Math Booster: 2d Educational Computer Game for Pupils Grade (4-6)

Topics: Video game, Educational game, Personal computer Pages: 41 (9131 words) Published: September 7, 2013
MATH BOOSTER: 2D Educational Computer Game for Pupils Grade (4-6)

A System
Presented to the
Faculty of the IT & Computer Education Unit
Leyte Normal University
Tacloban City, Philippines

In Partial Fulfillment of
the Requirements for the Course
CS 107(System Analysis & Design)
Gerard Kim N. Aguillon
Aaron Stein P. Alvero
Dustin Yves C. Gam
Mark Roland Odivelas

October 2011

Chapter I
The Problem and Its Background
Early History, 1940 - 1970. The use of computer hardware and software in education and training dates to the early 1940s, when American researchers developed flight simulators which used analog computers to generate simulated onboard instrument data. One such system was the type19 synthetic radar trainer, built in 1943. From these early attempts in the WWII era through the mid-1970s, educational software was directly tied to the hardware, usually mainframe computers, on which it ran. Pioneering educational computer systems in this era included the PLATO system (1960), developed at the University of Illinois, and TICCIT (1969). In 1963, IBM had established a partnership with Stanford University's Institute for Mathematical Studies in the Social Sciences (IMSSS), directed by Patrick Suppes, to develop the first comprehensive CAI elementary school curriculum which was implemented on a large scale in schools in both California and Mississippi.] In 1967 Computer Curriculum Corporation (CCC, now Pearson Education Technologies]) was formed to market to schools the materials developed through the IBM partnership. Early terminals that ran educational systems cost over $10,000, putting them out of reach of most institutions. Some programming languages from this period, particularly BASIC (1963), and LOGO (1967) can also be considered educational, as they were specifically targeted to students and novice computer users. The PLATO IV system, released in 1972, supported many features which later became standard in educational software running on home computers. Its features included bitmap graphics, primitive sound generation, and support for non-keyboard input devices, including the touchscreen. History 1990, Major developments in educational software in the early and mid 1990s were made possible by advances in computer hardware. Multimedia graphics and sound were increasingly used in educational programs. CD-ROMs became the preferred method for content delivery. With the spread of the internet in the second half of the 1990s, new methods of educational software delivery appeared. In thehistory of virtual learning environments, the 1990s were a time of growth for educational software systems, primarily due to the advent of the affordable computer and of the Internet. Today Higher Education institutions use virtual learning environments like Blackboard Inc. to provide greater accessibility to learners. Educational games are games that have been designed to teach people about a certain subject, expand concepts, reinforce development, understand an historical event or culture, or assist them in learning a skill as they play. They include board, card, and video games.(Video games 'stimulate learning', BBC News, March 18, 2002). Educational video games are considered a type of serious game, as these games have a strong purpose other than pure entertainment. Some people call these types of games edutainment because they combine education and entertainment. An educational computer game can be defined as an electronic medium with all the characteristics of a gaming environment that have intended educational outcomes targeted at specific groups of learners. Video games can aid the development of proficiency by allowing users to interact with objects and manipulate variables. They are said to be particularly effective when designed to address a specific problem or teach a certain skill in curriculum subjects, where specific...
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