CHAPTER 1 INTRODUCTION 1.1 Background of Study As the modern era requires real-life processes and outcomes, educational methodologies in the teaching-learning process evolve. Iftode (2019) stated in her study, Generation Z and learning styles, that changes occur in current society as technology and digitalization progress and prosper. Teachers should also consider providing directions that cater to and pique the learners' interests. Traditional teaching methods are no longer very effective, and educators face significant challenges when examining the effectiveness of instruction. This quick access to and transmission of knowledge may significantly impact their learning styles and educational processes. Iftode (2019) also noted that youngsters in generation Z enjoy discovering new things to learn by networking with others who share their interests. Academic problems continue to emerge and are left out in the cold, affecting practically all language competencies, including pronunciation issues in the English language, which are still a concern even in current times. Even though they use various aspects of technology, there appears to be a lack of practice or practical learning to assess their English pronunciation skills. Educators used a variety of ways to achieve a paradigm shift to address these issues in education. The learning activity package and game-based learning, which draw out the best in students through behaviorist learning, are two instructional techniques used and are constantly evolving today. Pronunciation of words in the English language has proved difficult while teaching the language. A study conducted in Costa Rica by Garita, González, and Sols (2019) revealed that their students struggle with vowel production. Nelu, Mujiyanto, and Suwandi (2021) of Indonesia discovered that individuals have trouble hearing, mimicking, and recognizing sounds when learning diphthongs. "I found in some of my recent seminars that many pupils could not pronounce 'barn' and 'burn' correctly," Yuzawa (2007) said in Japan. In Kanto, Japan, Nogita (2010) implied in his study that Japanese pupils lack awareness of proper word articulation, resulting in English pronunciation mistakes. Lee (2018) stated that the absence of specific English sounds in the Japanese language impairs speech detection and production, even among Japanese teachers. In addition, Ferrol (2020) found out that vowels, consonant sounds and diphthong sounds were found to be the most difficult for speakers of Manobo, Kamayo, Talacognon and Visayan. The use of advanced technology, which allows for many accented words in English, will undoubtedly nudge this adversity. Technology will help the educators who are not very good at the four macro skills of the English language. In the study of Pascual (2019), results show that the students demonstrate fairly – well in the oral performance of the L2. Comprehension obtained 2.48, pronunciation obtained 2.41, fluency obtained 2.20, and Grammar and Vocabulary obtained a mean score of 2.43. Insufficient exposure to language cannot strengthen the acquisition of the second language as to the daily practice. A learning activity package (LAP) is a collection of instructional resources that work together to achieve specific educational goals. Most of the time, LAP improves the total abilities and attitude of the learners toward a subject matter since it aligns with the various components of each individual's whole existence, such as social and behavioral aspects. According to the figures released by Jha (2020), the educational outcome for this generation focuses on students' adaptability. The emphasis at the school is on learning skills. In addition, the technology serves as voice recognition. Learning through LAP provides a platform for students to overcome educational hurdles while selecting appropriate materials for their learning requirements and styles. In the arts sphere, notably drawing, LAP appeared to be a powerful influence on the achievement levels of male and female learners by Ogoegbunam et al. (2020). LAP assesses all aspects of the teaching-learning process, resulting in a paradigm shift in education. Like the learning activity bundle, game-based learning has spread like wildfire due to the increasing use of technology-based instruction. Game-based education refers to any activity that takes procedural elements from games. This generation "has access to information, maps, movies, Netflix, Hulu, music, shopping (Amazon Prime), and educational material (Seemiller & Grace, 2016)." As previously said, students can readily collect and obtain information and resources through technology. The things the learners gain are not intrinsically absorbed and linked to their schema or past knowledge. There is no instruction on how to use that information in real-life situations. Game-based learning now roots that information and forms instructional objectives that lead students to translate the tasks' values to construct their own learning experiences and skills as they progress through the phases of the game. Using game-based training in which different emphasized terms in English would undoubtedly nudge the various language adversities. Gamification and technological innovation in language instruction seem vital to phonemic awareness, phonological awareness, accuracy, and fluency. Escudeiro and de Carvalho (2013) developed a project using a severe game approach. Players were in authentic circumstances that encouraged interaction among players while improving their abilities and social competencies. Games now not only provide entertainment but also stimulate educational development and socializing. The gamified learning strategy has been used in language instruction to deliver improved and long-term learning while positively improving the cognitive and emotional dimensions. Lin (2020) stressed in her study that "the students' speech pronunciations and contents were lively and non-preaching like" with the help of the gamified learning approach. As a result, game-based learning must be maintained with ongoing adaptation to societal and educational needs while also taking long-term and authentic learning into account. Lin also claimed that the student's motivation for hearing, pronunciation, and reading has grown. Alyaz and Genc (2016) identified pre-service teachers' professional language skills and attitudes toward the use of games and future teaching purposes. Gamifying the classroom will increase pupils' motivation to study the English language (Farber, 2017). Yang et al. (2019) found that playing games in language learning significantly impacts adult students with a higher emotional quotient. In this study, the researcher considers the efficacy of a learning activity package based on game-based learning. The study aims to extend the understanding of how to tackle phonological problems in the English language learning of Filipino students who are nonnative speakers of the English language. To further comprehend and accomplish the aims of this article, a qualitative-quantitative design is employed, which anchors on the integrated design framework of game-based and playful learning of Plass, Perlin, et al., (2010). 1.2 Research of Objectives 1.2.1 To study the effectiveness of learning activity package on game-based learning to enhance phonemic proficiency of Grade 12 Filipino students 1.2.2 To compare pretest and posttest of the Senior High school students using game-based learning package 1.2.3 To study the students' opinions and confidence levels toward learning through the learning activity package on game-based learning 1.3 Research Hypothesis There are three research hypotheses as to the following: 1.3.1 The effectiveness of the learning activity package on game-based learning to enhance phonemic proficiency follows the criterion at 80/80. 1.3.2 The grade 12 students' achievement of phonemic proficiency after studying through the learning activity package on game-based learning was significantly higher at the .05 level. 1.3.3 The grade 12 students' opinions and confidence level toward learning through the learning activity package on game-based learning were high 1.4 Conceptual Framework Figure 1.1 Conceptual framework of the learning activity package on game-based learning in phonemic proficiency 1.5 Research of Methodology 1.5.1 The population: The sample of this research included 30 Grade 12 senior high school students enrolled in Holy Cross of Sulop for the 2nd semester of the year 2022. 1.5.2 The research instruments were as follows: 1) game-based learning activity package and lesson plans, 2) an achievement test that consists of pretest and posttest, and 3) formative assessments on eight diphthongs 4) and a questionnaire of students' opinions and confidence level toward learning through the learning activity package on game-based learning. 1.5.3 The data were analyzed using mean, standard deviation, E1/E2, and t-test. 1.5.4 Independent variable consisted of a Learning activity package on game-based learning that included 30 grade 12 students from Holy Cross of Sulop for the 2nd semester of the year 2022. 1.5.5 Dependent variables consisted of students' achievement in phonemic proficiency in the game-based learning activity package and students' opinions and confidence level toward learning through the said instruction. 1.5.6 Contents are the lesson plans on the pronunciation of words with diphthongs. Google Forms survey administration software with Video clips of short discussion of the sound production of the eight diphthongs in English phonemes. Achievement test: pretests and posttests with their corresponding sounds in a game-based learning activity package. A questionnaire on student’s opinion and confidence level on game-based learning activity package on pronunciation. 1.5.7 After amassing the data, the researcher tested one group with a pretest and a posttest design. 1.5.7.1 A request for cooperation from the school heads of Holy Cross of Sulop. 1.5.7.2 Plan the game-based learning activity package and analyze the contents using the questionnaire on students’ opinions and confidence level on pronunciation of words with diphthongs. 1.5.7.3 When using a game-based platform, there are three steps towards learning: (1) pretest and questionnaire on students’ opinions and confidence level in learning pronunciation using game-based learning activity package, (2) lesson and achievement tests, (3) posttest and questionnaire on students’ opinions and confidence level in learning pronunciation using game-based learning activity package. 1.5.8 Data analysis. Statistics for the examination are listed below. 1.5.8.1 The efficacy was criteria equal to E1/E2. 1.5.8.2 Comparison of Grade 12 students' achievement in pretest and posttest using t-test. 1.5.8.3 the students' opinions and confidence levels in learning with the aid of a learning activity package on game-based learning. The data is analyzed using the mean and standard deviation. 1.5.9 To assess achievement in phonemic proficiency of Grade 12 students, after using the game-based learning activity package by mean, standard deviation, and t-test. 1.5.9.1 Research Questions: This study attempted to answer the following research questions: What is the game-based activity's effectiveness in achieving phonemic proficiency? 1.5.9.2 What are the differences between the pretest and posttest scores of those Grade 12 students who took the game-based learning activity package on pronunciation? 1.5.9.3 What are the students' opinions and confidence level towards achieving proficiency through a game-based learning activity package? 1.6 Definition and Scope of the Study This study has some limitations that can associate the probable infirmity of the whole process for a game-based learning activity package of pronunciation of words with diphthongs conducted in an e-learning process. Therefore, the effects of using a game-based learning activity package in recognizing and pronouncing words with diphthongs to develop phonemic proficiency with participants are limited to Grade 12 students of Holy Cross of Sulop. The research was conducted in April 2022. The game-based learning activity package experimentation for the pronunciation of words with diphthongs was limited to online game participants who received an invitation or a link. The study's scope is to develop proficiency in the pronunciation of English words with diphthongs of grade 12 ICT strand students enrolled in Holy Cross of Sulop, Philippines. Participants in this study include 30 students in one section during the first semester of 2022. The tutor adheres to synchronous pacing in one-on-one activity conduction in the gamified platform Kahoot. For the research method, the researcher prepared one lesson plan. The instruction will last an hour for the pretest and discussion of the results. Then, another hour for the posttest and the comparison of the two achievement tests. It will also include the opinion and confidence surveys of the students on game-based learning. The mean, standard deviation, E1/E2, and t-test. The scope of this study has two phases: Phase I: To apprehend theories related to education using the integration of the gamebased learning activity package of words with diphthongs to achieve phonemic proficiency among L2 Filipino students. 1) The participants chosen for this study consisted of 3 expert teachers in technical education who were selected using the purposive sampling approach. Experts qualified in education have a bachelor's degree and years of experience teaching English. 2) This study analyzed the incorporation of Magic Circle of playful learning (Plass, Perlin, et al., 2010) 3) The theoretical perspectives of the review of this theory focus on the term "Integrated design framework of game-based and playful learning" of Plass, Perlin, et al., (2010). 4) Teaching learning models English language instruction on the pillars on which game-based learning theory will aid students' pronunciation skills: elements of game-based design for learning. Phase II: Design the game-based learning package for English words with diphthongs and the questionnaire on student’s opinion and confidence level. 1) The generated game-based learning activity package instruction in Google forms with the use of Kahoot for the learning activity package. 2) The effectiveness of the gamified learning activity package in teaching-learning English using achievement tests pretest and posttest. 3) The questionnaire for students' opinions and confidence levels towards the gamebased learning activity package for the pronunciation of words in English. 1.7 Definition of Key Terms 1.7.1 The learning activity package (LAP) refers to the set of activities that allow the students to do an online simulation on the pronunciation of words in English that consist of diphthongs. 1.7.1.1 Google forms is an online application wherein the materials for learning, achievement tests and questionnaires are prompted. 1.7.1.2 LAP contains a video of the teacher discussing the lessons. Within the activity package, there is a discussion of eight diphthongs with the corresponding sound presented in the videos 1.7.1.3 LAP includes the achievement tests wherein words are to be selected by the students and classified as samples of the given diphthong. Answers are recorded in real-time. 1.7.1.4 LAP incorporates a questionnaire for the student’s opinion and confidence level on the learning activity package. 1.7.2 Game-based learning refers to the gamified activities for pronunciation lessons on the platforms google forms and Kahoot, taken by Grade 12 students from Holy Cross of Sulop, Philippines. Game-based learning refers to the set of instructions for coming up with various outcomes that would determine the achievement progress of the learners. Gamebased learning is a behavioral game approach to teaching speaking skills in the English language synchronously. 1.7.2.1 Google forms is the survey administration software wherein the gamebased learning activity package in pronunciation instructions were administered. 1.7.2.2 Kahoot is a game-based platform wherein the gamified achievement tests were created for fun interaction while learning and teaching. 1.7.3 Students' phonemic competency in pronouncing words with diphthongs is developed in a gamified learning environment. There will be a pronunciation game in Kahoot considering self-regulated instruction. 1.7.3.1 Diphthongs are the phonemes /aɪ/, /eɪ/,/əʊ/, /aʊ/, /eə/, /ɪə/, /ɔɪ/, /ʊə/ which are presented in the game-based learning package. 1.7.4 L2 students refer to the 30 Information and Communications Technology (ICT) and in one section of Holy Cross of Sulop for the first semester of academic year 2021-22. 1.8 Significance of the Study The research focuses on the following: 1.8.1 This research provides a different understanding of education literature in a game-based activity package in behaviorist learning approach. Furthermore, it promotes a hands-on approach where students make their own unique learning, and teachers are only the fascinators. Thus, 1.8.2 This research aims to cultivate mindful strategies that add enlightenment when applying game-based teaching instruction in an online class. The effect of gamified education in teaching the citation of English words will guide the teachers. The administration of the input processing on the web will view the students' learning progress on the web. 1.8.3 This research also caters to problems with the proficiency level of the L2 students towards learning the English language. Results of this research are bound to expose the strengths and weaknesses of the students in the pronunciation of English words with diphthongs with the help of a gamified instruction wherein tools and resources are embedded to help the non-native teacher. 1.8.4 This research succeeds in using a gamified behaviorist learning method where students are given activities with a time limit. It addresses students' attitudes and levels of confidence in learning using a game-based learning package. It denotes the overall performance of L2 students in an e-learning environment. Online teachers who are not native English speakers will have a guide through instruction in English pronunciation that goes beyond the strategies and viewpoints used in traditional language education.