‘Kkk: Kaalaman With Kapitan Kiko’: A Mobile Game-Based Application For Learning Kkk History
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Abstract
With the increasing number of mobile device users, it makes a good opportunity to use technology as an innovative learning tool. The use of game-based applications is a helpful strategy in order to gain the interest of the users in learning. Game allows learners to expose themselves with selected topics by repeatedly using it.
The proponents developed a portable game-based tool for learning the important facts regarding the history of “Kataastasang Kagalanggalang Katipunan ng mga Anak ng Bayan” or popularly known as KKK. Hence, the game application was named 'KKK: Kaalaman with Kapitan Kiko?. In playing, users learn from animated and visual-based lessons and can play six (6) different interactive challenges that would enable them to be more familiar about the said topics.
After successful development, the application underwent testing and evaluation. It was tested in various devices to seek compatibility considerations. Based from the testing, the game was found out to be more suitable in devices having either a screen size of 5.0, 7.0 and above with a dual or quad core processor. On the other hand, the respondents rated the game as an acceptable tool to aid the learning of KKK history.
Keywords
Kaalaman with Kapitan Kiko
Game-based Learning
Katipunan
KKK
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