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Utilizing Digital Game-Based Learning in Improving the Least Mastered Competencies in Science

Utilizing Digital Game-Based Learning in Improving the Least Mastered Competencies in Science Utilizing Digital Game-Based Learning as an Innovative Tool in Improving the Least Mastered Competencies in Science of Grade Ten Students of Rosario National High School
ROS-AR-TL-SC-25
Elvira T. Ruiz, Vanessa F. Climacosa
elvira_ruiz@deped.gov.ph

Purpose: This action research aims to investigate the effectiveness of digital game-based learning in improving the least mastered competencies in Science of the grade ten students during the school year 2019–2020 at Rosario National High School in Rosario, Cavite.
Design/methodology/approach: This study used a quasi-experimental quantitative-descriptive method using paired t-test and one-way Analysis of Variance (ANOVA) of data utilizing the two-group, control group and treatment group, pretest-posttest design. The chosen participants were 60 grade ten students of RNHS who were identified with difficulties in understanding and mastering the competencies in second grading in Science. The said students were chosen using a non-random or purposive sampling technique and divided into two groups. The results of the 30-item standardized test of both groups were compared and checked for any significant difference.
Findings: Results revealed that the modification in the teaching-learning process, strategies, and materials with the use of digital game-based learning in teaching Science in the treatment group highly affected and increased the academic performance of the students compare to the control group who received the usual traditional approach of teaching Science. The effects on the academic performance of the students in the treatment group were remarkably high compared to the control group. In addition, the use of digital game-based learning in teaching Science had a positive impact on their attention span, focus and study habits.
Research limitations/implications: This action research showed that strategy and the use of digital game-based learning played a very important role in the teaching-learning process.
Originality/value: It can be used for innovation purposes and makes the teaching-learning process interesting and effective.

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Game-based Learning,Least Mastered Competencies,Quasi-Experimental,Grade Ten Students,

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