CHAPTER
ONE
INTRODUCTION
The
phenomenon of anagrams was first discovered by the Greek Peot Iycophron in 260
B.C Since then the study of anagrams has been called the great Art because the
word can transposed to produce ARS MAGNA, the Latin name of great Art. However,
with the advent of the internal and the creation of sophisticated anagram
generating software, kids are now interested in anagram so there is a need for
creating software that allows the kids to great anagram.
1.2 STATEMENT OF PROBLEM
The
problem associated with anagram base game are
i
Learning the new system will be very difficult with the kids in generating an
anagram words.
ii
The new system will be boring to the kids because learning and storing new
words anytime they play the anagram
iii
The anagram will be a hidden meaning inclined
iv
There is always difficulties in looking possible work that can be formed.
1.3
SIGNIFICANCE OF THE STUDY
This project writing is targeted at producing a kids game that will be
educative and helpful in the mental development of the kids.
1.4
PURPOSE OF THE STUDY
The purpose or objective of the study are as follows:
i.
To develop a game software for the kids
ii.
To create highly educative software game that will test and build the child’.
1.5
SCOPE OF THE STUDY
This work is limited to designing and implementation of kids game software with
a particular emphasis on anagram word game.
1.6
LIMITATIONS
A lot of problems were encountered during the course of this work. One major
constraint to this work was financial constraint. Looking for all words and the
possible words that can be formed with them could not be achieved in the time
frame for this work.
1.7
ASSUMPTION
The anagram word game will be liable to modification in the next five years
because of new words that will be added to the dictionary.
1.8
DEFINITION OF TERMS
i.
ALGORITHM – The step by step approach method toward problem solving
ii.
FLOW CHART – The flow of a program logic using symbols
iii.
PROGRAM – It is a set of logically related instructions that tells the computer
what to do.
iv.
COMPUTER – An electronic device, that is capable of receiving, storing and
manipulating data to yield useful information.
v.
ANAGRAM – The rearrangement of the letters of words or phrase to form another
word or phrase.
vi.
PSEUDO. CODE – A user defined algorithm
vii.
WORD BANK – A place where words are collected.
TOPIC: DESIGN AND IMPLEMENTATION OF KIDS GAME
Chapters: 1 - 5
Delivery: Email
Delivery: Email
Number of Pages: 68
Price: 3000 NGN
In Stock

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