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Triple r mobile game-based learning on waste management Rhonalyn R. Catequista... [et. al]

Contributor(s): Material type: TextTextLanguage: English Publication details: October 2018Description: x, 77 leaves : illustrations ; 28 cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
Subject(s): LOC classification:
  • QA76.76 .T73 2018
Dissertation note: Thesis Bachelor of Science in Mathematics major in Computer Science University of Rizal System-Morong 2018 Summary: EXECUTIVE SUMMARY: The study aimed to develop Triple R Mobile Game-Based Learning on Waste Management. This was conducted at University of Rizal System at Morong, Rizal during the school year 2018-2019. The researchers utilized the following software, C# as for the programming and coding of application; and Unity for the combination of designing and coding of the application. After finishing then development of the program, a total of one hundred twenty (120) were chosen as the respondents to evaluate the program. The respondents are the teachers, elementary and high school students, teachers in elementary and high school composed of 20 and student in elementary and high school composed of 100 students. To determine the acceptability of the developed application Triple R Mobile Game-Based Learning on Waste Management, as perceived by the respondents in terms of accuracy, applicability, workability, portability, user-friendliness, modifiability, completeness and clarity and weighted mean was used. To determine the significant difference on the perception of the two groups of respondents One-way ANOVA was used. The Triple R Mobile Game-Based Learning on Waste Management was very much accepted by the teachers as shown by the computed weighted mean of 4.79 and is very much accepted by the students a show by the weighted mean of 4.74. However, it was statistically found out that there is significant difference on the level of acceptability of Triple R Mobile Game-Based Learning on Waste Management as perceived by two groups of respondents in terms of accuracy, applicability, workability, portability, user-friendliness, modifiability, completeness and clarity. Based on the summary of findings and conclusions, the following recommendations were drawn. The developed program is modifiable enough to be implemented and utilized, and found very much accepted based on certain categories and can be effective to instill love for the environment. Also the developed application can be useful to the students in learning more about the environment and at the same time an enjoyable mobile game.
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Theses and dissertations Theses and dissertations Morong College Library Reference QA76.76 .T73 2018 (Browse shelf(Opens below)) 1 Not for loan URSMOR-CL-005158

Thesis Bachelor of Science in Mathematics major in Computer Science University of Rizal System-Morong 2018

EXECUTIVE SUMMARY: The study aimed to develop Triple R Mobile Game-Based Learning on Waste Management. This was conducted at University of Rizal System at Morong, Rizal during the school year 2018-2019. The researchers utilized the following software, C# as for the programming and coding of application; and Unity for the combination of designing and coding of the application. After finishing then development of the program, a total of one hundred twenty (120) were chosen as the respondents to evaluate the program. The respondents are the teachers, elementary and high school students, teachers in elementary and high school composed of 20 and student in elementary and high school composed of 100 students. To determine the acceptability of the developed application Triple R Mobile Game-Based Learning on Waste Management, as perceived by the respondents in terms of accuracy, applicability, workability, portability, user-friendliness, modifiability, completeness and clarity and weighted mean was used. To determine the significant difference on the perception of the two groups of respondents One-way ANOVA was used. The Triple R Mobile Game-Based Learning on Waste Management was very much accepted by the teachers as shown by the computed weighted mean of 4.79 and is very much accepted by the students a show by the weighted mean of 4.74. However, it was statistically found out that there is significant difference on the level of acceptability of Triple R Mobile Game-Based Learning on Waste Management as perceived by two groups of respondents in terms of accuracy, applicability, workability, portability, user-friendliness, modifiability, completeness and clarity. Based on the summary of findings and conclusions, the following recommendations were drawn. The developed program is modifiable enough to be implemented and utilized, and found very much accepted based on certain categories and can be effective to instill love for the environment. Also the developed application can be useful to the students in learning more about the environment and at the same time an enjoyable mobile game.

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