Improving learners academic performance through educational games/ Ma. Angelica Cledera [and] Liezl Ann O. Rivera
Material type:
TextPublication details: 2019Description: x, 77 leaves; illustrations, 28 cmContent type: - text
- unmediated
- volume
- LG 221.R59 .C584 2019
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Theses and dissertations
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Undergraduate Thesis Bachelor of Elementary Education Content Courses University of Rizal System, Rodriguez, Rizal 2019
This study aimed to Improve the Learners' Academic Performance Through Educational Games at Payatas B. Annex Elementary School for the academic year 2018-2019.
The study sought to answer the query on the performance of the respondents in the pretest and posttest in MAPEH and if there is a significant difference between the two tests in experimental and control groups.
The researchers used experimental and qualitative method to determine results and get feedbacks from the students and teachers. The respondents underwent pretest and posttest. The sample consists of two randomly selected Grade 6 classes that will serve as the control and experimental group. Both groups were taught in the subject MAPEH. The experimental group was exposed to different educational games that are adopted and localized like crossword puzzles, Jumbled Letters, Word Hunt, jigsaw Puzzles, Pictionary, Hangman, Educational Bingo, Password, Recall, and Family Feud. While the control group used the traditional way of teaching instruction.
Based on the gathered data, the following findings were enumerated:
The mean scores of the students in the experimental group showed an increase of 164.6% from 8.22 to 21.75 after the use of educational games. While the mean scores of the students in the control group showed an increase of 65.44% from 10.88 to 18.00. The Standard Deviation of the experimental group decreased by 22.6% after the use of educational games. While the Standard Deviation of the control group decreased by 18.31%.
The p-value between the pretest and posttest of the control and experimental group did not exceed the 0.05 level of significance. Hence the use of educational games in classroom instruction were both found effective in improving the learners' academic performance
The p-value between the posttests of the control and experimental did not exceed the 0.05 level of significance. Hence, the performance of the students exposed to educational games was better than the students who utilized traditional teaching method.
The pupils enjoyed the lessons that they had because of the different games that they played. They found games helpful in their learning because their lesson was connected in the games that they played. The teachers observed the improvement of the academic performance of the students. They found educational games motivating and a great way to present a lesson in a different way. They recommended using educational games in teaching instruction but must assure that in every game, there must be learning involved.
From the gathered data, the following conclusions were drawn:
The use of Educational Games is effective in improving the Learners'
Academic Performance. The use of educational games is helpful in providing the motivation for the students and a great teaching strategy for teachers.
Based on the result of this study, it is recommended for the teachers to use different tools such as educational games to facilitate learning.
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