HomeCLOUDvol. 2 no. 1 (2014)

BATANG JUAN: AN EDUCATIONAL SOFTWARE FOR PRESENTING PHILIPPINE VALUES AMONG FILIPINO CHILDREN

Aivey Dianne V. Dimaano | Joemer B. Ordoño | Heinrich Keziah M. Vicente | Kyle Jurg S. Millan

 

Abstract:

As technological advancements mushroom, the Filipino youth is exposed to greater challenges most of which uproot the solid foundation of values and virtues. This statement is alarming because this reflects the current situation of the Filipino children. At their young age, the presence of Filipino values in them is slowly diminishing which the researchers thought it to be very alarming. With this, the researchers were motivated to develop an educational software application that aims to promote Filipino values through stories and games among the Filipino children. The Experimental research method was employed in the conduct of the whole research, guided with the Iterative software process model for the development of the software. With the aid of the following technological tools, Adobe Photoshop CS5 for the design of the characters and the game interface, and Adobe Flash CS3 for the animation, the researchers were able to create the software application. The result of the experiment shows that the multimedia approach proves to be an effective learning tool for students.