Juan Piece, a Mobile Puzzle Game about Philippine Geography: its Effects on Students' Problem Solving Skills

Anne Janyarae E. Arato, Farah Jane A. Arato, Ephraim Jholo T. Cruz, Loyzel Ann C. Nieva, Melie Jim F. Sarmiento
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Abstract

The study endeavored to develop a 2D infinite runner - puzzle game, called Juan Piece, in order to identify its effects to the respondents' problem-solving skills and to their Philippine geography appreciation as well. The game was deployed to Android smartphones and tablets. The researchers wanted to know if puzzle games like Juan Piece can improve one's problem-solving skills. Paired t-tests and chi-square tests of independence were used to analyze and interpret the data gathered from the respondents. The said tests, all at a 5% level of significance, revealed that 1) there is no significant difference between the problem-solving skills of the respondents before and after playing, 2) game puzzle interest (i.e. whether the respondents play puzzle games or not prior to the study) is independent from respondents' problem-solving skills before and after playing Juan Piece, and 3) there is a significant difference between the respondents' Philippine Geography appreciation before and after playing the game.
关于菲律宾地理的手机益智游戏:对学生解决问题能力的影响
该研究试图开发一款名为Juan Piece的2D无限奔跑益智游戏,以确定其对受访者解决问题能力和菲律宾地理欣赏能力的影响。这款游戏已经投放到Android智能手机和平板电脑上。研究人员想知道像Juan Piece这样的益智游戏是否能提高一个人解决问题的能力。使用配对t检验和独立性卡方检验来分析和解释从受访者收集的数据。上述测试均以5%的显著性水平显示,1)被调查者在玩游戏前后的问题解决能力之间没有显著差异;2)游戏益智兴趣(即被调查者在研究之前是否玩益智游戏)与被调查者在玩《胡安·佩特》前后的问题解决能力无关。3)被调查者在游戏前后对菲律宾地理的认知存在显著差异。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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