THEO’S GROCERY RUSH: A SERIOUS GAME TO EDUCATE AND RAISE AWARENESS ABOUT SOCIAL-DISTANCING PROTOCOLS AND CORONAVIRUS PREVENTIVE MEASURES
The Thesis Project of the Following Students:
LLERA, MICHAL DEREK ADRIANNE S.
ROBLES, KENT CLARK S.
TACHADO, JOSHUA C.
CHEN, JHAN CHIH S.
In the year 2020, the global pandemic involving SARS-CoV-2 (widely-known as COVID19) took the world by surprise and forced many people, businesses, and governments to adapt. Informing the population of these guidelines and preventive measures was, to many, a tedious undertaking. This thesis seeks to develop the game “Theo’s Grocery Rush'', a game set at the height of the COVID-19 pandemic. The game aims to accomplish the task of informing individuals, students in particular, of the importance of social-distancing protocols and preventive measures against COVID-19. The research focuses on the simulation of COVID-19 transmission within a compact grocery store while simultaneously portraying the preventive measures that safeguard oneself and inhibit viral transmission. The study places extensive emphasis on the capabilities of its players to impart importance when practising social-distancing and regular sanitization, as advocated in the game.
SCIENTIA: THE USE OF SPEECH RECOGNITION IN EDUCATIONAL GAMES AS AN ALTERNATIVE IN LEARNING SCIENCE
The Thesis Project of the Following Students:
CHELSEA NICOLE I. BUISON
YOSHI MAE PAHILANGA
ROZNEN R. SOBERANO
SHANE P. CHEN
Adapting to new learning styles due to the pandemic caused new challenges such as the limitations of teachers to supervise students. With that, distractions such as video games were often played by the students behind the screens. However, video games can also be used as a means of education. This study was aimed to create an educational computer game with speech recognition that encouraged an immersive and interactive experience targeted for Grade 5 students from Pax Catholic Academy Diocese of Bacolod Inc. as an alternative in learning Science from the comforts of their homes. This research is an applied qualitative-quantitative type of research which aimed to understand the opinions of participants towards educational games with speech recognition. To acquire the necessary information needed to create an educational game for Grade 5 students, the researchers reached out to a Grade 5 Science teacher from Pax Catholic Academy Diocese of Bacolod Inc. and obtained copies of their learning materials as basis for the in-game books and quizzes. The Science topics added to the game were Biology, Chemistry and Physics. The game had a set of multiple-choice quizzes with speech recognition and another one with drag-and-drop mechanics. The researchers sent out the game to the participants for them to play and for their respective parents/guardians to rate according to their children’s experience with the game. Based on the results obtained, the game was found to be playable, educational and substantial, as well as engaging. The researchers came to the conclusion that the game ‘Scientia’ was an effective educational computer game for Grade 5 students as the speech recognition function increases immersion and interaction while learning Science
HORUS: USING BRANCHING DIALOGUE AND STORYLINE TO SIMULATE REAL WORLD ETHICAL SCENARIOS AND INFLUENCE PRINCIPLES
The Thesis Project of the Following Students:
LANCE CHRISTIAN M. JUAREZ
BRIAN FLOYD G. MUYCO
JERUSALYN B. BAHANDI
GABRIEL M. LEZAMA
Various genres have originated from the video game industry with single player games having the most potential for immersive experience and simulation. With its potential for storytelling, Horus was conceived with the intention of simulating complex moral scenarios with the use of branching dialogues. Horus was created through the use of Unity Editor, Microsoft Visual Studio and its C# scripting, and Inkle for its management of the branching dialogue’s complexity. Two instruments were utilized to provide ample data for this study. One interview questionnaire to gather the moral insights needed for the realistic scenarios of the game, and a survey questionnaire for player feedback. The latter went under validity and reliability testing which it scored high marks on. After thorough testing and development, the User Acceptance Evaluation resulted in high scores in the different categories listed, indicating a highly favorable result for Horus in achieving its set objectives of simulating moral scenarios and their consequences. This signifies the potential there is to video game storytelling and its capabilities in recreating ethically-charged scenarios for the benefit of principles.