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Wizzle Fizzle Android Learning Game for Preschoolers

Edlein Kim M. Baquiran

Patricia Ann Kay A. Jaranilla

Carolina L. Maguiat

ABSTRACT
The study focuses on developing and designing an android application to help the preschoolers
study their lessons while playing games. The fact that the technology is rapidly changing, the
researchers decided to make an android application that may hook the attention of the preschoolers to
play and study, at the same time. Thus, the proposal of the mobile application, Wizzle Fizzle Android
Learning Game, where preschoolers learn while having fun.
The application contains lessons and games about alphabets, numbers, shapes, colors and
animals voice recognition. The researchers provided short stories with questions after each story to
ensure that the preschoolers understand what the stories were all about. The eclipse software
development kit, is the software used in creating the android application. It includes Java development
tools - meant for Java developers. The application was evaluated by 309 respondents from AMA
Computer College and Jeremiah Chrisjohn Learning Center based on the following criteria: (INSERT
CRITERIA USED). The application got an average of 4.7 which means that respondents strongly
agreed that the application performs its expected functions.
STATEMENT OF THE PROBLEM
The main problem of the study is that preschoolers, in these days, are addicted in playing
android phones and tablets. The more hooked they are in games, the more that they neglect to study.
The study intends to solve the following specific problems:
1. Preschoolers are more active in playing non-educational android games causing them not to
study their academic lessons;
2. Preschoolers do not have enough motivation in learning educational topics; and
3. Preschoolers are usually bored when reading and studying their lessons at home.
METHODS AND MATERIALS
A.
Research Design
The researchers used experimental method of research in this study. The researchers identified the
independent variables as the different modules in the system, including the lectures, games and stories
while the dependent variable is the influence of the system on the learnability of the students. The
researchers used two data collection methods Interview: the researchers interviewed respondents
to collect information related to the study. Simple questions were asked, examples are about the
usability of the application, its interface and functions; Questionnaire & Survey: the researchers used
questionnaires to approximate or indicate what a complete collection and analysis might reveal.
B. Data Gathering Procedure
The researchers used the simple random sampling, in which there is an equal chance of
selecting each unit from the population being studied when creating your sample. Slovins
formula was used to determine the number of the respondents and probability of committing an
error in selecting a small representative of the population.
The researchers collected data from the teachers, students and parents of Jeremiah
Chrisjohn Learning Center since the proposed system was about education games for preschoolers
and AMA Computer College to determine the weaknesses of the program.
The researchers got 27 Faculty members and 223 Students from AMA Computer College, 3
Faculty members, 28 Students and 28 Parents from Jeremiah Chrisjohn Learning Center for a total
of 309 respondents. The respondents had completed the survey. The questionnaire was answerable
by using the Likert Scale method. Each statement has five responses, which are classified under
the degree of difficulty from 5 which means Strongly Agree down to 1 which means Strongly
Disagree. Rating scale questions calculate a weighted average based on the weight assigned to

each answer choice. The researchers used the following formulas for computing the average
ratings:
Average= Ts/R
Ts is the total scores of a given criteria.
R is the total number of respondents.
KEY FINDINGS
The demonstration and survey of the application entitled Wizzle Fizzle Android Learning Game
for Preschoolers was conducted at the premises of AMA Computer College Cavite Campus and
Jeremiah Chrisjohn Learning Center in Dasmarinas, wherein the researchers discussed the application
and showed the ability and capability of the proposed system. Each respondent received a survey that
consists five criteria: Functionality, Reliability, Learnability, Attractiveness and Efficiency to know the
performance of the software based on International Organization for Standardization (ISO-9216):
CRITERIA
Functionality
Reliability
Learnability
Attractiveness
Efficiency
Average

AMACC
STUDENTS
4.7
4.6
4.9
4.9
4.9
4.8

AMAC
FACULTY
4.4
4.9
4.5
4.9
4.8
4.7

RESPONDENTS
JCLC
JCLC
STUDENTS
FACULTY
4.7
4.5
4.7
4.5
4.7
4.6
4.9
4.7
4.9
4.6
4.8
4.6

JCLC
PARENTS
4.5
4.3
4.8
4.9
4.8
4.6

AVERAGE

4.6
4.6
4.7
4.9
4.8
4.7

Table 1. Summary of the Results


Based on the overall evaluation of the criteria of the system an average rating of 4.7 was
obtained. This revealed that the system satisfies almost 93% of the requirements based on the given
criteria and specified characteristics. The total score of 4.7 means that respondents strongly agreed that
the application performs functions properly and meet all the requirements needed. Therefore, the
respondents of the study Wizzle Fizzle Android Learning Game for Preschoolers gave an admirable
rate which proved that the system is functional, reliable, easy to learn, attractive and efficient.
CONCLUSION
The researchers conclude that the proposed system performs its expected functions and satisfies
the requirements based on the given criteria and specified characteristics. The system fully satisfied and
attained the following objectives: (1) creation of a mobile application which provides lessons and
games wherein the preschoolers may enjoy and learn at the same time; (2) creation of an eye-catching
application that caught the students attention for them to be motivated in studying lessons with its
colorful features; and (3) development of an enjoyable application that boosts the interest of the
preschoolers to study more. Furthermore, the researchers conclude that the application met its main
goal of making an application that may encourage the preschoolers to learn educational topics while
playing games and having fun.
RECOMMENDATIONS
The researchers strongly recommend to those who plan to do a further research of this study
that (a) system be able to provide database for storing data, (b) will provide means for the user to create
multiplayer mode and ( c) application should be downloadable in Play Store.

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