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University of Makati

J.P. Rizal Ext., West Rembo, City of Makati


Higher School ng UMAK (HSU) Department

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

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

CELL DEAL: AN INSTRUCTIONAL of the lesson for Cellular Respiration then


CARD GAME IN TEACHING CELLULAR to be followed by a post-test. After
RESPIRATION IN SELECTED computing the scores, the result showed
GRADE 12 STEM STUDENTS OF that the students performed better
HIGHER SCHOOL NG UMak A.Y. 2018- concerning the said card game. Also, it has
2019 been found that there was a significant
Acierto, Andrea C., Antones, Mark Lowel M., difference between the scores of pre-test
Galinato, Valfrid G., Pulido, Ana Jone C., and post-test and also the card game, Cell
Sese, Johnmar Christopher B. Deal created a positive impact to the
University of Makati – Higher School ng UMak
attitude of the students towards the game
when it comes in learning, entertainment,
Abstract socialization, and in the mechanics and
layout.
Gamification is the use of game thinking
and mechanics to engage audiences and Keywords: Cell Deal, Gamification, Cellular
find an answer to problems. It is one of the Respiration, Attitudes towards card game
used educational approaches and
techniques that helped to increase
motivation and engagement of learners and Introduction
is considered a new approach that can
bridge the generation gap between These days, a large portion of the
teachers and students. In science millennial students were experiencing
education, Cell Respiration is a concept at considerable difficulties to make up for lost
biological understanding. It deals with the time with the exercises given by their
process of breaking sugar for the cell can instructors. A significant number of them
use as energy for the essential processes fizzle the tests and tests which offers
of life. It is taught at the middle school, high weight to the understudies. How the
school, and university levels and in a wide millennial understudies wish, it could have
range of courses and contexts and is valuable exercises that is something fun
poorly understood by students because it and causes them in comprehension and
needs memorization in every single detail recollecting the exercises. An individual
related to it. The researchers developed a who is adapting needs to incorporate
card game, Cell Deal that tackles about diverse learning styles which can impact
Cell Respiration to ease teaching and there learning execution (Mitchell, 2000).
improve the understanding of the students.
This study is limited only to the Grade 12 Cell Respiration is a concept central to
STEM students of University of Makati, biological understanding (Songer and
Higher School ng UMak (HSU) Department Mintzes, 1994). It deals with the process of
taken as the samples of this study. The breaking sugar into a form that the cell can
researchers administered pre-test, this is use as energy for the essential processes
for base-line data of the study. The of life. This process uses oxygen and is
samples were integrated with the card called Aerobic Respiration, it consists of
game, Cell Deal, to serve as an enhancer three parts first is the Glycolysis, next is the
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University of Makati
J.P. Rizal Ext., West Rembo, City of Makati
Higher School ng UMAK (HSU) Department

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

teaching “Cellular Respiration” among


According to Forshee (2017), students in selected students of grade 12 STEM
their institution report cellular respiration to students of Higher School ng UMak.
be the most difficult concept they encounter
in undergraduate biology, but why students Specifically, it will answer the following
find this difficult is unknown. Students may questions:
find cellular respiration difficult because
there is a large number of processes. This 1. What is the mean score of the
a lot of stress to students since not all students before and after exposing
students are that capable since it is mainly to the cell deal card game in
accepted that each student had a different learning cellular respiration?
cognitive structure and learning style to the 2. Is there a significant differences on
learning process and higher requirements the scores of the students before
for learning because of their different and after exposing to the cell deal
abilities, backgrounds, attitudes, and card game in learning cellular
experiences. Different learning styles respiration?
varies among individuals, that is, they differ 3. What is the attitude of the students
in their ‘habitual, natural, and wanted after exposing to cell deal card
way(s) of absorbing, processing, and game in learning cellular
retaining new information and skills’ (Reid, respiration?
1995).

This is where the researchers’ game came Hypothesis


to light in developing an instructional card
game known as Cell Deal mainly being a There is no significant difference on the
tool that tends to teach and make the scores of the students before and after
students learn the process of cell exposing to the card game in learning
respiration through gaming. Gaming being cellular respiration.
the based form of teaching and also a form
of enjoyment, through it the researchers
can awaken the students’ sense of Significance of the Study
competition and rivalry in a more peaceful
form of gaming. The study would be beneficial to the
selected Grade 12 STEM students of
Higher School of UMak that helps the
Statement of the Problem learners to gain interest and motivated
through gamification. This study aims to
The researchers keeping in mind the develop a card game in teaching cellular
benefits and advantages of incorporating respiration to the following individual.
gamification in the learning process of
individuals developed an instructional card School. The result of the study will help the
game called “Cell Deal” with this study school to be aware of the systemic flaws of
aimed to determine its effectiveness in teaching that affect the interest of the
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University of Makati
J.P. Rizal Ext., West Rembo, City of Makati
Higher School ng UMAK (HSU) Department

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.

Students. The result of the study would


help the students to have a clear vision and Definition of Terms
understanding about the cellular
respiration. It provides a pathway to the The following terms are defined based on
learners to develop a skill and get the usage of this research.
motivated, and engage.
Cell Deal. This refers to the instructional
Teachers. The result of the study will help card game that is developed by the
educators to also have a wide array of researchers. It is used as a supplementary
teaching, providing the learners to progress tool for teaching the topic, Cellular
and get motivated, by developing learning Respiration.
skills. It creates a various form of teaching Cellular Respiration. This refers to the
for educators to educate the learners process of breaking sugar into a form that
precisely. the cell can use as energy for the essential
processes of life. This process uses
Future Researchers. The results of the oxygen and is called Aerobic Respiration, it
study and ideas presented may use as a has three stages known as Glycolysis,
reference and an overview for conducting Krebs cycle, and Electron Transport Chain.
new researches. It may also serve as a Gamification. This refers to the process of
cross-reference for having an advanced turning or making one subject into a game.
study. Instructional card game. This refers to
the learning activity that encourages
students to perform skills in a game format.
Scope and Limitation of the Study

The participants of the study will be the Theoretical Framework


selected Grade 12 students from the STEM
strand of the Academic track as samples. Gamification in Education
The nature of the study to be used is a
questionnaire, to be precise, each Scaffolding Theory (Kapp, 2012) is
respondent is to answer a pre-test and relatively related to Vygotsky's Zone of
post-test about the topic “Cell Respiration” Developments. Students can achieve the
and a Likert scale survey questionnaire for learning outcome which is new to them and
the respondents’ perception towards the out of their reach, scaffolds or support are
game. built to help the student grasp the learning
outcome they want. Games, in
This study is limited only to the STEM concordance to scaffolding, provide
students of the University of Makati, Higher students with the support they need to
School ng UMak (HSU) Department from obtain what knowledge they needed. Such
the Academic Year 2018-2019. The

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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

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.

Gamification and motivation


Games, in particular, can trigger the
student's motivation. In games, the
Motivation because of Intrinsic and
player is in control of his/her own, as stated
Extrinsic factors Theory (Deci, 1971). A
earlier increase the motivation if he knew
person is intrinsically motivated when
the outcome of what he is doing and if it
internal factors drive them, such as the
something that the masses can relate to,
feeling of accomplishment, satisfaction,
thus making a student more confident
and the need to improve. It is said to be
which in benefit helps in his/her learning.
pursued with extrinsic motivation when an
activity is undertaken simply to earn a
Gamification and engagement reward or to avoid punishment. When a
learner masters new knowledge or this
Distributed Learning and Retrieval Practice thing they thought they were not going to
Theory. When a learner studies a little bit of be good at, it leads to intrinsic motivation

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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

research study is designed with a


quantitative research methodology and a
pretest-posttest true experimental design
used on experimental and control groups.
The participants of the study included
ninety-seven (97) sophomore students
from a state university in southern Turkey
from the Department of Elementary
Mathematics Education in 2014-2015. 49
students for the experimental group while
48 in the control group.

According to the study of Hursen and Bas


(2018) about the impact of gamification
applications in science education on the
science learning motivation of students has
been determined, it was determined that
applications in science education generate
a positive impact on the learning motivation Figure 1. Research Paradigm
of learners for science. In addition, the
research study results also displayed that In this study, the researchers will
students and parents have a positive administer a pre-test to the experimental
judgment on the usage of gamification group, this is for base-line data of the
applied in science education. A total of 16 study. The experimental group was
students and their parents participated in integrated with a card game supplementary
the study. The research was conducted on activity, Cell Deal, to serve as an enhancer
4th-grade primary students and employed of the lesson for Cellular Respiration. Then
a mixed method consisting of both a post-test will also be administered to the
qualitative and quantitative elements. The experimental group. The assessment will
motivation of students for learning science quantify the significant difference from the
was obtained through quantitative data, pre-test and post-test results. This will
whereas the qualitative data needed are assess if the card game "Cell Deal" was a
gathered from the opinions of students and good instructional aid about Cellular
parents on gaming usage. Respiration.

It was expected that the instructional aid


used will yield higher performance rating
Research Paradigm
based on the post-test result compared to
the pre-test result. After the evaluation of
In the conduct of the study, the researchers
the game "Cell Deal', the researchers will
were guided by the paradigm as illustrated
administer an attitude questionnaire to rate
in the figure below.
the game based on mechanics, layout,

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.

Participants of the Study


Data Gathering Procedure
The researchers chose the Grade 12
Section 54 Academic strand STEM who The following steps will be followed by
are enrolled officially in the University of researchers in gathering needed data for
Makati, HSU Department to be the this research.
respondents of the study. The researchers
come up with a 34 total number of students First, the researchers will provide a pre-
in section 54. test, post-test questionnaires, and an
attitude survey questionnaire. When the
revision and construction of questionnaires

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

𝑥1 =mean score of pre-test n = total number of statement


𝑥2 = mean score or post-test
n = number of respondents
𝑠1 2 =variance of pre-test
𝑠2 2 =variance of post-test

For Problem no. 3, the Composite mean


was used to measure the attitude of the
respondents after exposing to the card
game, cell deal.

Where:
∑𝑥
𝑀=
𝑛

M = mean
∑𝒙 = summation of all the item statement

Results and Discussion

Presentation, Interpretation and Analysis of Data

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

Mean Standard Deviation

Pre-Test 5.94 2.72

Post-Test 11.35 1.53

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
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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

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

Variables Mean S.D. Degree of


Tested of t- p-
Pre- Post- Pre- PostS- Freedom Interpretation
Significant value value
Test Test Test Test (df)
Difference

Significantly
Pre-Test
5.94 11.35 2.72 1.53 1.69 33 0.000
and Post
Different
Test Result

The table shows that there was a


significant difference between the Pre-Test According to Shel Gatto (2018)
and Post-Test Results of the respondents gamification were a successful device and
with a p-value lower than (<) 0.10. Also one that has helped shape eLearning as
indicated by an increased in their mean we probably become aware of it today.
scores with a value from 5.94 to 11.35 and There are various advantages that
a more varied post-test score with a value accompanied gamification. Furthermore,
from 2.72 to 1.53. This means that the many can have genuine and lasting result
scores they got are closed to the expected for an individual's capacity to learn and
score thus having that the group learned hold data.
something about the process of Cell
Respiration using the gamification
approach applying the "Cell Deal” game. The first, and also the most evident, benefit
was that it makes coaching fun. Enjoying
552
University of Makati
J.P. Rizal Ext., West Rembo, City of Makati
Higher School ng UMAK (HSU) Department

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. ‘Cell Deal’ Game Attitude Rating

3.1 Learning
Table 3
Respondent's perception of the game in terms of Learning
Statement Mean Interpretation

1. Playing the card game: Cell


Deal makes it easier for me to
3.5 Strongly Agree
learn about cellular
respiration.
2. The card game: Cell Deal is
valuable for me in learning Strongly Agree
3.56
cellular respiration.

3. I am able to increase my
knowledge about cellular
respiration by playing the card 3.47 Strongly Agree
game: Cell Deal.

4. The card game: Cell Deal


Makes it easier for me to
Strongly Agree
remember the lessons about 3.58
cellular respiration that we
have tackled in class.

5. The card game: Cell Deal


enables me to gain useful
Strongly Agree
insights into cellular 3.53
respiration.

Grand Mean 3.53 Strongly Agree


Note: 1.00 – 1.74 Strongly Disagree, 1.75 – 2.49 Disagree, 2.50 – 3.24 Agree, 3.25 – 4.00 Strongly
Agree.

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

Statement Mean Interpretation

6. I get motivated by the card


game: Cell Deal to learn more 3.65 Strongly Agree
about cellular respiration.

7. Playing the card game: Cell Strongly Agree


Deal makes me interested in 3.74
learning cellular respiration.

8. I get engaged while playing


3.82 Strongly Agree
the card game: Cell Deal.

9. I enjoyed playing the card Strongly Agree


3.62
game: Cell Deal.
Grand Mean 3.71 Strongly Agree
Note: 1.00 – 1.74 Strongly Disagree, 1.75 – 2.49 Disagree, 2.50 – 3.24 Agree, 3.25 – 4.00 Strongly
Agree.

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.

3.3 Mechanics and Layout

Table 5
Respondent's perception of the game in terms of Mechanics and Layout
Statement Mean Interpretation

10. The instructions for the


card game: Cell Deal is easy 3.68 Strongly Agree
for me to understand.

11. I am able to easily read


Strongly Agree
and distinguish the cards of 3.74
the card game: Cell Deal.
12. The card game: Cell Deal
3.79 Strongly Agree
is easy for me to play.
13. I perceive that the card
Strongly Agree
game: Cell Deal and its 3.76
manual are useful.
Grand Mean 3.74 Strongly Agree
Note: 1.00 – 1.74 Strongly Disagree, 1.75 – 2.49 Disagree, 2.50 – 3.24 Agree, 3.25 – 4.00 Strongly
Agree.

This table shows that the card game Cell


Deal is good in terms of Mechanics and Cell Deal mechanics was not boring and
Layout. Statements from 10 to 13 aim to has a momentum and time pressure that
ask whether the game is well thought in excites the players to achieve the goal of
Mechanics and Layout. With a grand mean the game. There are many necessary
score of 3.74 which goes along the line of elements for effective mechanics according
an interpretation "Strongly Agree" dictates to Rincon (2011). There must be an
that the card game is very well thought in achievement way to finish a game,
terms of its Mechanics and Layout. avoidance to certain decreasing factors,
555
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

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

14. I am able to socialize by


playing the card game: Cell 3.85 Strongly Agree
Deal.

15. I am able to meet and


befriend my co-players when Strongly Agree
3.82
playing the card game: Cell
Deal.
Total 3.84 Strongly Agree
Note: 1.00 – 1.74 Strongly Disagree, 1.75 – 2.49 Disagree, 2.50 – 3.24 Agree, 3.25 – 4.00 Strongly
Agree.

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

The result of the pre-test and post-test


shows that there was an increased in the
mean score between the pre-test and post-
Conclusion test from 5.94 to 11.35 and a more varied
standard deviation with a value from 2.72
Summary to 1.53.

The researchers aimed to enrich the 2. Significant differences on the scores


learning about cellular respiration of of the students before and after
selected Grade 12 STEM students at the exposing to the cell deal card game
University of Makati. The study sought to in learning cellular respiration
find an answer on the question, can the
card game ‘Cell Deal" be a learning tool to There was a significant difference between
teach the Cellular Respiration that consists the Pre-Test and Post-Test results the
of Glycolysis, Krebs cycle, and Electron respondents with a p-value lower than (<)
Transport Chain. For this study, Attitude 0.10, thus rejecting the null hypothesis. It
questionnaire, post-test, and pre-test were means that the Cell Deal card game can be
used for gathering data and information. By used as a learning tool in teaching Cellular
having an intact group that consists of 34 Respiration.
students as players and respondents.
Researchers began to conduct a trial and 3. The attitude rating of the students on
survey. The researchers distributed the the developed instructional card
pre-test and post-test, to serve as the game: Cell Deal
experimental method of the study, and also
distribute the attitude questionnaire to The respondent’s assessment of the
serve as a descriptive method of the study developed card game: Cell Deal has
and basis of outcome to the respondents. obtained composite mean per category:
With the data gathered, researchers give The game’s content in terms of learning got
an initial theory regarding the learning of a grand mean score of 3.53, Entertainment
the game to selected Grade 12 STEM having a grand mean score of 3.71,
students of University of Makati. Mechanics and Layout got a grand mean
score of 3.74, and The game’s content in
terms of Socialization got a grand mean
Summary of Findings score of 3.84, All yielding with an
interpretation as “Strongly Agree”.
The findings based on the previous
chapters are as follows: Conclusion

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

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deGamificationEducationDec2013.pdf
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Kapp, K. (2012). The gamification of
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