CRANE Thesis Documentation Chapter 1
This CRANE Thesis Documentation Chapter 1 (C.R.A.N.E) will discuss the philosophical assumptions underpinning of this research, as well as to introduce the research strategy and the empirical techniques applied.
Here’s the outline on how to make Coordinated Response Authority for National Emergencies (CRANE) Thesis Documentation Chapter 1
1. Introduction
2. Purpose and Description
3. General Objectives
4. Specific Objectives
5. Scope and Limitations
6. Significance of the Study
7. Definition of Terms
CRANE Thesis Documentation Chapter 1: Introduction
Nowadays most people are using Personal Computers to complete/finish their daily tasks or just to entertain themselves.
In dangerous situations like emergencies, calamity and disaster, most of response mechanics and protocols, are naïve and varies according to type of emergencies.
Therefore, we proposed a game called “Coordinated Response Authority for National Emergencies” or C.R.A.N.E. for some challenge, education, and entertainment.
This will enhance the knowledge of the users in emergency protocols, emergency procedures and this will improve the user’s response to instinct if ever an emergency occur.
CRANE Thesis Documentation Chapter 1: Purpose and Description
To answer the following questions were the purpose of this system.
What is the level of ability of target respondents during emergencies and calamities when they are grouped according to age, gender and educational levels?
1.What is the extent of interest in PC games of the respondents when they are grouped according to age, gender and educational levels?
2.What is the knowledge level of the target respondents on emergency response?
3.What important aspects of response needs to be developed and implemented.
4.What is the overall impact of the program once deployed to users?
By answering these questions, the proponents will have the ideas on how to have the formulation or foundation on building and developing the game.
CRANE Thesis Documentation Chapter 1: General Objectives
The main objective of the project is to develop a game for PC platform entitled Coordinated Response Authority for National Emergencies that will help educate gamers/users on how to respond on emergencies that might face or happen.
CRANE Thesis Documentation Chapter 1: Specific Objectives
1.To design and develop the game with following features:
a. 2D
b. Desktop Platform
c. Player Defined Goals
d. Role Playing
2.To evaluate the game according to the following parameters:
a. Game Usability
b. Game Mobility
c. Gameplay
3. To create a user’s manual for the game.
CRANE Thesis Documentation Chapter 1: Scope and Limitations
Coordinated Response Authority for National Emergencies (CRANE) will be develop to respond to the need of training to every individual and to give them knowledge on how to react during emergencies.
The development of the proposed game will be based on the given time of the second semester 2019-2020. The proponents will do this simulation game within the School campus (CHMSC-Binalbagan).
This proposed simulation game was proposed to train every individual and give him or her more knowledge in handling emergencies.
The game is only available on PC Platforms and is a simple 2D based game. The proposed game is not applicable for multiplayers.
CRANE Thesis Documentation Chapter 1: Significance of the study
The proposed system Will be beneficial to the following:
DRM Trainees
This study offers to DRM (Disaster Risk Management) trainees a chance to experience real life scenarios that depict true events.
It is a cheaper, faster, and efficient way for practice and learning that helps people understand how they should act in real life situations.
Students
This study will ensure a good learning experience and valuable learning result through repetitive content. To educate someone, you will simply hand out the same questions or the same reading content repeatedly through the use of simulations.
By simulating scenarios, we can repeat content in an engaging way that brings an interesting flavor to the learning goal.
Gamers
This study will set goals and rules to guide players/gamers. The goal ultimately focuses on learning outcomes for the end user.
There is a widespread understanding that games motivate players to spend time on tasks and enhancing their skills (in fact, there are many studies that support this).
The end user is pulled in to gamification elements of gaming, which in turn enhances their engagement and overall learned behavior throughout the training.
Practitioners
This study offer a chance to experience real life scenarios that depict true events. Games and simulations motivate players to spend time on tasks and enhancing their skills and apply all that they will learn throughout the training to real life situations/natural phenomenon such as Flash flood, Typhoon, Earthquake, etc.
Future Researchers
This will be a reference for them if they would like to improve this game or if this study is related to their future researches.
Researchers
This could be their basis in developing this study and the record of the possible and expected features of the game.
Definition of Terms
For clarity and understanding, the key words that we used in this study are defined as follows:
Personal Computer – A personal computer (PC) is a multi-purpose computer whose size, capabilities, and price make it feasible for individual use.
Personal computers are intended to be operated directly by an end user, rather than by a computer expert or technician. In addition, it is the operating system we used to develop the game.
Windows – Windows is a series of operating systems developed by Microsoft. Each version of Windows includes a graphical user interface, with a desktop that allows users to view files and folders in windows. For the past two decades, Windows has been the most widely used operating system for personal computers PCs.
C.R.A.N.E. – It is the abbreviation of Coordinated Response Authority for National Emergencies.
Levels – Operationally, it is a section or part of a game. Most games are so large that they are broken up into levels, so only one portion of the game needs to load at one time.
PC games – Operationally, are also known as a computer game or personal computer game is a type of video game played on a personal computer rather than a video game console or arcade machine.
Game Usability – cover the game controls and interface through which the player interacts with the game. As a general rule, the game interface should allow the player to control the game fluently and display all necessary information about the game status and possible actions.
Game Mobility – concern issues that affect mobility of the game. Since computer controller do not dictate where and when games are played, the game design should assimilate
this freedom into the game experience.
Gameplay – are valid regardless of the platform on which the game is played. When evaluating gameplay, it is recommended that evaluators have at least some game design expertise.
Related Capstone Resources
- Crane Thesis Documentation Chapter 3 Methodology
- Crane Thesis Documentation Chapter 2 Related Literature
- Crane Thesis Chapter 5
- Boarding House Finder Thesis Documentation Chapter 4
- Boarding House Finder Thesis Documentation Chapter 5
- Boarding House Finder Thesis Documentation Chapter 3
Inquiries
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Capstone chapter writing checklist
Structuring a BSIT capstone chapter correctly saves rework and eases the defense. Follow this checklist for consistent quality across all 5 chapters.
- Draft the outline first. Every section header first, then fill in the content.
- Write the methodology before the introduction. Chapter 3 (methodology) forces you to think through the system; Chapter 1 becomes easier after.
- Include diagrams early. UML diagrams in Chapter 3 clarify what you’re building.
- Cite sources as you write. Do not defer citations. Use Zotero or Mendeley to track sources.
- Get adviser feedback per chapter. Do not write all 5 chapters then ask for review.
- Number figures and tables. Figure 3.1, Table 4.2, etc. Panels reference these numbers.
- Follow the school template exactly. Font, margins, spacing — do not deviate.
Common capstone mistakes to avoid
- Copying without attribution. Panels use Turnitin. Cite everything you did not write yourself.
- Over-scoping the project. A well-executed simple system beats a poorly-executed ambitious one.
- Deferring documentation. Documentation quality is a big part of the grade.
- Skipping user testing. Panels ask about user feedback. Have real data.
- Ignoring adviser feedback. Advisers know what the panel will ask.
Recommended free tools for capstone projects
- draw.io / diagrams.net. UML diagrams for Chapter 3.
- Google Docs. Collaboration + version history + adviser comments.
- Zotero or Mendeley. Reference management + auto-formatted citations.
- GitHub. Version control for the source code (also earns E-E-A-T signal on your CV).
- Grammarly. Language + tone check on the documentation.
- Turnitin. Plagiarism check before submission (some schools provide access).
- ChatGPT or Claude. For outline scaffolding — not for writing the actual content.
Where to get more capstone resources
- Capstone project ideas. Browse itsourcecode.com/topics/fyp/ for 140+ tested capstone concepts.
- Working source code. itsourcecode.com/topics/free-projects/ has 1,000+ downloadable projects.
- UML diagrams. itsourcecode.com/uml/ has 300+ free UML examples for Chapter 3.
- ER diagrams. itsourcecode.com/topics/uml/erd/ for database schemas.
Official references
Frequently asked questions
How many pages should a BSIT capstone chapter be?
Chapter 1 (Introduction) is typically 8-12 pages. Chapter 2 (RRL) is 15-25 pages. Chapter 3 (Methodology and System Design) is 15-30 pages depending on diagram count. Chapter 4 (Results) is 10-20 pages. Chapter 5 (Conclusions) is 5-10 pages. Total: 60-100 pages for the whole capstone.
What order should I write the chapters in?
Recommended order: Chapter 3 first (system design and methodology — most concrete), then Chapter 1 (introduction with the problem statement), then Chapter 2 (RRL to justify Chapter 1), then Chapter 4 (results — after implementation), then Chapter 5 (conclusions). This avoids rewrites and speeds up defense readiness.
What formatting style should I use for the capstone documentation?
Most Philippine BSIT programs require IEEE or APA 7th edition. Confirm with your adviser first. Use Times New Roman 12pt, double-spaced, 1-inch margins, and page numbers. Reference all sources properly and use consistent citation style throughout.
How many references do I need per chapter?
Chapter 1: 5-10 references. Chapter 2 (RRL): 20-40 references. Chapter 3: 10-15 references. Chapter 4-5: minimal, mostly self-referential. Recent sources (last 5 years) are strongly preferred over older ones.
What tools help write the capstone chapters?
Zotero or Mendeley for reference management, Grammarly for language check, Turnitin for plagiarism scan, Google Docs for collaboration with adviser, LaTeX (Overleaf) for advanced formatting, and ChatGPT or Claude for outline scaffolding (not for writing the actual content).
