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Preserving, learning and advocating nature through techno-games

By: Contributor(s): Material type: TextTextLanguage: English Publication details: October 2015Description: xii, 80 leaves : illustrations ; 28 cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
Subject(s): LOC classification:
  • LB1029 .N355 2015
Online resources: Dissertation note: Thesis Bachelor of Science in Mathematics major in Computer Science University of Rizal System-Morong. 2015 Summary: EXECUTIVE SUMMARY: The researchers focused on the development and evaluation of preserving, learning and advocating nature through techno-games (plants). This study aims to educate people through techno-games. The researchers took facts from both the internet and biology related books. This study was conducted at university of rizal system-morong College during the first semester 2015-2016. There were forty (40) respondents taken form twenty (20) second year and (20) third year selected bs biology students. The program was designed and created using adobe photoshop cs6 for the development of the graphics. Descriptive and developmental research was used by the researchers during the conduct of the study to determine and analyze the difference between levels of acceptability of the two groups of respondents and the developed plants. To determine the level of acceptability in the developed program in terms of accuracy, applicability, completeness, user-friendliness, workability, portability, clarity and modifiability, weighted mean was used. To find the significant difference on the perception of the respondents in the level of acceptability, independent t-test was applied. The result of the study shows that it gained a weighted mean of 4.52 for the bs biology students on the perception of the respondents on the level of acceptability of the program with the verbal interpretation of "very much accepted". It was statistically found out that there is no significant difference between the evaluations of the two groups of respondents on the level of acceptability of the developed program in terms of eight variables. Based on the findings and conclusion, the researchers concluded that the developed program plants is user-friendly, complete, clear, modifiable, portable, accurate, acceptable and workable. This recreational game inspires the minds of the students about plants and also inspires everyone. It is recommended to play plants for students who take botany and plant physiology since the topics in this game are plant-related and it is also recommended for the teachers to use plants as a learning material.
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Thesis Bachelor of Science in Mathematics major in Computer Science University of Rizal System-Morong. 2015

EXECUTIVE SUMMARY: The researchers focused on the development and evaluation of preserving, learning and advocating nature through techno-games (plants). This study aims to educate people through techno-games. The researchers took facts from both the internet and biology related books. This study was conducted at university of rizal system-morong College during the first semester 2015-2016. There were forty (40) respondents taken form twenty (20) second year and (20) third year selected bs biology students. The program was designed and created using adobe photoshop cs6 for the development of the graphics. Descriptive and developmental research was used by the researchers during the conduct of the study to determine and analyze the difference between levels of acceptability of the two groups of respondents and the developed plants. To determine the level of acceptability in the developed program in terms of accuracy, applicability, completeness, user-friendliness, workability, portability, clarity and modifiability, weighted mean was used. To find the significant difference on the perception of the respondents in the level of acceptability, independent t-test was applied. The result of the study shows that it gained a weighted mean of 4.52 for the bs biology students on the perception of the respondents on the level of acceptability of the program with the verbal interpretation of "very much accepted". It was statistically found out that there is no significant difference between the evaluations of the two groups of respondents on the level of acceptability of the developed program in terms of eight variables. Based on the findings and conclusion, the researchers concluded that the developed program plants is user-friendly, complete, clear, modifiable, portable, accurate, acceptable and workable. This recreational game inspires the minds of the students about plants and also inspires everyone. It is recommended to play plants for students who take botany and plant physiology since the topics in this game are plant-related and it is also recommended for the teachers to use plants as a learning material.

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