TY - BOOK AU - Dalogdog, John Hyro S., author. AU - Cervantes, Jan Hazel R., author. AU - Alolod, Jonabel S., author. AU - Nabablit, Karlo Jose E., adviser. AU - Nocon, Yvana Jardine R., technical critic. TI - SMAP : a mobile game for enhancing the speed, memory, attention and problem solving for preschools AV - UM QA 76.76.C672 D35 2019 PY - 2019/// CY - Rosario, Cavite PB - Cavite State University-CCAT Campus KW - Mobile games KW - Small phones -- Programming KW - Android (Electronic resource) KW - iOS (Electronic resource) KW - Cognitive skills N1 - An Undergraduate Thesis Manuscript (BSCS) -- Cavite State University-CCAT Campus, 2019; Includes bibliographical references and appendices N2 - DALOGDOG, JOHN HYRO S., CERVANTES, JAN HAZEL R.AND ALOLOD, JONABEL S. SMAP: An Application for enhancing the speed, memory, attention, and problem solving for pre-schoolers. Undergraduate Thesis. Bachelor of Science in Computer Science. Cavite State University-Rosario Campus, Rosario, Cavite. May 2019. Adviser: Mr. Karlo Jose E. Nabablit. The study was conducted from August 2018 to March 2019 to develop the SMAP. An application for enhancing the speed, memory, attention, and problem solving for preschoolers. The SMAP GAME is a mobile application composes of four categories (speed, memory, attention, and problem solving) that will run on tablets intended for preschoolers and teachers. Specifically, the study aimed to: 1) document all the activities related to the study of preschoolers ages three to six years old, 2) design the logical and user-interface of the mobile application that can be deployed in mobile platforms, using appropriate mobile game development tools.3) Test and evaluate the design and technical characteristics of the application using ISO IEC 25010; and 4) prepare an implementation plan for the deployment of the mobile application. The developers used the method rapid application development to accomplish the SMAP game. In this method, the planning, analysis, design and implementation stage continuously work together to construct the model for testing and evaluation. The system was evaluated by thirty respondents composed of IT experts of Cavite State University-Rosario, teachers and end users. The game gained a total score of 4.48, suggesting a very satisfactory performance ER -