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Collaborating Edutainment in Teaching English Grammar among Grade 5

Students at Candiis Elementary School

Veneath Jade L. Cabarron

SAINT COLUMBAN COLLEGE

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

The technological and electronic progress as well as the emergence of the

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

positive values all over the world. (Grabe, 2007).

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.

However, new media is still depreciated in the formal education setting.

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.

Application of technology in learning offers various entertaining ways which

includes educational videos, stimulation, guided discovery, brainstorming, music, World

Wide Web (www) that will make the learning process more fulfilling and meaningful

(Finger & Trinidad, 2002).

Educational technology has evolved its definition and included the term

“edutainment” which basically means “education” and “entertainment” combined. It can

be explained as a hybrid genre that relies heavily on visual material, on narrative or

game-like formats, and on more informal, less didactic styles of address. The term

“edutainment” promises fun and learning together. (Buckingham and Scanlon,2000)

Moreover, Edutainment is another trending method of teaching which pertains to

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

edutainment be attained. Since students are highly stimulated through engaging

learning experiences, their comprehension towards a certain subject are improved.

Consequently, students tend to focus more on the information that is presented in an

effective and notable ways.

Introducing language studies in primary schools has extended globally and is

described by Johnstone (2009) as “possibly the world’s biggest policy development 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

demand. Governments believe it is essential to have an English-speaking workforce in

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.

(Enever & Moon, 2009; Gimenez, 2009).

Teaching English to young learners has established several difficulties. The most

common one is that English is usually introduced to primary schools as a compulsory

subject without proper deliberation on how to teach it. Hence, teachers may find

themselves teaching English either having insufficient training in teaching young

learners. This situation is especially profound in poor or rural areas.

In the Philippine context, young learners such as elementary students face

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

the usual words to describe a typical English language class.

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

edutainment in the classroom setting.

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

teachers (Susanti, 2015).

Another problem with teaching young learners is boredom which is deemed as a

significant issue in basic education. According to a study conducted by Juhana in

University of Indonesia entitled “Teaching English to Young Learners: Some Points to

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.

Memorization is used as a primary method for teaching English in Taiwan, for

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

learning experience as an outcome.

The researcher noticed that learning and teaching English among Grade 5

students in Malangas Sped Center is a challenging responsibility. Since attention span,

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

of educating English teachers on the importance of using edutainment methods in their

classroom setting to find a different kind of method(s) that is or are appropriate for the

students’ level as well as to know how to effectively apply it in an English classroom

setting.

Considering the above-mentioned scenarios, the researcher found herself

wanting to know the effectiveness of incorporating Edutainment in teaching English

language especially among elementary students. Since different edutainment methods

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

edutainment approach in teaching English Grammar among Grade 5 level students of

Candiis Elementary School.

Perspective of the researcher


The researcher is 34 years old, single yet a proud mother of her 11-year old

malandaughter named Julienne Haleigh. She is a resident of Barangay Poblacion,

Malangas, Zamboanga Sibugay Province. She is a graduate of Bachelor of Elementary

Education major in English at Western Mindanao State University- Mabuhay Campus

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

Center last 2018.

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

students face in an English language class. It is always a challenge for teachers to

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

that incorporating entertainment such as humor, games, playing role-play, and

demonstrations to every academic lesson will help the students have a fun-filled

experience while learning their lessons.


This study follows an exploratory research approach It emphasizes the use of

survey design to uncover data on a particular idea. In addition, an exploratory survey is

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

is to establish priorities, develop operational definitions, improve the final research

design and attempt to find a theory from the data itself rather than from a predisposed

hypothesis.

Conceptual Framework

The conceptual framework of the study shown in Figure 1.

Integration of Evaluation on the


Edutainment and Assessment on effectiveness of
Traditional method students and using Edutainment
in Grade 5 English teachers in teaching English
classes applicable for
Elementary level

Figure 1. Conceptual Framework of the Study

As shown in the figure, the study has to employ Edutainment and Traditional

methods in teaching English in Grade 5 classrooms. The students and teacher’s

respond to both methods will be assessed that will further determine the effectiveness

of using different methods of Edutainment in teaching and learning English in

Elementary level.
This study is anchored to the Social Learning Theory which states that learning is

defined as “A persisting change in human performance or performance potential as a

result of the learner’s interaction with the environment” (Driscoll, 1994, pp. 8-9).

Social Learning Theory is increasingly cited as an essential component of

sustainable natural resource management and the promotion of desirable behavioral

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

behavior, especially if their observational experiences are positive ones or include

rewards related to the observed behavior. According to Bandura, imitation involves the

actual reproduction of observed motor activities. (Bandura 1977).

Furthermore, this theory also indicates necessary conditions for effective

modeling such as attention, retention, reproduction and motivation. Various factors can

increase or decrease the amount of attention paid by an individual. One’s

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 of the image itself. It also includes physical capabilities, self-observation of

reproduction. Lastly, motivation means having a good reason to imitate. Under this area

are past, promised and vicarious motivation.


Social Learning Theory has educational implications on the student as well as on

the teachers. Teachers should expose students to a variety of other models. This

technique is especially important to break down traditional stereotypes. They should

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

promote such self-efficacy by having students receive confidence-building messages,

watch others be successful, and experience success on their own.

Statement of the Problem

The main objective of this study is to explore the benefits and challenges in

practicing edutainment methods with Grade 5 learners of Candiis Elementary School in

their English Grammar classes.

Specifically, it will seek to answer the following queries:

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?

3. Why an edutainment setting is still under-represented in terms of using media tools in

English class lectures?


To answer this question, the following sub-questions will be addressed:

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

traditional teaching method among the Grade 5 students?

3. How will using edutainment methods affect student’s engagement in English

learning acquisition?

Research Objectives

a. To discover the effectiveness of Edutainment in English Learning and teaching

among Grade 5 students.

b. To identify the current and trendy methods of practicing edutainment in English

class.

c. To know the outcome of using traditional and edutainment in the English class

among Grade 5 students.

Hypothesis Generation

The hypothesis of this study is as follows:

Null: Edutainment has no significant relationship with the English grammar

learning among Grade 5 students.


Alternate 1: Edutainment is most likely effective than the traditional English

grammar teaching method among Grade 5 students.

Scope and Limitations of the Study

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.

Subject Matter. This study will focus on significant advantages in using

edutainment as a method in teaching grammar among elementary level English

classes.

Research Environment and Timeline. This study will be conducted during the

Academic Year 2019-2020. It will focus on Candiis Elementary School.

Research Participants. The participants of this research are the Grade 5 students

and English teachers of Candiis Elementary School.

Research Design. This research will employ an exploratory research design, a

quantitative type of study. This is to actively see how the students and teachers react to

edutainment method as a classroom instruction for teaching English grammar.

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.

Significance of the Study


This research study is essential to English studies, especially in the educational

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

and challenging activities can motivate students to learn more.

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

while still transferring knowledge to students.

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

further studies on determining the effectiveness of Edutainment method for teaching

English to young learners.

Definition of Terms
For clarity and better understanding of the study, the following terms were defined

conceptually and operationally.

Edutainment. This term is a combination of the word ‘education’ and

‘entertainment’ which means an educational method designed to entertain as well as to

amuse learners. It aims to embed information and knowledge through the use of

entertainment tools such as music, computer games, television programs, multimedia

software etc.

Educational Technology. This relates to the use of instruments, techniques,

methods, procedures, materials, and strategies in a multitude of environments to further

improve the students’ learning experiences.

Teaching methods. This includes the concepts and techniques used by

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

of the subject matter, but also how students learn.

Structure of the Thesis

The study will consist of five chapters: Chapter 1 the problem, Chapter 2 Review

of Related Literature, Chapter 3 Research Methods, Chapter 4 Presentation, Analysis


and Interpretation of Data and Chapter 5 Summary of Findings, Conclusions and

Recommendations.

Chapter 1 introduces ideas to be helpful in trying to explain the problem involved

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,

and definition of terms.

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.

Chapter 3 covers the research design, research environment, research

participants, sampling technique, research instruments, data Gathering technique and

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

drawing conclusions and recommendations.

Chapter 5 compose the summary of findings, conclusions and recommendations.

After the interpretation of the data, the researcher then will drive conclusions and

recommendations for the future researchers.


Chapter 2

Review of the Related Literature

With the rapid development of technology, various teaching methods soon arises

to promote student’s learning motivations. Teaching English through games, movies or

online videos are just some of the few examples to provide entertainment while learning

the proper grammar of a foreign language.

In order to investigate the effects of the use of edutainment in teaching grammar

to Grade 5 students, it is pertinent to explore the underlying components and

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

results between the use of edutainment teaching methods compared to traditional

teaching methods. Furthermore, the effects of using edutainment methods to student’s

engagement in English learning acquisition.

The Different Edutainment Methods Appropriate for 5th Graders


The importance of understanding the different edutainment methods to use

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

in the classroom is increasingly favored both by teachers and students. Research by

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

specifically designed for educational purposes or instructional games improve students

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’

motivation and confidence in learning more among intense computer users.

English as a secondary language is mostly unfavored by majority of 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

help them engage in learning the English language.


A study conducted by Huang, Chen, & Hsu (2019) experimented how augmented

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.

Traditional Teaching Methods versus Edutainment Methods

When it comes to discussing the varying results in teaching by using edutainment

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

playing a game is an effective strategy to learn English grammar.

On another study investigating English teachers of their perspective in

encouraging their students to learn the English language, integrating edutainment

games into their English instruction is much preferred than the traditional methods (Lee,

2018). According to Lee (2018), simultative negotiation, interactive interface, and


content of online edutainment games equally affect and aid students into fully

understanding the context of English language. The same study even recommends

future educators to work together in reviewing and extending more potential learning

materials as an alternative to help improve their students’ learning developments.

Traditional teaching methods on the other hand are mostly referred as a teacher-

focused method. This is most common in Asian countries’ educational systems

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

contextual understanding on the topic (Halloluwa, 2018).

On the other hand, a study by Rondon, et al (2013) comparing the effectiveness

of traditional learning methods and using edutainment regarding students’ knowledge

retention provide a different result on which learning methods will students perform

better. According to the research, students who received game-based learning methods

perform excellently in post-test assessment only. However, students who received

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

comparable with traditional learning methods in general and in short-term gains.

However, traditional learning methods are said to be more effective to improve students’

short and long-term knowledge retention.


Another comparative study from Petkov & Rogers (2011) concerning the

traditional form of instructions which no longer interests the youth and young learners to

be enthusiastic in learning. According to them, traditional learning methods are outdated

thus, it does generate the motivation incentives especially among digital natives. For the

technology-dependent generation, mediums such as the television, the Internet, video

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,

written homework, and other more ineffective.

Student’s Engagement in English Learning Acquisition With The Use of

Edutainment

The use of games as a way to motivate and engage students in English learning

acquisition have showed effective results. According to an intensive field study

conducted by Halloluwa (2018) a group of students who used the gamified application

expresses a more collaborative and engaging environment. It is then a clear evidence

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-

learner peers to catch up.

A similar study on how educational technologies significantly contribute in

promoting student-centered learning and interactive engagements was made by

Trinidad & Ngo (2019). The study is purposely focused on the ten faculty participants

from a Philippine university to participate in a coaching programme on using technology

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

communicate at the front and center of their learning process.

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

increased learning motivation in learning English.

It is indeed true that the use of technology significantly contributes to the level of

motivation and enhanced in learning enthusiasm among students. Whether it is from

primary or secondary schools, the use of edutainment in teaching complex subject

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

behind someone’s action and the reason why it takes place.

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

efficacy of the use of games in boosting students’ engagements in English learning

acquisition. Chapter 3 will further discuss the detailed description of the methodology

carried out in this research study.

Research Design No. of If If Results/Findings Future Research


Participants Quantitative Qualitative Direction/Recommendations
study, study,
Statistical Analytic
Tools Used Technique
Used

Case Study 2 classes in Survey Game-based teaching Future researchers are


the same experiments method motivated the encouraged to find ways to
grade were students' interest and is as avoid addiction to games
chosen. well concluded to have and ignorance of learning.
Each class better effect compared to
had 35 traditional teaching
students methods.
and the
teacher was
the same

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.

Systematic Literature Document Learning by doing must be Well-conducted studies


Review review analysis coupled with opportunity to about instructional game
performed reflect relevant information features should be further to
from 1990 for effective learning to understand how to increase
to 2000 occur for learners to link students' interest and
the knowledge gained learning motivations
from computer games to
real world

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.

Correlational/Obse 4 English Classroom Findings revealed that Recommends teachers and


rvational Study teachers observatio simulated negotiation, administrators to work
ns; interactive interface and together and explore review
Focused content of online all the possible learning
Group edutainment games could materials as an alternative
interviews provide students with rich for their students' learning
contextual understanding improvements.
to English language.

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

Experimental 2 groups of Random Computer game-based This study aims to be an


Study students; selection; learning method is effective reference for any
first group multiple- comparable with the future studies which purpose
composed choice traditional learning method to assess the educational
of 15 questionnaire when it comes to short- value of computer games in
students s term knowledge retention. students' learning and
and second However, traditional knowledge retention
group learning methods are more
includes 14 effective when talking
students about long-term
knowledge retention

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

of Edutainment in teaching grammar among Grade 5 students at Candiis Elementary

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

This exploratory study used a survey design to uncover information on

acceptance of Edutainment as an English Learning and teaching method in grammar

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

depend on predicting the result or absence of such research, an exploratory survey is

best performed (Allwright, 2003). Compared to qualitative studies that fundamentally

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

different methods of edutainment applicable in an Elementary level of English class and


evaluating the effectiveness of this method. In order to meet these objectives, this

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

responses during survey deployment.

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

located in the municipality of Malangas, Zamboanga Sibugay, Philippines. Malangas is

considered the third class municipality in the province of Zamboanga Sibugay where

people commonly communicate in Cebuano, Tagalog, Subanon, Chavacano, and

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

Candiis Elementary School, in the municipality of Malangas, Zamboanga Sibugay.

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

table below for a summary list of the target respondents.

Candiis Elementary No. of Participants

School

English Teachers

Grade 5 Students 36

Table 1: Research Participants

Sampling Techniques

Random sampling technique will be used as a sampling method where equal

probability among the population is present. This kind of method is a convenient but an

effective approach in gathering responses through group participants, especially in

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

traditional and edutainment methods respectively to the chosen divided participants in

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

Learning and teaching English grammar among Grade 5 students is a

challenging responsibility. Variety of methods is possible to utilize like the association of

edutainment in class. A statistical instrument is used to measure the variables indicated

in this study. The researcher chose to gather data through survey questionnaire since

the secondary data could not fully address the objectives.

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

employs an approved survey questionnaire to measure the variables and accomplish

the purpose of the study.

Data Gathering Techniques


Survey questionnaires are often used to gather primary data in research. A

printed standard questionnaire will be disseminated among the English teachers and

random Grade 5 students at Candiis Elementary School. To successfully conduct this

research, the researcher will ask permission from school administrators to approve the

deployment of the survey questionnaires. A letter of request needs to be sent to formally

ask the approval and appointment of school administrators, teachers, and learners prior

to the exact date of class observation and interviewing.

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

structured questions to tally the results and analyze them later.

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.

Ethical Considerations in Research

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

learning to provide instructional materials that involved entertainment in the class to

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

Philippine educational system as a whole. In order to successfully do so, the researcher

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

the confidentiality of the participants, the disclosure of internal unpublicized information,

and the association or security of any third party.


The researcher has to deliver honest and reliable analysis of the study in order to

preserve the transparency of the institution's school culture. Confidentiality of any

personal and unpublicized information must be protected because disclosing it might

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

confidential information of the respondents aside from the information needed to

describe the demographics of the participants. The survey questionnaire will be

developed to answer the objectives of this research which means that unnecessary

information unrelated to the study must not be gathered.

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