IV. RESULTS AND ANALYSIS
A total of twenty eight students joined in the user acceptance testing and with the help of their teachers, a seven-item questionnaire was administered but prior to that these students are asked to use the game and it was made available for download in Google’s Playstore.
Two tables are prepared: table II shows the percentages per scale and table III shows the computed mean of the user acceptance results. This was made so that the results can be described fully and issues can be identified for the improvement of the game.
In Table II, under the first category of design functionality almost half of the respondents strongly agreed with attractiveness of the game and one percentage of the users had a strong disagreement while half of the respondents agreed on the enthusiasm brought by the game and less than ten percent disagreed.
In the second category which focuses on the learning content of the game when asked of the clarity of presentation less than half agreed but almost half of the respondents strongly agreed that the game can be useful and helpful in learning synonyms, antonyms and homonyms.
In terms of ease of use, although almost half of the respondents strongly agree there are still thirty percent of the respondents only agreed on the navigation controls while exactly half of the respondents strongly agreed that the game provided instruction that helped them play the game.