Uploaded by Darlen Gelito

The Impact of Game-based Learning Activity Package on Grade 12 Filipino ICT Students' Phonemic Proficiency

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Researcher
Darlen Gelito
"The Effectiveness of Gamebased Learning Activity
Package on Grade 12 Filipino
ICT Students' Phonemic
Proficiency"
A THESIS SUBMITTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF EDUCATION TECHNOLOGY AND
LEARNING INNOVATION FACULTY OF TECHNICAL EDUCATION ACADEMIC YEAR 2022 RAJAMANGALA UNIVERSITY OF TECHNOLOGY THANYABURI
Pronunciation Problems
around the World
In Costa Rica, students struggle in vowel
~Absence of some English sounds in
the Japanese language (Lee, 2018).
> no definite goal
● According
> too many
pathsto Ypulse
survey on 2021,
> rote learning
Gaming is one of the
Questionnaire on
Opinion and
Confidence level in
pronunciation
Game-based
sound production (Garita, González and
Solís, 2019).
Learning
Games
Games
~Nogita (2010) pronunciation errors in
the
English language.
Post-test
Discussion
1
3
our office
Chapter I
> there’s a
definite goal
> there are certain
paths Let’s start with the Introduction
Pre-test
> lifelong learning
2
Vowels,
diphthong
5
biggest hobbies of the
Generation Z.
● Gen Z wants to create
consonant
soundsof and
a sense
belonging.
4
sounds…
6
difficult
Gamified Learning
speakersActivities
of (pretest
Manobo,
and posttest)
Talacognon and Visayan
for
Questionnaire on
Opinion and
Kamayo,
Confidence level in
pronunciation
(Ferrol,
2020)
2
1.3
1.2 Research
Hypothesis
Problems
1.2.1 To
1.3.1
Thestudy
effectiveness
the effectiveness
of the
1.2.2 To
1.3.2
The compare
grade 12
pretest
students'
and
1.2.3 The
1.3.3
To grade
study12 the
ICT students'
of game-basedlearning
game-based
learning activity
posttest of the of
achievement
Gradephonemic
12 ICT
opinions and
and confidence
confidence levels
level
package to enhance phonemic
students
proficiency
using
after game-based
studying
toward
proficiency of
follows
Gradethe
12 criterion
Filipino
learning the
through
activity
game-based
package learning
game-based
students
at
80/80.
activity
package were significantly high.
package
was
learning
through
learning
the
activity
significantly higher at the .05
level.
3
1.5
1.6
Scope andMethod
1.4
1.7 Research
Conceptual
Definition
ofFramework
Terms
LimitationContent
Participants
Data Collection
1.5.1 CONTENT
Figure
1.1
Conceptual framework of the game-based learning activity package
1.5.3 POPULATION
> lesson plans for 8 units on the
30 Grade 12 ICT students enrolled in
Input 12 ICT students of Holy Cross Process
Outputof the
30 Grade
Game-based learning activity package
Qualitative-quantitative
design using
Output
students after the input are
pronunciation of words with
diphthongs
Holy
Cross
of
Sulop
for
2nd
Phonemic
Proficiency
in the game-based
LAP
of Sulop, Philippines in one class for
to develop phonemic proficiency ofprocessedmean,
standard deviation,
andthe
t-test
> game-based
learning
activity package
the
first semester
of 2022.
grade 12 ICT students in pronunciation
the data
analysis.
semester
of the
year 2022
Video clips,for
and
questionnaires
combined
~ students'activities
achievement
in phonemic
>
Challenge
Activity
Package
on
in
a
set
and
presented
to
the
30
grade
12
ICT
of
English
diphthongs
>Learning
questionnaire
on
students’
opinions
and
Game-based Learning Activity Package
students
proficiency in the learning activity package
a Game-Based
in
confidence
levelLearning
on game-based
LAP.
> Response
~ students'
opinions
andgame-based
confidenceLAP
level
Online
platform
where the
will be
Phonemic ProficiencyGoogle
for Forms and Kahoot
processed
for
learning
toward>learning
through
the
learning
activity
Independent - game-based learning activity
> Feedback
package
on game-based learning
>Filipino
MonthGrade
of April
and
May
in
the
1st
12 ICT
for 30 grade
12 students
30 gradepackage
12>ICT
students
Asynchronous onlineSecond
learningLanguage
using
>
10
hours
in
total;
8
hours
for
8
units
video
clipsof Holy Cross of Sulop
Students
Philippines
semester
the year
> Dependent - Achievement in phonemic
Students of
educational
videos
and2022
activities in the
of diphthong lessons.
> activities
proficiency and student's opinion on
> Holyforms
Crossand
of Sulop
google
the gamified learning
> 1 hour for pretest and posttest. phonemes>/aɪ/,
/eɪ/,/əʊ/,
/aʊ/, /eə/, /ɪə/, /ɔɪ/, /ʊə/
Diphthongs
pretest
and
pronunciation
skillsposttest
of words with diphthongs.
platform Kahoot
> 1 hour for questionnaire before and
> questionnaires 1.5.4 VARIABLES
1.5.2 DURATION AND LOCATION
after the lesson.
Class Procedure
Class Duration
Class Content
4
1.8 Significance of the Study
Educational
Students
Teacher
Sector
Assistance in attaining
Assistance
in language
Assistance
in
phonemic proficiency
activity educational
improving
in diphthongs while a
implementation
and
goals
the
fun and
and upgrade
stimulating
achieveproficiency
learning goals
speaking
way
of students
5
Definition
Definition
Upshots
Aspects
Concept of Learning
Activity Package
2
Concept of GameBased Learning
Concept of
Phonemic
Proficiency
Concept of
Diphthongs
Review of Litereature
Chapter II
Definition
Definition
Digital Game-based
Learning
8 types
6
3
Chapter III
Research Methodology
3.1 Research
3.2
Data Assessment
Design - -One
1) learning
group
activity
pretest
package
and
on game-based
posttest learning
designand lesson plan, 2)
achievement test; pre-test and post-test and 3) questionnaire of students’ opinions and confidence level
Questionnaire on Students' Opinion and Confidence Level
in the Game-Based
Discussion
Pretest and
and
Learning
Posttest
Activities
Activity
Design
in class
Package on
Phonemic Proficiency ( based on the game-based learning theory of Plass, et. al. (2015))
8
3.2 Research Instrument
3.3 Data Analysis
> Study and create a lesson
plans on game-based learning
activity package.
Pass to 3 technical experts
> Present to 3 technical
> Conduct
pretest
and
posttest.
to validate the efficacy of
education experts
> Determine
consistency
using
the
Item
Difficulty
the LAP contents
> Revise content
Index and Item Discrimination Index
> scope of the confidence = to 0.80 and/or above
1st
2nd
7th
Create game-based LAP for
grade 12 ICT students in
Diphthong Phonemic
Proficiency
3rd
> Present the questions to 3
technical education experts to
get a feedback on the IOC (Index
of Item Objective Congruence)
> scope uses E1/E2 to
> Revise content
evaluate students’
performance
4th
8th
5th
6th
9th
> create questionnaire
> Study and create close> Present to 3 technical
ended questions according to
education
experts and study the
theories,
concepts
and questionnaire
> study
and create
on
efficacy
principles
of game-based
students’
opinions and confidence
levelofinthe contents using
mean and standard deviation
learning
activity package.
game-based
LAP.
> Present to 3 technical education experts
to check consistency and appropriateness
> use questionnaire to 30 ICT students
9
THANK YOU!
For your attention
Any questions?
10
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