Full Project – Design and implementation of an end-user computer game

Full Project – Design and implementation of an end-user computer game

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CHAPTER ONE

1.1 INTRODUCTION

End-user computer game is an innovative shift in the field of learning providing access for students to learn with fun. It offers students the opportunity of increasing their mental thinking through the answering of a variety of questions.

The End User Game is a recorded audiovisual program that can be stored on a disk or other available storage media which can be played through an electronic media using the mouse, joystick or the keyboard.

Researchers agreed that constructive learning theory which focuses on knowledge construction based on learners experience is a good fit for learning because it ensures learning among learners.

End-user computer game focuses on catching the attention of the secondary school students to embrace the joy of learning. It tends to make studies readily available anytime/ leisure of the students in question.

This project work is categorically designed for students in the secondary education as it will draw learning close to their doorstep. A recent report by Ogbuagu Chibueze (2008) indicated that Educational end-user game is growing significantly faster than any other computer game in the field of learning.

 

1.2   STATEMENT OF THE PROBLEM

The attitude of secondary school students to learning has galvanized so many problems ranging from terminal examination failures that may lead to a repetition of class to failures in the internationally recognized examination conducted by national bodies such as West African Examination Council (WAEC) and National Examination Council (NECO) and so on.

These problems are so pronounced that most students now nosedive their test and examinations and relies on examination malpractice (EXPO) to subsidize their emotion and intellectual

Some of the problems are listed below:

  • Inability of students to assimilate lectures (teaching) at unfavorable climatic conditions (sunny periods of the day)
  • Bored and stressful mode of teaching by some teachers.
  • Inability of students to comprehend at a longer duration of teaching
  • Poor method of disseminating information by some teacher
  • Nondiagrammatic mode of teaching makes learning unattractive to students.

 

1.3   AIMS AND OBJECTIVES

The major aim of this work is to examine the attitude of students with the current technological advancement in mobile phones and other ICT tools in relation to how it is affecting their studies.

The objectives are as follows:

  • To create an end user computer game that will make learning more interesting and fun.
  • To create an interactive platform that will capture the minds of students with regards to their studies
  • To enhance quantitative reasoning among students.
  • To improve vocabulary development amongst students.
  • To introduce portability in learning.
  • To enhance students’ performance in terminal and possibly national examinations.

 

All these objectives are geared towards having a society where secondary school student graduates from their respective schools with the result in “flying colors”. I believed this shall make their parents be happy and in the long run help in the general development of our nations entirely.

1.4   SCOPE AND LIMITATION

The scope of this work is to cover only the design of an end user computer game to facilitate learning among students in secondary schools. This program will examine and analyze the importance of this educational game over other games. However, this seminar work is limited to only end-user computer game. It doesn’t include other related electronic activities such as pears two audio video games, Segar games only to mention but a few. This End User Computer Game is user friendly, easy to understand and will be used by students but only the staff in charge of the computer lab have the access to the admin portal where different questions from different subjects will be added with four (4) options of answers which only one (1) answer tends to be the correct answer. The questions are not based on one (1) particular subject but questions are added by the admin and picked at random (Different subject) by the students but the program (Game) indicate the correct answer by a clap sound and a label “Correct” or “Wrong” and at the end of every ten (10) questions, the score will be displayed for the player.

 

1.5   SIGNIFICANT OF STUDY

The institution is more concern in imparting knowledge to students/wards in their care. Therefore the significance of this seminar work to Niger State Polytechnic Staffs School cannot be overemphasized in the sense that it will enhance mental and vocabulary development of students in questions. Also, it shall foster more attraction attitude between students and their learning activities as leisure times can be judiciously utilized in more beneficiary manner of knowledge acquisition.

 

1.6   DEFINITION OF TERMS

Vicissitudes: This means changes

Despondent: This means low

Reimburse: This means never pay or contribute

Implementing: This means Applying or executing

Voyage: This means journey or trip to a new destination

Leisure: Meaning free time, Holydays or break time

Distinct: Meaning individual

Nosedive: Meaning falling down or dropping

Grim: Meaning Unbearable or uncomfortable

Heightening: This means increasing, improving or enhancing

Apprentices: Meaning student or learners

Preceding: This means Past or previous

Facilitate: Meaning to make ease or aid

 

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Full Project – Design and implementation of an end-user computer game

Click here to Get The Complete Research Project Chapter 1-5

RESEARCH PROJECT CONTENTS
CHAPTER ONE - INTRODUCTION
1.1 Background of the study
1.2 Statement of problem
1.3 Objective of the study
1.4 Research Hypotheses
1.5 Significance of the study
1.6 Scope and limitation of the study
1.7 Definition of terms
1.8 Organization of the study
CHAPETR TWO – LITERATURE REVIEW
2.1. Introduction
2.2. Conceptual Framework
2.3. Theoretical Framework
2.4 Empirical Review
CHAPETR THREE - RESEARCH METHODOLOGY
3.1 Research Design
3.2 Study Area
3.3 Population of the Study
3.4 Sample Size and Sampling Technique
3.5 Instrument for Data Collection
3.6 Validity of the Instrument
3.7 Reliability of the Instrument
3.8 Method of Data Collection
3.9 Method of Data Analysis
3.9 Method of Data Analysis
3.10 Ethical Considerations
CHAPTER FOUR - DATA PRESENTATION AND ANALYSIS
4.1. Introduction
4.2 Demographic Profiles of Respondents
4.2 Research Questions
4.3. Testing of Research Hypothesis
4.4 Discussion of Findings
CHAPTER FIVE – SUMMARY, CONCLUSION & RECOMMENDATIONS
5.1 Introduction
5.2 Summary
5.3 Conclusion
5.4 Recommendation
REFERENCES
APPENDIX


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