Thursday, January 30, 2020

Online gaming Essay Example for Free

Online gaming Essay Is trying to attain the needs of the student with the new scheme of education. The K-12 entails the addition of Music, Arts, Physical Education and Health (MAPEH) subject in grades 1, 2 and 3. Music is a colorful sound that we hear after birth. Playing music for infants in their first year provides for enhancement and benefit in future education. Music has different meaning to every individual. It works as a means of learning, relaxation, and fun. Everyday, young people spend more than four hours watching television, one hour using a computer and one hour of playing video games. No wonder why this era has become the â€Å"digital age†. We can also refer to the current era as a visual age. The demand for new abilities also transformed the workplace. â€Å"The secret sauce comes from our ability to integrate are, music and literature with the hard sciences, that’s what produces an iPod Revolution or a Google.† Friedman says. Today arts are needed by our young people as a means of expression, communication, exploration, and imagination. Arts help us strengthen the critical thinking skills. It also develops cognitive and creative skills. Physical Education plays a critical role in educating the whole student. Like other academic courses of study, physical education is based upon rigorous national standards that define what students should know and be able to do as a result of participation. It is unique to the school curriculum as it is the only program that provides students with opportunities to learn motor skills, develop fitness, and gain understanding about the importance of physical activity. Students will be provided an individualized, developmentally appropriate, and personally challenging instructional program that will advance the knowledge, confidence, skills, and motivation needed to engage in a lifelong, healthy, active lifestyle. In the propose study of the proponents, the students are going to apply and use the application not just for the entertainment but for them to learn on  something like any other word games. But with this study the students are expected to learn words from the subject itself. Statement of the Problem This study find answers to the following questions: 1. Can the new game be an effective tool for learning while keeping players entertained? 2. Can the new game be an effective way of teaching MAPEH and can it be equally effective for enhancing the critical thinking skills of the players? General Objectives The general objective of this study is to implement a word game that enables the learning of the MAPEH subject more exciting. By providing a learning environment that is exciting and entertaining, the hope is to increase learning effectiveness. This game will act as a future learning tool that will assist in the problems that teachers face in expanding a child’s vocabulary. The same can be said for a teacher trying to teach students where Cebuano is not their first language. This application can make players more determined to learn and to advance in the language by forming as many words as they can. It will let the players build and expand their vocabulary and strengthens the advantages of learning and playing this game. Specific Objectives To create an application that is effective in teaching MAPEH subject with fun ï‚ · To create an application that enhances the players’ critical thinking skills Conceptual Framework The concept of the game is that the player inputs the user name after the submission, the player has two options in selecting the type of game, whether a timed game or a non-timed game. If the player selects timed game, the player can select among the four categories; Music, Arts Physical Education, or Health. If the player selects random category, there will be two (2) minutes allotted time for the player to search for possible word/s and if the player find the word/s there will be an additional ten (10)  seconds added to the player’s remaining time. In non-timed game, there will be a leveling stage of difficulty and the player will construct for possible answer in every random category questions. There is a rule in giving hint, in non-timed game, there is a help button for words that were not yet found. The player can hit the hint button every twenty (20) seconds only to have discipline in using hint. The timed game scoring is based on the number of words find while the non-timed game ranking score is based the length of words found. To make the game more interesting and exciting, the proponents added a hall of fame list , wherein it has a ranking of the top 10 players displaying their statistics like longest word found and their achievements that they gain from timed and non-timed game. However, if the player wanted to quit the non-timed game, he can hit the menu button and quit. If the player losses in timed game, there will be a notification box that will pop-up in which the player could choose and decide whether to try again or quit the game and return to main menu. Figure 1.0 The process of the Gameplay Simulation Scope and Delimitation of the Study Scope The study focuses on developing a PC game application of a book worm style game where it contains many categories that are related to MAPEH subject such as Music, Arts, Physical Education and Health. This game, players can choose whether it is timed game or non-timed game. Players can play with different category such as Music, Arts, Physical Education and Health or player can choose a random category. This game has a time limit wherein the player needs to complete the word/s before the time ends. If they can answer questions then points will be given and will be placed in a ranking or players can quit the game and return to main menu. In timed game, players can choose different category or a random category. Players will get a score for every word and if they have the biggest scores they will be put first in a ranking. Delimitation The game will only delimit the following: o It will only focus on related MAPEH subject. o It will only cater 2D Graphics and does not project 3D graphics. o It will only use materials that are educational. All inappropriate topics will be excluded. Significance of the Study Students – This research is significant to the students that find MAPEH as a difficult subject. Teachers – This research is significant to the teachers for they will also learn new learning tools or other way on how to teach MAPEH subject. Players – This research is significant to anybody that plays games since this game can enhance the players critical thinking skills of the subject MAPEH . Future Researchers – Anybody that wished to create the same study can use this as a reference. They will find this helpful. Definition of Terms 2D computer graphics 2D computer graphics are digital images that are computer-based. They include 2Dgeometric models, such as image compositions, pixel art, digital art, photographs and text. 2D graphics are used every day on traditional printing and drawing. Computer Gaming Computer gaming is a type of video game playing that is played on a personal computer, rather than a dedicated video game console. CHAPTER II REVIEW OF RELATED LITERATURE AND STUDIES This chapter contains the review of related literature and related studies that contains relevant and useful information in conducting the research. Related Literatures Study examines potential positive effects of video games Video games have become part of our life. All age groups have a varying degree of experience with video games. Most games have been made for entertainment purposes. Nowadays, there is increasing controversy over the effects of video games. Parents worry about the negative effects of computer gaming on children, they’ve emphasized on the violent behavior and addiction of computer games. However, there are some positive effects which could benefit a person from playing video games. According to Snodgrass (2011), an associate professor of anthropology at Colorado State, video games can have potential positive effects on people. This was researched by examining the  different types of video gaming experiences and the effects they can have on players’ lives, including their self-reported levels of stress, life satisfaction and happiness. In video games, players could develop avatars and complete tasks in cooperation with other players. The complex and highly interactive nature of the game can lead players to feel as though they have become part of a vividly compelling alternate universe. The American Psychological Association (APA) researchers assessed their problem-solving ability by examining the types of cognitive, goal-oriented, game-oriented, emotional and contextual statements they made. Younger children seem more interested in setting short-term goals for their learning in the game compared to older children who are more interested in simply playing and the actions of playing. (Ostrovsky, 2008) Bookworm Deluxe Bookworm deluxe has similar concepts to Mother Tongue Bookworm. The game utilizes 2D graphic visualization, from a grid of available letters; players connect letters to form words. As words are formed, they are removed from the grid and the remaining letters collapse to fill the available space. The players are given a board filled with lettered tiles, and they have to string them together to form words. The player get points for each word and longer words are worth more points. A major benefit of the game is that it increases a player’s vocabulary. (Mueller, 2005) Scrabble Scrabble has been around for more than half a century now. Scrabble is a word game in which two to four players score points by forming words from individual lettered tiles on a game board marked with a 15-by-15 grid. The words are formed across and down in crossword fashion and must appear in a standard dictionary. There are three ways in which the player could benefit from playing this game. One of which is that it builds vocabulary, second is it helps one improve spelling and lastly in developing the skill of anagramming. The game application made by the proponents used this game as inspiration for the board game concept. (Rooni, 2010) Boggle game Boggle game or most commonly known as word factory is a word game designed by Allan Turoff. The game is played using a plastic grid of lettered dice, in which players attempt to find words in sequences of adjacent letters. The game is intended to help children learn to recognize letters and words, to practice hand-eye coordination, and to learn the correct spellings of basic words. (Nickerson, 2007) Synthesis The above mentioned related literature and studies, the proponents viewed that the proposed game application would be feasible and would significantly help those students most specially Kindergarten to Grade 3 students who are under the K to 12 program of the Department of Education. Children nowadays have access to technology that was not available in previous generations and therefore they have a unique opportunity to use this technology to aid in how they learn. By reversing the negative effects of video games, there are benefits that could be gained by players while having fun at the same time. CHAPTER III METHODOLOGY In this chapter, the proponents discussed the method used in this study and the different procedures in the development of the research. Moreover, it also included the research locale, design procedure, design instrument and the timeline of the study and how the gathered data collected and analyzed. http://www.sourcecodester.com/visual-basic/educational-computer-game-thesis.html

Wednesday, January 22, 2020

The Eye Of The World :: essays research papers

Setting:The setting of this story is a fantasy world, with your basic medieval background. It has magic, swordplay, large-scale armies on grassy plains, and a touch of technology. There is the ‘big evil power’ off to the north somewhere that will apparently figure into the series five books down the road, and various evil creatures that battle the good guys. The ‘big good power’ can’t interfere, so it lets the meager humans handle things. Men and women are each clearly defined, with each sex even having different kinds of magic. The guys go insane from theirs, and the women use their power to hunt down those men. Character:There are countless characters in this story, ranging from one-shot guards who die in obscurity, to the Really Big Monsters. All of them are chock full of personality and character, no matter their roles and life span. The main characters, those that live long enough to be considered such, are as follows. There is Rand, a youth from a village who discovers he has strange powers that will one day drive him insane. Egwene, from the same village, also has this power, but apparently the women don’t go insane, and she will have to kill Rand. Naturally, there is a relationship between the two, one that will be put to the test. There are also Moiraine, a sort of elder witch, Lan, the big brawny swordsman, and a whole slew of others that split up and go their separate ways in other books in the series. Plot:The plot follows several different people at once, jumping back and forth when you least expect it. The basic plot is this; an evil entity, namely the antithesis of all that is good and pure, is trying to destroy the world and remake it in his own image. The Creator, a sort of god, has bound him away for all eternity, but a hole is bored into his prison. The Creator uses several young people as his unwitting avatars in the struggle between good and evil. They run away from hideous monsters that chase them through this world, such as a trolloc, a sort of man-beast, and various others. They make their beleaguered way north, until a path is found to a source of ultimate power. In the end, this power is used for good, and the Evil darkness is bound away. Until the next book in the series†¦ It seems like your basic ‘Light against Dark, Good vs.

Tuesday, January 14, 2020

Psychology: Learning by Doing Essay

A news article entitled â€Å"Keeping your DNA fit: Researchers find exercise buffs have ‘younger’ cells† was released by The Philadelphia Inquirer at the Psychology News Report Section of the American Psychological Association online. The news article was about the newest study released last January 28, 2008 stating that exercise could slow down the aging process in human beings. The authors of the study concluded that the people who exercise more take a slower course of aging than those who have been â€Å"chronically sedentary† (Flam, 2008).   The authors supported this claim with the experiment they conducted involving 67 pairs of identical twins where one of the twins had a sedentary lifestyle while the other had been mostly active and exercises regularly (Flam, 2008). The term exercising regularly has been operationally defined as â€Å"more than three hours a week running, cycling, pumping iron, or other vigorous activity† (Flam, 2008). On the other hand, sedentary has been defined as â€Å"less than 16 minutes [of exercise] a week on the average† (Flam, 2008). The comparisons of the twin’s telomeres revealed that those twins who exercise more have longer telomeres. The telomere is the part of the DNA which becomes shorter when it divides (Flam, 2008). For the old people, the telomere becomes too short for the DNA to be capable of dividing and thus, it just shut downs the cells but it continues to exist (Flam, 2008). The research still continues for the authors to be able to refine the study because there is still the â€Å"chicken-and-egg question† of whether it is the exercise that enables the people to stay young or the healthy condition that enables people to exercise more (Flam, 2008). Further studies would need to be done with this as there might be differences in the capacity of people such as the twins. Though they may have the same set of genes, there is still a difference with the environment they live in that makes them a lot healthier than the other twin and enables them to exercise more such as the type and quality of food available and the levels of stress. Indeed, the most appropriate conclusion for the study is that exercise is one of the factors that slow down the rate of aging but is not the sole reason for the slow aging process (Flam, 2008).    The news article was able to identify the basic answers to basic questions. It poses the side of the research itself and the whereabouts but does not even provide the title and authors of the study. The lead author was mentioned but this could do little compared to having the title of the study itself. In addition to this, alternative views were not presented clearly. References Flam, F. (2008). Keeping your DNA fit: Researchers find exercise buffs have ‘younger’ cells. Retrieved January 29, 2008, from http://psycport.apa.org/showArticle.cfm?xmlFile=knightridder%5F2008%5F01%5F29%5F%5F0000%2D0241%2DPH%2DKeeping%2Dyour%2DDNA%2Dfit%2D0129%2Exml&provider=The%20Philadelphia%20Inquirer.

Sunday, January 5, 2020

How Frida Kahlos Experiences Influences Her Artwork

Frida Kahlo was an amazing woman whose many tragedies influenced her to put her stories into her paintings. She was born in July 6th 1907 to a Mexican Roman Catholic mother who was of Indian and Spanish decent and a German photographer father. Frida had three sisters, Mitilde and Adriana, who were older and Christina who was younger. She learned about Mexican history, art and architecture by looking at her father’s photography. When Frida was six she got polio and it was a long time before she would heal completely. After surviving polio, Frida’s right leg became weak and thin, so her father encouraged her to play sports to help her. Frida was a very smart girl even though she missed a lots of school due to the polio. She had a†¦show more content†¦It showed her distaste of the United States in its industrial period which seemed very dirty and dull with the beauty of her beloved homeland with its vibrant colors and Aztec ruins. Another great painting she did wa s called â€Å"My Dress Hangs Here†. This painting, done during the Great Depression, also showed how unhappy Frida was in New York City. The dress alone without Frida in it shows of the way she felt wasn’t there and didn’t belong. It also shows how she saw America in its industrialism with all the big factory buildings and the trash can filled with over flowing trash. Frida did not like the fact that she and other famous people were still having parties and hanging out like nothing was happening. This made her long for her Mexico even more. Finally after 3 years, Frida and Diego moved back to Mexico. This was a time when Frida and Diego fought and argued a lot. Some of Frida’s greatest paintings would be painted during this time. Being back in Mexico allowed Frida to show how talented she truly was when Diego wasn’t always in the spot light, like he was when they were in the United States. Not only did she paint on canvas, she also painted on metals and wood which was going back to the roots of Mexican artwork. At this time she had to have more surgeries due to health problems from the accident earlier in her life. She also found out she could not have any children. TheseShow MoreRelatedKahlo And The Broken Column1199 Words   |  5 Pagesâ€Æ' ‘Discuss how artworks express an artist’s emotions, memories and experiences.’ Make reference to two or more artworks by Frida Kahlo (1907-54) Artworks express an artist’s emotions, memories and experiences by the way they represent themselves in the artwork, this is seen by the Mexican artist Frida Kahlo (1907- 54). Kahlo was influenced by indigenous Mexican culture. This is shown by the use of bright colours and symbolism within her artworks. Kahlo was also influenced by many personal life experiencesRead MoreEssay On Frida Kahlo1342 Words   |  6 PagesFrida Kahlo was one of the most influential female artists in the twentieth century. Being a woman in a misogynistic career, Kahlo did not experience the fame she has today while she was still alive. Through her captivating paintings she reveals the dark side of life, relating to her own experiences. Many articles, bibliographies, movies, and even Frida Kahlo’s diary have been published for scholars, artists, and feminists to discuss the influence Kahlo had on art and society. Although the movieRead MoreComparing the Art Works of Frida Kahlo and Osamu Tezuk a907 Words   |  4 PagesArt Comparison A comparison of the works of Frida Kahlo and Osamu Tezuka based on their cultural significance. Introduction Art and culture are two heavily intertwined concepts. Art can be thought of as an expression of culture and sometimes the influence of art is so great that it can work to transform culture. Therefore the two concepts can have effects on each other that are somewhat cyclical in nature. The two concepts can also both be considered as different forms of expression justRead MoreFrida Kahlo Essay1353 Words   |  6 PagesFrida Kahlo was a half-mexican, half-hungarian painter of the 20th century born Magdalena Carmen Frida Kahlo y Calderà ³n in Coyoacà ¡n, Mexico City on July 6, 1907. During her short lived life, she had many accomplishments. She was a surrealist artist whos paintings reflected her thoughts and feelings. Her creative style was always amazing but confusing. Unfortunately, she lived most of her artistic life in the shadow of her husband, Diego Rivera, and her work was not truly recognized until after herRead More Frida Kahlo: Artist, Feminist, Rebel Essay3022 Words   |à ‚  13 Pages Frida Kahlo is a world-renowned Mexican painter known for her shocking self-portaits filled with painful imagery. Her artwork was seen by many as surrealist and socialist, but she refused the labels put on herself. Until today, her works have been able to exude the same playful and wild feel as before (Fisher n.p). Her legacy as a painter has attracted prominent people like Madonna who has confessed her admiration for the painter. Not only that but fashion designers are frequently inspired by herRead MoreFrida Kahlo Of The Face Of Suffering Essay1831 Words   |  8 PagesThe artwork Frida Kahlo completed during her lifetime was heavily influenced by the suffering triggered by the torment of her physical incapability’s and tumultuous marriage. From physical to romantic to family predicaments Frida Kahlo is the epitome of demonstrating â€Å"alegria [joy] in the face of suffering† (Herrera 6). Born the 6th of July in the year of 1907, Magdalena Carmen Frieda Kahlo was raised in a world with emerged with the cultures of German and Mexican. It was with the cultural influenceRead MoreA Bar At The Folies Bergere1572 Words   |  7 PagesOn the surface it may seem like artwork is meant to have a sole point of focus when viewed, but that is not always the case. Upon further analysis, there are many pieces with multiple significant aspects beyond the initial big picture. While influence may span certain time periods, it is not limited by style, century, or location. Seventeenth century work by artists such as Indian artist Bichitr, Chinese artist Wang Hui, and Spanish artist Diego Velazquez contain examples of this despite their barriersRead MoreHow I Paint My Own Reality2134 Words   |  9 Pagesthe state of self as an individual, personal experiences and who one is outside of collective assembly. Adversely, social identity takes into consideration position in society and belo nging in groups. These may include gender, class and ethnicity among others and shape a person’s sense of self in terms of how much power and social standing they have. Cultural identity is expression of culture and surroundings, like beliefs and traditions. In her art, Frida Kahlo explores all these aspects of who sheRead MoreFrida Kahlo : A Modern Cultural Icon2048 Words   |  9 PagesFrida Kahlo is one of the definitive Latina women in the history of the world. Her image and art are synonymous with the Latin American experience and she is an inspiration to many Latin Americans today. Her life and image have been co-opted by so many people over the years after her death that her life has become a post-modern cultural icon. If you look at Frida’s life, she can be whatever you want her to be. She can be seen as an inspirational artist, Diego Rivera’s wife, a revolutionary, a communistRead MoreAnalysis Of Frida Kahlo2070 Words   |  9 Pagescomes to my chosen artist, Frida Kahlo, her portraits could not be a better example of that saying. All of the 200 paintings done by Frida Kahlo say more about her life and what she experienced than any article I have ever read about her. From her health issues and violent bus accident to her tumultuous marriage with her husband, Diego Rivera is all an influence in her paintings. I chose Frida Kahlo because I believe her paintings are not just something that came to her mind with no real meaning