0% found this document useful (0 votes)
16 views15 pages

Maze Code

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
16 views15 pages

Maze Code

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd

Maze Code: Interactive E-Learning Game Towards

The Performance Of BSIT Students Solving Skills

Presented by:
Antonio, Chester Brian L.
Ibañez, Mat Christian Gester A.
Introduction
The history of e-learning is a testament to the adaptability and transformative
power of technology in education. From its early days as a novel experiment to its
current status as a ubiquitous and essential part of the learning landscape, e-learning
has come a long way. As we navigate the ever-changing currents of technological
progress, the journey of e-learning remains an ongoing narrative of evolution, promising
a future where education is more accessible, engaging, and tailored to the diverse
needs of learners worldwide.

This study was carried out to indicate that developing an e-learning game can
positively affect the respondents’ problem solving skills. As the field of information
technology evolves and expands, the knowledge and skills of students pursuing
Bachelor of Science in Information Technology (BSIT) programs become progressively
crucial. Problem-solving skills stand out as an integral among the essential skills
necessary for IT students. This study proposes "Maze Code: Interactive E-Learning
Game," an innovative approach developed for improving BSIT students' problem-solving
skills, to address this crucial area of education and skill development. The purpose of
this study is to look into the effectiveness of "Maze Code" as an e-learning game in
improving the problem-solving skills of BSIT students.

2024 2
Background of the Study
In the ever-evolving landscape of information technology (IT) education, the
development of robust problem-solving skills is imperative for students pursuing a
Bachelor of Science in Information Technology (BSIT). The transition into the BSIT
program, particularly during the freshman year, entails not only adapting to the academic
rigor but also acquiring the essential problem-solving acumen crucial for success in the
dynamic IT industry. This underscores the need for targeted interventions that address
the specific challenges faced by BSIT students, facilitating a seamless blend of
theoretical knowledge and practical problem-solving skills. To respond to the distinct
needs of BSIT first-year students, this research proposes the implementation of the
Maze Code Interactive E-Learning Game. This innovative educational tool seeks to
complement traditional teaching methodologies by introducing an engaging and
interactive platform dedicated to enhancing problem-solving skills. By integrating
educational content within a gamified framework, the Maze Code system aims to provide
an immersive learning experience, tailored to the unique challenges encountered by
BSIT students during their academic journey. BSIT first-year students currently face
challenges in developing robust problem-solving abilities within the confines of
conventional teaching approaches. The reliance on traditional lectures and static
exercises may not adequately prepare students for the dynamic problem-solving
demands intrinsic to the IT field. This discrepancy can result in a gap between
theoretical knowledge and practical application, hindering academic performance and
diminishing students' readiness for the multifaceted challenges posed by the IT industry.

2024 3
Conceptual Framework

2024 4
Statement of the
Objectives
General Objectives
The goal of our study is to determine whether interactive games and
online learning are useful in helping BSIT students develop their problem-solving
abilities. Due to the fact that several of the BSIT students present enjoy gaming.
We want to continue our research study in order to use interactive games and e-
learning to help BSIT students develop their problem-solving abilities.

Specific Objectives
-To assess the impact of maze-based logical thinking games on the cognitive
development of 1st-year BSIT students.

-To measure improvements in problem-solving and critical thinking skills in


students who engage with maze-based games.

-To gather feedback from students regarding their experiences and perceptions of
maze games as an educational tool.

2024 5
Hypotheses of the Study
This study investigates the effect of the interactive e-learning maze "Maze Code" on the
problem-solving skills of Bachelor of Science in Information Technology (BSIT) students. This
research aims to provide valuable insights into the potential impacts of the game on students'
problem-solving abilities.
Null Hypothesis: There is no significant difference in the problem-solving skills of BSIT
students who use the "Maze Code" e-learning game and those who do not use it.
Alternative Hypothesis: There is a significant difference in the problem-solving skills of
BSIT students who use the "Maze Code" e-learning game, indicating a positive impact on their
abilities.
Question 1: What are the possible effects of the "Maze Code" e-learning game on BSIT
students' problem-solving skills?
Null Hypothesis: Using the "Maze Code" e-learning game does not lead to any
significant improvement in the problem-solving skills of BSIT students.
Alternative Hypothesis: Using the "Maze Code" e-learning game leads to a significant
improvement in the problem-solving skills of BSIT students. Question 2: Does the "Maze Code"
e-learning game have a differential impact on the problem-solving skills of BSIT students with
varying levels of initial problem-solving difficulties?
Question 2: Does the "Maze Code" e-learning game have a differential impact on the
problem-solving skills of BSIT students with varying levels of initial problem-solving difficulties?
Null Hypothesis: The impact of the "Maze Code" e-learning game on problem-solving
skills is consistent across BSIT students with different initial problem-solving difficulties.
Alternative Hypothesis: The impact of the "Maze Code" e-learning game on problem-
solving skills varies among BSIT students with different initial problem-solving difficulties.

2024 6
Significance of the Study
This research is significant for beginners in computer programming due to the fact that
they could find themselves facing coding issues if they chose BSIT as their course. They
will also be able to assess and gauge their potential skill set for focus, concentration,
problem solving, and reasoning. Engaging in Maze Code can help them enhance their
performance, which will be used to evaluate their educational performance. This
research will then explain how e-learning games can assist students increase their
valuable skill set for educational and professional objectives. Gamification combines
game aspects such as point systems, leaderboards, badges, and other game-related
characteristics into "traditional" learning activities to boost engagement and motivation.
Gamification and game-based learning are similar in that they both encourage
engagement and long-term motivation in education, but they are distinct methods.
Discussions about modernizing the curriculum must include answers for keeping
students engaged and ensuring they understand how to be critical, confident, and
creative—abilities essential for success in the modern workplace. Playing games boosts
the brain's memory capacity significantly. Games improve the ability to think critically,
which improves the ability to retain information for a longer period of time. A significant
number of games demand students to think rapidly. Furthermore, they must apply
reasoning to overcome quests and accomplish levels by thinking three steps ahead of
the game. This helps youngsters later in life develop their logic, accuracy, and capacity
to think on their feet and beyond the box. As more schools and learning platforms
investigate using digital curricula, the number of solutions available to solve these
concerns has increased. One of these solutions is game-based learning. This curriculum
and teaching approach is well-suited to reaping the full spectrum of benefits of a digital
curriculum.

2024 7
Scope and Limitations of the
Study
The purpose of this study is to investigate the effect of the Maze Code Interactive
E-Learning Game on the problem-solving abilities of BSIT students in a specific
academic context. The focus will be on both theoretical knowledge and practical
application of problem-solving techniques for first year BSIT students at Cavite State
University (CvSU) - Imus Campus. The research will be carried out throughout the
academic year 2023-2024. The study will specifically investigate the game's function
inside the 2D gaming environment, analyzing its usefulness in improving problem-
solving abilities.

The study will not investigate the functioning and usefulness of the Maze Code
game in a 3D gaming environment. While 2D gaming has a specialized focus, the
absence of 3D gaming inhibits a thorough grasp of the game's possible uses and
advantages.

While the findings of this study provide insights into the efficiency of Maze Code in
2D, they may not be universally applicable to other forms of interactive e-learning
games. The investigation is restricted to the unique design and operation of the Maze
Code in the context of 2D gaming.

The research assumes a base level of hardware and software compatibility for the
Maze Code game's 2D version. The immediate focus of this research excludes issues
deriving from hardware restrictions or program incompatibility.

2024 8
Log in Form

2024 9
Register

2024 10
Main Menu

2024 11
Select Mode:

2024 12
Level

2024 13
Actual Game

2024 14
Result

2024 15

You might also like