Professional Documents
Culture Documents
NANCY M. FONTANIL
Research Lead Proponent
NENITA S. RADAN
Member
DECEMBER 2022
I. Context / Rationale
learners that they really find difficult times towards the subject. Seldom
of those learners saying they enjoyed doing activities during classes’ time.
In this situation, it seems like Chemistry subject made their student’s life
students.
resources.
Chemistry as a subject is conceptual. Students learning chemistry
turn. For instance, when students were unable to write the correct
difficult for the teacher to measure whether the objective of the STEM
examination, some students lose their confidence and trying to copy from
friends, their own short notes or from the internet. And this was the
major task where the researcher and most teachers get busy especially
upon the familiarity of students with a few basic ideas, conventions, and
methods upon which later studies are built. When a student has
and much of that will remain challenging. That is, challenging for
effectively teach. Moreover, it seems very unlikely that some of the core
school-age student (Fensham, 1975), are still core today. For example, a
symbols.
the world (Roberts, Arth & Bush, 1959). Prominent psycholo- gists and
edged the value of playing for the development of students for hundreds
not yet able to live through in real life. Thus, the importance of games for
education (Kim, Song, Locke & Burton., 2018). When it comes to overar-
as well as situated learning (Kafai & Burke, 2015). While some re-
searchers even consider educational games being one of the biggest “hy-
definition from over 50 years ago by Roberts et al. (1959) includes five
determining the winner and set of rules. Over the years, many other
often used to describe them. In 1970, Abt defined the term as “games
are not intended to be played primarily for amusement” (p. 9), but, at the
same time, pointing out that the amusement aspects also don’t need to
learning (GBL) (Gros, 2007). While GBL includes a wider variety of games
such as traditional board and card games, the term “serious games”
primarily, but not always, focuses on digital games (Tsekleves, Cosmas &
are explicitly used to follow concrete educational goals and solve specific
mechanics, such as the use of prizes and rewards, to increase the user
psyche (Werbach and Hunter, 2012). The term gamification was used for
the first time in 2002 by Nick Pelling, but it did not begin to gain
helping to motivate students and make them more engaged with the
subject matter.
design, set of rules and technology (Aynsley, Nathawat & Crawford, 2018;
Kim et al., 2018) – some of these are mostly applicable to digital games.
However, this does not mean that specific elements must be used for
use while creating or re-using a game setting. On the other hand, games
have certain positive effects such as the increase of motivation due to the
Gamification?
Sagun that offers STEM Strand. The pressure in maintaining its high
promoting and helping those learners who find difficulty in naming and
intervention.
High School, School Year 2022-2023. The researcher will employ the
The drafting of this proposal started in October and was finalized until
for a month.
B. Data Collection
Selection of participants Researcher and
using Bottom-Up method. Researcher
Participants
Administration of pre-test Researcher
and post-test and Researcher
Participants
C. Data Analyses
E. Dissemination
Intervention Briefs: Symbo Researcher
Gamification
Innovation Dissemination Researcher
Intervention Workshops Researcher
Table 2 shows the cost estimates in the conduct of this study. The
highest estimated costs for this proposal are allocated for Encoding and
VIII. References
Kristy Turner: By Kristy Turner (June 2018), Six tips for teaching
Tolosa Geleta (2014), How can I Improve N12 Students ability to write
https://pubs.rsc.org/en/content/chapterhtml/2019/bk97817826
24608-00001