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