Professional Documents
Culture Documents
A Research Paper
Presented to the
Faculty of High School ng UMAK
STEM
University of Makati
Makati City, Philippines
In Partial Fulfillment
Of the Requirements
For the Research Project
By:
Acierto, Andrea C.
Antones, Mark Lowel M.
Galinato, Valfrid G.
Pulido, Ana Jone C.
Sese, Johnmar Christopher B.
March 2019
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CELL DEAL: AN INSTRUCTIONAL CARD GAME IN TEACHING CELLULAR RESPIRATION IN SELECTED
GRADE 12 STEM STUDENTS OF HIGHER SCHOOL NG UMak A.Y. 2018-2019
Acierto, Andrea C., Antones, Mark Lowel M., Galinato, Valfrid G., Pulido, Ana Jone C.,
Sese, Johnmar Christopher B.
Mr. Junlor C. Dacsa I
March 2019
Krebs cycle and lastly the Electron (adenosine triphosphate) is not achieve but
Transport Chain. more on the process as a whole.
The topic of “Cellular Respiration” is taught According to the study by Traci Sitzmann
at the middle school, high school, and (1999) the game becomes the most
university levels and in a wide range of powerful teaching tool and a great asset
courses and contexts. Students poorly when it comes to providing students with
understand it and judged to be a difficult multiple ways of learning: It engages: it
topic by many teachers (Igelsrud, 1989) improves retention of learned content by a
because it needs memorization in every 90%, thanks to the adventure aspect,
single detail in the process, stages and the which turns to learn into an entertaining
corresponding enzymes used. and appealing activity for the student. It
improves performance: game dynamics
According to Zichermann (2010), motivate the student, increasing their
Gamification has been exactly described as performance and improving skill
the process of using game thinking and development by 20%. It is established on
mechanics to engage audiences in dealing practice and application: the student learns
with problems. It also defined as employing more thanks to experiential learning. For
game techniques to make activities and that reason, the students tend to learn
task more engaging and fun (Kim, 2011). more and have a better understanding,
Moreover, it has been explained as the use making a trend in learning through the
of game design elements in non-game process of gamification.
contexts (Deterding et al., 2011). Or simply
means, applying game-based mechanics,
aesthetics and game thinking to engage Background of the Study
people, motivate action, promote learning,
and solve and overcome problems (Kapp, Gamification has belonged to one of the
2012). educational approaches and techniques
that that will make the morivation and
Gamification has two main types. First, is engagement of the learners increase. It is
the structural gamification “The application considered a new approach that can bridge
of game-elements to propel a student in the generation gap between teachers and
learning without changing and altering the students (Kapp, 2007; Oblinger, 2004).
content” (Kapp, Blair & Mesch, 2013). Exploration, interaction, and collaboration
Second, is the content gamification “The are the objectives of gamification. This
application of game elements, game educational approach promotes specific
mechanics and game tactics to make learning gains that provides enhancement
learning and playing without the change the of the comprehension and understanding of
content” (Kapp, Blair & Mesch, 2013). This the students. Games are a form of active
research used the second type of learning (Hall, 2014). With this approach,
gamification wherein the topic cell students can learn and enjoy at the same
respiration is altered to be more fit in the time. The goal is to maximize engagement
game structure thus some alteration is and enjoyment by getting the interest of
necessary like the point of the ATP learners and inspiring them to continue
their learning (Karl Kapp, 2012).
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CELL DEAL: AN INSTRUCTIONAL CARD GAME IN TEACHING CELLULAR RESPIRATION IN SELECTED
GRADE 12 STEM STUDENTS OF HIGHER SCHOOL NG UMak A.Y. 2018-2019
Acierto, Andrea C., Antones, Mark Lowel M., Galinato, Valfrid G., Pulido, Ana Jone C.,
Sese, Johnmar Christopher B.
Mr. Junlor C. Dacsa I
March 2019
learners. To get inform the educators to research will be conducted in the said
pursue and inspire the learners through the University and will not go beyond it. These,
use of gamification to learn valuable therefore, delimited the analysis of the
lessons. study.
545
CELL DEAL: AN INSTRUCTIONAL CARD GAME IN TEACHING CELLULAR RESPIRATION IN SELECTED
GRADE 12 STEM STUDENTS OF HIGHER SCHOOL NG UMak A.Y. 2018-2019
Acierto, Andrea C., Antones, Mark Lowel M., Galinato, Valfrid G., Pulido, Ana Jone C.,
Sese, Johnmar Christopher B.
Mr. Junlor C. Dacsa I
March 2019
as certain activities and working with peers the content over a long period of time
to learn things. rather than cramming it all at once, which is
students usually do before an exam,
It is a collaborative interaction among the distributed learning allows for deeper
more knowledgeable people. Hints and processing because it can lessen the
feedbacks are provided throughout the frustration of the students and in actuality,
game which enables the learner to new information is introduced beforehand
increase their understanding and to avoid confusions. Reinforcing learning
knowledge at a stable state and may queue through testing and quizzing knowledge
for help through the person in charge. practices is called “Retrieval Practices”,
teachers often told students to practice
regularly the new concepts it is also true for
Benefits of Gamification in the learning the previously learned concepts. It helps
process students to recall prior knowledge and build
a solidify foundation in the minds of the
Self-Determination Theory (Deci & Ryan, students.
2000). Also called the Theory of Motivation,
people tend to be motivated when: They
Games are made so that they can always
have a sense of control. They are
be playable by the players, which is also
motivated to make something they want to
the essence of retrieval practices that
do if they know they have a clear grasp of
rather than cramming it all at once.
the outcome of what they are doing. A
Through countless times of gaming and
person’s confidence increases as their skill
trial and errors, the players will tend to
increases and they feel competent in
create a new technique to win and
whatever they are doing. A person tends to
remember the fundamentals to learn in his
do something other people can relate to,
own pace and ingrain it in his mind through
making it a motivation to be accepted by
countless practices.
others.
546
University of Makati
J.P. Rizal Ext., West Rembo, City of Makati
Higher School ng UMAK (HSU) Department
and they realize they have to control over increase student engagement in the
on how they learn and if they can actually classroom. They used two groups in their
do this, they can also tackle other problems test based on their motivation, social,
too. On the other hand, earning badges or comparison, effort, learner empowerment,
more points being the main purpose on satisfaction, and academic performances.
why you are playing rather than for fun is One received a gamified curriculum, as the
an example of being extrinsically other got the same content without being
motivated. An extremely good resource on gamified. The results show that the one
Motivation by the American Psychology receiving the gamified course shows no
Association. Intrinsic and extrinsic motivation at all suggesting that the
motivation are not opposites. They, on student's preferences are to be taken with
most educational settings, coexist together. care and apply certain gamification
mechanics and educational settings
In games, satisfaction, accomplishments (Hanus, 2015).
and the will to improve, drives the player to
do his utmost effort and give all of his best In the research "Towards the
which is the intrinsic motivation that drives understanding the effects of individual
the students and the idea of “I need to win gamification elements on intrinsic
this”, “I cannot lose this game” or “This motivation and performance", gamification
game is worth a lot” in which outside has only become a subject of research in
factors are involved triggers the extrinsic the recent years as its underlying
behavior in the players which also motivational mechanisms is observed.
determine his learning. Elements such as pointing and leveling
systems ignite a feeling of competence in
the participant as they further improved due
Related Literature to enhancing intrinsic motivation. This
study suggests with a conclusion as they
analyze the data present that the points
In the study Computers in Human Behavior and level did not improve the participant
games are created to culminate the intrinsically but extrinsically instead
motivation and performance of a human in resulting only in boosting with the
a specific or given activity. This study participants' performance quantity (Tuch,
explains the underlying content that 2017).
gamification is not as what the previous
studies thought it to be, they explain here
that games can be branched out to many
Related Studies
more subtopics. Their findings concluded
that gamification is not as that effective but
In the study of Ibrahim Yildirim (2017)
specific game designs trigger positive
entitled as ‘The effects of gamification-
psychological effects in participants
based teaching practices on student
(Mandla, 2017).
achievement and students' attitudes toward
lessons’. According to its research results,
Gamification keeps on growing as this gamification-based teaching practices have
method still being used and gained in a positive impact on student achievement
popularity among those who use this to and students' attitudes toward lessons. The
547
CELL DEAL: AN INSTRUCTIONAL CARD GAME IN TEACHING CELLULAR RESPIRATION IN SELECTED
GRADE 12 STEM STUDENTS OF HIGHER SCHOOL NG UMak A.Y. 2018-2019
Acierto, Andrea C., Antones, Mark Lowel M., Galinato, Valfrid G., Pulido, Ana Jone C.,
Sese, Johnmar Christopher B.
Mr. Junlor C. Dacsa I
March 2019
548
University of Makati
J.P. Rizal Ext., West Rembo, City of Makati
Higher School ng UMAK (HSU) Department
design, and content. The gathered data will Students who are taking up the STEM
be tally and analyze. strand are required to take up two General
Biology classes- General Biology 2 to be
taken during their last semester and
METHODOLOGY General Biology 1 during their first
semester of senior year. Considering taking
up Biology 1, grade 12 STEM students are
Research Design qualified to be the participants of the study
since Cellular Respiration was taught
The study is designed as quasi- during this subject.
experimental research. According to Cohen
(2010), quasi-experimental designs include
Pre-experimental designs: the one-group Research Instrument
pre-test-post-test - in this design, the
researcher measures a group on a The researchers used the following
dependent variable, come after by instruments to gather data about the
experimental manipulation of the efficacy of the instructional aid card game
independent variable and lastly, then “Cell Deal”.
measures the effect again on the same
dependent value. The difference between Pre-Test and Post-Test - the researchers
the two tests can show the effect of made a 15-item multiple choice test to
manipulation. This research used evaluate whether the implemented game
questionnaires to gather data to the can be used as an instructional aid for the
students to determine whether they have topic Cell Respiration, attached to it is a
initial knowledge about the topic of Cell note that allows the researcher to have
Respiration and to know if there is a their consent and demographics.
significant change in the scores after
playing the game to determine if the card Attitude Survey Questionnaires - the
game "Cell Deal" is effective. The researchers made a 15 -item questionnaire
researchers also used a Likert scale survey to gather the respondent's profile and to
questionnaire to gather data about the evaluate the game in terms of learning,
student's attitude towards the game. entertainment, mechanics and layout, and
socialization.
549
CELL DEAL: AN INSTRUCTIONAL CARD GAME IN TEACHING CELLULAR RESPIRATION IN SELECTED
GRADE 12 STEM STUDENTS OF HIGHER SCHOOL NG UMak A.Y. 2018-2019
Acierto, Andrea C., Antones, Mark Lowel M., Galinato, Valfrid G., Pulido, Ana Jone C.,
Sese, Johnmar Christopher B.
Mr. Junlor C. Dacsa I
March 2019
are done, the three (3) experts in the field scores of the respondents were computed
of general biology will validate the using Microsoft Excel.
questionnaires for the development of the
research instrument. Next, the validation For Problem no. 1, the mean (x) and
process, the questionnaire will be revised standard deviation (sd) were used to get
as the final questionnaires. As soon as the the scores of the students’ pre-test and
questionnaires are finished, it will post-test results in the experimental group
reproduce and distribute to the target before and after exposing to the card
respondents. The researchers will ask game, cell deal. The following formula will
permission to the respondents to play the use:
card game ‘cell deal’ during their vacant
time, then the researchers will explain the ∑𝑥
research study and they will give the 𝑀=
𝑛
pretest to measure the stock knowledge of
the students about cellular respiration. After Where:
collecting the pretests, the researchers will M = mean
introduce the game and orient the students ∑ 𝒙 = total number of the test
about the mechanics of the game. And the n = total number of students
researchers will administer and facilitate
the game through the entire time. The post- Next, standard deviation with the formula:
tests will be given to respondents after they
played the game and will be given time to ∑(𝑥1 − 𝑥)2
𝜎= √
answer it. The researchers will collect the 𝑛
post-test and distribute attitude survey
questionnaires to rate the game "Cell Where:
Deal". The researchers will gather the data, 𝜎 =standard deviation
and give tokens to the respondents as an 𝑥1 = post-test score / pre-test score
appreciation gift. All the data will be tallied X = mean of post –test score / pre-test
and analyzed. The researchers will use score
statistical tools to answer the research N = number of population
questions and know the results of the
study. For Problem no. 2, the statistical Paired T-
test treatment of the experimental group of
respondents was used in order to
Data Analysis determine the significant difference
between their pre-test and post-test scores
The data gathered in this study were through the following formula:
collated, tabulated, and analyzed through Where:
the following statistical tool: Paired T-test 𝑥1 − 𝑥2
and Composite Mean. The frequencies, 𝑡=
𝑠 2 𝑠 2
percentage, the mean and standard √ 1 + 2
𝑛 1 𝑛 2
deviation of the pre-test and post-test
550
University of Makati
J.P. Rizal Ext., West Rembo, City of Makati
Higher School ng UMAK (HSU) Department
Where:
∑𝑥
𝑀=
𝑛
M = mean
∑𝒙 = summation of all the item statement
1. Mean scores and standard deviation result before and after exposing to the cell
deal card game in learning cellular respiration
Table 1
Mean and standard deviation results of Pre-Test and Post-Test
The result of the pre-test shows that the score was 11.35 and the standard
mean score of the respondents is 5.94 and deviation is 1.53.
the standard deviation is 2.72, while the
result of the post-test shows that the mean
551
CELL DEAL: AN INSTRUCTIONAL CARD GAME IN TEACHING CELLULAR RESPIRATION IN SELECTED
GRADE 12 STEM STUDENTS OF HIGHER SCHOOL NG UMak A.Y. 2018-2019
Acierto, Andrea C., Antones, Mark Lowel M., Galinato, Valfrid G., Pulido, Ana Jone C.,
Sese, Johnmar Christopher B.
Mr. Junlor C. Dacsa I
March 2019
As indicated by Paul Richard Kuehn precisely and accurately formed due to the
(2019), when taking a pre-test toward the increase in understanding and knowledge.
start of a semester, students are not
expected to realize answers to the majority
of the inquiries, be that as it may, they
ought to be required to use existing
learning to determined levelheaded
answers. Towards the end of the semester,
students are ought to take a post-test and
are expected to answer questions more
2. Significant differences on the scores of the students before and after exposing to
the cell deal card game in learning cellular respiration
Table 2
Significant Differences in the scores of the students before and after exposing to the
cell deal
Significantly
Pre-Test
5.94 11.35 2.72 1.53 1.69 33 0.000
and Post
Different
Test Result
interactive games, earning points, and attention was integral within the battle
grant badges sound much more exciting against failure in the room. Gamification will
than look for coaching videos or paying increase engagement by providing
attention to a lecture. That excitement will incentives for learners to listen and
translate into motivation and an enthusiasm complete activities
to participate. Holding the learner's
3.1 Learning
Table 3
Respondent's perception of the game in terms of Learning
Statement Mean Interpretation
3. I am able to increase my
knowledge about cellular
respiration by playing the card 3.47 Strongly Agree
game: Cell Deal.
553
CELL DEAL: AN INSTRUCTIONAL CARD GAME IN TEACHING CELLULAR RESPIRATION IN SELECTED
GRADE 12 STEM STUDENTS OF HIGHER SCHOOL NG UMak A.Y. 2018-2019
Acierto, Andrea C., Antones, Mark Lowel M., Galinato, Valfrid G., Pulido, Ana Jone C.,
Sese, Johnmar Christopher B.
Mr. Junlor C. Dacsa I
March 2019
This table shows that the card game Cell entitled “The gamification of learning and
Deal based on the comparative statement instruction”, where it was revealed that
“Strongly Agree” with a grand mean of 3.53 gamification can promote learning since it
tells that the game is suitable for learning. contains the elements of gamification that
Questions from 1 to 5 are asked with the are based in educational psychology and
intent on whether on the game is suitable his scaffolding theory, Students can
for learning, garnering each question with a achieve the learning outcome which is new
mean of 3.53 which corresponds to the to them and out of their reach, scaffolds or
interpretation "Strongly Agree" as it tells support are built to help the student grasp
that the students really learned the process the learning outcome they want.
of cell respiration.
Scaffolding just like in a game deals with
the interaction between students and the
The ‘Cell Deal' card game learning was guidance given by the appointed facilitator
summarized with big pictures in it. to achieve and grasp the knowledge the
According to Kapp (2012), in his book learner needs.
3.2 Entertainment
Table 4
Respondent’s perception on the game in terms of Entertainment
554
University of Makati
J.P. Rizal Ext., West Rembo, City of Makati
Higher School ng UMAK (HSU) Department
This table shows that the card game Cell According to Lee and Hammer (2011),
Deal is an Entertaining game. Questions students increased their fun and joy inside
from 6 to 9 are asked with a motive on the class while the teacher began to
asking if the game is entertaining, resulting introduce the game, and in the same way,
with a grand mean score 3.71 which is they get motivated and engaged by
along the range of a “Strongly Agree” interacting with others.
interpretation.
Table 5
Respondent's perception of the game in terms of Mechanics and Layout
Statement Mean Interpretation
behavioral momentum that keeps the eyes because they help from one form or
players what they are doing, must result in another in distinguishing objects in the field
pride upon completion, and many others. of vision of kids. In addition, children spend
more time looking at bright colors as
The colors used in the Cell Deal were disagreeing to look at muted shades or
bright and light. According to Pancare pastels.
(2018), bright colors catch young children's
3.4 Socialization
Table 6
Respondent's perception of the game in terms of Socializing
Statement Mean Interpretation
As shown in table 6, statement 14 has a and able them to impress their learning and
mean of 3.85 with an interpretation of discuss it and starts to interpret their
"Strongly Agree" and for statement no.15 understanding with each other that extend
garnering a mean of 3.82 with an the scope of learning of an individual, Also,
interpretation of "Strong Agree" as both the game can provide social credibility and
statements target to know and be aware recognition for academic achievements,
whether the cell deal card game is also a which might otherwise remain invisible or
good form and tool for socializing, with a even be denigrated by other students.
grand mean 3.84 and interpretation Recognition can be provided by the teacher
"Strongly Agree" it states that the game and professors, in respect to that,
Cell Deal is a good way of socializing. gamification can also allow in-game
currency to be given by the students in the
According to Lee and Hammer (2011), The process of rewarding.
learning becomes visible to the learners,
556
University of Makati
J.P. Rizal Ext., West Rembo, City of Makati
Higher School ng UMAK (HSU) Department
1. Mean scores and standard deviation Based on the findings and analysis, the
result before and after exposing to researchers concluded the following:
the cell deal card game in learning
cellular respiration a.) The mean scores in post-test are higher
than the mean scores in the pre-test.
Based on the gathered data, it is believed
557
CELL DEAL: AN INSTRUCTIONAL CARD GAME IN TEACHING CELLULAR RESPIRATION IN SELECTED
GRADE 12 STEM STUDENTS OF HIGHER SCHOOL NG UMak A.Y. 2018-2019
Acierto, Andrea C., Antones, Mark Lowel M., Galinato, Valfrid G., Pulido, Ana Jone C.,
Sese, Johnmar Christopher B.
Mr. Junlor C. Dacsa I
March 2019
that the gamified class was more effective engagement. Retrieved from
than the traditional classroom setting for researchgate.net/publication/.
the understanding of the respondents.
b.) The difference between the pre-test and Bas, C. (2018). Use of gamification
post-test result of the respondents shows applications in science education.
that the card game ‘cell deal’ can be used Retrieved from
as a learning tool in teaching cellular https://doi.org/10.3991/ijet.v14i01.8894.
respiration.
c.) The students’ attitude towards the
game, ‘cell deal’ as they find it suitable for Cakir, O., Geban, O., Yuruk, N. (2002). The
learning, entertainment, socializing, and effectiveness of conceptual change text-
well-thought mechanics and layout as the oriented instruction on students'
rating they gave garner an interpretation of understanding of cellular respiration
"Strongly Agree". concepts. Retrieved from
www.bambed.org
Recommendation Huang, B. (2018). Engaging learners in a
flipped information science course with
Given the subsequent data findings and gamification: a quasi-experimental study.
analysis, the researchers put forward the Retrieved from researchgate.net
following recommendations:
Hanus, M. (2015). Assessing the effects of
a.) The researchers recommend to use a gamification in the classroom: A
different method and have a controlled longitudinal study on intrinsic motivation,
group to compare scores for social comparison, satisfaction, effort,
unquestionable data. and academic performance. Retrieved
b.) The game can be imitated by future https://www.sciencedirect.com/science/a
researchers to prove more it's effectiveness rticle/pii/S0360131514002000
by using the research design, controlled
and experimental design. By that, it can Huang, W. (2013). A practitioner’s guide to
more improve the reliability and accuracy of gamification to education. Retrieved
the study. https://inside.rotman.utoronto.ca/behavio
uraleconomicsinaction/files/2013/09/Gui
c.) Conduct a further study and used of
deGamificationEducationDec2013.pdf
different questions that is more precise on
the impact of the game, affecting the
Kapp, K. (2012). The gamification of
perception factors of the respondent.
learning and instruction: case-based
methods and strategies for training and
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558
University of Makati
J.P. Rizal Ext., West Rembo, City of Makati
Higher School ng UMAK (HSU) Department
+and+Strategies+for+Training+and+Edu
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