THESIS FINAL 1,2,3
THESIS FINAL 1,2,3
THESIS FINAL 1,2,3
GAME-BASED APPROACH
RENALYN A. DAVIN
REY TINGNE
(ENGLISH)
CHAPTER 1
Introduction
This chapter present the background of the study; the purpose of the study;
objectives; research questions; theoretical lens; significance of the study; limitation and
delimitation; and definition of terms.
Active learning practices that foster cooperation and critical thinking are crucial,
as evidenced by the Department of Education's recent initiatives, including the K–12
curriculum (DepEd, 2019). Moreover, research conducted locally has demonstrated that
involving students in interactive and cooperative learning can greatly improve their
academic performance and motivation (Santos & Reyes, 2021).
GBL changes regular classes into engaging experiences that appeal to students
with a variety of learning styles by adding components like storytelling, competition, and
reward (Prensky,2001). By engaging students in game-based activities, this research
seeks to create an educational setting where students are not only more motivated to
participate but also more inclined to work together, share knowledge, and support each
other’s learning. By engaging students in game-based activities, this research seeks to
create an educational setting where students are not only more motivated to participate
but also more inclined to work together, share knowledge, and support each other’s
learning.
Purpose of the Study
1. Identify the key elements that contribute to increased student engagement and
participation in learning activities.
Theoretical Lens
This study is significant since it explores how GBL can support diverse learners
including those who struggle with conventional instructional methods. By
accommodating different learning preferences that are more fun and engaging. This
research is also significant to the teachers, as it provides them with practical strategy to
address common classroom challenges. Additionally, the study highlights the
importance of professional development in adopting new technologies and pedagogies.
Teachers
Understanding the impact of game-based learning on the development of
collaborative skills. By recognizing the challenges students may face, the teachers
can implement targeted interventions and instructional strategies to support the
development of collaborative skills such as; teamwork, communication, and problem
solving among students.
Students
Researchers
The study will allow the researcher to evaluate and examine the research gap,
answer the queries and achieve the objectives intended for this study.
School
Community
The study will help the researchers to gain background knowledge and serve as
a future reference regarding the impact of game-based learning on the development of
collaborative skills can prompt school to implement an instructional strategy to support
the development of collaborative skills such as; teamwork, communication, and problem
solving among students.
Limitation
The researcher can face with several limitations, namely; the negative attitudes
of the respondents towards filling in questionnaires; low response rate since the
respondents are expected to fill in the questionnaires while they attend to school
timetable; and finally, limited interaction between the researcher, teachers and students
since they work under fixed schedule at school.
Delimitation
The study is concerned with second year College Students major in English at
Southern Baptist College and excluding the other year level and different college
students with different subject major or programs. It specifically examined the impact of
game-based approach on participation and collaboration, leaving out other teaching
methods that might also improve these areas. This means that the findings may not
apply to students in other colleges or educational settings outside of this specific group
and institution.
Definition of Terms
Introduction
The integration of game-based learning (GBL) into educational practices has garnered
considerable attention as a means to enhance student participation and collaboration.
Research by Gee (2003) emphasizes the potential of video games to create immersive
learning experiences that captivate students' interest. Games often require players to
engage deeply with content, fostering intrinsic motivation. This intrinsic motivation is
crucial in the Philippine context, where student engagement can be influenced by
external factors such as socioeconomic status and access to resources (Santos &
Reyes, 2021).
Research by Tüzün et al. (2009) supports the notion that GBL can promote
collaborative learning. Their findings indicate that students who engaged in collaborative
gaming activities showed improved problem-solving skills and stronger relationships
with peers. This aligns with the K to 12 curriculum’s emphasis on fostering a
collaborative classroom environment (DepEd, 2019).
Furthermore, studies have shown that culturally relevant games can bridge gaps in
understanding and enhance motivation among Filipino learners (Baclayon et al., 2021).
By incorporating local themes and narratives into game-based activities, teachers can
foster a deeper connection to the material and promote a sense of belonging in the
classroom.
The world is changing very fast due to the emergence of technology in our
everyday lives. This tremendous change can be noticed in different areas, including
education. Students are influenced by the digital era, surrounded by technology and
working with a massive amount of digital information on an everyday base. They are
used to interactive environments and fast communication and prefer learning by doing
(Unger & Meiran, 2020). Traditional learning environments, where students should sit
and listen to the information provided by the teachers are unacceptable for them
(Campbell, 2020). Students require active learning environments, using the possibilities
of various technology applications to gain knowledge. They seek more interesting, fun,
motivating and engaging learning experiences (Anastasiadis et al., 2018).
Despite the great potential of the game-based approach for learning, it must be
noted that developing educational games can be very complex and costly, and faces
significant challenges (Boyle et al., 2016). The process of designing an educational
game needs a lot of planning and requires a lot of skills (Hussein et al., 2019). Teachers
do not have necessary skills to develop a game that combines entertainment and
educational elements to increase student's interest and motivation during learning (Qian
& Clarck, 2016). On the other side, game developers have problem to align educational
goals within the game. In addition, the games must be well-designed and with the right
level of complexity so the learners should not be bored or frustrated during the play (Liu
et al., 2020; Vlahu-Gjorgievska et al., 2018), taking into account both educational and
entertainment elements. That is why educators cannot depend solely on professional
game designers and must take on the responsibility of creating these immersive
learning experiences themselves or by engaging their students in the design process.
CHAPTER III
Methodology
Introduction
Research Design
Quantitative: Data Pre- and post-test surveys using a Likert scale will be used to
measure student participation and collaboration.
Participants
Population
Sample size
The sample will consist of 80-100 second year English Major students of
Southern Baptist College, divided into two groups:
Questionnaires
Classroom Observations
Procedure
Pre-Test Phase
b.) The researcher’s will provide a a plan and conduct a game-based learning
activities that align with their curriculum with the permission of assigned teacher.
Intervention Phase
The control group will continue with traditional instructional methods, without the
integration of games. Both groups will cover the same content to ensure curriculum
consistency.
The intervention will be conducted during regular class time, with the same
number of instructional hours for both groups (Kiili, 2005).
Post-Test Phase
1. After the intervention, both groups will complete the post-test questionnaire to
measure any changes in participation and collaboration.
3. Teachers will submit their logs and participate in brief interviews to provide
insights into the impact of the intervention.
Data Analysis
Thematic Analysis
Triangulation
Ethical Considerations
Informed Consent
Confidentiality
All responses will be kept confidential, and data will be anonymized to protect
participant identities (Babbie, 2013).
Voluntary Participation
Participation in the study is entirely voluntary, and students will have the right to
opt out at any stage of the research.
References
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Fraenkel, J. R., & Wallen, N. E. (2006). *How to Design and Evaluate Research in
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Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design
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