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Automathic (auto mathematical electronic) games Angelica A. Languayan... [et.al].

Contributor(s): Material type: TextTextLanguage: English Publication details: 2016Description: 101 leaves : illustrations ; 28 cmSubject(s): LOC classification:
  • LB 1029  .Au81 2016
Dissertation note: Thesis (Bachelor of Science in Mathematics major Computer Science) -- University of Rizal System-Morong. Summary: EXECUTIVE SUMMARY: The main purpose of the study is to determine the effectiveness of the program and to determine the acceptability such as accuracy, applicability, workability, user friendliness, completeness, portability, modifiability, clarity. The developed game was developed through evaluation in teachers to get the weakness of grade VI students. The researchers used Java, LibGDX, OverLap2D, IntelliJ and IDE. The study was conducted at Baras Elementary School at Baras Rizal in the year of 2016. The respondents of the study are students and IT instructors. The researchers chose twenty (20) students and five (5) IT instructors to complete the respondents needed. The study found that the developed game was verbally interpreted as Very Much Accepted by the instructors and Much Accepted by the Students.
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Theses and dissertations Theses and dissertations Morong College Library Reference LB 1029 .Au81 2016 (Browse shelf(Opens below)) 1 Not for loan URSMOR-CL-004394

Thesis (Bachelor of Science in Mathematics major Computer Science) -- University of Rizal System-Morong.

EXECUTIVE SUMMARY: The main purpose of the study is to determine the effectiveness of the program and to determine the acceptability such as accuracy, applicability, workability, user friendliness, completeness, portability, modifiability, clarity. The developed game was developed through evaluation in teachers to get the weakness of grade VI students. The researchers used Java, LibGDX, OverLap2D, IntelliJ and IDE. The study was conducted at Baras Elementary School at Baras Rizal in the year of 2016. The respondents of the study are students and IT instructors. The researchers chose twenty (20) students and five (5) IT instructors to complete the respondents needed. The study found that the developed game was verbally interpreted as Very Much Accepted by the instructors and Much Accepted by the Students.

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