Memo-Re-Member : a Card Game Exercising Memory Enhancement for Kawangis Publishing Corporation. (Record no. 80788)

MARC details
000 -LEADER
fixed length control field 02378nam a22002177a 4500
003 - CONTROL NUMBER IDENTIFIER
control field URS
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20251015171533.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 240917b |||||||| |||| 00| 0 eng d
040 ## - CATALOGING SOURCE
Transcribing agency URS
050 ## - LIBRARY OF CONGRESS CALL NUMBER
Classification number BVC00001
100 ## - MAIN ENTRY--PERSONAL NAME
Relator code author
Personal name Arcayos, Kerr Janseen D.
245 ## - TITLE STATEMENT
Title Memo-Re-Member : a Card Game Exercising Memory Enhancement for Kawangis Publishing Corporation.
260 ## - PUBLICATION, DISTRIBUTION, ETC.
Date of publication, distribution, etc. 2024
Place of publication, distribution, etc. Angono, Rizal
300 ## - PHYSICAL DESCRIPTION
Extent x, 132 p. ; 30 cm.
520 ## - SUMMARY, ETC.
Summary, etc. This study aimed to develop a card game called “MEMO-RE-MEMBER”, a fun and interactive memory enhancement card game, advocating Filipino Popular Culture for young adults and to promote the product to the market by coming up with an advertising campaign, with considerations on content, aesthetic, durability, and price. This study aimed to produce a prototype for the card game, by coming up with an ad campaign to promote the product, and to evaluate the produced product. We applied several methods such as descriptive quantitative research, questionnaire, then product testing. A survey in the form of a questionnaire was conducted and the analyzed data from the respondents and other related information to support the actual process of making the research output was made. We then proceeded with the actual card game illustration (defined as a visual explanation of a text, concept or process, designed for integration in print and digital published media) or card game. Generation Z, or ages 18–25 years, are our target audience. Despite the age bracket, we also consider that the game somehow managed to help the players remember the rich culture we Filipinos have—from our national symbols to Larong Pinoy, all of them that represent our popular culture. This study is an effort to find solutions to these weaknesses—to know that it is important for us game designers/developers to know the challenge of developing a game, specifically in finding the true definition of a learning game. This study would be of help for aspiring game developers or designers with the same idea related to this study.
700 ## - ADDED ENTRY--PERSONAL NAME
Relator code author
Personal name Belialba, Jackielyn V.
700 ## - ADDED ENTRY--PERSONAL NAME
Relator code author
Personal name Osicos, John Patrick
856 ## - ELECTRONIC LOCATION AND ACCESS
Materials specified Online Request for Student Unpublished Works
Uniform Resource Identifier <a href="https://forms.gle/7LqvGGkaDrUQqz429">https://forms.gle/7LqvGGkaDrUQqz429</a>
856 ## - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier <a href="https://drive.google.com/drive/folders/1EhXIkeLial3IaDRyQLvIVReqAFWYfttl?usp=sharing">https://drive.google.com/drive/folders/1EhXIkeLial3IaDRyQLvIVReqAFWYfttl?usp=sharing</a>
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Source of classification or shelving scheme Library of Congress Classification
Koha item type Theses and dissertations
Holdings
Withdrawn status Source of classification or shelving scheme Damaged status Not for loan Home library Current library Date acquired Total Checkouts Full call number Barcode Date last seen Price effective from Koha item type
  Library of Congress Classification     Angono College Library Angono College Library 09/17/2024   BVC00001 BVC00001 09/17/2024 09/17/2024 Theses and dissertations

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