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Huwebes, Marso 27, 2014

Project Proposal


I.                   Proposed Title
Mobictionary: The Complete English Dictionary for Regular Mobile Phones

II.                Development Problem

Not all of us own a Smartphone that can download applications like the electronic version of Webster’s dictionary. Most Filipinos in the lower class level are still using regular mobile phones with no internet feature. With this dilemma, it is essential to offer a new VAS (Value Added Service) in a form of a text message based dictionary for regular mobile phone users. This is also for those who have Smartphones but have a slow internet connection or totally no internet access (e.g. for those who live or travel in far rural places).

III.             Objectives

1.      To offer an affordable yet reliable and educational value added service for regular mobile phone users.
2.      To provide a text message based dictionary for ESL (English as Second Language) students who are always on the go.

IV.             Description of Beneficiaries or Stakeholders

This is for ESL students who use regular mobile phones with no internet feature. This is also beneficial for Smartphone users who need a mobile dictionary but has no application of it and has no internet connection or Wi-Fi. This is useful for those who always travel in far places and experiencing slow internet connection due to network failure and other reasons.

V.                Brief Description
In this value added service, the user just need to text the word in the assigned 4 digit # (e.g. 1111) and after a while he will receive a message with the meaning of the word just like how it can be seen in a regular paper bound dictionary. The sender will be charged 1 peso for every transaction. This service can also offer an unlimited promo, just send the keyword UNLI MOBD in the assigned 4 digit # (e.g. 1111), and for 10 pesos the user can enjoy unlimited service of the Mobictionary for 1day.
This VAS can only cater English words and when the customer sent a wrong spelling word he/she will be charged one peso. However, the system will send a message informing the customer of the possible words he/she is asking and it is free of charge. The customer only needs to choose the correct word and send it again on the assigned 4 digit number. However, he/she will again be charged of one peso but if he/she is enrolled in the unlimited service, as long as he/she send the correct spelling of the word it will be covered and he/she will not be charged of any amount beside the registration fee. The customer can ask/send for the same word infinitely.

VI.             Project Methodology

The conduct of the research will be done in three phases.

1. Preparatory Stage of the product, this is where the project proposal will be finalized by the designated team.
2. The actual design and production of the value added service. The technical aspect of the project will be handled by the representatives from the Technical Department.
3. The third phase will deal with a comprehensive process and summative evaluation of the study.

The maximum time for this activity is one month.

VII.          Project Evaluation

Evaluate the effectiveness of the product by trial and error survey to the target users. We will visit at least 5 public state colleges in nearby provinces outside Metro Manila. We have one month to finish this task. Comments and suggestions from the target users will be documented for the final stage of the study.


Prepared by:
Bautista, Lablynn Yvette F.

*Smartphone- is a mobile phone built on a mobile operating system, with more advanced computing capability and connectivity than a feature phone
*Wi-Fi- popular term for a high-frequency wireless local area network (WLAN) technology

NON VERBAL GAME

I.                   Objectives

1.      To promote camaraderie among participants and to establish rapport between new acquaintances
2.      To serve as a form of entertainment or as a form of an activity before starting a lesson or presentation about non verbal communication and other related topics.
3.      To exercise keen observation and non verbal communication skills of the participants

II.                Materials

Mobile phone or a small whiteboard or chalk board where the number will be shown

III.             Participants

1  Facilitator
2  or more teams, equal number of players (e.g. 10 each)

IV.             Estimated Duration
Estimate the designated time for the game. If it is only for 5-10 minutes, 3-5 non verbal actions are enough and give a 3-4 digits number only to be guess by the participants. The age and educational level of the participants should also be taken to consideration.
V.                Instructions

1.      Divide the class in two or more groups. Each group should have the same number of members. They need to line up inside the classroom/venue of the activity. The facilitator will now explain the rule of the game. The following are non verbal actions and each action is equivalent to a certain number. No one is allowed to speak during the game. If someone is caught by anyone, their group will be subject to automatic disqualification.

·         Roll your eyes = 1
·         Thumbs up= 10
·         Thumbs down= 100
·         Smile= 1,000
·         Move your hips from left to right = 10,000
·         Jump= 100,000
·         Otso- otso move= 1,000,000 (1M)

2.      After the explanation, all participants will be given a particular time (e.g. 5 minutes) to practice the non verbal actions. Then, the facilitator will request all the participants to face the back of the classroom/venue except the first member in the lines. The facilitator will show a number to those who are in the front (e.g. 1, 978, 352 or 1,634). The facilitator will tell everyone that they need to pass the non verbal actions until it reach the last member of the line. The first one to provide the correct answer to the facilitator is the winner. The facilitator can also change the non verbal actions and its meaning, but he/she need to plan it before the game/second round. Of course, he/she needs to inform these to the participants.
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3.      The facilitator will give a signal to start the game.