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INTERNATIONAL JOURNAL OF LATEST TECHNOLOGY IN ENGINEERING,
MANAGEMENT & APPLIED SCIENCE (IJLTEMAS)
ISSN 2278-2540 | DOI: 10.51583/IJLTEMAS | Volume XV, Issue V, May 2026
With the widespread use of mobile devices and the rapid evolution of technology, Android has emerged as a
practical platform for delivering applications for education due to its accessibility and flexibility
5
. In
programming education, gamified quizzes and formative assessments have demonstrated effectiveness in
improving student involvement and enhancing learning. Incorporating essential features such as leaderboards
and immediate feedback in online quizzes enhances student engagement and performance
6.
At Pangasinan State University – Alaminos City Campus, the BSIT program has always been about finding a
good balance. By mixing classic classroom face to face interactions with self- paced learning modules and
digital activities, the faculty has built a reliable routine that helps the students to navigate along their studies
throughout their college years. While this approach served its purpose well, it is now susceptible to challenges
for both the faculty and the students. One of the major difficulties is students’ engagement, as students now
have diverse learning styles, which can limit the effectiveness of traditional instructional methods.
To develop a mobile educational game suited for learners, the proponents examined the learning processes of
BS Information Technology students at Pangasinan State University – Alaminos City Campus. The Android
quiz game, 404 IQ Not Found, is designed as a supplementary educational tool to support students and gaming
enthusiasts. By incorporating gamification into the subject Computer Fundamentals—which includes basic
concepts such as hardware, software, operating systems, and data representation—the game aims to make
learning more interactive and engaging. Through subjects such as Introduction to Computing (CC 101),
Fundamentals of Programming (CO 102), Intermediate Programming (CC 103) and Computer Organization
(CO 101), the project turns complex academic concepts into an engaging and enjoyable gaming experience,
seeking to bridge the gap between classroom education and digital entertainment.
METHODOLOGY
The proponents utilized both a descriptive and developmental research approach to develop Android Quiz Game
for Computer Fundamentals: A Fun and Interactive learning tool for Bachelor of science in information
technology students at the Pangasinan State University – Alaminos City Campus. The descriptive research
techniques such as surveys, and interviews were used to identify the learning challenges, and student
engagement issues that the students and faculty face related to the teaching of Fundamentals of Programming.
This approach enabled the documentation and the assessment of the processes that could be enhanced by
developing a system by transforming traditional teaching methods, and paper quizzes into an interactive,
engaging, and user-friendly mobile learning tool.
Thus, using developmental approach guided the design phase and the development of the proposed system,
ensuring that the features, game mechanics, and learning strategies aligned with the identified user requirements
and educational objectives. this approach supported an iterative processfor design,
development, and evaluation, allowing the proponents to continuously refine and produce a fully functional,
effective, and reliable learning application.
In developing the system, the proponents utilized the Agile Methodology as the SDLC framework. Agile was
chosen for its flexibility, adaptability to changes, and prioritizing on continuous feedback from users and
improvement throughout the development.
The methodology enables the developers to work in short, structured and manageable cycles also called as
sprints, allowing the team to gradually deliver functional elements and apply continuous refinements based on
the test and evaluation results. The development process was carried out through six key phases – the
Requirements Phase, Design Phase, Development Phase, Deployment, and Review Phase, also illustrated in Fig
1. below. This ensures that the final application met both the educational objectives and user needs.