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NEW Final Paper

This study aims to determine the effectiveness of an interactive educational tool called LUMI for Education in improving students' academic performance in an entrepreneurship subject. The researchers will (1) assess students' academic performance before and after using LUMI via tests, (2) determine if there is a significant difference in performance pre-and post-use of LUMI, and (3) understand students' learning experiences with LUMI. The researchers will have students use LUMI during one academic quarter and measure its impact on familiarizing students with entrepreneurship concepts and terminology.

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0% found this document useful (0 votes)
623 views16 pages

NEW Final Paper

This study aims to determine the effectiveness of an interactive educational tool called LUMI for Education in improving students' academic performance in an entrepreneurship subject. The researchers will (1) assess students' academic performance before and after using LUMI via tests, (2) determine if there is a significant difference in performance pre-and post-use of LUMI, and (3) understand students' learning experiences with LUMI. The researchers will have students use LUMI during one academic quarter and measure its impact on familiarizing students with entrepreneurship concepts and terminology.

Uploaded by

Jofit Dayoc
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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LUMI for Education as Interactive Tool for Students’ Academic

Performance in Entrepreneurship Subject

KENNETH M. COLUMNA

JANE CRYSTAL B. BAYAS

JOFIT P. DAYOC

Governor Ferrer Memorial Integrated National High School –City of General

Trias, Cavite, Philippines

I. Introduction

As we approached the twenty-first century, we observed various changes that

impacted all aspects of life and there is a definite significant effect. That is why it is

critical that we understand these changes to better assist our students in adapting

these changes.

Some of our students emerged to be completely uninterested in learning. It is

a major challenge for our teachers to devise innovative teaching methods that would

motivate students to learn, work hard, and complete their studies. We should

improve the quality of our instructional procedures to address the problems and

ensure that the assigned teaching tasks are carried out more effectively.

According to Sundar Pichai (2022), "Technology alone will not improve


education, but it can be a powerful part of the solution". The use of technology in

class will enable us to engage our learners in meaningful learning activities. Of

course, the use of computers and the internet are part of the new process of learning

in the 21st century.

Adjusting the education system to be responsive to the needs of the learner

and the society has over the years pre-occupied the minds of educationist’s world

over. It is this drive that prompted the introduction of vocational subjects like

bricklaying, building and construction, Entrepreneurship education, among others

in some pre- and post-primary schools in some countries. However, these subjects

have partially addressed the challenges of unemployment and poverty up to this

millennium. It examines how instructional media and methods have affected the

achievement of the overall vision of introducing Entrepreneurship Education in

secondary schools, as curricula innovation geared at equipping students at

secondary schools with Entrepreneurship skills for self-employment. (Lumiya, J.

2020)

Educators in the twenty-first century should work smart and use various

technological tools. Encourage our students to think out of the box as our primary

goal in preparing them for various challenges in their learning experience. The four

C's of 21st century skills must be altered so that learners can work collaboratively to

achieve a common objective. They should also use their skills and abilities, expertise,

and intelligence while working. They should also approach the issues in a modern

manner. They should share their own thoughts and ideas to encourage everyone else

to ask more questions and find solutions to problems. They should also try new

approaches to get things done, which equals innovation and intervention in a bid to

prepare the next generation for the future.


The benefits of instructional materials, according to Abolade (2009), are that

they are less expensive to develop, useful for teaching many students at once,

encourage pupils to pay attention, and increase their interest. Isola (2010) added

that instructional resources are materials or tools that help teachers deliver their

teachings to students logically and systematically.

According to Jekayinfa (2012), the value of instructional materials lies in their

ability to substitute for other things, make learning concrete and real, be cost-

effective, and be more teacher-student resource-focused. According to Abdu-Raheem

(2014), improvisation of locally produced teaching aids could help to raise the grade

of education and the caliber of graduates from schools. Teachers with creativity and

expertise should improvise the educational resources they need to support academic

standards.

In the digital age, automated software with machine learning and artificial

intelligence is widely used in both business and everyday life, therefore it must be

used in education and achieving its sustainability. The young generation makes

extensive use of a wide range of software, so teaching with an automated tool would

be very attractive for students, but there is a need to increase teachers' digital skills

and competencies. When studying entrepreneurship, students prefer innovative,

practical teaching methods, involving automatic tools for validation of business idea

feasibility. (Mavlutova, 2020)

According to A. Bartel and G. Hagel (2014) Low levels of student engagement,

which has an adverse impact on academic results, are one of the main challenges in

higher education teaching. Activities including polls, exercises, tests, and games

were utilized to ignite discussion and foster two-way communication between the

teacher and the students. The learning experience and academic performance of the
students have successfully been improved by this interactive model. The results of

this study would add to the body of knowledge regarding the effectiveness of mobile

technologies in higher education teaching.

LUMI is an educational tool that employs engaging learning activities tailored

to the learner's needs and interests to motivate them to learn by stimulating their

own curiosity. LUMI, as an interactive tool, can assist learners in developing their

interests in a variety of activities as a hobby. Learning is no longer limited to the

workplace, but instead responds to participation in the development of learning. It

will promote "hands-on" and interactive approaches to learning activities that allow

students to think about and apply concepts they have learned. In other words, it will

get them involved, motivated, and excited.

Learning nowadays has become more engaged where all teachers are now

expected to improve their students’ knowledge, skills, and attitudes. Through

utilizing LUMI as interactive tools, students are now actively engaged and participate

well in learning process.

Despite applying different strategies for the learners, teachers still experience

difficulties in developing students’ academic performance. The researchers decided to

utilize LUMI for Education where most of the learners will benefit. These interactive

tools provide sets of activities that will increase the level of students’ academic

performance. The purpose of this study is to determine the effectiveness of LUMI for

Education: As Interactive Tool for Students’ Development in Academic Performance

in Entrepreneurship subject.

Interactive tools will be developed to serve as an intervention material to

Selected Grade 12 ABM students. Its validity and usability will be verified after the

study. It can also help the students who have low performance and achievement
levels.

II. Research Questions

The main objective of this study is to determine the effectiveness of LUMI for

Education: As Interactive Tool for Students’ Academic Performance in

Entrepreneurship subject.

Specifically, this study aims to answer the following questions:

1. What is the academic performance of the students before and after the use

of LUMI for Education?

a. Entrepreneurship Achievement Test (EAT)

b. Teacher-Made Entrepreneurship Familiarization Test (TMEFT)

2. Is there a significant difference in the academic performance of the

students before and after the use of LUMI for Education?

3. What are the learning experience of the students after the use of LUMI for

Education as an interactive tool?

III.RESEARCH METHODOLOGY

Research Design

This study utilized a pre - test and post - test design method to compare
the degree of change occurred because of using LUMI as interactive tool in

enhancing familiarity of the students in entrepreneurship subject. Quasi

experimental design using t test for dependent means was applied to determine the

achievement of the students in entrepreneurship terminologies familiarization.

The experimental aspect of this study involved two main stages: In the

first stage is the used standardized materials which is the Entrepreneurship

Achievement Test. Again, another experiment was performed. In the second stage,

the used of Teacher-Made Entrepreneurship Familiarization Test. The observed

results in both experiments showed that created instructional materials gave the

same learning effect as the standard instructional materials.

The Sample

The respondents that will participate in the study are randomly selected Grade

12 from ABM strand students of Governor Ferrer Memorial Integrated National High

School. The subject of the study are two sections of grade 12 students composed of

15 students per section of the said school.

The study will be conducted during the second quarter of the school year

2022-2023. The sample will be chosen using the stratified sampling method. The

study will last for one quarter.

Research Paradigm

Improving Students’
LUMI for Education: As Academic Performance
Interactive Tool in Entrepreneurship
Subject

FEEDBACK
Figure 1. Research Paradigm

Research Instrument

Four research instruments were used in conducting the study: Pre-Test and

Post Test Questionnaire about Entrepreneurship Module; Familiarization Test and

the Four Point Likert Scale before and after using the innovative instructional

material and Learning Style Inventory.

Entrepreneurship Achievement Test (EAT)

The EAT was adopted from the learner’s module under Entrepreneurship

subject. It consists of 30 multiple choice items to determine the students’

achievement on Entrepreneurship.

30-item Familiarization Test

This is a 30-item researcher-made tabular quiz that enables students to fill in the

given word.

Four Point Likert Scale

A Four Point Likert scale is a unidimensional scale that the researcher used to collect

respondents’ experiences towards the use of LUMI for education.

Learning Style Inventory

Designed to help respondents determine which learning style they have.


Data Gathering Methods

The study will be conducted in four phases. Phase I includes the development

and validation of the research instruments. Phase II involves Orientation on LUMI for

education and administering Pre-Test. Phase III includes the actual implementation of

LUMI for education in different classes. Phase IV involves the conducting of Post

Test/Achievement Test and Student Experience Survey. Survey questionnaires will be

evaluated using Four-Point Likert Scale.

IV.RESULTS AND DISCUSSION

Students’ Performance in Entrepreneurship

STUDENT NO. POST TEST PRE-TEST GAIN

1 28 14 14

2 28 12 16

3 30 11 19

4 30 9 21

5 30 5 25

6 30 10 20

7 30 8 22

8 30 9 21

9 30 11 19

10 30 9 21

11 28 9 19

12 28 7 21

13 30 7 23
14 30 6 24

15 30 12 18

16 29 7 22

17 30 10 20

18 30 14 16

19 30 11 19

20 30 14 16

21 30 13 17

22 30 9 21

23 29 8 21

24 30 9 21

25 30 14 16

26 30 14 16

27 30 14 16

28 30 15 15

29 30 13 17

30 30 12 18

MEAN 29.67 10.53 19.13

Table 1 above shows that the highest score during the post test was 30 while

the lowest score was 28. However, 15 was the highest score in the pre-test while the

lowest was 5. Student number 5 had the highest gain of 25 while the student number

15 had the lowest gain of 15. The mean of the pre-test was 10.50 while 29.67 for the

post-test. The mean gain was 19.17. This reveals that there is improvement in the

performance of students in Entrepreneurship after the utilization of the LUMI for


education.

Table 2. Students Performance in the 30-item Familiarization Test

STUDENT NO. POST TEST PRE-TEST GAIN

1 26 11 15

2 25 13 12

3 29 12 17

4 29 6 23

5 30 8 22

6 30 5 25

7 30 7 23

8 29 10 19

9 26 12 14

10 25 7 18

11 28 13 15

12 27 9 18

13 29 7 22

14 29 5 24

15 30 16 14

16 30 15 15

17 28 10 18

18 27 4 23

19 29 11 18

20 27 12 15
21 29 11 18

22 30 15 15

23 30 16 14

24 29 13 16

25 30 16 14

26 29 14 15

27 29 15 14

28 28 12 16

29 30 15 15

30 30 14 16

MEAN 28.57 11.13 17.43

Table 2 above showed that there was 9.03 mean gain for the 30-item

familiarization test of the students after the use of innovative instructional material.

The 28.57 mean of the 30-item familiarization test post-test was higher than the 11.13

mean of the pre-test, this indicated an increase in the performance level of the

students in terms of recognizing terminologies in Entrepreneurship subject.

Table 3. Paired t-test for correlated means/dependent mean of students’ pre-test

and post-test mean scores in the achievement test in Entrepreneurship Learners’

Module.

  Mean SD TC p-value Remarks


PRE-TEST 10.53 2.80   <.00005   Statistically
POST TEST 29.67 0.71     Significant 

Table 3 above revealed that there was a significant difference between the

students’ pre-test and post-test mean scores, The t-value is 6.21. The p-value is
< .00005. This implies that the respondents performed better in the post-test after the

use of LUMI application. The findings supported the study conducted by Menzah,

Dorothy (2015), which found that adopting LUMI application as interactive tool does

help students perform better in Entrepreneur subject.

Table 4. Paired t-test of correlated mean/dependent mean performance of

students before and after the use of familiarization test (n=30)

PERFORMANCE Test Mean SD TC p-value Remarks


Familiarity on PRE- 11.13 3.69   ,.00005    Statistically
entrepreneurship TEST
terminologies POST 28.57 1.49     Significant 
TEST

Based on table 4, the mean of the students’ post-test was 28.57 which was

higher as compared to the 11.13 mean of their pre-test, the values implied that there

was an

improvement on the performance of the students. The t-value calculated was 6.23,

p<0.05. Based on the results, it can be concluded that there was a significant

difference

between the pre-test and post-test on familiarity scores of the students after the

introduction of the innovative instructional material.

Table 5. Students' responses after the experiment/used of innovative

instructional material.

RESPONSES QUESTION 1 QUESTION 2

Do you find the instructional Do you think the


material: LUMI for Education: As innovative instructional

Interactive Tool for Students’ material performed well as

Academic Performance in with the traditional ones?

Entrepreneurship subject useful in

teaching the concept?

Strongly Agree 22 18

Agree 8 12

Disagree 0 0

Strongly 0 0

Disagree

Strongly Agree 73.33 % 60.00 %

Agree 26.67 % 40.00 %

Disagree 0% 0%

Strongly 0% 0%

Disagree

After the experiment, questionnaires were given to the students. Based on table

3 above, 73.33 % of the students found that LUMI for education is useful in teaching

Entrepreneurship. Also, 60% of the students thought that the innovative instructional

material performed well compared to ordinary/standard ones.

Research Limitations

This study dealt with the used of LUMI for Education as a tool in improving the

achievement in Entrepreneurship of students at Governor Ferrer Memorial Integrated


National High School during the second quarter of school year 2022-2023.

Research Implications

The best way to teach concepts/lesson is by engaging students in motivational

and interesting game-based activities. Students tend to remember how to do things

when they are directly engaging in activities that can help students develop stronger

memories around how to do it.

FINDINGS

The following are the findings of the study:

1. The students’ achievement and performance in Entrepreneurship during the

post-test is significantly higher than their performance during the pre-

test.

2. The achievement and performance of the students was improved using LUMI

for education.

3. The t obtained value showed that there was significant difference in student’s

achievement and familiarity in the different elements in the periodic table

using the innovative instructional materials.

4. The learners enjoyed the used of LUMI for education as part of their

Entrepreneurship subject.

V. CONCLUSION

The following conclusions were made considering the findings of the study:

1. The achievement of the students improved upon using the interactive tools

like
flashcards, crossword, loop a word, question set and so on.

2. Innovative instructional material namely LUMI for Education enhanced the

performance of the students in Entrepreneurship.

3. The students are motivated, attracted, active, and more interested in

studying

when they utilize these interactive tools.

VI. RECOMMENDATION

The following are recommended based on the findings and conclusions of the study:

1. The study is recommended to different grade levels as its activities that relate

to the familiarization of tools.

2. A similar study on the use of LUMI for Education may be conducted in other

disciplines to confirm the results of the study.

VII. REFERENCES

A. Bartel and G. Hagel, "Engaging students with a mobile game-based learning system

in university education," 2014 IEEE Global Engineering Education Conference

(EDUCON), Istanbul, Turkey, 2014, pp. 957-960, doi:

10.1109/EDUCON.2014.6826215.

Abdu-Raheem (2014), Effects of Instructional Materials on Secondary Schools

Students' Academic Achievement in Social Studies

Retrieved from: https://eric.ed.gov/?id=EJ1158251

Olayinka, A. (2016), Effects of Instructional Materials on Secondary Schools Students'


Academic Achievement in Social Studies in Ekiti State, Nigeria

Retrieved from: https://eric.ed.gov/?id=EJ1158251

Ajoke A. (2017) The Importance of Instructional Materials in Teaching of English as a

Second Language. International Journal of Humanities and Social Science Invention

ISSN (Online): 2319 – 7722, ISSN (Print): 2319 – 7714 www.ijhssi.org ||Volume 6

Issue 9||September. 2017 || PP.36-44

Lumiya, J. (2020),et.al. Instructional Media and Methods in the Implementation of a

Curriculum Reform: A Case of Entrepreneurship Education in Uganda

Retrieved from: https://nru.uncst.go.ug/handle/123456789/3621.

Mavlutova, I. (2020),et.al. Innovative teaching techniques for entrepreneurship

education in the era of digitalisation

Retrieved from: https://wseas.com/journals/ead/2020/b525115-011.pdf.

Bawa N. (2021), Effects of Instructional Materials (Computer) in Promoting Secondary

Schools Students’ Academic Performance in Computer Science in Kebbi State, Nigeria

Retrieved from: https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3887528

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