object. The
ability to use a variety of tools productively is one
hallmark of a skilled software engineer.
Basic4Android This is a rapid application
development tool for native Android applications,
developed and marketed by Anywhere Software
Ltd.Basic4android is an alternative to programming
with Java and the Android SDK. Basic4android
includes a visual designer that simplifies the process
of building user interfaces that target phones and
tablets with diferent screen sizes. Compiled
programs can be tested in AVD manager emulator or
B4A Bridge, which is enables testing within a real
phone.
Application Software is a set of one or more
programs designed to carry out operations for a
specific application. Application software
cannot
run on itself but is dependent on system
software to execute. Examples of application
software include MS Word, MS Excel, a console
game, a library management system, a spreadsheet
system. The term is used to distinguish such
software from another type of computer program
referred to as system software, which manages and
integrates a computer's capabilities but does not
directly perform tasks that benefit the user. The
system software serves the application, which in turn
serves the user. Examples of types of application
software may include accounting software, media
players, and ofce suites. Many application
programs
deal
principally
with
documents.
Applications may be bundled with the computer and
its system software or published separately, and
may be coded as e.g. proprietary, open-source or
university projects.
Mobile
application
development by which
application software is developed for handheld
devices, such as personal digital assistants,
enterprise digital assistants or mobile phones. These
applications
can
be
pre-installed
on
phones
during
manufacturing platforms]], or delivered as web
applications
using
server-side
or
client-side
processing
(e.g.
JavaScript)
to
provide
an
"application-like" experience within a Web browser.
Application software developers also have to
consider a lengthy array of screen sizes, hardware
specifications and configurations because of intense
competition in mobile software and changes within
each of the platforms. Mobile app development has
been steadily growing, both in terms of revenues
and jobs created. A
2013
analyst
report
estimates
there
are
529,000 direct App
Economy jobs within the EU 28 members, 60% of
which are mobile app developers.
An Integrated Development Environment (IDE)
or interactive development environment is a
software application that provides comprehensive
facilities to computer programmers for software
development. An IDE normally consists of a source
code editor, build automation tools and a debugger.
Most modern IDEs have intelligent code completion.
Some IDEs contain a compiler, interpreter, or both,
such as Net Beans and Eclipse; others do not, such
as Sharp Develop and Lazarus. The boundary
between an integrated development environment
and other parts of the broader software development
environment is not well-defined. Sometimes a
version control system and various tools are
integrated to simplify the construction of a
Graphical User Interface (GUI). Many modern IDEs
also have a class browser, an object browser, and a
class hierarchy diagram, for use in object-oriented
software development.
A Mobile Game is a video game played on a
feature phone, smartphone, PDA, tablet computer,
portable media player or calculator.
This
does
include games played on dedicated handheld
video game systems such as Nintendo 3DS or
PlayStation Vita.
Multimedia
Content
Multimedia subject matter has been one of the most
significant modules of the mobile educational
gaming in checking the order to represent its best
concept and keep the players interested and the
learners more benefited and fascinated on this
study. Best examples are, in development
of
complex educational games, the creativity of this
context requires the perseverance and cooperation
of a highly presentable quality of graphics, captures,
models, level designs, sound efects engines,
directories and videos created by modelers,
engineers, architectures and many professionals. In
the research context that was used inclined graphics
and sound efects as it is described in the following
sections in the proceeding.
Soun
ds
The game was designed to provide player
with sound efects in the following events:
Application starts within the start menu
when the application is being used by a
player to add the entertainment and
amazement subject.
During
the
game,
every
time
the
player want to proceed to the next level,
plays the level and exit the game level.
When the player wants to see the video
tutorials and on click tutorials in every
category.
These sound efects were found on the
internet and innovated or edited by using
In requisites of graphics, the researchers was
decided to create a
.png format for the game, after taking into account
the fact that the educational gaming concept had to
be amalgamated efectively into the structure of the
mobile game. Macromedia Fireworks and Photoshops
was used to design and transform ( by colours, sizes,
shapes and text) logos and images. The basic
models developed for the mobile gaming are
described and shown below.
Audacity (cross platform open
software
for
recording
and
sounds). The sounds are available
heard and to be listened at mobile
smartphones and tablets.
source
editing
to be
phone,
Graphi
cs
Figure 5: sculpts represent
number seven.
This sculpt was used to represent the mobile game
logo when entering the application this is compatible
in smartphones and tablets.
Figure 1: Mobile Game
Logo
Figure 6: sculpts represent
number six.
These images below are created to represent in the
number category from vedio tutorials, on-click
tutorials and its game.
Figure 2: sculpts represents
number 10
Figure 4: sculpts represent
number eight.
These images below are created to represent in
the alphabets category from vedio tutorials, on-click
tutorials and its game.
Figure 7: sculpts represents the twenty six
alphabets in
Englis
h
These images below are created to represent in
the shapes category from vedio tutorials, on-click
tutorials and its game.
Figure 8: sculpts represent inside the shapes category.
These images are selected to be the background in
the mobile application gaming inside the screen. As
it can be easily understood not only from this one,
but also from the models above, the user would have
a educational view of the game and the other events
inside the application. More details about the
background below as follows.
Figure 9: realistic view of the application
Conceptual Framework
The illustration below shows the conceptual
framework of the researchers study. The application
is categorized into five parts each of this category
has a video and on-click tutorial that will facilitate
the young learners and users.
Figure 10: sculpt shows the conceptual framework
of the mobile game.
alphabets
colors
Gam
es
sha pes
bo dy
pa rts
numbers
Ma in
Me nu
alphabets
colors
Tuto rials
sha pes
bo dy
pa rts
numbers
Development
tools
Basic4Android the researchers used this rapid
application development tool for native Android
applications, developed and marketed by Anywhere
Software Ltd. Basic4android is an alternative to
programming with Java and the Android SDK.
Basic4android includes a visual designer that
simplifies the process of building user interfaces that
target phones and tablets with diferent screen sizes.
Compiled programs can be tested in AVD manager
emulator or B4A Bridge, which is enables testing
within a real phone.
Adobe Photoshop- The researchers used this
application in making, editing, altering designs and
graphics for the best and educational presentations.
This is high- technological editor that can be used at
all times.
Adobe Fireworks - The researchers used this
application as the same as, the adobe Photoshop,
in making, editing, altering designs and graphics
for the best and educational presentations. This is
high- technological editor that can be used at all
times at the most convenient way.
Power Director- The researchers used this
application
for creating, editing and designing
videos and graphics for the best and educational
presentations.
The
researchers
chose
this
application because it is easy and convenient to use.
Play the game which is categorized into five
games and corresponds by its video and on-click
tutorials.
Figure 11: sculpt shows the game fow of
the mobile application
Software
Design
The software design includes a wide range of studies
for the best results of the system from planning,
designing and implementation processes to create
well-developed software that will cater the entire
subject and limitations. The context can be
categorized
into
the
following
elementary
components: User Interface, Interaction and Game
Logic.
CHAPTER 4:
Design Components
Game Flow
and
In the study itself, in order to accomplish the stage
of the development of the genuine game, an indepth research on how these three components
(User Interface, Interaction with the player and
game logic)should be act as a team and properly
had to be done.
Figure 17 underneath give relevant images of the
general structures of the mobile application and the
participation of the said three components. The
application is a planned to be downloadable and to
be installed in the smartphones and tablets for it is
badly needed as the requirements procedures in
using the application. Mobile educational games for
toddlers and preschoolers are designed to
emphasize the mobile gaming through interactive
education and learning strategies. The game fow is
sub divided into five categories such as alphabets,
numbers, shapes, colours and body parts. These all
are the main requirements of the basic education
through toddlers and preschoolers.
These are the procedures in accessing and
using the mobile application:
Browsed and download the mobile application
and it is a file formatted to android application package
or .APK.
Installing
into smartphones,
tablets
which are
most compatible
requirement
models.
Open
the
application
with
the
slogan
Play to
Learn
and suddenly the main menu appears.
METHODOLOGY
Requirement
Specification
In order to come up the concept of mobile
applications the
researchers need to complete these requirement
specifications. From the materials needed the
software and the hardware to coordinate its system
outputs.
Materials
Needed
The materials needed in the system to facilitate
the concept of the researchers are the following:
Softwa
re
The intangible part of computer is what we called
software. Software is any part of computer
readable instructions that directs a computers
processes to perform specific task or operations.
These are the following software requirements used
by the researchers in their study:
Basic4android. Developed by Anywhere Software
and its operation software is Microsoft Windows. It is
fornative
Windows
and OS X.(Wikipedia,
The
a
for programming
with 2015).
the Java
and
researchers
used
SDK
Android.
Is
a rapid application
Adobe
and
designing
sculpts
development
tool for
forcreating
native
Android
applications.
that to Photoshop
be embedded
inside
the
mobile
application.
Researchers
Basic4android
includes a visual designer that
use this software
forofthe
best user
results
of images
simplifies
the process
building
interfaces
that
in usingphones
the
target
and tablets with diferent screen
application
and programs
to enhance
sizes.
canthe
be abstract
tested in AVD
Knoll. Compiled
manager emulator or B4A Bridge, which is enables
testing within a real phone. The language itself
is similar to Visual Basic and Visual Basic .Net
though it is adapted to the native Android
environment.Basic4android is an object oriented and
event driven language. Basic4android generates
standard signed Android applications which can
be uploaded to app stores like Google Play,
Samsung Apps and Amazon Appstore. There are no
special dependencies or runtime frameworks
required. (Wikipedia, 2014)
Adobe Photoshop. The researchers used this
software for the best results of photos and
Adobe Fireworks. The researchers used this
software for the best bitmap and vector graphics it
adds a high definition on it. This is easy and
convenient to use and has a lot of features to
be explore.
graphics. It is a raster graphics editor developed
and
published
by Adobe
Systems
Figure 21: sculpt shows the mobile game
development process
Cyberlink Power Director. The researchers used
this software for the high quality of videos. It is
powerful in multimedia editing suite where you can
add the best features of the videos what you want.
Hardw
are
From the definition itself, according to Wikipedia
(Wikipedia,
2014) hardware is the collection of physical
elements that constitutes a computer system.
Computer hardware refers to the physical parts or
components of a computer such as the monitor,
mouse, keyboard, computer data storage, hard drive
disk (HDD), system unit (graphic cards, sound cards,
memory, motherboard and chips), etc. all of which
are physical objects that can be touched (known as
tangible). In contrast, software is instructions that
can be stored and run by hardware.
The researchers study aims to provide adequate and
high technological application to sustain the
efective
learning
strategies.
The
physical
requirements of the study are the following:
Memory Card. This hardware is used as the
storage device where the file format application is
being saved. This includes the location of the
mobile application and its dissemination into
other devices via Bluetooth or other sharing devices.
Lastly, the installation and the proper usage and
conduct of the mobile application also have
dependable on the storage capacity.
MPT Device.
This device represents an MTP or
PTP device connected on the USB host bus.
MTP object information
Designing
the HCI
The researchers have put and create a wellestablished human- computer interaction design to
make sure the essence of the mobile application. It
helps to provide a very important roles or functions
of the mobile gaming through education in a
thorough efective and interactive learning kit
model. The diagram below shows the humancomputer interaction processes.
Figure 13: sculpt shows the processes on how
people interact to mobile application.
Education
al
encapsulates information about an object on an MTP device. This
library provides APIs that let you interact directly with connected
cameras and other devices using the PTP (Picture Transfer
Protocol) subset of the MTP (Media Transfer Protocol)
specification. Your application can transfer and delete files and
metadata from an MTP device. You cannot however create or
modify files or folders on the MTP device as the Android API does
not implement this.
Graphics Design
iPhone & Android. Defined by Wikipedia
(Wikipedia, 2014) that in 2007, Apple Inc.
introduced the iPhone, one of the first mobile
phones to use a multi-touch interface. The iPhone
was notable for its use of a large touchscreen for
direct finger input as its main
means
of
interaction, instead of a stylus, keyboard, or
keypad typical for smartphones at the time. 2008
saw the release
Comprehens
ive
tutorials
of the first phone to use Android called the HTC
Dream (also known as the T-Mobile G1). Android is
an open-source platform founded by Andy Rubin
and
backed
by
Google.
Although Android's
adoption was relatively slow at first, it started to
gain widespread popularity in 2010, and now
dominates the market.
Development
concept
In this technological environment, mobile application
development is ascend and has a rapid growth in
the mobile market. Almost all the institutions,
innovative companies and even small developing
firms
are
involved
in
mobile
application
development
in
a
different
podium.
The
competition is very robust between all software
companies. Their developer gives full enthusiasm
to create and develop most commendable
applications. The diagram below shows the
development concept of the research study.
Figure 14: sculpt represents the work
breakdown structure
Resear
ch
plannin
g
Outline
Survey
Game
s
Mobile
Applicatio
n
Interactive
Prototype
Analy
sis
This page will discuss the research analysis as the
most important
part in the mobile application development which
are the Work
Breakdown Structure and the Cost and Benefit
Analysis. This includes also the (1) Device
Compatible Requirement (2) Device Common
Problems (3) Testing Methods and the Guidelines
(4) The Emulator.
Work
Breakdown
Structure
The research could not be mean as a study
itself without a
breakdown structure, the researchers also done with
this process to come up with a great study and case
analysis. The tasks are never been easy as lifting as
a one kilo of rice but instead a tons of rice, as it
goes it exerts and needs efort to accomplished
every task. The diagram below shows the work
breakdown structure:
Use
Case
Diagram
The use case diagram is a visual representation or
overview of the usage requirements of the system.
This also shows the specification of the system on
how the user interacts with it. The use case diagram
also will enlighten the user itself on how the
System
Analysis and
Design
Designin
g
applicatio
n
Testing
Main
Project
Final
mobile application go through the fow on its
availability and
usefulness. Somehow it is said to be a visual
representation and guide to the young learners as
well as, the user to manipulate the best way they
can do and ease the mobile application. The diagram
below shows how the use case facilitate the user.
Project
Outline
Capstone Project
Survey
and
Researc
h
Applicatio
n
Enhanceme
nt
Cost and Benefit
Analysis
Testin
g
Implementati
on
Development and
Testing
In a few months before the application have been
done with its
development and testing. The mobile application
for toddlers and preschoolers have been done also a
special testing and sampling together with the
researchers, software analysts, advisers, three
panellists and the subject of the research study
inside the institution. The said system is very
interactive and entertaining where learners and
educators can easily cope up with its functions and
graphics displays. A rich variety of these mobile
application relates our toddlers and preschoolers for
it is high-technological and educational with its
contents.
The cost and benefit analysis shows the comparison
of the three examples
like,
Manual
Process,
Using Computer and the Proposed System. These
shows the three elements which are the accuracy,
speed and the cost. The table shows that using
manual process has a 55% accuracy, 50% speed and
10% cost. In using computer the accuracy become
60%, speed become 70% and the cost more increase
into 70%. Lastly, in using the proposed system the
accuracy most increase into 95%, the speed most
increase into 95% and its cost most increase
into
80%
than
in
using manual and using
computer process. The benefit of this mobile
application is that using the proposed system adds a
biggest accuracy and biggest speed compared to the
two processes alternatives. This means that mobile
application is influential and adaptive to learning
and basic education of the toddlers and
preschoolers.
Figure 15: sculpts shows the system
designs and actual outputs of the
mobile application
The methods used in testing is somewhat exposing
the user through
the
well-developed
mobile
application and its consistency gives a definite
highlight with its efciency. Current events of
development and testing was made possible through
the eforts of the people who supported with this
research and eventually gives the confidence of
accomplishing the study.
The application is undergone with diferent
testing in many mobile phones and devices to make
sure the compatibility of the application.
Screensh
ots
The sculpts below represents the main concept of
the mobile application. A highly comprehensive and
interactive games and tutorials that will showcase a
variety of innovative techniques developed by the
researchers as an IT catalysts. Very fascinating as it
looks like where the users satisfaction engage with a
positive comments and suggestions about the
mobile application.
Figure 16: sculpts shows the screenshots
inside the mobile
application.
CHAPTER 5: RESULT &
RECOMMENDATION The level of
acceptability of the system
The research study undergone its testing and
development, performance testing can be applied to
understand mobile application scalability and
probability. This sort of testing is particularly useful
to identify performance bottlenecks in high use
applications. Performance testing generally involves
an automated test suite as this allows easy
simulations of a variety of normal, summit and
exceptional load conditions.
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