Examining the Efficacy of Game
Examining the Efficacy of Game
Examining the Efficacy of Game
Connie Macalinao
presented to the
For
Title Page:
Table of Contents
Chapter 1: INTRODUCTION
normal part of their daily lives. Romero et al. (2017) noted that the level of
technology in society influences how people perceive knowledge, the job market, and
Learning through games is one of the oldest and most effective teaching
methods used by humans. Today, Game-Based Learning refers to using video games
mechanics and design to engage and motivate students to tackle specific challenges
(Hussein, et al., 2019). It does not always involve electronic devices or video games;
it can present any learning or work process as a game. Nowadays, the term "games"
often refers to popular video games, which are played by over 89% of children and
intricate concepts and subjects (Al-Tarawneh, 2016). Nonetheless, Zeng, et al., (2020)
observed that despite the increasing interest in game-based learning within the
educational sector in recent years, its effectiveness has not been definitively proven.
engaging and enjoyable activities centered around the students through games
Learning designers can use these traits in various ways to create unique game
designs that support learning. This means that by following a specific learning
approach or process, they can also develop an educational game. The chosen method
can influence how effective and efficient the learning experience is (Pratama &
Setyaningrum 2018).
and others (2018) also highlighted the importance of backing educational activities
with strong teaching strategies and the basics of using learning methods in gaming
settings or objectives.
engagement, and interest among students of all ages when using this Game-Based
learning approach. Additionally, (Al-Azawi, et al., 2016), point out that incorporating
video games into teaching may be essential today, as students have grown up with this
Many studies show that regular video game use can harm younger students'
Researchers identify different types of game content for game-based learning. First,
there are "serious" games designed specifically for educational purposes, taking into
account teaching goals and training program needs. Additionally, simpler games made
by (Park, et al., 2019), shows that sometimes users reject the content because of its
low quality. Additionally, competing with the modern video game industry is tough
due to its advanced technology and skilled workforce (Roepke, et al., 2019).
special courses. According to (Costa, et al., 2020; Roepke, et al., 2019), while many
teachers see the importance and benefits of these programs, they often lack the skills
into learning, whether or not electronic devices are used. It enhances the learning
classroom, boosting their motivation and providing them with more options to explore
the role of situational leadership among participants in this training approach (Jurdi, et
al., 2018).
Game-based learning has become increasingly popular in education, including in the field of general
science. For students in the Philippines, particularly those in the Alternative Learning System for
Indigenous Peoples, Muslims, and other marginalized sectors (AETAS), incorporating games into
science education can offer a more engaging and effective way of learning complex concepts. By
utilizing interactive games and simulations, students can actively participate in their learning process,
leading to better retention of information and increased understanding of scientific principles. This
approach not only makes learning fun and interactive but also caters to diverse learning styles and
helps students develop critical thinking and problem-solving skills. In the context of AETA students in
the Philippines, where traditional teaching methods may not always resonate, game-based learning
can bridge the gap and provide a more inclusive and culturally relevant educational experience.
the opportunity to create unique learning experiences that build upon students'
this, educators need to analyze previous research concerning the implementation and
explore the use of game-based learning in middle school classrooms to determine the
Game-based learning can provide an effective way to offer engaging and motivating
2.2 Questions
1. Is there any statistically significant difference (α≤ ) 0.05 in
students’ scientific concepts acquisition attributed to the
instructional methods (traditional methods and educational
games)?
2. Is there any statistically significant difference (α≤ ) 0.05 in
students’ scientific concepts acquisition attributed to the gender?
3. Is there any statistically significant difference (α≤ ) 0.05 in
students’ scientific concepts acquisition attributed to the
interaction between instructional methods and gender?
This study examined the recent scholarly articles concerning using a game-
education?
teaching. This study can also help science students develop an interest in
knowledge. Moreover, the institution can also gain and further develop a new
(IPED Indigenous People mga IP AETA studetns kasi yung tinuturuan ko)
References:
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