Republic of the Philippines
Department of Education
National Capital Region
Schools Division Office of Quezon City
UNBOXING EDUCATION: A QUEST GAME AIMING TO ENHANCE THE
STUDENTS' INTEREST IN FILIPINO RESEARCH SUBJECT
An Action Research Proposal Presented to the
Schools Division Research Committee
Schools Division Office of Quezon City
RICA VALENZUELA-ALCANTARA
Teacher II
Flora A. Ylagan High School
April 4, 2021
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Republic of the Philippines
Department of Education
National Capital Region
Schools Division Office of Quezon City
I. CONTEXT AND RATIONALE
Research is a tool for societal progress and development because it helps people become
more innovative, inquisitive, and inventive in a more systematic and efficient manner in order
to achieve national and global advancement. They rarely remember that a research paper
assesses a student's ability to search for and collect information, write, compile, analyze, and
interpret a topic. It is a compilation of all of their knowledge. Nonetheless, research as a
profession is undervalued in the Philippines from the interview of Mr. Bam Aquino in 2016
(Paurill,2019). Moreover, Singh (2016) emphasized that research is the most important
process for advancing knowledge, promoting progress, and enabling man to relate more
effectively to his environment, achieve his goals, and find fine solutions to his problems.
They view this subject as a burden, so they frequently overlook its significance, failing to
recognize that it is an opportunity to learn and acquire skills that will help them in college,
and it is critical that you know it for whatever future or work they may have.
Academic writing is now an important part of the continuous summative assessments in
most academic courses in the Senior High School, according to the K–12 Curriculum. Senior
High School students must present write-ups of the scientific inquiry process, draft
experiments, business concepts, marketing ideas, essays on current social issues, critique
papers, project plans, livelihood projects, and other summative assessments. The DepEd K-12
curriculum aims to holistically develop graduates who have built foundations for learning
throughout life, particularly in subjects such as Practical Research and Pagbasa at Pagsusuri
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Department of Education
National Capital Region
Schools Division Office of Quezon City
ng iba't ibang mga teksto tungo sa Pananaliksik - which is the focus of this study. They are
individuals who have the information, media, and technology skills, as well as the learning
and innovation skills required to face the challenges and capitalize on the opportunities of the
twenty-first century. Senior High School students should be able to learn research writing,
and Senior High School teachers should be encouraged to discuss it in a more creative and
interesting manner.
However, once classes begin, teachers frequently notice that the previously exciting
classroom has been painted with boredom, passivity, and a lack of interest and motivation
when they begin teaching the rigors of research paper writing (Paurillo, 2019). Teachers at
Flora Ylagan High School have had the same experience: in a face-to-face setting, grade 11
students are already disinterested in the subject. So, the issue is, if they are already
uninterested, what will happen in the distance learning set up as a result of the current
pandemic? This situation calls the teacher to think and create a learning environment that will
enhance their interests and motivate to study and learn. According to Rakugen Insight, 75
percent of Filipino as of March 2020 were playing online games. And certain educational
designs promote excitement and engagement, game-based learning is assumed to be such a
design (Admiral et.al.,2011) and it is proven to their study that the fewer students were
distracted from the game the more students were engaged in group competition, the more
students learned by using the game entitled Frequency 1550 which will tackle about The
Medieval Period. Similar to other studies, Yang (2012) used commercially available games to
help students understand economic life and global issues, Kebritchi et al. (2010) investigated
the effects of a computer game on students' mathematics achievements and motivations, and
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Republic of the Philippines
Department of Education
National Capital Region
Schools Division Office of Quezon City
Liu and Chu (2010) investigated how readily available games influence English learning
achievements and motivation. Huang (2011) introduced economic theory through the Trade
Ruler game. The findings indicate that digital game-based learning can improve students'
learning motivation and learning effectiveness (Papastergiou,2009; Kebritchi et al.,2010;
Huang 2011). (Kebritchi et al.,2010; Liu &Chu, 2010; Yang, 2012). According to Admiral et
al. (2011), the DGBL has two types of games: (1) applications of existing commercial
software (Kebritchi et al.,2010; Huang 2011; Yang,2012); and (2) designs and development
of new software. Furthermore, regardless of the gender of the students, this DGBL can
provide effective and motivating learning environments (Admiral et al., 2011). Which is good
because it is one of DepEd's missions to provide students with an environment that is child-
friendly, gender-sensitive, safe, and motivating.
Once classes begin in March for another subjects, them knowing that it an academic
writing and research writing the researcher frequently notice that the previously exciting
online classroom has been painted with boredom, passivity, and a lack of interest and
motivation when she begin teaching the rigors of academic paper writing since it will be
tackled first before the research writing perse. Way back 2019 when the researcher is
teaching research writing it has also been observed that when given a topic for research
writing, Senior High School students lack confidence and are uneasy about continuing the
writing activity itself. It is sometimes the inability to advance in terms of subject
accomplishments that leads to receiving a failing grade in a specific subject and this is one of
the major reasons why the teacher conducted this action research. The purpose of this action
research is to enhance students' interest in studying Pagbasa and Pagsusuri ng iba't ibang
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Republic of the Philippines
Department of Education
National Capital Region
Schools Division Office of Quezon City
teksto tungo sa Pananaliksik in a more creative and digital way, such as through game play.
Because many of the students enjoy playing online games, the researcher plans to incorporate
some of the designs and principles of online gaming into the classroom.
Game-based learning, as defined by Trybus (2015), is the practice of applying gaming
principles to real-life situations in order to engage users. It will be called "The Researchers'
Quest Game," and students will collaborate to complete the tasks assigned to them at each
station until they reach the group goal. They will not work alone; they will think together,
strategize together, learn together, be excited to learn together, and achieve high good grades
together. According to Collins Dictionary, interest is defined as "something that piques your
interest and draws your attention to the point where you want to learn or hear more about it or
continue doing it." As a result, a lack of academic motivation and interest is likely to be
reflected in students' neglect of their studies (Hidi &Harackiwica,2000). Finally, Sauer
(2012) asserted that students' levels of interest in their learning had a significant impact on
their sense of success.
Our world today is dramatically changing, different technologies were invented so fast for
society development and advancement and so is education. In order for students to learn how
to write, they need to practice writing; to read, they need to know the phonetic sounds of
every letters; same with teaching them to ride a bike, reading about it, watching videos about
it cannot teach a child how to ride a bike unless we let them ty it on and that is what one of
the DepEd’s mission to have a student-centered environment but that is not enough because
we teachers must do something to make their learning more interesting and creative. We need
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Republic of the Philippines
Department of Education
National Capital Region
Schools Division Office of Quezon City
to create an environment for them where learning will arise and not just simply memorizing
the context and definitions of each words of what we are discussing. In this digital
generation, the use of technology in the classroom is expanding and has reinvented the way
we teach by providing teachers greater flexibility and opportunities. Teachers now have the
ability to change the landscape of their teaching both inside and outside of the classroom,
thanks to the never-ending stream of new technologies especially today when the pandemic
happens. Teachers are being called to find new ways to use the vast array of technology tools
as technology transforms traditional educational models.
The significance of this action research is to be the foundation or the awakening period to
create more and invent more different educational materials such as game applications that
will help the students to learn while having fun. Teachers nowadays are taking super extra
effort to learn new things and strategies for them to get their students to learn and participate
but maybe in the future the Deped community along with the game developer experts will go
hand in hand to create a game application that will help the learners to learn in different
subjects while having fun. Some games have been shown to enhance cognitive functions such
as memory and reasoning. Some video games have been shown to improve cognitive
functions like memory and reasoning. Certain games place a strain on the brain due to the
decision-making processes required. It is unavoidable that digital games with such a wide
appeal find their way into education. As a result, a number of studies on the use of digital
games in education have been carried out. According to these studies, digital games improve
cognitive skills (Homer, Raffaele, Ober, Plass, & Ali, 2018), which aids in vocabulary
teaching (Chen, Tseng, & Hsiao, 2018) and serves an important pre-organizer function
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Department of Education
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(Denham, 2018). Digital games can also help with problem-solving skills and collaborative
learning (Rugoero & Green, 2017).
II. ACTION RESEARCH QUESTIONS
This study will analyze and determine the efficacy of a “Quest Game” in aiming to
enhance the students’ interest in Pagbasa at Pagsusuri ng iba’t ibang tekto tungo sa
Pananaliksik subject of grade 11students of Flora A. Ylagan High School during the
academic year 2020-2021.
Specifically, this study will seek answers to the following questions:
1. Is there a significant difference between the scores in pretest and posttest?
a. no game
b. with game
2. How does the “Quest Game” enhance students’ interest in learning Pagbasa at Pagsusuri
ng iba’t ibang teksto tungo sa Pananaliksik?
3. What are the students’ suggestions on how to improve the “Quest Game” in enhancing
students’ interest in teaching/learningPagbasa at Pagsusuri ng iba’t ibang teksto tungo sa
Pananaliksik?
4. What are the preferred strategies of students in teaching and learning Pagbasa at
Pagsusuri ng iba’t ibang teksto tungo sa Pananaliksik?
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Republic of the Philippines
Department of Education
National Capital Region
Schools Division Office of Quezon City
III. INNOVATION/INTERVENTION/STRATEGY
The DepEd K-12 curriculum aims to holistically develop graduates who have built
foundations for lifelong learning, particularly in subjects like Practical Research and Pagbasa
at Pagsusuri ng iba't ibang mga teksto tungo sa Pananaliksik - the focus of this study. They
are people who possess the information, media, and technology skills, as well as the learning
and innovation abilities required to face the challenges and capitalize on the opportunities of
the twenty-first century. Senior high school students should be able to learn how to conduct
research. However, for the first batch of senior high school students at Flora A. Ylagan High
School, the teachers observed that the majority of the students were uninterested in the
subject. Addition to this the result of the grade 11 student’s mastery test (2019-2020) were
62.44% only. This one is due to the negative connotation associated with research writing.
They mistook research writing for a burden rather than something to learn for. As a result,
many students did not fully develop, particularly in the basics of writing a research paper.
The teachers have tried one-on-one sessions and mentorship with other co-teachers, but it is
insufficient because the students are still uninterested.
This study will incorporate the “Quest Game” and will be entitled to “Researchers’ Quest
Game” in the learning environment of the students through online classroom as an
intervention to the emerging problem of uninterested grade 11 students in learning Pagbasa at
Pagsusuri ng iba't ibang tektso tungo sa Pananaliksik. A quest game is a game in which
players must complete specific tasks in order to progress to the next station and eventually
reach the goal.
Students in grade 11 have two peer meetings per week. For the week of April 8-23,
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Republic of the Philippines
Department of Education
National Capital Region
Schools Division Office of Quezon City
the teacher will not use the "Quest Game" and will instead use Google slides, videos, and the
usual ice breaker for the class. And from April 29 to May 14, the teacher will teach the
students for an hour using the "Quest Game." This research will only apply to students who
take online classes.
Before April 28, the teacher will group the students and conduct a pretest to the
students about 6 lessons and conduct a pos test on April 23. After that on April 29, the
teacher will introduce to the students the “Quest Game” and conduct a pretest, will conduct
post test on May 14. At the end of the study the students will answer a survey about the
intervention used if it helps them in enhancing their interests in studying the subject.
Researchers’ Quest Game
Lead your Guild and complete all of the tasks in order to move on to the next station.
Researchers' Quest is an exciting, educational adventure online game for various student
groups. Each Guild has ten members competing to become the best Guild of researchers and,
more importantly, the richest and most powerful Guild in the land of Research! The task of
the Researchers' Quest Game combines answering, writing, presenting, and winning every
game within the Researchers' Quest Game. The game is completed by completing all of the
tasks assigned to you at each station. Players cannot move to the next station until all guild
members have completed their tasks, ensuring that no one is left behind and that everyone
works as a team. As they complete quests, they become more skilled and knowledgeable
about research writing.
When the students are in the “Researchers’ Quest Game”, the teacher will
specifically tell the rules of the game:
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Republic of the Philippines
Department of Education
National Capital Region
Schools Division Office of Quezon City
1. Your main goal is to complete the task in each station and reach the goal with your
guild.
2. At each meeting, the game master (teacher) will announce each task in the assigned
station, and you must complete it before her deadline expires.
3. No guild member may be left behind.
4. Each station has a badge for the first team to complete the task. There will be more
badges, more fun, and more rewards.
5. At each station, there will be a ten-item quiz that all members must complete before
moving on to the next station. To update the game board, all records must be sent to the
guild leader and passed on to the game master/teacher.
Because their generations are all into games, all of the students will be interested in
studying Pagbasa at Pagsusuri ng iba't ibang teksto tungo sa Pananaliksik if this intervention
is used. They will not believe that they are simply writing or memorizing concepts. They will
feel compelled to complete the task in order to achieve the goal, similar to how we used to
play "Plants vs. Zombies." When students become interested, their writing skills and
knowledge of research will be sufficient when they enter college.
IV. ACTION RESEARCH METHODS
A. PARTICIPANTS AND/OR OTHER SOURCES OF DATA AND
INFORMATION
The researcher will use the purposive sampling because of the following criteria for
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Republic of the Philippines
Department of Education
National Capital Region
Schools Division Office of Quezon City
choosing the participants of the study which are the all grade 11 students of Flora A. Ylagan
High who are taking online classes from the Academic year 20202-2021. The study's
participants will be unaware that they are being studied, ensuring that all results and
experiences are objective. The intervention will be facilitated by the teacher-researcher for
nearly two months, or the entire third quarter period. There will be a weekly assessment on
how interested the lessons conducted by answering a survey and quizzes.
B. DATA GATHERING METHODS
According to Trinidad (2018), quantitative design is used by researchers to find
quantitative data that will be used as evidence in their research. Because it is more concerned
with proving and explaining rather than investigating and interpreting. Quantitative research
will be used to conduct an experiment that will evaluate two distinct groups - the
"experimental group" and the "control group." The experimental group used the intervention
"Quest Game," while the control group did not. The results of the pretest and posttest are the
dependent variable in this study, while the independent variable is the teaching approach
used, which is no "Quest Game" on the first days and Quest Game on the last week of April.
It is a quasi-experimental study because the researchers will use pretest and posttest to
determine the effect of the intervention and will use the Likert scale to assess the
intervention's efficacy in increasing students' interest in studying Filipino research. As early
as 1932, the Likert scale was a scientifically acceptable and valid instrument for measuring
'norms.' It is a practice that interprets people's customs and reactions to a specific event based
on their respective beliefs and ideas (on an object, subject, or concept) acquired in the
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Department of Education
National Capital Region
Schools Division Office of Quezon City
environment through interaction (Joshi et al., 2015).
This study will employ a five-point scale: 5 for strongly agree, 4 for agree, 3 for
neither agree nor disagree, 2 for disagree, and 1 for strongly disagree. To clarify, the
following guide has been prepared:
Assigned Value Mean Description
5 4.50 – 5.00 Strongly Agree
4 3.50 – 4. 49 Agree
3 2.50 – 3.49 Neither Agree nor Disagree
2 1.50 – 2.49 Disagree
1 1.00 – 1.49 Strongly Disagree
The researcher will ask first the approval of the school’s principal to conduct this study.
The researcher will keep the personal information provided by the respondents and
guarantees that no one will know except the researcher, the action research committee, and
respondents. When the students will answer the Likert scale at the end of the quarter, it
should consist of the research survey, invitation or an informed consent letter, name, and
signature of the researcher. The researcher should do the utmost to protect the research
participant in the study. They should be focusing on the risk-benefit ratio for that. If the
benefits of are outweighed by possible risks, then the researchers should revise the study. All
research findings that the researchers used in the study must be presented. Researchers would
be able to acknowledge all individuals who own the study ideas.
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Republic of the Philippines
Department of Education
National Capital Region
Schools Division Office of Quezon City
C. DATA ANALYSIS PLAN
The results of the pretest and posttest will be collected, coded, tallied, and statistically
treated using the mean, standard deviation, and t-test of significant difference.
All the data gathered during the posttest, pretest and in Likert scale will be compared and
triangulated to surface the holistic effect of the intervention in enhancing students’ interest in
studying Filipino research subject. Mean, Standard Deviation and T-test will be used by the
researcher to assist and facilitate data interpretation. The researcher will use them to quickly
provide analysis and interpretation of the interventions' effectiveness in increasing students'
interest in studying research writing as well as the effect of the intervention in students
learning.
The mean and standard deviation were used to determine the level of performance of the
control and experimental groups, as well as the classification of pupils, while the t-test was
used to determine the significant difference between the pretest and posttest mean scores of
both groups.
The formulas will be using are below to get the responce:
1. Mean
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Republic of the Philippines
Department of Education
National Capital Region
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2. Standard Deviation
3. T-test
V. ACTION WORK PLANS AND TIMELINES
A. PRE-IMPLEMENTATION
Activities Schedule
Making of Proposal April 2021
Approval of Proposal April 2021
B. IMPLEMENTATION
Activities Schedule
Implementation of the study April – May, 2021
Teaching without “Quest April 8-23, 2021
Game”
Teaching with “Quest Game” April 29 – May 15, 2021
Tabulation and Analysis of Data May 2021
Interpretation of Data gathered May 2021
Preparation of the Research paper June 2021
C. POST IMPLEMENTATION
Activities Schedule
Printing of the research report June 2021
Submission of the research report to the June 2021
Division Office Committee for review
Submission of the final copy June 2021
VI. COST ESTIMATES
Item Quantity Unit Cost Total Cost
N/A N/A N/A N/A
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Republic of the Philippines
Department of Education
National Capital Region
Schools Division Office of Quezon City
VII.ACTION PLAN FOR DISSEMINATION AND UTILIZATION
The study's findings will be shared with colleagues at school and district Learning Action
Cell Sessions, or school INSET for possible adoption of the strategy used. The researcher will
present the study at a research conference and publish it in a reputable research journal to
further disseminate the findings.
VIII. REFERENCES
Admiral W., Huizenga J., Akkerman S., & Dam G.(2011).The concept of flow in
collaborative game-based learning,Computers in Human Behavior,Volume 27, Issue
3,Pages 1185-1194, ISSN 07475632,https://doi.org/10.1016/j.chb.2010.12.013.Retrieved
from https://www.sciencedirect.com/science/article/pii/S0747563210003808.
Erhel S., & Jamet E. (2013). Digital game-based learning: Impact of instructions and
feedback on motivation and learning effectiveness,Computers & Education,Volume
67,Pages 156-167,ISSN 0360-1315,https://doi.org/10.1016/j.compedu.2013.02.019.
Retrieved from https://www.sciencedirect.com/science/article/pii/S0360131513000699.
Federation of American Scientists. (2006). Summit on educational games: Harnessing the
power of video games for learning. Washington, DC: Author.
Joshi, A., Kale, S., Chandel., & Pal, D.K. (2015) Likert Scale: Explored and Explained.
British Journal of Applied Science & Technology, DOI: 10.9734/BJAST/2015/14975.
Hidi S. & Harackiewiez J.M. (2000). Motivating the academicallt unmotivated: a critical
issue for the 21st century. Review of Educational Research, vol.70.no./2.pp.151-179.
Huang, W. H. (2011). Evaluating learners’ motivational and cognitive processing in an
online game-based learning environment. Computer in Human Behavior, 27(2), 694-704.
Kebritchi, M., Hirumi, A., & Bai, H. (2010). The effects of modern mathematics
computer games on mathematics achievement and class motivation. Computers &
Education, 55(2), 427-443.
Lenhart A, Kahne J, Middaugh A, Evans C, Vitak J. (2008). Teens, videogames and
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civics. Retrieved August 18, 2014, from http://www.pewinternet.org/2008/09/16/teens-
video-games-and-civics/.
Liu, T. Y., & Chu, Y. L. (2010). Using ubiquitous games in an English listening and
speaking course: Impact on learning outcomes and motivation. Computers & Education,
55(2), 630-643.
Papastergiou, M. (2009). Digital game-based learning in high school computer science
education: Impact on educational effectiveness and student motivation. Computers &
Education, 52(1), 1-12.
Paurillo, P. M., (2019). Research Writing Ability of Senior High School Students as
Perceived by Teachers of Sampled Schools in Quezon City. PEOPLE: International
Journal of Social Sciences, 4(3), 1788 – 1800. Retrieved from
https://grdspublishing.org/index.php/people/article/download/1809/3253/.
Pho A. & Dinscore A. (2015). Game-Based Learning. Association of College Research
Libraries and American Library Association. Retrieved from https://acrl.ala.org/IS/wp-
content/uploads/2014/05/spring2015.pdf
Trinidad, J.E. (2018). Researching Philippine realities: A guide to qualitative,
quantitative, and humanities research. Quezon City: Ateneo de Manila University Press
Blue Books.
Yang, Y.-T. C. (2012). Building virtual cities, inspiring intelligent citizens: Digital games
for developing students’ problem solving and learning motivation. Computers &
Education, 59(2), 365-377.
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