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
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:
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
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:
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.
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.
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.
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.
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.
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.
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