Professional Documents
Culture Documents
LANTING COLLEGE
BASIC EDUCATION DEPARTMENT
The Effectiveness of Digital Game-Based Learning on the
English Academic Achievement of Grade 5 students
Chapter 1
Introduction
The idea of using games to encourage students in dynamic learning is
not new. The exponential growth in the accessibility and low cost of interactive
technologies are few of many factor in the integration of games in instructional science
and high-level education to promote collaborative learning and exploration (Ebner and
Holzinger 2007; Papastergiou 2009) and another factors are the rapidly increasing and
worldwide acceptance of Internet and newly developed technology causing students to
allocate a lot of their time either socializing with friends using media such as Instagram
and Twitter or playing with different computer games such as League of Legends and
DOTA2 (Kirschner & Karpinski, 2010).
1
DR. CARLOS S. LANTING COLLEGE
BASIC EDUCATION DEPARTMENT
The Effectiveness of Digital Game-Based Learning on the
English Academic Achievement of Grade 5 students
Theoretical Framework
Computer games are very popular among children and adolescents. In this
respect, they could be exploited by educational software designers to render
educational software more attractive and motivating for the users. However, it remains
to be explored what the capacity of educational software game can be. Virvou,
Katsionis, and Manos (2005) Lee, heeter, Magerko and Medler (2012) came up with a
conclusion that individual’s beliefs about the malleability of their abilities may predict
their response and outcome in learning from serious games. Individuals with growth
mindset believe that their abilities can develop with practice and effort, whereas
individuals with fixed mindsets believe that their abilities are static and cannot be
improved.
Digital games indeed show potential to have an educational use that is meant
to be a learning tools used by the educators. However, it highly depends on the software
if it is captivating, appealing and the purpose is clearly shown and portrayed. Thus,
failing to achieve this in making the game to be educative leads to stereotypes of many
people and that it leads to declining of academic performance of the students while the
problem is the idealism of itself.
2
DR. CARLOS S. LANTING COLLEGE
BASIC EDUCATION DEPARTMENT
The Effectiveness of Digital Game-Based Learning on the
English Academic Achievement of Grade 5 students
The game indeed shows potential to be a learning module for primary students
thus to prove its effectiveness we will produce a game where the students could
potentionally learn.
Conceptual Framework
OUTPUT
INDEPENDENT
DEPENDEN The researchers will create
T a digital game that has an
Digital Game Academic educational purpose that
Based-Learning Achievement on would be used by educators
the English to be a teaching material,
(English Subject) subject of
Grade 5 thus benefitting the
Students students.
This study intends to catechize the potential relationship between DGBL and English
academic achievement of students in Dr. Carlos S. Lanting College.
Research Hypothesis
Research Assumption
3
DR. CARLOS S. LANTING COLLEGE
BASIC EDUCATION DEPARTMENT
The Effectiveness of Digital Game-Based Learning on the
English Academic Achievement of Grade 5 students
Students
This project can be as a way of learning in the more interactive side and to induce
creativity on the delicate mind of learners in Dr. Carlos S. Lanting College.
DCLC
This project can be used in the school so that it could be an introductory guide
that will be implemented and to be used by new students during the seminar along
with the official handbook of Dr. Carlos S. Lanting College
This project will offer an outlook about game development, and arouse their
creativity into developing their own games in their own way. Technology is advancing
every day, making games to be more easily produced.
Teachers
This project will make the teachers have another way of teaching besides on
lecturing itself. Teachers will be more immersive and thus improving flexibility of the
lessons for their students to catch up.
4
DR. CARLOS S. LANTING COLLEGE
BASIC EDUCATION DEPARTMENT
The Effectiveness of Digital Game-Based Learning on the
English Academic Achievement of Grade 5 students
The main objective of the study is to determine the effectiveness of Digital game-
based learning on English achievement of grade 5 students in Dr. Carlos S. Lanting
College. The result of the research is only valid on grade 5 students and English subject;
the result may vary per grade level and subject.
This study delimits by including only including a small fraction of student and its
limitations are those events, things, etc. that are outside the study’s jurisdiction.
Definition of Terms
Digital Game-Based Learning - Refers to any form use or integration of game into a
learning environment in which game plays a central role and is itself a digital
5
DR. CARLOS S. LANTING COLLEGE
BASIC EDUCATION DEPARTMENT
The Effectiveness of Digital Game-Based Learning on the
English Academic Achievement of Grade 5 students
Chapter 2
This part of the research study presents the different pieces of information from
different reference materials that discuss, expound, and capitalized the different lines
of arguments from research experts.
Foreign Literatures
According to Leigh Kira (2018), video games have been matured to the point
that it can be used to any other purpose other than entertainment also because of
technological advances; the graphics of the games have been prettier and it is now
pleasing to most people. This factor alone could help the user to be more engaged and
provide and more refined structured and a calming environment for some people who
have a hard time learning.
Wright, Kristina (2018) Stated that, College classroom can be a place for fun
and games, contrary to common belief that learning becomes severe after high school.
A playful atmosphere can work wonders not only to build community and student
engagement, but also to foster learning results. This does not necessarily imply using
video games of high-tech. An easy method for infusing a little fun into your classroom—
and simultaneously testing student understanding of course content — is refashioning
6
DR. CARLOS S. LANTING COLLEGE
BASIC EDUCATION DEPARTMENT
The Effectiveness of Digital Game-Based Learning on the
English Academic Achievement of Grade 5 students
According to Kim (2019), typically, the protocol of the game is to meet relatively
simple conditions in return for attainable awards, and as the conditions get more
complicated and challenging, the awards get bigger. The author also states that a well-
designed game gives player structure and meaning to work towards the award. It has
the benefit of being transparent about what info is needed to achieve goals, rewards
efforts fairly, and provides feedback quickly, which is how game dynamics motivate.
7
DR. CARLOS S. LANTING COLLEGE
BASIC EDUCATION DEPARTMENT
The Effectiveness of Digital Game-Based Learning on the
English Academic Achievement of Grade 5 students
Games relate to another key aspect of learning. Carol Dweck (2010) pioneered
the idea is that individuals who see themselves as evolving through hard work and
dedication will grow their abilities, while those who see their talents as fixed traits will
not. She called this the growth mindset paradigm. One of the most important factors
related to learning is time on task. It is highly related to proficiency and can be used to
predict math proficiency to the nearest tenth of a grade placement. Yet, students are
found to be thinking about topics entirely unrelated to academics a full 40% of the time
while in classrooms. In fact, on average, high school students are less engaged while
in classrooms than anywhere else.
Weisburgh, Mitch (2018) stated that, games have peculiar qualities that let
them engage hard-to-reach students in a way lesson cannot. Researchers have begun
to explore the intrinsic qualities of games that make them promising learning tools, and
anecdotal evidence is available everywhere.
Locale Literature
(Bitton, 2015) “Terra Wars is simply the latest addition generic first-person
shooters available on the market today. Even though Terra Wars did not quite work for
Ladyluck Digital Media but through the years they eventually worked with clients such
as Activision, Ubisoft, Sony, EA and many more proving that Filipinos has already
reached its potential in the field of game development. They even got collaboration with
Square Enix.
8
DR. CARLOS S. LANTING COLLEGE
BASIC EDUCATION DEPARTMENT
The Effectiveness of Digital Game-Based Learning on the
English Academic Achievement of Grade 5 students
Mayari
PhET Simulations
Geography Masters
Arian Nace (2018) cited that games can refresh knowledge of students about
flags, capitals, maps, and landmark. The game is about country around the globe, with
trivia’s being described in the gameplay, it will be an effective learning tool for young
students.
Pinoy Bugtong
Febmich, (2017) cited that games can deepen the knowledge of Filipinos in
DGBL, with rewarding system that you’ll earn coins to have a hint for the next level,
knowing that the game is about Filipino Literacy, it can be used as learning instrument
for the students.
Foreign Studies
9
DR. CARLOS S. LANTING COLLEGE
BASIC EDUCATION DEPARTMENT
The Effectiveness of Digital Game-Based Learning on the
English Academic Achievement of Grade 5 students
Yasmin B. Kafai, and Quinn Burke (2015) stated that there has been
considerable interest whether the education can be potentially be applied in video
games. One crucial element, however, has traditionally been left out of these
discussions. And that is, children are learning through making their own games. Majority
of studies focused on teaching coding and academic content through game making,
and that other study seems to also be applied.
instructive experience has not been all around inquired about. With the end goal of this
exploration, a game with three game modes has been created: 1) non-adaptivity mode;
2) a mode that redoes the game as indicated by the student's learning style
distinguished by utilizing a learning style poll; and 3) a mode that has an in-game
versatile framework that progressively and constantly adjusts its substance as per the
student's associations in the game.
K. Squire (2015) stated that games for learning are ready to enter standard
training. A few components driving this development are the accompanying: (1) Digital
circulation through distributed computing administrations and universal network which
will make computerized learning apparatuses -, for example, games- moderate and
effectively open; (2) The expansion of advanced gadgets; (3) Digital instruments, for
example, Unity 3D that facilitate the game improvement crosswise over stages; (4)
Social and social immersion of supposed "gamification"- - the utilization of recreations
to propel individuals - saturating spaces from physical wellness to individual accounts;
(5) New models of evaluation that influence information produced from diversions; and
(6) The foundation of a wide environment for creating, financing, showcasing,
disseminating, and looking into the effect of games on learning. The drive behind this
selection of computerized diversions is the push toward instructive materials turning into
an advanced (as opposed to a paper) dispersion framework.
Richard E. Mayer (2016) cited that PC recreations for adapting (likewise called
computer games or advanced diversions) can possibly improve learning. This is the
charming thought that persuades this unique issue of the Educational Psychologist on
"Mental Perspectives on Digital Games and Learning." Computer amusements for
learning are recreations conveyed through PC that are expected to help individuals
learn scholarly information and abilities. Given the recorded business accomplishment
of PC recreations for excitement, it bodes well to ask how teachers can saddle their
propelling capacity to improve scholarly learning. Similarly, as with different parts of
innovation bolstered adapting, by and by instructive brain science is a main impetus in
adding to hypothesis and work on concerning the instructive utilization of PC diversions.
Meisha Qian and Karen R. Clark (2016) cited that game-based learning and
21st century skills have been picking up a huge measure of consideration from
researchers and practitioners. Given various investigations bolster the beneficial
outcomes of games in learning, a developing number of researchers are focused on
creating instructive guide to advance acquisition 21st century expertise improvement in
schools. Be that as it may, little is realized with respect to how games may impact
student’s procurement of 21st century abilities. The discoveries propose that a game-
12
DR. CARLOS S. LANTING COLLEGE
BASIC EDUCATION DEPARTMENT
The Effectiveness of Digital Game-Based Learning on the
English Academic Achievement of Grade 5 students
Hans W. Giessen (2015) stated that the "New Media Consortium", proclaimed
"Games und Gamification" as one of E-Learning's major trends for the near future. If
the assumptions of the NMC are correct, we need to discuss whether games,
particularly the so-called "Serious Games," actually help in learning. Thus, this only
shows that gaming does really have the potential to be used in learning and can be
adapted so that it cannot be used blatantly and stereotypes to be avoided.
Locale Studies
13
DR. CARLOS S. LANTING COLLEGE
BASIC EDUCATION DEPARTMENT
The Effectiveness of Digital Game-Based Learning on the
English Academic Achievement of Grade 5 students
takes by alliance without the object hitting the ground, the longest time who kicks the
object is considered as the winner.
Since this game is widely played by Filipinos in their childhood days the
developers of this game Team Buthchokoy were inspired to make “Sipa”, a mobile app
to show their love for the game itself and to cater their nationalistic efforts in introducing
Filipino culture to the global market. According to their main website the inspiration here
is not just to develop a mobile game, but to prove and inspire other Filipinos, that even
with a limited resource and not know-how, one can create something if you put your
heart and soul for it” (Butchokoy, 2011).
Sipa also features different levels that show different landmarks found in the
Philippines, like the Luneta, University of the Philippines, Quiapo Church and Mt. Pulag.
The game was featured in both television and on multiple sites and blogs.
Patintero Playtime
School Rush
14
DR. CARLOS S. LANTING COLLEGE
BASIC EDUCATION DEPARTMENT
The Effectiveness of Digital Game-Based Learning on the
English Academic Achievement of Grade 5 students
of the game thru the obstacles of every level. Each level has cases that to earn a specific
power on passing the level is to answer a particular question. Pass all levels and earning
points to get the highest possible score.
Patintero Playtime
Manila Rush
15
DR. CARLOS S. LANTING COLLEGE
BASIC EDUCATION DEPARTMENT
The Effectiveness of Digital Game-Based Learning on the
English Academic Achievement of Grade 5 students
great way of improving visual logic skills in a challenging puzzle setting. This game let
the kids learn stories of Juan Tamad and the Bayabas Tree, Juan Tamad and the
Alimango, and Juan Tamad and Maria Masipag – but with a positive spin. Also has
positive reinforcement by helping Juan Tamad get over his laziness, kids learn
industriousness and hard work and develop their visual logic and spatial skills when
solving puzzles that has different feature. With its distinct and graphic Filipino
illustrations and catchy all-original music, Juan Tamad is definitely one of the most
exciting and visually arresting Filipino game apps in the market.
Synthesis
16
DR. CARLOS S. LANTING COLLEGE
BASIC EDUCATION DEPARTMENT
The Effectiveness of Digital Game-Based Learning on the
English Academic Achievement of Grade 5 students
primary schools so that they will be more open and creative. Because of this we made
a game solely for Educational purpose but still immersive at the same time.
17
DR. CARLOS S. LANTING COLLEGE
BASIC EDUCATION DEPARTMENT
The Effectiveness of Digital Game-Based Learning on the
English Academic Achievement of Grade 5 students
Chapter 3
RESEARCH METHODOLOGY
Research Design
This component contains the specific research method used by the researcher
in conducting the study. The researcher used Quasi-Experimental Design Method to
test the effectiveness of Digital Game – Based Learning. According to Chris Dede
(2018), the potential of Digital Game-Based Learning is clear, but is taken widely and
heading to a wrong direction. So, having inconsistency on other papers we’ve seen, we
will conduct an experimental research to test the effectiveness of our game to the
academic achievement of our population. In the present study; we focus on summative
evaluation and will conveniently discuss experimental design. The samples are chosen
based on two – group randomized experimental design, after being unsystematically
picked from the population, and be randomly assigned to the experimental and control
groups.
The experimental group will use DGBL (Digital Game Based Learning) and
traditional method of teaching for English subject while the control group will only use
traditional method of teaching. Both groups will be given a pretest in order to measure
their inceptive knowledge about English subject. This study will be continued even if the
results of the pretest did not have a significant difference. After this, the game will be
given to the experimental group and a standard reviewer for the control group. Students’
academic capabilities are measure through the results of the post-test to get the
quantitative data.
Research Respondent
The research will be conduct on the grade 5 of elementary students in Dr. Carlos
S. Lanting College. The samples were taken from entire grade 5 level classes’
population who study English subject. Two groups were formed by randomly selected
classes. The first group was the Group A (experimental group) and the other was Group
B (control group).
18
DR. CARLOS S. LANTING COLLEGE
BASIC EDUCATION DEPARTMENT
The Effectiveness of Digital Game-Based Learning on the
English Academic Achievement of Grade 5 students
Research Environment
Research Instrumentation
For Quantitative Studies, the primary assets of data analysis are the research
instruments; it may be in a form of projective devices, examination, aptitude tests, and
other forms of aggregation of data. Examination will be written as researcher-made, or
utilize a previously conducted researches provided with an accordance with the author.
Validation of Instrument
The questionnaire is divided in two categories posttest and pretest, both are
researcher-made that are validated by an expert on the subject. The digital game-based
learning will be validated by an IT-expert by using ISO 9126 based questionnaire. ISO
9126 was an international standard for the evaluation of software quality. The lesson
integrated in the digital game-based learning will be validated by the subject teacher.
Research Procedure
The Researchers used software to build a Digital Game-Based Learning that
incorporates the lessons of the students. The Researchers randomly selected a small
19
DR. CARLOS S. LANTING COLLEGE
BASIC EDUCATION DEPARTMENT
The Effectiveness of Digital Game-Based Learning on the
English Academic Achievement of Grade 5 students
portion from the whole population that acts as the sample. The sample then be arranged
into two, the Group A (Experimental Group) and Group B (Control Group). The Group
A received an intervention using DGBL that was created by the researchers that act as
a conventional way of teaching. The Group B then received only conventional or
traditional teaching. The Researchers has collected quantitative data by handling
questionnaire, the questionnaire is divided into two categories in which the pre-test was
given to the students before the actual lesson to determine their stock or past
knowledge about the subject. The Post-test then was given after the actual lesson to
determine if they learned something about the lesson. After gathering all those data,
the researcher then started in interpreting the data to know whether DGBL has an effect
on the English Achievement of the students.
Data Gathering Techniques
The researchers will conduct a pre-test and a post-test to determine the effects
of the game to the student’s academic performance. This will be in a form of quiz that
is in the game, each test will have three trials to know the average results. It will be
tabulated and organized to come up with an interpretation of the data.
Control Group Experimental Group
Statistical Treatment
A t test is a type of statistical test that is used to compare the means of two groups. It is
one of the most widely used statistical hypothesis tests in pain studies [1]. There are
two types of statistical inference: parametric and nonparametric methods. Parametric
methods refer to a statistical technique in which one defines the probability distribution
20
DR. CARLOS S. LANTING COLLEGE
BASIC EDUCATION DEPARTMENT
The Effectiveness of Digital Game-Based Learning on the
English Academic Achievement of Grade 5 students
of probability variables and makes inferences about the parameters of the distribution.
In cases in which the probability distribution cannot be defined, nonparametric methods
are employed. T tests are a type of parametric method; they can be used when the
samples satisfy the conditions of normality, equal variance, and independence.
CHAPTER 4
PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA
This part of the study would discuss the interpretations of the gathered data. This would
also discuss the results of the study, its relationship to one another, the reason for its
21
DR. CARLOS S. LANTING COLLEGE
BASIC EDUCATION DEPARTMENT
The Effectiveness of Digital Game-Based Learning on the
English Academic Achievement of Grade 5 students
occurrence, and compares and contrasts each of the things that have been noticed in order
to discover similarities and differences, build typologies, or find sequences and patterns.
Treatment of Data
0
Controlled Group Experimental Group
The Researchers randomly selected a small portion of the whole population that acts
as the sample. The samples are divided into two, the Experimental group and Control group.
The researchers conducted a pre-test and post-test observation to the respondents. They
were randomly grouped into a Controlled group and an Experimental group. Both groups
answered the same test. The Experimental groups are the ones who used the DGBL Visual
Novel while the Controlled group only used the traditional lectures.
Both groups answered the pre-test and the post-test. The Experimental Group had a mean
score of (5.7) on the other hand the mean score of Control Group is (5.5)
After the tutelage using the Digital Game Based Learning was experience of the
Experimental group and the Control group attends their regular English classes, the
researcher gauged their English performance by answering the same test. The Experimental
group had a main score of (8.9) and the Control Group had a main score of (6.3).
Dependent T-test
22
DR. CARLOS S. LANTING COLLEGE
BASIC EDUCATION DEPARTMENT
The Effectiveness of Digital Game-Based Learning on the
English Academic Achievement of Grade 5 students
Control Group
Student Post-test Pretest Difference
Codes
1 5 7 -2
2 6 7 -1
3 8 9 -1
4 4 5 -1
5 5 7 -2
6 7 5 2
7 5 6 -1
8 6 5 1
9 4 6 -1
10 5 6 -1
Mean: -0.8
Alpha: 0.05
df = 9
Critical value: 2.2622
Standard deviation 1.32
t = -1.81
Dependent T-test
Experimental Group
Student Post-test Pretest Difference
Codes
1 5 9 -4
2 4 8 -4
23
DR. CARLOS S. LANTING COLLEGE
BASIC EDUCATION DEPARTMENT
The Effectiveness of Digital Game-Based Learning on the
English Academic Achievement of Grade 5 students
3 7 9 -2
4 6 8 -2
5 6 7 -1
6 5 10 5
7 7 8 -1
8 5 7 2
9 7 8 -1
10 5 7 -2
Mean: -2.4
Alpha: 0.05
Critical value: 2.2622
Standard deviation 1.43
t = -5.03
24
DR. CARLOS S. LANTING COLLEGE
BASIC EDUCATION DEPARTMENT
The Effectiveness of Digital Game-Based Learning on the
English Academic Achievement of Grade 5 students
Project Evaluation
The acceptability of the project was evaluated in terms of functionality, reliability, portability, and
usability. There is IT or Related Professions evaluators who evaluated the software in this area.
Functionality
Functionality was the first criteria in game’s evaluation. The evaluators determined if the game
modules work well with the following capabilities:
A. Functionality
Shows the Efficiency of our system is in (4.53) Excellent in terms of the time the system
responds, and how it utilizes our resources. In which it shows the capability of the game to be
operated with ease, thus improving the immersive experience of the students.
25
DR. CARLOS S. LANTING COLLEGE
BASIC EDUCATION DEPARTMENT
The Effectiveness of Digital Game-Based Learning on the
English Academic Achievement of Grade 5 students
Efficiency
Efficiency was the second criteria in the evaluation of the proposed system. The evaluators
determined the consistency of the webpage with the ff. criteria
INDICATORS Weighted Mean Interpretation
B. Efficiency
Shows the Efficiency of our system is in (4.2) Very Good in terms of the time the system
responds, and how it utilizes our resources.
Reliability
Reliability was the third criteria in the evaluation of the proposed system. The evaluators
determined the consistency of the software with the following criteria:
INDICATORS Weighted Mean Interpretation
C. Reliability
26
DR. CARLOS S. LANTING COLLEGE
BASIC EDUCATION DEPARTMENT
The Effectiveness of Digital Game-Based Learning on the
English Academic Achievement of Grade 5 students
Portability
Portability was the fourth criteria in the evaluation of the proposed system. The evaluators
determined the consistency of the software with the following criteria:
INDICATORS Weighted Mean Interpretation
D. Portability
Shows that the result of our Portability is (4.55) Excellent this means that the evaluation of
our proposed system is – in terms of its performance according to specification, and the
Completeness of the system
Evaluation Results
The final evaluation of the respondents in terms on the performance of the project was based on five
criteria known as FURP, namely: functionality, reliability, efficiency, and portability in which it got
(4.49) being Very Good in overall 4 Quality Factor
27
DR. CARLOS S. LANTING COLLEGE
BASIC EDUCATION DEPARTMENT
The Effectiveness of Digital Game-Based Learning on the
English Academic Achievement of Grade 5 students
Chapter 5
SUMMARY OF FINDINGS, CONCLUSIONS AND RECOMMENDATIONS
This part of the study primarily focuses on the overall findings, the conclusions that had
been made on the gathered data. It also gives recommendations that can be used to improve
this study.
Summary of Findings
On the test and evaluation conducted on the performance capability of the
software, the following were the finding of the study.
The data tabulated shows that our game was rather effective in terms of being
a DGBL as it improved a lot of student’s English Achievement which shows how
effective our game is, the game itself scored 4.49 (Very Good) from IT-Professionals
which also shows how the game is interactive and sufficient.
Conclusion
As of now, DGBL only shows promising potential to be a full-pledged learning tool to
the students, it may differ and vary according to the software’s capability. In other words, DGBL
could be the future learning technique we mostly would never had as it still has its flaws and
stereotypical Idealism. Our proposed system was rather the system we were yearning for and
so, it did. It made our experiment to be proven effective. However, it still has to be better
overtime to be more interactive.
28
DR. CARLOS S. LANTING COLLEGE
BASIC EDUCATION DEPARTMENT
The Effectiveness of Digital Game-Based Learning on the
English Academic Achievement of Grade 5 students
Recommendation
The project is recommended for the development of the DGBL which is in Visual
Novel. The developers also recommend the following for further development and
enhancement in terms of.
29
DR. CARLOS S. LANTING COLLEGE
BASIC EDUCATION DEPARTMENT
The Effectiveness of Digital Game-Based Learning on the
English Academic Achievement of Grade 5 students
References
Sen Yue, W. (2014) DGBL model and development methodology for teaching
https://www.researchgate.net/publication/282054005_Digital_game-
based_learning_DGBL_model_and_development_methodology_for_teaching
https://www.sciencedirect.com/science/article/abs/pii/S0166361517300398
30
DR. CARLOS S. LANTING COLLEGE
BASIC EDUCATION DEPARTMENT
The Effectiveness of Digital Game-Based Learning on the
English Academic Achievement of Grade 5 students
APPENDICES
31
DR. CARLOS S. LANTING COLLEGE
BASIC EDUCATION DEPARTMENT
The Effectiveness of Digital Game-Based Learning on the
English Academic Achievement of Grade 5 students
QUESTIONNAIRE
Instruction: Answer the survey by encircling the letter of your choice.
I. What is Noun? Proper Noun? Common Noun? And 2 types of Noun (5 points)
3. David said to take the cake, cookies, and cups to the picnic.
10. The musician read about the concert in the New York Times.
Evaluation Form
32
DR. CARLOS S. LANTING COLLEGE
BASIC EDUCATION DEPARTMENT
The Effectiveness of Digital Game-Based Learning on the
English Academic Achievement of Grade 5 students
Instruction: Please evaluate by using the given scale and placing checkmark
5 - Excellent
4 - Very Good
3 - Good
2 - Fair
INDICATORS 5 4 3 2 1
A. Functionality
1. Ease of Operation
2. Provision for Comfort
and Convenience
3. User-friendliness
B. Efficiency
1. Time Respond Quickly
2. Utilizes System
Resources
C. Reliability
1. Conformance to Desired
Result
2. Absence of Failures
3. Accuracy in Performance
D. Portability
1. Performs according to
specifications
2. Completeness of the
system
1 - Poor
Summary: Ave:
a. Functionality____
b. Efficiency ____
c. Reliability ____
d. Portability ____
33