100% found this document useful (1 vote)
407 views16 pages

Valenzuela Alcantara Action Research

This document presents an action research proposal that aims to enhance students' interest in studying Filipino research subjects through a game called "The Researchers' Quest Game". The game will incorporate gaming principles and designs to engage students in collaboratively completing tasks at different stations until reaching a group goal. The purpose is to address the observed lack of interest, motivation, and confidence among senior high school students in academic writing and research writing. By making learning more interactive and game-based, the researcher hopes to improve students' learning experience and outcomes in these subjects.

Uploaded by

RICA VALENZUELA
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
407 views16 pages

Valenzuela Alcantara Action Research

This document presents an action research proposal that aims to enhance students' interest in studying Filipino research subjects through a game called "The Researchers' Quest Game". The game will incorporate gaming principles and designs to engage students in collaboratively completing tasks at different stations until reaching a group goal. The purpose is to address the observed lack of interest, motivation, and confidence among senior high school students in academic writing and research writing. By making learning more interactive and game-based, the researcher hopes to improve students' learning experience and outcomes in these subjects.

Uploaded by

RICA VALENZUELA
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 16

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

1
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

2
Republic of the Philippines
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

3
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

4
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

5
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

6
Republic of the Philippines
Department of Education
National Capital Region
Schools Division Office of Quezon City

(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?

7
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,

8
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:

9
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

10
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

11
Republic of the Philippines
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.

12
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

13
Republic of the Philippines
Department of Education
National Capital Region
Schools Division Office of Quezon City

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

14
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

15
Republic of the Philippines
Department of Education
National Capital Region
Schools Division Office of Quezon City

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.

16

You might also like