Professional Documents
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GRADUATE SCHOOL
CHAPTER 1
The Problem
Introduction
“Tell me and I forget; show me and I may remember; involve me and I’ll understand”
C
hinese proverbs
Internet has changed the way people live their lives. The integration of technology these
days have undergone tremendous changes and reshaped our societies which in turn
influenced how people imagine, work and live their lives. In today’s modern society,
technology plays an important role in many disciplines, most importantly its developing
connection towards education. The reason for this is because the technology has
become the most viable highway to acquire and transfer the knowledge, skills, and
In the educational field, there is a worldwide belief that technology will change
the nature of instruction and provide the learners with mentally challenging, appealing
materials. Home computers, electronic games and the Internet have taken up so much
of children and adolescent’s time in recent years. New media are causing major
changes in the nature of learning. Between how people learn things and the manner in
which the new generations deal with information and knowledge exists a vast gap.
There are a lot of methods that the teacher could employ in teaching English
language to their students. But the most interesting part is for the teacher to identify
which of the many methods would suit to the learners. Since teachers can utilize a
variety of sources for educational purposes, it’s not surprising that they try to make use
of every option to make the education process both entertaining and practical. With the
use of the Internet and other technological platforms, learners can take part in an
individualized instruction where they can explore and learn ideas to meet their
distinctive needs.
Wide Web (www) that will make the learning process more fulfilling and meaningful
Educational technology has evolved its definition and included the term
game-like formats, and on more informal, less didactic styles of address. The term
education that is placed within the framework of entertainment requiring the student’s
active participation (Fairuzzabadzi, 2015). Many things can be blended together such as
classroom environment, the media and various fun activities in order for learning in
education” and English language is the most commonly introduced. There are
numerous reasons are behind this trend. One, it is a common belief that learning a new
language in the early years of a child garnered more positive results than starting them
at later stages. Two, with globalization on the rise, the use of English has even greater
order to compete globally (Enever & Moon, 2009; Gimenez, 2009; Y. Hu, 2007). Lastly,
parents want their children to develop English skills to benefit from new world orders.
Teaching English to young learners has established several difficulties. The most
subject without proper deliberation on how to teach it. Hence, teachers may find
challenges with their engagement span and motivation in learning a second or foreign
language such as English. Most students would agree that ‘boring’ and ‘repetitive’ are
In fact, according to David (2007), the fact that English is an irregular language
makes it difficult to learn for non-native learners and this makes it difficult to teach as
well. Learning English can be interesting to children if the teacher applies the role of
Children are most likely have a weak spot for getting their focus in certain
circumstances, especially when it comes to learning. Kids can easily divert their
attention from one detail to another. Children’s over-enthusiasm, energetic stance and
loss of focus can lead to an overwhelming struggle of patience for both the parents and
be Considered”, young learners have a quite short attention span and are easy to get
bored (Slattery and Willis, 2001). It is similar to what Harmer (2001) says that unless
activities are extremely engaging, they get bored easily, losing interest after ten minutes
or so.
example, which resulted in students having low motivation and gives an environment
where they doubt their confidence level towards the subject. Moreover, students feel
that their skill to learn English is challenged. Wu, Yen and Marek (2011) found out that
there could be a remarkable change in student’s ability if the learning process is
enjoyable. Hence, including enjoyable activities like movies, computer games and
multimedia interaction as part of the classroom instruction can have a more effective
The researcher noticed that learning and teaching English among Grade 5
motivation and boredom are the most common problems when it comes to teaching
English language to young learners, it is always a struggle for the teacher to keep their
students’ attention all the while instilling knowledge. That is why there is a strong need
classroom setting to find a different kind of method(s) that is or are appropriate for the
setting.
are on the rise, the researcher thinks that it is essential for a 21 st century teacher to
identify a current yet trendy approach to be applied in class. Lastly, the researcher also
wants to know the possible differences of using the traditional approach and
last April 2005. She fortunately passed the Licensure Examination for Teachers last
August of the same year and have been teaching ever since. Although she took a break
from teaching as of now, she continuously attends seminars and conventions for
teachers as a way for her to catch up with new trends in teaching that she can apply in
her future endeavors. Her passion for teaching and love to share knowledge are few of
her many reasons why she became a volunteer teacher for a year in Malangas Sped
Since the researcher has been in the teaching industry for many years, she
personally observed and experienced some of the difficulties both the teacher and
conduct lessons that would motivate or appeal to uninterested students. Young learners
like elementary school students always have a hard time focusing their attention
especially when it comes to learning. Because of this, the student’s shift of focus has
been a prevailing dilemma for teachers who only aspire to give lessons to the students
in the most effective way possible. In resolving such problems, the researcher believed
demonstrations to every academic lesson will help the students have a fun-filled
performed when there is a lack of data either from previous research to refer to or
depend on predicting the result or absence of such research. The aim of this approach
design and attempt to find a theory from the data itself rather than from a predisposed
hypothesis.
Conceptual Framework
As shown in the figure, the study has to employ Edutainment and Traditional
respond to both methods will be assessed that will further determine the effectiveness
Elementary level.
This study is anchored to the Social Learning Theory which states that learning is
result of the learner’s interaction with the environment” (Driscoll, 1994, pp. 8-9).
change. (Muro & Jeffrey 2008). This theory focuses on the learning that occurs within a
social context. Separately, by observing the behaviors of others, people develop similar
behaviors. After observing the behavior of others, people assimilate and imitate that
rewards related to the observed behavior. According to Bandura, imitation involves the
modeling such as attention, retention, reproduction and motivation. Various factors can
characteristics such as sensory capacities, arousal level, perceptual set, and past
reinforcements can affect attention. Retention refers to remembering what you paid
attention to. This includes symbolic coding, mental images, cognitive organization,
symbolic rehearsal and motor rehearsal. Reproduction, on the other hand, refers to the
reproduction. Lastly, motivation means having a good reason to imitate. Under this area
the teachers. Teachers should expose students to a variety of other models. This
also help students set realistic expectations for their academic accomplishments. That
could mean making sure that students are challenge realistically. The students, on the
contrary, Students must believe that they are capable of accomplishing school tasks.
Thus, it is very important to develop a sense of self-efficacy for students. Teachers can
The main objective of this study is to explore the benefits and challenges in
1. Aside from the main activities such as educational movies and online presentations,
what other edutainment activities that Grade 5 students enjoy in English classes?
2. How can teachers effectively apply edutainment among Grade 5 students in teaching
English?
1. What are the different edutainment methods appropriate for Grade 5 students?
2. Are there any different results in learning by using edutainment compared to the
learning acquisition?
Research Objectives
class.
c. To know the outcome of using traditional and edutainment in the English class
Hypothesis Generation
The scope and limitation of the study involve the following parameters which
cover the concerns of the study and find its proper place in the wide area of educational
research.
classes.
Research Environment and Timeline. This study will be conducted during the
Research Participants. The participants of this research are the Grade 5 students
quantitative type of study. This is to actively see how the students and teachers react to
Research Methods. The researcher will make use of survey questionnaires to the
Grade 5 students and English teachers to capture the big picture of the research
phenomenon.
field. This could be used as a tool to spread knowledge towards fellow teachers and
future educators as well as become a basis for improving the educational system in the
Philippines. The study has high hopes in unravelling the advantages of using
Edutainment as a mode for teaching English to young learners by introducing how fun
It is a hope of the researcher that the findings of this study will be helpful to the following
group of individuals.
Teachers. The study will give them knowledge about Edutainment as a method
for teaching. Thus, they will have an idea how to conduct their lessons in a fun way
School Administrators. It will provide them a good basis to improve the school
curriculum that will suit to the students, especially to young learners’ needs. They could
conduct trainings and seminars for teachers to develop the necessary skills needed in
the classroom.
Future researchers. The outcome of this study shall be a basis for conducting
Definition of Terms
For clarity and better understanding of the study, the following terms were defined
amuse learners. It aims to embed information and knowledge through the use of
software etc.
educators to allow student learning. These approaches are determined partially by the
subject matter to be taught and partially by the learner's nature. In order for a specific
teaching method to be suitable and effective, it must be related to the learner's trait and
the sort of learning it is intended to bring about. There are suggestions for designing
and selecting learning techniques that must take into consideration not only the nature
The study will consist of five chapters: Chapter 1 the problem, Chapter 2 Review
Recommendations.
in this study such as; introduction, perspective of the researcher, conceptual framework,
statement of the problem, scope and limitations of the study, significance of the study,
Chapter 2 presents a review of the related literature that relates to the problem of
the study. They are presented in an orderly based on the sequence in the statement of
the problem.
data analysis.
Chapter 4 presents, analyses and interprets the data gathered. As the data will
be gathered, they will be analyzed and interpreted in such that results can be used for
After the interpretation of the data, the researcher then will drive conclusions and
With the rapid development of technology, various teaching methods soon arises
online videos are just some of the few examples to provide entertainment while learning
applications that are effective for understanding English grammar. This chapter provides
a review of the current and relevant literature applicable to learning the different
edutainment methods appropriate for Grade 5 students. The varying and comparable
greatly affect the students’ learning motivations. With such, researchers such as Yue
Zheng (2019) give emphasis how students can be easily influenced by nonintellectual
factors including their emotional state, hobby, or personal interest which altogether
affects their learning process. According to him, the application of 3D game technology
Yuko Goto (2015) gives emphasis on computer games as potentially effective tools to
learn English grammar. Games that are specifically designed for educational purposes
provide exceptional benefits to students to easily understand and adapt complex subject
matters. Furthermore, according to Garris, Ahlers, and Driskell (2002) games that are
in many ways. This includes: (1) helping students achieve the desired need for learner-
centered approaches; where learners are given a much greater opportunity and
autonomy over their own learning; (2) it aids students to understand complicated
subjects and deals with it more comfortably; and (3) it as well boosts the students’
The lack of motivation in learning the language roots to its boring textbooks as its major
reference for learning. In order to bring a fun and exciting experience in learning the
English grammar, popular culture materials are used to encourage positive effects
among students (Hua, 2015). Popular culture materials such as music, movies,
newspapers, magazines, and even cartoons are used to appeal to young learners and
reality (AR) technology in mobile devices can be used for outdoor learning. The results
has shown to elevate the students’ internal motivation to learn with its friendly,
interactive interface and rich, engaging media that help promote learning performance
and stimulate enthusiasm among elementary school learners. As concluded, (1) the
proposed system and activity successfully stimulates the students’ learning intention
through outdoor learning objectives; (2) the AR technology provides students with
contextual understanding relating to outdoor learning environment, and; (3) the benefits
of the proposed system do not differ to students with varying learning styles.
and comparing it with traditional teaching methods, there is indeed a big gap. Teaching
English through games is the best way to retain students’ interest especially among
primary school children. According to the study conducted by Korkmaz (2013) the study
revealed a positive result for students who are learning the English language through
games. In addition, 94.2% of the teachers included in the testing thought that their
students are highly entertained. On the students’ side, 92.6% reported and verified that
games into their English instruction is much preferred than the traditional methods (Lee,
understanding the context of English language. The same study even recommends
future educators to work together in reviewing and extending more potential learning
Traditional teaching methods on the other hand are mostly referred as a teacher-
including the Philippines. In this set-up, the teacher holds an authoritative figure and the
whole learning environment is mostly non-participative. The usual side effect of this kind
of setting is encouraging students to keep quiet during the discussion period and are
only allowed to ask questions once the teacher finish teaching. By that time, the
students already had forgotten the question and moved on without getting a full
retention provide a different result on which learning methods will students perform
better. According to the research, students who received game-based learning methods
traditional lectures perform excellently both in post-test assessment and long-term post-
test assessment. Hence, the study concluded that game-based learning methods are
However, traditional learning methods are said to be more effective to improve students’
traditional form of instructions which no longer interests the youth and young learners to
thus, it does generate the motivation incentives especially among digital natives. For the
games, and other similar has become the main source of entertainment and motivation.
This had as well made traditional methods of teaching such as textbooks, lectures,
Edutainment
The use of games as a way to motivate and engage students in English learning
conducted by Halloluwa (2018) a group of students who used the gamified application
that students are more eager to learn and engage with various activities. Furthermore, it
is also evidently observable how competent students regularly interact and help slow-
Trinidad & Ngo (2019). The study is purposely focused on the ten faculty participants
for student-centered learning. In their study, they discussed how such educational
technologies enhance student engagement and boost student learning acquisition. The
study concludes that the practice of using educational technologies is an effective way
for promoting collaboration, engaging and getting feedback from students to efficiently
In another study by Su & Liang (2017) the effects of the use of edutainment in
intensive English classes among mixed-level and mixed-aged students show positive
results. Lessons which are incorporated with game activities gained more attention and
enthusiasm even from those low-achiever students. The study also concluded that if
games are integrated with teaching lessons, students had higher interest and has
It is indeed true that the use of technology significantly contributes to the level of
matter helps student made it appear easier to access and understand. As already
mentioned above, according to Petkov & Rogers (2011) motivation is the key for
learning and academic success. Based on the study, learning performance derives from
the students learning motivation. The study defines motivation as the driving force
Summary
The literature review in this chapter focused on essential areas in this study
including the importance of edutainment methods and the different appropriate methods
for 5th graders. It further discusses the comparison between the traditional learning
methods and game-based learning methods which also tackles the effective way for
students’ short and long-term knowledge retention. Furthermore, it as well review the
acquisition. Chapter 3 will further discuss the detailed description of the methodology
Descriptive 82 6th- Survey Children take computer For future projects, research
Research grade games as accessible and advise future studies to
students easy to operate thus it also extend the limited scope
helps them release which contributed to the lack
emotional distress. In of interaction elements in the
regards to the learning children's game designs.
elements, rehearsal
strategies such as
repetition and reviewing
were the most popular
children's game designs.
Experimental An intact of Pretest- semi- The use of popular cultural Larger groups with varying
Design 20 English posttest structured materials can be effective educational background and
students; 9 paradigm; interview in learning English language proficiency are
females and grammar. advisable for future
11 males; researchers to test if such
all in 12-13 effects would retain in a long
years old period of time
Descriptive 121 5th Questionnair Based on the mean scores Researchers should conduct
Research graders and es of the categories in the studies to examine the
60 language questionnaire, the study learners' views and meet
teachers revealed mostly positive their individual needs
results regarding learning especially if learners include
English through games. children.
94.2% of the participants
thought that pupils
become happy while
learning the English
language while 92.6%
reported that playing a
game is an efficient
technique in learning
English.
Field Study 130 pre-test- Observatio The use of gamified With the study's limitations, it
students posttest n and approaches and mobile encourages future
paradigm video- applications provide a researchers to provide
recording; better learning experience multiple trials to be carried
semi- to students in developing out to different schools with
structured countries varied resources
interviews
Descriptive 10 faculty interviews The practice of using This action research aims to
Research members educational technologies future researchers to extend
from is an effective way for their scope and find more
different promoting collaboration, venues where technologies
departments getting feedback, and can actually help more
and schools engaging students to teachers enhance students'
communicate at the front learning and engagement of
and center of their learning the subject matter
Action Research 20 Interviews, During the lesson with Future studies can conduct
participants document game activities, students similar research method but
composed analysis, pay more attention and are a longer period of time to
of 13 5th observatio enthusiastic in answering generate observation report
graders and ns questions even for low- and more thorough analysis.
7 6th achievement students.
graders with Findings show that if
equal games were incorporated
member of into the lessons, students
each gender had higher interest and
has increased learning
motivation in learning
English
Experimental 70 pre-test- Focused The results show that the Future researchers can
Study elementary posttest groups; proposed system can extend more samples or
students paradigm observatio improve learning other grade schools. It is
average age n performance and stimulate also recommended to apply
11 years old student's internal the proposed u-learning
motivation to learn approach to other outdoor
courses to evaluate the
learning performance
Chapter 3
Research Methods
This part of the study presents the methodology of the research involving the use
School. It will discuss the research design and research methods that further explains
the environment where the study was conducted. Other than that, this part will also
cover the exploration of research subjects, sampling techniques, data gathering, and
statistical treatment.
Research Design
among Grade 5 students. It emphasizes the use of survey design to uncover data on a
particular idea. When there is a lack of data from either previous research to refer to or
uses available studies related to the topic, quantitative approach employs numerical
results that can be measured through statistical analysis to uncover the answers to the
problem presented (Baxter & Jack, 2008). Although collecting first-hand data through
surveys is quite challenging, this data collection technique is less likely involved with
bias opinions (Ali & Bhaskar, 2016). By utilizing this approach, the research proponent
will be able to refer or rely upon to predict an outcome or absence of such studies.
There are few studies conducted regarding the Edutainment in the field of
English learning and teaching Elementary students. The goal of this study is to provide
exploratory research will employ qualitative techniques and tools to analyze the
gathered data. This type of research technique is utilized in order to avoid bias opinions
on the results of the analyzation. By using numerical data to represent the answers of
the respondents, the researcher will be able to critically measure the opinions or
Research Environment
This study will be conducted during the Academic Year 2019-2020. This study
used primary sources of data collected with the approved survey questionnaire from
Candiis Elementary School, particularly among the Grade 5 students. The school is
considered the third class municipality in the province of Zamboanga Sibugay where
English language.
Despite its rural-like environment, the place is rich in natural resources, including
minerals. With the availability of these resources, the Philippine National Oil Company-
Exploration Corporation established their base in the area. For this very reason,
Malangas is considered as one of the most promising sites for coal mining in Western
Mindanao. The proponent chooses to conduct this study at Candiis Elementary School
because they have an interesting school culture appropriate to incorporate in this study.
Other than that, this site is mostly conveniently for the researcher in terms of distance
because she is residing near the area. Internal connections and some teachers are also
affiliated with the researcher which makes it accessible for data gathering.
Research Participants
The respondents for this study are the English teachers and Grade 5 students of
These target participants involved both male and female population of the school. There
are approximately 36 students in Grade 5 while over 2 English teachers. Please see
School
English Teachers
Grade 5 Students 36
Sampling Techniques
probability among the population is present. This kind of method is a convenient but an
terms of experimental, observational, and situations needed control (Ali & Bhaskar,
2016). Ideally, the sample respondents will come from a public school with grade 5
students under the English learning and teaching class with teachers teaching the
the class. The questionnaire consists of several closed questions and a few open-ended
questions. This research study includes all students from the same class of Grade 5,
without regard to their gender. These students use the same curriculum and study
guide.
Instrumentation
in this study. The researcher chose to gather data through survey questionnaire since
There are numerous instruments for assessing the benefits and challenges in
practicing edutainment methods with Grade 5 learners in their English grammar class.
However, having a broad amalgam of instruments may incur not only good results but
also the probable negativities of incompatible collaboration (Ali & Bhaskar, 2016). To
create a better understanding of this topic, the proponent of this research critically
printed standard questionnaire will be disseminated among the English teachers and
research, the researcher will ask permission from school administrators to approve the
ask the approval and appointment of school administrators, teachers, and learners prior
Also, to further strengthen the collection method of this research, the proponent
must be present in the site to gather inputs from direct observation. Before the
appointment, the proponent will orient the school administrators and teachers on what
will happen during data collection. Teachers will agree to employ traditional and
edutainment class lecture and activity during their English grammar class. Afterwards,
the researcher will intervene after the teachers apply both traditional and edutainment
methods in their English grammar class simultaneously. The researcher will be the one
to discuss the mechanics of the survey questionnaire and also ask the class about the
Statistical Treatment
This study will treat the gathered data with parametric test, particularly through t-
test and analysis of variance (ANOVA). When it comes to parametric tests, the study
assumes that the data gathered are on the quantitative scale and is distributed normally
among the target sample participants (University of Minnesota, 2019). Paired t-test is
commonly used for finding the difference between two variables within the same
population (Ali & Bhaskar, 2016). The formula would be . Meanwhile, analysis of
variance or known as ANOVA was applied to test the difference between groups
because the t-test cannot do that. Employing t-test and ANOVA is mostly used for
comparison of means in order to seek the difference between the means of variables.
The advent of technology creates a digital age for people. Having an easy
access to technological patterns, such as the Internet, provides people with more tools
and accessibility of information. These tools enable educators to recreate or modify the
method of teaching from traditional into incorporating entertainment within the academe
(Nusair, Sharma, & Khan, 2013). From this digital transformations, educators are also
further gain the attention of students and entice them to participate in lecture activities
(Susanti, 2015).
The purpose of this research is to further articulate this area of study and assess
its effectiveness among the Grade 5 students of Candiis Elementary School and to the
will have to critically adhere to the ethical considerations in conducting this study on the
said educational institution. Some of the areas that must be ethically consider include
incur sensitive effects of the school and the students’ performance (Pasawano, 2015).
During the data collection, no identifiable data will be gathered that would expose
developed to answer the objectives of this research which means that unnecessary
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