Playtime: Educational Entertainment for Children with ASD Via Cross-Platform Game with Merge Sort Algorithm and Performance Analysis for PBLC

Authors

Crispatrick Suarez

(SY 2025-2026) Arellano University, Pasig Campus (Philippines)

Justine Carl Saracanlao

(SY 2025-2026) Arellano University, Pasig Campus (Philippines)

Kristian Sandaga

(SY 2025-2026) Arellano University, Pasig Campus (Philippines)

Czarlayne Rivera

(SY 2025-2026) Arellano University, Pasig Campus (Philippines)

Michael Kagakit

(SY 2025-2026) Arellano University, Pasig Campus (Philippines)

Article Information

DOI: 10.51584/IJRIAS.2025.1010000063

Subject Category: Information Technology

Volume/Issue: 10/10 | Page No: 796-807

Publication Timeline

Submitted: 2025-10-18

Accepted: 2025-10-24

Published: 2025-11-06

Abstract

In this project, the researcher describes PlayTime, a cross-platform education entertainment program that was created to serve children aged between 4 and 6 years of age with Autism Spectrum Disorder (ASD). The system incorporates interactive mini-games that are aimed at developing cognitive skills including attention, memory, and solving problems and encouraging social interaction and involvement through play. PlayTime was created according to the ISO/IEC 25010 software quality model with the help of the Spiral Model of the System Development Life Cycle (SDLC) in order to provide the iterative improvement and stability of the system.
The research design used was quantitative, and the authors collected information from a total of 50 respondents, consisting of 8 gamers (16%), 12 educators (24%), 5 teachers (10%), 5 therapists (10%), and 20 technical experts (40%). The gamer respondents evaluated the application using the PASS Theory of Intelligence, while the technical experts assessed it based on software quality standards. Educators, teachers, and therapists also provided valuable insights into the educational and therapeutic effectiveness of the game. Findings revealed that PlayTime performed well across all respondent groups. Gamers cited the application as effective in maintaining attention and enhancing focus, while educators and therapists noted its potential as a supportive learning and intervention tool. Meanwhile, technical experts reported that the game is highly usable, performs efficiently, and demonstrates strong reliability. These results collectively affirm the overall quality and educational value of the PlayTime application.

Keywords

Information Technology

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References

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