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FS 2 - Activity 1 Script For Presentation Situation

This document provides an outline for the preliminary parts and chapters of a classroom action research project on increasing student participation in online learning through gamification. It includes sections for the approval sheet, acknowledgments, table of contents, abstract, introduction establishing the topic's relevance, problem identification through possible causes and hypotheses, generating alternative solutions, plan of action, presenting and interpreting data findings, and conclusions and recommendations. Appendices and references are also mentioned. The overall summary is an outline for an action research project exploring how gamification can increase student engagement in online classes.

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bellagil
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Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
30 views

FS 2 - Activity 1 Script For Presentation Situation

This document provides an outline for the preliminary parts and chapters of a classroom action research project on increasing student participation in online learning through gamification. It includes sections for the approval sheet, acknowledgments, table of contents, abstract, introduction establishing the topic's relevance, problem identification through possible causes and hypotheses, generating alternative solutions, plan of action, presenting and interpreting data findings, and conclusions and recommendations. Appendices and references are also mentioned. The overall summary is an outline for an action research project exploring how gamification can increase student engagement in online classes.

Uploaded by

bellagil
Copyright
© © All Rights Reserved
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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FS 2 – Activity 1 Script for Presentation

Situation
Based on our experiences as students and in our previous virtual class observation
during Field Study 1, We decided to choose one challenge or problem that all students
are struggling with and that needs immediate attention or solution. We chose a scenario
where every student will relate to. We all know that active class participation has a
significant impact on students’ academic performance and when the COVID-19
pandemic happened, classroom learning shifted to online learning. It’s really hard for
the students to actively participate because of many circumstances or distractions as
they are learning in their home that’s why teachers should come up with creative
teaching styles to increase the student’s participation in online meetings, that’s why we
choose to make our action research that will provide solutions on how students learn at
their best and be active learners. This will serve as our springboard in writing our
Classroom-Based Action Research.

Preliminaries
Preliminary parts of any research study are very important as it gives the readers an
overview of what to expect and the content of the research study. Preliminaries are
written after the conduct of the study and before publishing the manuscript.
In writing the approval sheet, we will mention the title of our action research which is
The Effect of Gamification as a strategy in promoting student learning in science
subjects, and indicate that it is already examined and is recommended for approval. It
should be signed by the person/faculty in-charge, specifically the research adviser.
In research, not just the researcher/s has contributions on the accomplishment of the
study but everyone who have made a significant effect to the study, no matter how
small or big it is, they should be acknowledged; In the Acknowledgement part, we will
express our utmost gratitude to all those people who have helped us carry out our
action research.
In writing the table of contents, we will lay it out properly and see to it that it is
organized. To make this happen, the chapters or main parts of the action research
should be in chronological order as well as their subparts in each of the chapters. Table
of contents, just like in any other books, serves as the map of the manuscript.
Additionally, we will include the page numbers corresponding to each part for the easy
navigation of the readers.

In writing the abstract, we will make it concise that includes the brief statement of the
research, the title, state the reasons and problems in our study. We will also present our
target population which is the Grade 7 students and include the research design,
methods of data collection, research instruments used in the study particularly the use
of pre-test and post-test. The findings and results whether the effect of Gamification as
a strategy in promoting student learning is effective or not, conclusion and
recommendations will also be reflected in the abstract.

I. Introduction
In writing the background of the study, we will establish the connection of our topic from
the international, national to the local community. We will first talk about the subject
from a global perspective wherein we will cite some needs and relevance of our topic
which is The Effect of Gamification as a strategy in promoting student learning from the
international community, going down to the situation in our country, and lastly in the
community where we will conduct our action research.

On the other hand, the significance of the study will contain our reasons or statements
why our study is needed. It will provide the readers an idea on how and what will it
contribute and whom will benefit from it. Specifically on our study, the students and the
teachers will benefit the most.

II. Problem Identification


Possible Causes – We all know that many distractions may hinder our interest and
being active learners in studying at home because of our new normal learning setup.
That’s why I will employ the process of discovering and observation why this is
happening. And based from our personal experiences also and what we already know
will guide us to the direction of our study in identifying how learners should actively
participate during online learning and improve their academic performance through
engaging themselves to different interactive and game-based learning platforms.

Hypothesis – A research hypothesis is a statement of expectation or prediction that will


be tested by research. Based on our chosen topic, students who aren’t actively
participating will not be avoided during online learning that’s why we will state what
we're expecting about this and how the different game-based and other interactive
learning platforms improve the student learning in virtual class. The hypothesis we have
made will prove or reject at the end of my study. We will state the hypothesis in a
specific, clear and testable prediction about the possible outcome.

III. Generation of Alternative Solution


We will generate a variety of potential options in applying Gamification as an interactive
learning strategy to promote student learning or to make learners more active during
online meetings. We will gather information from different sources and related studies in
order for me to come up with best and effective solutions to address the problem or
challenge encountered by learners.

IV. Plan of Action


Our action research will only focus on identifying the effects of gamification as a
strategy in promoting student learning as well as determining its effectiveness. The
objective of the study is to improve the student participation and engagement in online
learning. The research will conduct in the virtual class of PSU Bayambang Integrated
School and the respondents will be one (1) class in Grade 7 (Academic Year: 2021-
2022).

V. Presentation and interpretation of Data


We will use the textual and tabular presentation as a means to present the result of the
study on the effects of using Gamification in promoting student learning among Grade 7
students, as well as the data about the pre-test and post-test results of the students. We
will provide textual interpretation in presenting the effect of Gamification as a strategy in
promoting student learning or if there's a significant difference in the result of the pre-
test and post-test that was administered. Additionally, we will also provide interpretation
whether the data tells that the use of Gamification is effective in promoting student
learning or not.

VI. Findings, Conclusions, Recommendations


After presenting and interpreting the data, we will now provide and write a summary of
the key findings of the study. The findings will be arranged sequentially and we will
include here the implications of the result of the pre-test and post-test, the results of the
use of the gamification as a strategy in promoting student learning as well as include if
the hypothesis is rejected or accepted.
The generalization based upon the findings on the effectiveness of the Gamification in
promoting student learning will be the content of the conclusion.
The recommendation will depend on the result of the study. If there’s a positive
outcome, we will include in the recommendation the usage of Gamification as a strategy
to improve student learning.

VII
• In the bibliography, we will list all the sources that we have used in the study,
materials that are directly related to the research on the effectiveness of gamification as
a strategy in promoting student learning. It includes all the references we have put in the
study like related literature, articles taken from the internet, research papers that further
supports our claims in the study.
• In writing the appendices, the content includes the compiled documents used in
the study, all communication letters and surveys.
• The curriculum vitae will contain details like the personal information and
educational background of the researchers who conducted the study.
Francis
Ida
Ivy
Flory
Jezel
Nina
Danica
Josephine
Xyd
Jimboy
Vincent
Jessa
Crisanta

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