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RIZAL EDITED Grammarian Final

1) The document discusses the development of a mobile game called Rizaliana Adventure Quest that teaches students about the life of Jose Rizal. 2) It aims to make history lessons more engaging and memorable for students by incorporating them into an educational mobile game. 3) The game's mechanics involve answering questions correctly to progress to higher levels, with the goal of promoting knowledge of Jose Rizal's background, achievements, and significance to Philippine history.

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0% found this document useful (0 votes)
367 views

RIZAL EDITED Grammarian Final

1) The document discusses the development of a mobile game called Rizaliana Adventure Quest that teaches students about the life of Jose Rizal. 2) It aims to make history lessons more engaging and memorable for students by incorporating them into an educational mobile game. 3) The game's mechanics involve answering questions correctly to progress to higher levels, with the goal of promoting knowledge of Jose Rizal's background, achievements, and significance to Philippine history.

Uploaded by

MikeKhel
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 64

NORZAGARAY COLLEGE

Chapter 1
PROBLEM AND ITS SETTING

Introduction

Android is a Linux based operating system it is designed primarily for

touch screen mobile devices such as smart phones and tablet computers. The

operating system has developed a lot in last 15 years starting from black and

white phones to recent smart phones or mini computers. One of the most widely

used Operating system nowadays that can create various application is android it

is popular because of its versatility and use friendly interface.

Modern technology has paved the way for multi-functional devices like the

smartwatch and the smartphone. Computers are increasingly faster, more

portable, and higher-powered than ever before. With all of these

revolutions, technology has also made our lives easier, faster, better, and more

fun.

Through this widespread of technology, the computer has been improved

where it incorporates with the demand nowadays. Examples of these

technologies are tablets, mobile phone, computer and mini pads. Most of these

tablets are powered by Android OS system that is used to execute the android

programs. Over the years, operating system has evolved such as the mobile

operating system like Android 8, Android 9 and the latest Android version 10.

Android is the most popular mobile operating system in the world. Android

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development is becoming an increasingly popular field for developers who want

to target a huge and diverse audience. Mobile and even other means of

technology and applications/games are now invading. Programmers and

developers continuously discover and develop new faces, styles of games or

apps which most of the people were looking forward in it.

People are all having this kind of gadget not just for personal and business

but to lessen the boredom from work and daily stressful life. Enjoyment which

might carried from the use of this gadgets and maintaining to use as stress and

boredom relievers. Games are one of the attractive features that the android

tablets, smartphones and touchpad have different version, styles and story of

games makes the common user curious to explore and enjoy from it.

The Philippines was once under the reign of Spain, Japan and America.

During the Spanish Colonial period, a lot of Filipinos suffered physical and mental

abuse.

After the Philippines was discovered by the Spaniards in 1521 and

sovereignty was established in 1571, Philippine literatures underwent a paradigm

shift providing a certain religious feelings and romantic mood, which later on

included a strain of fatalism. Such literatures were mostly oral art, consisting not

only of epics but also of songs, riddles, stories, and debates focused on the

triumph of good over evil. During the Japanese occupation of the islands in World

War II, there was an extensive  Philippine resistance movement (Filipino: Kilusan

ng Paglaban sa Pilipinas), which opposed the Japanese and their collaborators

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with active underground and guerrilla activity that increased over the years.

Fighting the guerrillas apart from the Japanese regular forces were a Japanese-

formed Bureau of Constabulary later taking the name of the old Philippine

Constabulary during the Second Republic.

Background of the Study

The game is about the life of Dr. Jose Rizal and history subject. The

researchers developed a game specially for the students who’s currently taking

History subject. The game mechanics is to answer all the questions and finish

the task for the player to proceed to the next level.

The concept of the game is the thought of how the students nowadays will

remember the life of Dr. Jose Rizal by giving them a quality game experience.

Statement of the Problem

This study aimed to develop a mobile game application but the developers

encounter some problems before developing the app.

Specifically, it sought to answer the following problems:

1. What are the software and hardware requirements in developing

Rizaliana Adventure Quest mobile game?

2. What are the evaluations user’s requirements of the system in terms of?

a) Portability

b) Functionality

c) Usability

d) Efficiency

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e) Maintainability

f) Reliability

3. What is the level of acceptability of Rizaliana Adventure Quest in terms

of correctness, reliability, efficiency, integrity, usability maintainability,

testability, flexibility, portability and interoperationability.

4. Is there significant difference on the tests conducted to the mobile

application?

General Objective

The researchers aimed to develop a mobile game that will promote the

history of Dr. Jose Rizal.

Specific Objectives

1. To give educational knowledge about the life and works of Dr. Jose Rizal.

2. To design a 3D android mobile game.

3. To be knowledgeable, the game comes up with different questions that the

player needs to answer.

Significance of the Study

This study and the application benefits to the following stakeholders:

1. Users (Students and teachers)

The game designed to be knowledgeable, entertaining and simple for

them.

2. Programmers/ IT Students

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This app will be beneficial to the developers as well as IT Students. If they

want to study or to improve this game.

3. History Teachers/ Educators

The teachers will benefit in this app because they can use this as method in

teaching the students the life of Dr. Jose Rizal.

4. Future Researchers

The game will also help the future researchers. If they want to continue

the game and add additional effects, functions, heroes and display they can

contact us to give them advice regarding the app.

5. Norzagaray College

The school will also benefit because they can use this thesis for future

reference.

Purpose and Description

 Purpose - the purpose of this game is to help the beneficiaries in

learning history subject.

 Description - the game is about the life of Dr. Jose Rizal, his family

background, educational background and other achievements.

The study was conducted in order to benefit the user when it comes to

their thinking skills through the task given as well as to give entertainment,

leisure and relaxation from the stressful environment.

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Rizaliana Adventure Quest also has the following capabilities:

1. A main menu that was placed at the beginning of the game where the user

can choose either to enter a new game, exit, watch credits and option.

2. A game pause button wherein the user can pause and resume the game,

set the settings and go back to main menu.

3. A level up game feature allows the user to unlock and enter the new

mission of the game by achieving the goal of the current mission. Once

the user fails, the player will repeat the mission or back in main menu.

Scope and Limitation

Scopes

The mechanics of this game are, first, the player needs to choose Dr. Jose

Rizal as his/her hero. Then a prologue about Dr. Jose Rizal will show and

proceed to the main game, the instructions will pop-up to whom character he is

going find and that character will reveal the question for the player to answer.

But, the player needs to overcome missions like finding a bamboo and a

piece of log. After he collect it, he will back to the non-player character and it will

show the question. In different levels, the player needs to answer at least 5

questions correctly to earn points for the character to proceed to next level. But if

the player answers the questions incorrectly and once the points reach zero, the

game will be game over.

Limitations

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 This game is only tested for Android version 8.0 (marshmallow) Android

version 9.0 (pie), Android version 10.0 (Android 10).

 It can only be played on android.

 It cannot be played online.

Ethical Considerations

The names, music, graphic features and interface used in this game are

only fictitious.

Theoretical and Conceptual Framework of the Study

INPUT PROCESS OUTPUT

Software
Unity
Monodevelop C#
Mixamo Planning
Photoshop
Research
Adobe Fuse Rizaliana
Power Director Design
Build Adventure
Testing Quest
Hardware
Android Phone Evaluation

ISO System
Evaluation

Figure 1 Paradigm of the Study


The Input box indicates the software, hardware and ISO System Evaluation.

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The Inputs are Unity, we use this language to create the game. Monodevelop C#,

Mixamo to create characters and animations, Photoshop to design, Adobe Fuse

to create a model, Power director for the tribute and Android phone for exporting

the game and the ISO 9126. In Process, there comes the Planning, Research,

Design, Build, Testing and Evaluation which results to “Rizaliana Adventure

Quest.”

Definition of Terms

To understand the study, the following are the terminologies used

technically:

Android version 8.0 (marshmallow) – android version of mobile phone wherein

the application is implemented and tested.

Android version 9.0 (Pie)- android version of mobile phone wherein the

application is implemented and tested.

Android version 10.0 (Android 10) - android version of mobile phone wherein

the application is implemented and tested.

Correctness- In terms of correctness, the proposed game can generate the


player’s score.
Efficiency- based on the test conducted by the researchers, the system can run

longer hours.

Flexibility- the system is flexible for revisions.

Integrity- the game does not have a username and password.

Interoperability – the software requirements work together.

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Maintainability- the system can locate errors only before implementing.

Portability- the system can run smoothly on different versions of android phone.

Reliability- the proposed game does not have an error handling feature.

Testability- the software meets the requirements when testing the app.

Usability- the needs of the end-users are obtained.

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Chapter 2

REVIEW OF RELATED LITERATURES AND STUDIES, THEORETICAL AND


CONCEPTUAL FRAMEWORK

The literature and studies cited in this chapter tackles the different

concept, understanding, and ideas, generalization or conclusions and different

development related to study from the past up to the present and which serves

as the proponent’s guide in developing the games. Those were included in this

chapter helped in familiarizing information that are relevant and similar to the

present study.

Theoretical/Technical Background

The “Rizaliana Adventure Quest” is an Android mobile game that has a

storyline. The game concept is based upon the life of Dr. Jose Rizal. The users

will be able to reminisce some events happened in late decades. The

researchers aimed to develop a game that would make the mobile users

somehow remember Dr. Jose Rizal while playing on their smartphones.

Literature and Studies

According to Techopedia (2017), free-to-play games are very popular

among players because of their high accessibility. That’s why researchers,

created a game that is free and has a very user-friendly interface.

According to Bargonse (2017) in the “Computer games journal”, the

medium diversified tremendously, encompassing simple implementation of

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numeric games using PC consoles. Compare to our “Rizaliana Adventure Quest”

which can easily play through android mobile phone.

According to the article "The gamification of education: why playing is the future

of learning" by Logarta (2014), students can benefit more in gamification

of education rather than using traditional way of educating students. That’s why

the researchers came up with the idea of using Dr. Jose Rizal and his history to

educate the students about the life and journey of our heroes in the early times.

The definition of a hero has changed throughout time. Merriam

Webster dictionary defines a hero as "a person who is admired for great or brave

acts or fine qualities." 

According to Techopedia (2017) and Goncharova (2017), in the thesis

“Monetization Strategies in Free-to-Play Mobile Games” Free-to-play mobile

games are very popular amongst players because of their high accessibility.

According to the Top Grossing chart in App Store, free-to-play mobile games

dominate the chart of the most profitable mobile games in such regions as

Russia, United States and Japan. Such statistics demonstrate that the free-to-

play business model is very efficient in getting revenue. Therefore, it is an

interesting subject to study. The aim of the thesis is to cover the topic of

monetization strategies of free-to-play mobile games and find out how different

mobile app monetization models affect each other in a free-to-play mobile game.

The final goal is to provide improvement recommendation for the mobile game

monetization strategy of the case company.

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Unlike desktop computers, notebook computers, handheld computers and

even handheld game systems to some degree mobile phones reached across a

massive wide range of social and economic boundaries. Mobile phones are the

most powerful compact devices available for mobile computing processes. This

combination of enormous audience and excellent technical capability make

mobile phones on effective tool for mobile game development.

According to Hjorth and Richardson (2014), “Data Monitor”, a New York

research firm has estimated that 200 million people play games in their mobile

phones in 2005 thus having a market in total of $6B. On the other hand, the

“why” of playing mobile games as a mode of relaxation, social interaction and to

escape into virtual and imaginary world.

As of today, most people relate online games to low academic

performance. Through the years, studies have yielded different results. Some of

them say that they are co-related when some say that they are not.

According to Sultan Ali Hamzah (2014) Online games have both positive

and negative effects on people specially students. They may become lazy when

it comes to studying and prefer playing the whole day long. Some may even skip

school in order to have more playing time.

Moreover, to UNC- Outreach and Support Intervention Services (2015) a

addicted gamers spend so much time playing that their personal

relationships get neglected and sometimes disappear altogether. Among

addicted gamers who are married, up to 50 percent report a strain in their

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marriage as a result of their addiction. Addicted gamers also neglect the

responsibilities of everyday life such as school and work.

In the world of today, there are different genres of online games. First are

the console games. Console games are more commonly referred to as video

games. They are played on a device specially made for game play called a

videogame console. The player interacts with the game through a controller, a

hand-held device with buttons and joysticks or pads. Video and sound are

received by the gamer though a television. Examples of consoles include the

Microsoft Xbox, Sony Play station, Nintendo GameCube, and Nintendo Wii.

Second are the real-time strategy games. This is a type of video game in

which players exercise strategy along the way, typically to conquer enemies and

reach a final destination without being eradicated. For example, to win, players

decide which routes to take, what needs to be done and how to do it. Contrast

with first-person shooter.

Third are the cross-platform online games. Developing software for, or

running software on, more than one type of hardware platform. The most

universal cross platform application is the Web browser. Written for every

desktop computer and mobile platform, Web browsers render Web pages

"almost" the same no matter which computer they run on.

According to Fu (2016) the affective and motivational outcomes are

examined in entertainment games, games for learning and serious games,

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which reflects the trend of using gaming elements as both a medium of

entertainment as well as a mode of learning.

However, according to Prot, Anderson, Gentile, Brown and Swing

(2014), the advancement of technology has been associated with video

gaming since the introduction of Pac-man and Frogger stated that video

gaming has become a world phenomenon in the field of entertainment.

In addition to Kelly (2017), “The key to role-playing game is giving

players the freedom to act as they see fit”, it reads. “And a deep world

simulation that allows them to solve problems in a variety of ways is the best

way to do this.” (PC Gamer, p.96)

According to Panlaban’s thesis “Blood Exile” (2014), it is about action-

adventure game which allows the users to control three playing character.

Also, the concept of it is to fight the monster to save the world. In addition, Mr.

Panlaban worked as the lead artist of the team. Aside from it Mr. Panlaban

conceptualize the characters and enemies including the modeling of its

environment especially most of its assets, and UI design and some of

animations for characters and enemies.

According to Beal (2015), an application is a program, or group of

programs that is designed for the end user. Application software can be

divided into two general classes: systems software and application software

(also called end-user programs).

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According to Chapman (2016), like all histories, an alternative can be

offered of the early days of what has become ”historical game studies” – the

study of those games that in some way represent the past or relate to

discourses about it.

According to Kattika Prapajit’s thesis (2014), games may draw more

attention from learners who otherwise lack interest in history and may

encourage them to study history of their own accord. Students who might

otherwise be disengaged might enjoy such an activity, with the added benefit

of learning material that they would not have under other circumstances.

According to Tan Yi Wen (2014), playing game is not just for

amusement, it also can be used as an entertainment tool. Games can be

classifying into various type which distinct by the game theme, goals,

challenge, rules and interaction. Games generally contain mental neither

physical stimulation nor both. Games playing its own role by develop skills

practice, performance as an exercise, or serve as educational, simulation, or

psychological.

The authors Harrison, Flood, and Duce (2013), stated that ―The

handiness of cell phones has expanded incredibly as of lately permitting

clients to perform more assignments in a portable setting. This expansion in

handiness has come to the detriment of the ease of use of these gadgets in a

few connections.

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The author Yifan (2013) wanted to be familiar with Android smart phone

and implemented an application that could run on an actual Android smart

phone. The author made a game that was about a drunken chicken going

back to his home, this was an endless running game. The author used

accelerometer to keep the balance of the chicken and add a lateral

acceleration so the game would not be easy. The author developed the game

through Adobe Flash.

The author Ranico et al (2014), studied about a 3D multiplayer game

that has a concept of pet taming. Authors created this study because they

believe that computer and video games are spreading remarkably as

generations passed by. Authors made the interface of the game inspired by

the Philippine culture and environment because the authors wanted to

promote the country to the local and foreign gamers. The game could be

played online to interact with other players and Windows as its Operating

System.

Mobile Applications: Games that Transform Education authors Zhang

and Loeb (2013) created a study that combines machine learning and

attention-grabbing graphics to not only make learning easier and interesting,

but also personalized. The authors created a mobile app that focuses on

teaching players SAT 1 Math concepts using Pokémon game design model.

Mobile, location-based games for learning: Wake’s [2013] study was

about exploring how mobile, location-based games could be used to teach

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and learn practices within education showed learning in playing mobile

location-based games could be motivating and engaging to students.

SIPA: Karina Mendez (2012) created the mobile game SIPA; Street

Hack Sack, and Android/IOS application which brings to life one of the oldest

and most-loved street games in the Philippines. SIPA is the first ever Pinoy-

themed game available on Android market. The game puts you on control of

Buchukoy, a boy who plays sipa throughout the street of Manila. Earns points

everytime successfully hits the shuttlecock. You’ll be able to use these points

to unlock other places in the Philippines.

Synthesis of related literatures and Studies

The review of related literature and related studies served as basis and

guidelines in the development of the software project. It provides a lot of

information in the past research, which we may relate to our current study.

Also, these reviews conclude to the researchers to create and think some

concepts that may applied to the proposed software.

The researchers believed that the related literature is essential because

our study is based upon the past knowledge. The studies were very important

especially to the researchers because it gives some ideas about the proposed

project. These helped the researchers to understand the research better and

ensured that there will be no duplication of other studies.

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The researchers came up with the mind of why not use today’s technology

in teaching students. That’s the researchers thought of why not study history on

their mobile phones. They can learn while they are being entertained. That’s why

the researchers came up with the thought that instead of restricting them from

playing games, why not use certain games that can increase their knowledge,

memorization and skills. Also, if lessons were given in a gamely manner,

students could remember it more than lectures.

Unlike desktop computers, notebook computers, handheld computers and

even handheld game systems to some degree mobile phones reached across a

massive wide range of social and economic boundaries. Mobile phones are the

most powerful compact devices available for mobile computing processes. This

combination of enormous audience and excellent technical capability make

mobile phones on effective tool for mobile game development.

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Chapter 3

RESEARCH DESIGN AND METHODOLOGY

This chapter discussed the research methods and the design of the study.

The purpose of research methods was to consider the factor related to the

project and to know if the investment of time and the other resources will produce

a desirable result.

Research Methodology

The researchers used the Agile Methodology because it is the appropriate

method in developing the game.

Figure 2 Agile Methodology

The Agile Model composed of 6 stages where researchers conducted

different activities to develop the system:

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Planning – In this phase of Agile method process, the researchers examined the

problems on how many Filipino still remember Dr. Jose Rizal. By the data

gathered by the proponents, the process of problem solving and planning took

place.

Design – The proponents gathered and presented the details of the information

needed by the user. To obtain more knowledge, the researchers relied on

previous study on documentary source. The proponents used Unity for building a

game, Monodevelop (C#) for coding, and Mixamo for animation, Photoshop for

designing and Adobe Fuse for making a character.

Development – This phase involves designing and coding of the game and

provides the information acquired during the planning phase.

Testing – The game was tested to know its capability and flexibility to ensure

that the game was working well.

Release – software release, presenting the system on the users. The

researchers kept the system running and show the users how to use it.

Feedback - the researchers conducted a system evaluation to assess how well

the system is working. By the users’ feedback, the researchers were able to

know if the system needs to improve and if there are any recommendations.

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Requirement Analysis

Data Flow Diagram

The Data Flow Diagram is used to graphically represent the flow and the process

of the system.

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Requirement Documentation

The following modules were part of the proposed system.

a. Main Menu - Main menu of the game.

Figure 3 Main Menu

Interface

b. New game module - This module will create a new game.

Figure 4. New Game Button

c. Exit module – This module is responsible for closing the game

Figure 5. Exit button


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d. Credits – This button will show the names of the developers.

Figure 6. Credits button

e. Pause – If the player clicks this button the resume, load, main menu and

quit game will show.

Figure 7. Pause button

f. Next - If the player wants to skip the guidelines.

Figure 8. Next button

g. Okay - To continue the game.

Figure 9. Okay button

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h. Proceed - If the player wants to proceed to main game.

Figure 10. Proceed button

i. Options - In option button, the player can adjust the music volume.

Figure 11. Options button

j. Quest button - displays the mission/s and the items that has to be

collected.

Figure 12. Quest button

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k. Inventory bag – it views the inventory of the items collected.

Figure 13. Inventory bag

l. Back button- If the player wishes to not continue the game, he/she can

click the Back button.

Figure 14. Back button

m. Skip button- If the player doesn’t want to read the guidelines, he/she can

skip.

Figure 15. Skip button

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Development and Testing

The researchers conducted a survey to determine what the system should

improve and to enhance the game.

Thirty-five (35) respondents took the survey and also to test the

application. Students, employed and unemployed as well as neighbors were

taken the evaluation test. We chose these respondents in our neighborhood

because of quarantine. The researchers divided the 35 respondents so that each

member of the group will have to look for students, employed and unemployed

as well as neighbors to take the tests.

The mobile phones used to conduct the evaluation test were Android

version 8.0, Android version 9.0 and Android version 10.0. The researchers used

different phones to determine differences in performance and functionality.

The researchers used the 5- point Likert Scale to determine their

responses.

Table 1 Verbal Interpretation


Scale Range Level of Level of
Performance Acceptability
5 4.21-5.00 Outstanding Very Acceptable
4 3.41-4.20 Excellent Acceptable
3 2.61-3.40 Good Slightly Acceptable
2 1.81-2.60 Poor Less Acceptable
1 1.00-1.80 Very Poor Not Acceptable

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The researchers used the ISO 9126 for the system evaluation. The

following were the aspects in evaluating the system:

a) Correctness – Completeness of the system is concern. System can generate

accurate result.

b) Reliability– System can handle failure set by the user or has an error

handling feature

c) Efficiency– System can run in longer hours; outputs are correct in generating

reports.

d) Integrity– Security is reinforced. System is protected by a

username/password and can trap unauthorized user.

e) Usability– Needs of the end-user is obtained operationally approved for

implementation

f) Maintainability– system can describe/locate the errors during runtime. Ease

of identifying what needs to change as well as ease of modification and re-

testing.

g) Testability– Ease of validation, that the software meets the requirements.

h) Flexibility– Ease of changing the software to meet revised requirements.

i) Portability– the extent to which the software will work under different phones

configuration (i.e. operating system etc.).

j) Interoperability– The extent or ease to which software components work

together.

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Statistical Treatment of Data

The data of this study were treated using the Statistical Package for

Social Science (SPSS) version 24. Furthermore, the following treatments were

used:

a. Weighted Mean-

The formula:
Where:

X = weighted mean
∑ wx
X= w = weights / frequency
Σw

x = numerical value

The formula of weighted mean is used for

the system evaluation of respondents to get the weighted mean of each

criterion.

It is used to get the level of acceptance of the game “Rizaliana Adventure

Quest” according to ISO format system evaluation.

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Implementation Plan

The table for Implementation Plan shows the Pre-study of the proposed

game, design, implementation, content and demo preparation, demonstration,

evaluation, platform design and finalization of the proposed game.

IMPLEMENTATION PLAN
June 16, 2020 June 16, 2020
MILESTONE START FINISHED
PRE-STUDY August 14, 2019 August 20, 2019
DESIGN August 21, 2019 June 9, 2019
IMPLEMENTATION May 18, 2020 May 18, 2020
CONTENT & DEMO

PREP.
DEMONSTRATION
EVALUATION May 19, 2020 June 9, 2020
PLATFORM DESIGN August 21, 2019 May 4, 2020

FINALIZATION

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CHAPTER 4
RESULTS AND DISCUSSIONS
This chapter presented the results of the system evaluation and data

gathering conducted to the respondents. The results were presented in tables for

clear and comprehensive discussions.

I. Respondents’ Profile

The researchers obtained the profile of the respondents for identification

and profiling purposes.

Table 2
Frequency Distribution of Age
Ages  Frequency Percent
18 5 14.3
19 7 20.0
20 8 22.9
21 10 28.6
22 5 14.3
Total 35 100

Based on the data in table, mostly of the respondents were at age 21

years old (28.6%) and 20years old (22.9%). Others were at age 19 (20.0%) and

18 (14.3%) and 22 (14.3%).

Table 3

Frequency Distribution of Gender

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  Frequency Percent
Male 21 60%
Female 14 40%
Total 35 100%

In terms of gender, most respondents surveyed were male with 60% and

female were 40%.

II. System’s Evaluation

The respondents tested the mobile game in the phone provided by the

researchers. The respondents were asked to the game app evaluated the app

every test or trial. The researchers used the ISO 9126 for the system evaluation.

A. Level of Performance

Table 4
System Evaluation on the Level of Performance
Tests Test 1 Test 2 Test 3 Overall
Level of
Mea Level of Level of Level of
Aspects
n Performance
Mean
Performance
Mean
Performance
Mean Perform
ance
Correctness 3.20 Good 3.46 Excellent 4.14 Excellent 3.60 Excellent
Reliability 3.00 Good 3.64 Excellent 4.18 Excellent 3.61 Excellent
Efficiency 2.92 Good 3.28 Good 4.66 Outstanding 3.62 Excellent
Integrity 2.82 Good 3.28 Good 4.20 Excellent 3.43 Excellent
Usability 2.82 Good 3.46 Excellent 3.48 Excellent 3.25 Good
Maintainability 2.88 Good 3.52 Excellent 4.14 Excellent 3.51 Excellent
Testability 2.74 Good 3.50 Excellent 4.20 Excellent 3.48 Excellent
Flexibility 2.84 Good 3.48 Excellent 4.22 Outstanding 3.51 Excellent
Portability 2.86 Good 3.52 Excellent 4.18 Excellent 3.52 Excellent
Interoperability 2.84 Good 3.46 Excellent 4.20 Excellent 3.50 Excellent

Overall Mean 2.89 Good 3.46 Excellent 4.16 Excellent 3.50 Excellent

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When looking at the individual means in Table 4, in the first test, the

system was rated Good at all aspects of the evaluation as well as the General

evaluation with a mean of 2.89.

On the second test, the system was rated Excellent in terms of

Correctness (3.46), Reliability (3.64), Usability (3.46), Maintainability (3.52),

Testability (3.50), Flexibility (3.48), Portability (3.52) and Interoperability (3.46).

on the other hand, Efficiency and Integrity both rated Good with 3.28.

On the third test, Efficiency (4.66) and Flexibility (4.22) were rated

Outstanding while other aspects were rated Excellent. In general, all aspects

were rated Excellent for Usability which was rated Good (3.25).

B. Level of Acceptability

Using the same weighted means above, the researchers interpreted the

results to determine the level of acceptability of the gaming application. The

results were showed in Table 5.

Table 5

Level of Acceptability of the Mobile Gaming App

Tests Test 1 Test 2 Test 3 Overall

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Level of Level of
Level of Mea Mea Mea Level of
Aspects Mean Performanc Performanc
Performance n n n Performance
e e
Slightly
Correctness 3.20 3.46 Acceptable 4.14 Acceptable 3.60 Acceptable
Acceptable
Slightly
Reliability 3.00 3.64 Acceptable 4.18 Acceptable 3.61 Acceptable
Acceptable
Slightly Slightly Very
Efficiency 2.92 3.28 4.66 3.62 Acceptable
Acceptable Acceptable Acceptable
Slightly
Integrity 2.82 3.28 Acceptable 4.20 Acceptable 3.43 Acceptable
Acceptable
Slightly Slightly
Usability 2.82 3.46 Acceptable 3.48 Acceptable 3.25
Acceptable Acceptable
Slightly
Maintainability 2.88 3.52 Acceptable 4.14 Acceptable 3.51 Acceptable
Acceptable
Slightly
Testability 2.74 3.50 Acceptable 4.20 Acceptable 3.48 Acceptable
Acceptable
Slightly Very
Flexibility 2.84 3.48 Acceptable 4.22 3.51 Acceptable
Acceptable Acceptable
Slightly
Portability 2.86 3.52 Acceptable 4.18 Acceptable 3.52 Acceptable
Acceptable
Slightly
Interoperability 2.84 3.46 Acceptable 4.20 Acceptable 3.50 Acceptable
Acceptable
Slightly
Overall Mean 2.89 3.46 Acceptable 4.16 Acceptable 3.50 Acceptable
Acceptable

In the first test of the system, respondents rated Slightly Acceptable in all

aspects of the system evaluation. In the second try, all aspects were evaluated

as Acceptable by the respondents except for Efficiency which was rated Slightly

Acceptable (3.28). Meanwhile, the system was Very Acceptable in the third try in

terms of Efficiency (4.66) and Flexibility (4.22) while the rests of the aspects were

rated Acceptable.

In general, the system was rated Acceptable (3.50) by the respondents

except Usability which was rated Slightly Acceptable (3.25).

III. Paired T- test Analysis

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Paired T-test was employed to determine significant differences in the

tests that were conducted relative to the evaluation of the system. The pairing

was in Test1:Test2 and Test2:Test3 to determine if there are changes and

differences in the evaluations.

Table 6

Test of Significant Difference of the Tests Conducted


(Individual Aspects)

Paired Differences
Pairings Std. t α
Mean
Deviation
Correctness (T1) - Correctness (T2) -.26000 .56460 -3.256 .002
Correctness (T2)- Correctness (T3) -.68000 .47121 -10.204 .000
Reliability (T1)- Reliability (T2) -.64000 .48487 -9.333 .000
Reliability (T2)- Reliability (T3) -.54000 .50346 -7.584 .000
Effciency (T1)- Effciency (T2) -.36000 .48487 -5.250 .000
Effciency (T2)- Effciency (T3) -1.38000 .49031 -19.902 .000
Integrity (T1) - Integrity (T2) -.46000 .50346 -6.461 .000
Integrity (T2) - Integrity (T3) -.92000 0.56569 -11.500 .000
Usability (T1) - Usability (T2) -.64000 .48487 -9.333 .000
Usability (T2)- Usability (T3) -.02000 .37742 -0.375 .709
Maintainability (T1) - Maintainability (T2) -.64000 .48487 -9.333 .000
Maintainability (T2)- Maintainability (T3) -.62000 .49031 -8.941 .000
Testability (T1)- Testability (T2) -.76000 .43142 -12.457 .000
Testability (T2)- Testability (T3) -.70000 .46291 -10.693 .000
Flexibility (T1)- Flexibility (T2) -.64000 .48487 -9.333 .000
Flexibility (T2)- Flexibility (T3) -.74000 .44309 -11.809 .000
Portability (T1)- Portability (T2) -.66000 .47852 -9.753 .000
Portability (T2)- Portability (T3) -.66000 .47852 -9.753 .000
Interoperationability (T1)- Interoperationability(T2) -.62000 .49031 -8.941 .000
Interoperationability (T2)- Interoperationability (T3) -.74000 .52722 -9.925 .000
* Significant at α= .05 level.

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The results presented in Table 6 revealed significant differences in the

tests conducted in all aspects of the system except for Usability Test 2 and 3

(.709) which revealed insignificant differences in terms overvaluations. This

means that the evaluations of the respondents in the second and third test in

terms of usability of the system had no change or similar.

Table 7

Test of Significant Difference of the Tests Conducted

Paired Differences
Pairings Std. t α
Mean
Deviation
MEAN_TEST1 - MEAN_TEST2 -.56800 .35018 -11.469 .000
MEAN_TEST2 - MEAN_TEST3 -.70000 .32950 -15.022 .000
* Significant at α= .05 level.

When looking at the T-test results in Table 7, it revealed significant

differences between Test 1 and test 2 (t=--11.469, α=.000) and Test 2 and Test 3

(t=-15.022, α=.000). This implies changes and differences of the evaluations of

the system in terms of performance and acceptability.

CHAPTER 5
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SUMMARY OF FINDINGS, CONCLUSSIONS AND RECOMMENDATIONS

This chapter contains the summary of findings, conclusions and

recommendations that will help the next proponents to improve the proposed

system.

Summary of Findings

After analyzing and interpreting the result of the system evaluation,

majority of the respondents marked all the criterion set by the proponents as

excellent and acceptable. It proves that the game “Rizaliana Adventure Quest” is

acceptable to provide educational game that will serve as a tool to enhance the

knowledge and thinking skills of the students and increase their interest towards

history of Dr. Jose Rizal in fun and engaging way.

Conclusions

Based on the findings of the study, it could be safely concluded that,

1. The game needs improvement.

2. The game should be work in historical background or terrain.

Recommendations

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1. The game must be working in all version of android phone.

2. The game must have collected item according to Dr. Jose Rizal works

or achievements.

3. The game must be based on historical background or terrain.

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References

Bargonse, R. (2017). The Computer Games Journal. Vol. 6, Issue 4, pp. 239-

255.

Sipa: Street Hack Sack

https:// labulakenya.com/2012/sipa-a-proudly-pinoy-made-mobile-app

Fu (2016)

The Effect of Games and Simulations on Higher Education

https://www.researchgate.net

Kelly, A. (2017)

“The key to role-playing game.”

PC Gamer, p.96

Logarta, M. (2014)

“The gamification of ducation why playing is the future of learning”

Yifan (2013)

“ACCELERATOR BASED GAME PROGRAMMING ON ANDROID

MOBILE PHONE.” (Thesis)

Mikkeli University of Applied Sciences

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Appendix 1: Research Instrument

Survey Questionnaire

“Rizaliana Adventure Quest”

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Appendix 2
Certificate of Statistician

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Appendix 3
Certificate of Grammarian

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Appendix 4
Certificate of Plagiarism

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Appendix 5
Biographical Statement

Maricris A. Respicio a student from Norzagaray College with a degree course


of Bachelors of Science in Computer Science (BSCS). She is one of the
documentary and the Leader of this thesis project. She elected as vice president
of the classroom. She is also a part of the TES (Tertiary Educational Subsidy) the
scholarship program of the CHED Unifast. She’s been a working student since
the day she started the journey of being college, she really believes in saying that
“Priority Determines your Destiny”

Jenna May Cruz a student from Norzagaray College with a degree course of
Bachelor of Science in Computer Science (BSCS). She is also one of the
documentary on this thesis project, she elected as the classroom secretary, she

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loves watching Netflix series and doing crochets. She also believes in saying that
“Problems are not stop signs; they are guidelines”

Sheryl P. Manalili a student from


Norzagaray College with a degree course of Bachelor of Science in Computer
Science (BSCS). She is a one of the documentary on this thesis project, she also
stands as the mother of this group, she loves cooking, she’s very generous her
classmates and especially her groupmates.

Louwie P. Del Rosario a student from


Norzagaray College with a degree course of Bachelor of Science in Computer
Science (BSCS). He is also a part of the documentary on this thesis project and
part of the TES (Tertiary Educational Subsidy) the scholarship program of the
CHED Unifast. He is the auditor of their classroom. He loves watching movies
and playing online games.

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Rannie Sta. Rosa a student of Norzagaray


College with a degree course of Bachelor of Science in Computer Science
(BSCS). He stands as the programmer of this thesis project, He loves playing
games and watching movies.

Christian T. Samson a student from Norzagaray College with a degree course


of Bachelor of Science in Computer Science (BSCS). He is the designer of this
thesis project, he’s been part of the glee club, he also elected as classroom
president. He can play different kinds of instruments. He also loves sports like
volley ball and basketball.

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Appendix 6
System Codes
Code for Character Control
using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;

namespace UnityStandardAssets.Characters.ThirdPerson
{
    [RequireComponent(typeof (ThirdPersonCharacter))]
    public class ThirdPersonUserControl : MonoBehaviour
    {
        private ThirdPersonCharacter m_Character; //  A reference 
to  the ThirdPersonCharacter  on the  object
        private Transform m_Cam;                  //  A reference 
to  the main  camera in  the scenes  transform
        private Vector3 m_CamForward;             //  The current 
forward  direction of  the camera
        private Vector3 m_Move;
        private bool m_Jump;                      //  the world-
relative  desired move  direction, calculated  from the  camForward 
and  user input.

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        private void Start()
        {
            //  get the  transform of  the main  camera
            if (Camera.main != null)
            {
                m_Cam = Camera.main.transform;
            }
            else
            {
                Debug.LogWarning(
                    "Warning: no main camera found. Third person 
character needs a Camera tagged \"MainCamera\", for camera-
relative controls.", gameObject);
                //  we use  self-relative controls  in this  case, 
which  probably isn't  what the  user wants,  but hey,  we warned  th
em!
            }

            //  get the  third person  character (  this should  nev


er  be null  due to  require component  )
            m_Character = GetComponent<ThirdPersonCharacter>();
        }

        private void Update()
        {
            if (!m_Jump)
            {
                m_Jump = CrossPlatformInputManager.GetButtonDown(
"Jump");
            }
        }

        //  Fixed update  is called  in sync  with physics


        private void FixedUpdate()
        {
            //  read inputs
            float h = CrossPlatformInputManager.GetAxis("Horizont
al");
            float v = CrossPlatformInputManager.GetAxis("Vertical

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");
            bool crouch = Input.GetKey(KeyCode.C);

            //  calculate move  direction to  pass to  character


            if (m_Cam != null)
            {
                //  calculate camera  relative direction  to move:
                m_CamForward = Vector3.Scale(m_Cam.forward, new V
ector3(1, 0, 1)).normalized;
                m_Move = v*m_CamForward + h*m_Cam.right;
            }
            else
            {
                //  we use  world-relative directions  in the  case 
of  no main  camera
                m_Move = v*Vector3.forward + h*Vector3.right;
            }
#if !MOBILE_INPUT
            //  walk speed  multiplier
            if (Input.GetKey(KeyCode.LeftShift)) m_Move *= 0.5f;
#endif

            //  pass all  parameters to  the character  control scr


ipt
            m_Character.Move(m_Move, crouch, m_Jump);
            m_Jump = false;
        }
    }
}

Code for AddScore, Deduct Score, SaveHighscore,LoadHighScore;


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;

public class AddScore3 : MonoBehaviour {

    public int adds,colls,add1,colls1;
    //public  TextMeshProUGUI Add,  Coll;

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    public Text addtext;
    public Text collecttext;
    public Text HighScore;
    public Text scoretext;
    float score;
    int highscore;
    public GameObject C7CorrectMenu1,C7WrongMenu1, C7CorrectButt1
,C7WrongButt1;
    public GameObject C8CorrectMenu2, C8CorrectButt2,C8WrongMenu,
C8WrongButt1;
    public GameObject C6CorrectMenu2, C6CorrectButt2,C6WrongMenu,
C6WrongButt1;
    public GameObject C9CorrectMenu2, C9CorrectButt2,C9WrongMenu,
C9WrongButt1;
    public GameObject C11CorrectMenu2, C11CorrectButt2,C11WrongMe
nu,C11WrongButt1;
    public GameObject C12CorrectMenu2, C12CorrectButt2,C12WrongMe
nu,C12WrongButt1;
    public GameObject C13CorrectMenu2, C13CorrectButt2,C13WrongMe
nu,C13WrongButt1;
    public GameObject C14CorrectMenu2, C14CorrectButt2,C14WrongMe
nu,C14WrongButt1;
    public GameObject C15CorrectMenu2, C15CorrectButt2,C15WrongMe
nu,C15WrongButt1;
    public GameObject C18CorrectMenu2, C18CorrectButt2,C18WrongMe
nu,C18WrongButt1;
    public GameObject C10CorrectMenu2, C10CorrectButt2,C10WrongMe
nu,C10WrongButt1;

    void Start () {
        
    }
    void Update () {
        //Add.text  = adds.ToString  ();
        //Coll.text  = colls.ToString  ();
        addtext.text = add1.ToString ();
        collecttext.text = colls1.ToString ();

        highscore = (int)add1;
        addtext.text = highscore.ToString ();

        if (PlayerPrefs.GetInt ("Score") <= highscore)
            PlayerPrefs.SetInt ("Score", highscore);

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    }
    public void C7AddsCore()
    {
        C7CorrectButt1.SetActive (true);
        C7CorrectMenu1.SetActive (false);
        Time.timeScale = 1f;
        add1 += 50;
        colls1 += 1;
        score += 50;
    }
        public void C7MinusScore()
    {
        C7WrongButt1.SetActive (true);
        C7WrongMenu1.SetActive (false);
        Time.timeScale = 1f;
        add1 -= 30;
    }
    public void C8Addscore()
    {
        C8CorrectButt2.SetActive (true);
        C8CorrectMenu2.SetActive (false);
        Time.timeScale = 1f;
        add1 += 50;
        colls1 += 1;
    }
    public void C8MinusScore()
    {
        C8WrongButt1.SetActive (true);
        C8WrongMenu.SetActive (false);
        Time.timeScale = 1f;
        add1 -= 30;
    }
    public void C6Addscore()
    {
        C6CorrectButt2.SetActive (true);
        C6CorrectMenu2.SetActive (false);
        Time.timeScale = 1f;
        add1 += 50;
        colls1 += 1;
        score += 50;
    }
    public void C6MinusScore()
    {

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        C6WrongButt1.SetActive (true);
        C6WrongMenu.SetActive (false);
        Time.timeScale = 1f;
        add1 -= 30;
    }
    public void C9Addscore()
    {
        C9CorrectButt2.SetActive (true);
        C9CorrectMenu2.SetActive (false);
        Time.timeScale = 1f;
        add1 += 50;
        colls1 += 1;
        score += 50;
    }
    public void C9MinusScore()
    {
        C9WrongButt1.SetActive (true);
        C9WrongMenu.SetActive (false);
        Time.timeScale = 1f;
        add1 -= 30;
    }
    public void C10Addscore()
    {
        C10CorrectButt2.SetActive (true);
        C10CorrectMenu2.SetActive (false);
        Time.timeScale = 1f;
        add1 += 50;
        colls1 += 1;
        score += 50;
    }
    public void C10MinusScore()
    {
        C10WrongButt1.SetActive (true);
        C10WrongMenu.SetActive (false);
        Time.timeScale = 1f;
        add1 -= 30;
    }
    public void C11Addscore()
    {
        C11CorrectButt2.SetActive (true);
        C11CorrectMenu2.SetActive (false);
        Time.timeScale = 1f;
        add1 += 50;

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        colls1 += 1;
        score += 50;
    }
    public void C11MinusScore()
    {
        C11WrongButt1.SetActive (true);
        C11WrongMenu.SetActive (false);
        Time.timeScale = 1f;
        add1 -= 30;
    }
    public void C12Addscore()
    {
        C12CorrectButt2.SetActive (true);
        C12CorrectMenu2.SetActive (false);
        Time.timeScale = 1f;
        add1 += 50;
        colls1 += 1;
        score += 50;
    }
    public void C12MinusScore()
    {
        C12WrongButt1.SetActive (true);
        C12WrongMenu.SetActive (false);
        Time.timeScale = 1f;
        add1 -= 30;
    }
    public void C13Addscore()
    {
        C13CorrectButt2.SetActive (true);
        C13CorrectMenu2.SetActive (false);
        Time.timeScale = 1f;
        add1 += 50;
        colls1 += 1;
        score += 50;
    }
    public void C13MinusScore()
    {
        C13WrongButt1.SetActive (true);
        C13WrongMenu.SetActive (false);
        Time.timeScale = 1f;
        add1 -= 30;
    }
    public void C14Addscore()

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    {
        C14CorrectButt2.SetActive (true);
        C14CorrectMenu2.SetActive (false);
        Time.timeScale = 1f;
        add1 += 50;
        colls1 += 1;
        score += 50;
    }
    public void C14MinusScore()
    {
        C14WrongButt1.SetActive (true);
        C14WrongMenu.SetActive (false);
        Time.timeScale = 1f;
        add1 -= 30;
    }
    public void C15Addscore()
    {
        C15CorrectButt2.SetActive (true);
        C15CorrectMenu2.SetActive (false);
        Time.timeScale = 1f;
        add1 += 50;
        colls1 += 1;
        score += 50;
    }
    public void C15MinusScore()
    {
        C15WrongButt1.SetActive (true);
        C15WrongMenu.SetActive (false);
        Time.timeScale = 1f;
        add1 -= 30;
    }
    public void C18Addscore()
    {
        C18CorrectButt2.SetActive (true);
        C18CorrectMenu2.SetActive (false);
        Time.timeScale = 1f;
        add1 += 50;
        score += 50;
        colls1 += 1;
    }
    public void C18MinusScore()
    {
        C18WrongButt1.SetActive (true);

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        C18WrongMenu.SetActive (false);
        Time.timeScale = 1f;
        add1 -= 30;
    }
    public void LoadScore()
    {
        HighScore.text = PlayerPrefs.GetInt ("Score").ToString ()
;
    }
}

Code for PauseMenu;


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

public class Pua : MonoBehaviour {

    public GameObject pauseMenuUI, pausebutton;

    public void Pausee()
    {
        pauseMenuUI.SetActive (true);
        pausebutton.SetActive (true);
        Time.timeScale = 0f;
    }

    public void Resume()
    {
        pauseMenuUI.SetActive (false);
        pausebutton.SetActive (true);
        Time.timeScale = 1f;

    }
        
    public void Settingz()
    {
        pauseMenuUI.SetActive (false);
        pausebutton.SetActive (false);
        Time.timeScale = 0f;

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    }
    public void LoadMenu()
    {
        SceneManager.LoadScene ("MainMenu");

    }
    public void QuitGame()
    {
        Debug.Log("Qutting game.....");
        Application.Quit ();
    }
}
Code for Volume up and down;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class VolumeCode : MonoBehaviour {
        
        private AudioSource audioSrc;
        private float musicVolume = 1f;
        void Start () {
        
            audioSrc = GetComponent<AudioSource>();
        }
        void Update () {
            audioSrc.volume = musicVolume;
        }
        public void SetVolume(float vol)
        {
            musicVolume = vol;
        }
    }
Code for ShowDialogs;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Showdialog : MonoBehaviour {

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    public GameObject D1,D2,D3,D4,D5;
    public GameObject N1, N2, N3, N4, N5,panel;
    public GameObject Destroy1;

    void Start () {
        Time.timeScale = 0f;
    }

    public void Next1()
    {
        D1.SetActive (false);
        D2.SetActive (true);
        D3.SetActive (false);
        D4.SetActive (false);
        D5.SetActive (false);

        N1.SetActive (false);
        N2.SetActive (true);
        N3.SetActive (false);
        N4.SetActive (false);
        N5.SetActive (false);
        Time.timeScale = 0f;

    }
    public void Next2()
    {
        D1.SetActive (false);
        D2.SetActive (false);
        D3.SetActive (true);
        D4.SetActive (false);
        D5.SetActive (false);

        N1.SetActive (false);
        N2.SetActive (false);
        N3.SetActive (true);
        N4.SetActive (false);
        N5.SetActive (false);
        Time.timeScale = 0f;

    }
    public void Next3()
    {
        D1.SetActive (false);

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        D2.SetActive (false);
        D3.SetActive (false);
        D4.SetActive (true);
        D5.SetActive (false);

        N1.SetActive (false);
        N2.SetActive (false);
        N3.SetActive (false);
        N4.SetActive (true);
        N5.SetActive (false);
        Time.timeScale = 0f;

    }
    public void Next4()
    {
        D1.SetActive (false);
        D2.SetActive (false);
        D3.SetActive (false);
        D4.SetActive (false);
        D5.SetActive (true);

        N1.SetActive (false);
        N2.SetActive (false);
        N3.SetActive (false);
        N4.SetActive (false);
        N5.SetActive (true);
        Time.timeScale = 0f;

    }
    public void Next5()
    {
        D1.SetActive (false);
        D2.SetActive (false);
        D3.SetActive (false);
        D4.SetActive (false);
        D5.SetActive (false);

        N1.SetActive (false);
        N2.SetActive (false);
        N3.SetActive (false);
        N4.SetActive (false);
        N5.SetActive (false);
        panel.SetActive (false);

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NORZAGARAY COLLEGE

        Time.timeScale = 1f;
        Destroy (Destroy1);
    }

}
Code for QuestUI’s;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;

public class Pangquest : MonoBehaviour {

//      public  int addscore,addcol;


//      public  TextMeshProUGUI AddScoreText,  CollectedText;
    public GameObject Trivia,Question,Correct,CorrectButt,Wrong,W
rongButt;

    void Start () {
        Trivia.SetActive (false);
        Question.SetActive (false);
        Correct.SetActive (false);
        CorrectButt.SetActive (false);
        Wrong.SetActive (false);
        WrongButt.SetActive (false);
        Time.timeScale = 0f;
    }
    void Update () {
        //AddScoreText.text  = addscore.ToString  ();
        //CollectedText.text  = addcol.ToString  ();
    }
    public void ToQuestion()
    {
        Trivia.SetActive (true);
        Question.SetActive (true);
        Correct.SetActive (false);
        CorrectButt.SetActive (false);
        Wrong.SetActive (false);
        WrongButt.SetActive (false);
    

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    }
    public void CorrectAns()
    {
        Trivia.SetActive (false);
        Question.SetActive (false);
        Correct.SetActive (true);
        CorrectButt.SetActive (true);
        Wrong.SetActive (false);
        WrongButt.SetActive (false);
        Time.timeScale = 0f;
    //      addscore  += 50;
    ///      addcol  += 1;
    }
    public void WrongAns()
    {
        Trivia.SetActive (false);
        Question.SetActive (false);
        Correct.SetActive (false);
        CorrectButt.SetActive (false);
        Wrong.SetActive (true);
        WrongButt.SetActive (true);
        Time.timeScale = 0f;
        //      addscore  += 50;
        ///      addcol  += 1;
    }

}
Code for UI’s;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Tanong : MonoBehaviour {

    public GameObject questUI;
    //private  bool alreadyPlayed  = false;

    //  Use this  for initialization


    void Start () {
        questUI.SetActive (false);
    }

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NORZAGARAY COLLEGE

    void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.tag == "Boys" && questUI.activeSelf 
== false )//&  alreadyPlayed ==  false)
            questUI.SetActive (true);
        //alreadyPlayed  = true;
        Time.timeScale = 0f;

    }
}
Code for EndingPortals;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class endingstage1 : MonoBehaviour {

    public GameObject portal1,portal2,tao1,message;

    void Start () {
        message.SetActive (false);
    
    }

    void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.tag == "Boys" && message.activeSelf 
== false)
            portal1.SetActive (false);
        portal2.SetActive (false);
        message.SetActive (true);
        tao1.SetActive (false);
        Time.timeScale = 1f;

    }
}
Code for NewGame;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

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NORZAGARAY COLLEGE

public class Newgame : MonoBehaviour {

    public void PlayGame01 ()
    {
        SceneManager.LoadScene ("poly");
    }
}
Code for MainMenu;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

public class Tribute : MonoBehaviour {

    public void PlayGame ()
    {
        SceneManager.LoadScene ("poly");
        Time.timeScale = 1f;

    }
}
Code for Collecting Woods,Kawayan,Timba and other UI’s;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CollectingCube : MonoBehaviour {

    public GameObject Cube11,CUbe2,cube3;
    public GameObject destriy;

    void Start () {
Cube11.SetActive ( false);
        CUbe2.SetActive (false);
        cube3.SetActive (false);
    }
    

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    void OnTriggerEnter (Collider other)
    {
        if (other.gameObject.tag == "Boys")
            Cube11.SetActive (true);
        Destroy(destriy);
    }
}
Code for Tribute;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

public class MainMenu : MonoBehaviour {

    public void PlayGame ()
    {
        SceneManager.LoadScene ("pilipinomenu");
        Time.timeScale = 1f;

    }
}

64

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