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CHAPTER III

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CHAPTER III
CHAPTER III
REVIEW OF RELATED LITERATURE AND STUDIES
This chapter accounts for the published professional journals, conducted researchers and designed programs as well as curriculum which discuss and suggest specific ways in promoting information literacy and adopting the constructivist and collaborative models in developing information literacy initiatives. This discussion covers a variety of literature on the approaches and strategies in teaching and learning, in literacy and literacy learning. Studies were surveyed to determine the extent of projects conducted on information literacy.

Related Literature This section presents both foreign and local related literatures relevant to the study. This relevance is shown by the proponent’s in order to give more reason and understanding of the proposition.
2D, 3D and 2.5D Games
The gaming industry of today has reached new heights and successes over the past years. It truly had become a powerhouse industry and it sure would be for the coming years. With so much to choose from gamers of all sorts enjoy games through different platforms and kinds from 2D to the 3D games that now dominate the market and the concept of 2.5D games, a cross between 2D and 3D which are also being adapted now by many games.
With the advent of 3D games, 2D games may seem dated and obsolete but according to one of IGN.com’s bloggers in his blog post 2D Gaming Isn’t …(IGN,2011) nowadays 3D games may be the leading platform in consoles but 2D games still appeal to consoles like PSP and Nintendo. 2D games never really disappeared; as a matter of fact it allows game developers to preserve such game concept and apply modifications and features that would satisfy gamers of nowadays and also improve the quality 2D games itself.
Amir Sharar also cited in his blog article Flashback: Why 2D… (Sharar, 2010) ten reasons why 2D game development should still be considered in the future and what 2D games would be when developers would consider

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