Professional Documents
Culture Documents
_______________________________________
A Research Proposal
Presented to
The Faculty of Senior High School Department
LIBERTAD NATIONAL HIGH SCHOOL
Surallah, South Cotabato
_______________________________
In Partial fulfilment
of the Requirements for Practical Research I
__________________________
by
Name of Members
April 2023
ii
TABLE OF CONTENTS
Page
CHAPTER
I INTRODUCTION 1
1.1 Statement of the Problem 2
1.2 Significance of the Study 4
1.3 Scope and Delimitation 5
III METHODOLOGY
3.1 Research Design 27
3.2 Research Procedure Using R&D Model 29
3.3 Research Participants 31
3.4 Research Locale 32
3.5 Research Instrument 32
1
CHAPTER 1
INTRODUCTION
Education worldwide is affected by the spread of Corona Virus Disease
19 (COVID 19). Many governments have been implementing measures that
limit the number of people flocking in public places. Such measures disrupt
the normal functioning of schools and universities. As the COVID 19
pandemic runs its course, the government is prohibiting face-to-face classes
until the vaccine becomes available.
Despite these trying times the world has been facing, learning must
continue. Few of the means to continue the learning process even in the
absence of face-to-face classes are online distance learning (ODL) and
modular distance learning (MDL).
On its initial years, schools offering Senior High greatly experienced
scantiness of instructional materials in teaching different subjects (Basilan,
2018). After series of interview with senior high school teachers from
selected schools in Surallah, the researcher found out there are limited
materials intended for senior high school during the transition period. Thus,
there is a need to develop supplementary materials for distance learning
especially in times of pandemic.
Tolbert (2015) insists that the need to improve students’ performance
warranted the necessity to research and thus develop a possible method and
of improve student achievement through enhancing student motivation.
Motivating students using computer technology is one strategy to be utilized
in education.
Generation Z learners, also known as digital natives– youngsters in
this generation– are born in the world of technology. Every minute, they
cannot help but browse or play with gadgets. Learning reinforced by games
2
CHAPTER 2
This chapter endeavors to show what is already known and what is not
yet known to guide the researcher widen her understanding about the
variables used in the study. Moreover, this part of the study discusses the
related literature and studies taken from journals, articles, books, and theses.
Related Literature
the Generation Z and the millennials, it is imperative that schools have to offer
the best possible education they can for their student body. Indeed,
technology over the last few decades has proven to be a driving force in this
generation. Here and there people use technology.
The very purpose of Microsoft PowerPoint program is to make
electronic slideshows to ease the making of presentation, also called slide.
Prior to the use of PowerPoint (PPT), presenters make use of markers and
papers. But gone are those days. Every hour, millions of PowerPoint users in
the world take place. Learners are very familiar with using Microsoft software
as part of their day-to-day life. As stated by Real (2014), there is this study
that finds out that 97% of visual aids in various organizations and institutions
these days use this presentation software. Such software is now the most
prevalent types of technology used in the classroom.
Microsoft PowerPoint dominates today’s average classroom. The
teacher stands in front of the projected screen with a laser point, directing the
students to look at images, text, and videos. Reading long blocks of text
sometimes causes some learners to fall asleep. The tendency is when the
bell rings students will spring into action, leave the room, and learn nothing.
Thus, the teacher shall engage learners in teaching and learning process.
Student centered curriculum is recommended to 21 st century learners.
(Diamond, 2020)
Eager to promote the 21 st century skills in 21st century classrooms,
both public and private institutions put high importance in the installation of
television in each classroom for educational use. Real (2014) also insists that
PowerPoint can have educators better consider theories and applications
such as constructivism, cognitive theory, memory, etc.
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and evaluating one’s skills. Such higher level form of assessment will call
alternative forms of assessment. The traditional paper and pencil test will
prove to be inadequate to measure basic skills integrated to measure basic
skills integrated with HOTS and social skills. (Corpuz, 2008)
Moreover, Corpuz and Paz (2008) stress that authentic assessment
measures collective abilities–written and oral skills, analytical skills,
manipulative skills (like computer skills) integration, creativity, and ability to
work collaboratively. The use of electronic learning module in classroom may
serve as an avenue for the learners to construct ideas and help them make
use of the collective abilities by doing self-paced learning. In here, learners
may perform real-world tasks unlike the traditional paper and pen test.
In a technology-supported classroom, learners learn from and with
technology. Technology is seen as a source of information where the learners
get the knowledge from. In the same way, the teacher simply acts as a mere
facilitator in the learning process.
Basically, the traditional paper-and-pencil tests may not be adequate to
assess learning in a constructivist technology-supported learning. The
authentic forms of assessment such as performance and product assessment
are more reliable to measure learner’s collective ability. In a technology-
supported learning environment, the learners are not only the users of
technology product, they themselves are authors of technology product. They
are the ones responsible for making the content, rather than getting and
absorbing the content from the material already available from both primary
and/or supplementary materials.
Educators also use the software in sharpening the leaners’
cognitive aspect. Instead of using the chalkboard repeatedly in giving paper
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and pen test to several sections, he/she makes use of Microsoft Office
software and the reflect it to the digital light processing (DLP) projector.
In this study, the researcher used Microsoft PowerPoint and Microsoft
Word. PowerPoint (PPT) was utilized in the construction of the objective items
while Microsoft Word was in subjective items. It is also in this game that the
learners under Reading and Writing Skills subject will construct knowledge
and understanding while they attempt to answer the subjective questions on
the later part that would stimulate leaners’ higher-order thinking skills (HOTS).
On the first part, learner’s memory and cognitive aspect will be tested based
on recall/ remembering, comprehension/understanding, analysis, synthesis,
evaluation that falls under lower-order thinking skills (LOTS).
only used by for teaching but also in learning. Here and there, both younger
and older generations use technology for academic, professional, and social
purposes. Life without the use of technology seems unimaginable.
Meanwhile, according to Emling (2018), the Pew Research Center has
been studying to come up with a more structure generational nicknames
following the set of guidelines that establishes where each person belongs
depending on birth year. This is what they have come up with:
Generation Birth Years Age Bracket
The Silent Generation 1928-1945 73-90 years old
Baby Boomers 1946-1964 52-72 years old
Generation X 1965-1980 38-53 years old
Millennials 1981-1996 22-37 years old
Post-Millennials 1997-present 0-21 years old
weight, some educators prefer the use of e-learning modules as they could
use them and acquire information and knowledge from these resources
anytime even at wee hours.
The concept of module is strictly linked to the idea of a flexible
language curriculum, which should provide all those concerned with
education (primarily learners and teachers, but also parents and
administrators, as well as society at large) with a framework to establish clear
and realistic language learning objectives. (Sejpal, 2013)
Using a module in teaching provides the learners with objectives,
visual elements, language input, and exercises in a categorized way. Both
instructor and students may collaborate actively during the lecture as they
complete the missing or incomplete visual and verbal elements, and discuss
tasks and applications. (Pabatang, 2016)
The Department of Education (DepEd) envisions that the K-12
graduates shall be globally competitive individuals equipped with 21 st century
skills. The aim is to produce highly skilled and competent graduates in their
field of specialization. Thus, to support the said mandate, the DepEd has set
minimum standards in the curriculum guide to be adhered by the institutions
under DepEd. Subjects such as Media and Information Literacy and
Empowerment Technologies promote the use of educational technology.
They serve as avenue for senior high school learners to expound their
creativity in manipulating the virtual world of technology. This means that both
teachers and learners should venture on the latest, effective, and innovative
teaching-learning instructional materials to aid in the quality delivery of
instruction.
Moreover, to cope with the global standards, the e-learning module
has been used. E-learning stands for electronic learning in which the learner
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uses a computer to learn a task, skill, or process. Sander Tamm, the founder
of e-student, introduced the types of e-learning These are computer managed
learning (CML), computer assisted instruction (CAI), synchronous online
learning, asynchronous online learning, and fixed e-learning. However,
educational scientists have classified e-learning into two (2) primary types:
computer-based e-learning and internet-based e-learning. As the name
implies, computer-based e-learning does not require the use of internet unlike
internet-based e-learning. CML and CAI are some examples of computer-
based e-learning.
First is Computer Manage Learning (CML) is also known as computer
managed instruction (CMI). In here, computers are used to manage and
measure the learning processes. It operates through information databases,
which contain pieces of information which learners need to acquire. This is a
two-way communication between the students and the computer. The results
may determine whether or not the learners achieved the learning goals on
satisfactory level. If not, then the process is repeated until the learners have
attained their desired learning goals. Next, Computer Assisted Instruction
(CAI) is sometimes denoted computer assisted learning (CAL). This type of
learning uses computer together with traditional teaching. This aims to
promote student-interaction. Moreover, this involves the use of video, sounds,
graphics, and text to enhance the teaching process. Apart from the three e-
learning mentioned above, Synchronous Online Learning (SOL) enables
groups of learners to participate in learning activity at the same time
anywhere in the world. This uses online chats and videoconferencing, as
these tools serve as a bridge to connect the instructor and students. Just like
SOL, Asynchronous Online Teaching (AOT) enables groups of learners to
participant, however, in different times and locations without real time
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Related Studies
The study of the researcher is linked with other related studies. This
study is inspired by some related studies mentioned as follows:
The research of Dr. Arlene S. Opina from Centro Escolar University
(CEU) in 2014 entitled Development and Validation of Online Learning
Modules for College English is a kind of online instruction, which is run at the
computer laboratory of Centro Escolar University–Makati City.
The same with the researcher’s motive, Dr. Opina’s research is
centered on the development of computer-based modules, online games, and
other materials, which were uploaded, based on syllabus of Communication 1
subject. However, hers is intended for college freshmen while the
researcher’s is for the senior high school.
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Correlation, Likert Scale, arithmetic mean, standard deviations, and t-test for
independent population.
As for the result, it shows that students exposed to online modules in
online portals performed better than those receiving traditional instruction in a
classroom with .000 probability interpreted as very significant.
An international research by Dewi et. al (2019), The Development of E-
Module English Specific Purpose Based on Computer Application for
Vocational High School Students was carried out using the Four-D Model.
Four D means define, design, develop, and disseminate. The electronic
module application developed aims to be accessible to both teachers and
students. The electronic module for English Specific Purpose Based was
designed innovatively because it is equipped with images, learning
animations, audio learning and exercises that could capture the attention of
the students. A study conducted by
Another related study is that of Indraswari (2016) entitled “Developing
Supplementary English Writing Materials Using Task-Based Language
Teaching for the Tenth Grade of Senior High School presented in Yogyakarta
State University.
In her study, she used educational Research and Development (R&D).
The few steps of the Indraswari include: conducting a needs analysis, writing
the course grid, developing the first draft of the supplementary writing
materials using task-based language teaching, trying out and evaluating the
draft by the expert, revising the draft and writing the final draft. The data
gathered from the interview was analyzed qualitatively and data from the
questionnaires were analyzed quantitatively through the descriptive statistics.
The primary purpose of needs analysis is for the learners’ gratification.
As the name implies, it focuses on the needs. Needs analysis is a formal and
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The e-learning module was pilot tested to seven (7) fourth year
BSTTE- Industrial Technology students using a checklist to evaluate the
functionality and interactivity of the said e-learning module. On the other
hand, the validation was done by ten (10) subject matter experts (teachers)
for the revision and finalization of the Basic Electricity E-Learning Module.
The results have shown that the Basic Electricity E-Learning Module was well
done. Furthermore, the material could be an excellent instructional material in
teaching Basic Electricity.
Conceptual Framework
K-12 curriculum is a reflection of the philosophy of constructivism in
which information cannot be simply transferred from the teacher to the learner
but in its place, the leaner must construct their own meaning and make sense
of the concepts in their own way.
Senior high school learners, if without K-12 program, must be college
students already. Grades 11 and 12 must attain learning competencies set by
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Knowledge
Planning
Requirements
Final Form of the
- Reviewing the Reading and
-Selection of
Writing Skills learning Microsoft-
Reading Materials
competencies
Operated Self-
-Revisiting the
- Designing Table of
curriculum guide of Instructional
Specification (TOS)
Reading and
Electronic
Writing Skills
Development Module in
Software
Requirements -Drafting of the e-module Reading
game
-Microsoft and Writing
PowerPoint -Designing the e-module Skills
-Microsoft Word
Validation
Hardware
Requirements -Validation of the e-module
game by three groups of
-Core i3-6100U expert- evaluators
(2.3 GHz)
processor…
processor
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Definition of Terms
To give the readers a clear understanding of the terms frequently used
in this study, the researcher operationally defined them.
Development refers to the creation of the electronic module game
undergoing five (5) major stages in the R&D design.
Electronic module (e-module) Game refers to the application made
out of the subset of contents from the DepEd curriculum guide, run by the
Microsoft Office softwares to assess the knowledge of the learners in Reading
and Writing Skills.
Microsoft PowerPoint is a software designed by Microsoft Office,
which serves as the base program where the learner/player selects answers
from the hyperlinked-keyed options while doing the activity
Microsoft Word is a software designed by Microsoft Office where the
learners may type their answers to the questions posed in the electronic (e-
module) module
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CHAPTER 3
METHODOLOGY
Research Design
This study was carried out to develop an electronic learning module in
Reading and Writing Skills core subject in a form of game to promote self-
paced learning and at the same time to produce a supplementary material
that would heat up the interest of the senior high school learners. The
electronic module (e-module) in Reading and Writing Skills falls under the
category of developmental research. This study utilized Research and
Development (R&D) by Borg and Gall (1983).
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The data gathering procedure was divided into five (5) phases as
shown in Figure 2.
Analysis Phase
Before developing the e-module game the researcher interviewed
teachers from selected schools in Surallah. Upon realizing the target need,
she revisited the curriculum guide prescribed by the Department of Education
(DepEd) she has been using in teaching the subject for four (4) consecutive
years. Then, she started researching and compiling materials.
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Design Phase
The design was built based on the need as gathered by the
researcher. In this stage, the researcher prepared, gathered, and downloaded
materials. The design phase dealt with the evaluation of learning objectives,
assessment instruments, exercises, content, subject matter analysis, lesson
planning, and media selection. She, then, developed a storyboard for the
Development And Validation of Microsoft-Operated Self-Instructional
Electronic Module (E-Module) Game in Reading and Writing Skills for Senior
High School.
Systematically and specifically, in the design phase, the researcher
reviewed the alignment of Table of Specifications (TOS) to the prescribed K-
12 curriculum guide and to the material itself while the crafting e-module
game.
Development Phase
In the development phase, the researcher sought help from prospect
validators to guide her as she organized texts and assembled contents
blueprinted in the Microsoft Office applications software. It is also in this
phase that researcher constructed the layout of the themes, characters, and
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settings basing it from the created a storyline for the e-module game.
Furthermore, she combined the graphics and run the animations, video clips,
and sounds in the presentation slides, hyperlinking all the elements together
within or outside the platform. Trials and errors were made until the game was
developed. After that, the researcher developed questionnaires for validators.
Evaluation Phase
In this time of pandemic, certain measures and safety protocols are
strictly followed. Thus, face-to-face communication is discouraged. After the
validation of the questionnaire, the researcher gathered the data online using
Google Forms. The researcher asked permission from the head/principals of
the selected schools in South Cotabato by sending them letters of
permission via Facebook Messenger. The letter was sent to the respondents
in form of joint photographic experts group (jpeg.) or portable document
format (pdf) depending on the ease to the part of the respondents.
In this phase, the e-module game was reviewed, evaluated and
validated by three sets of experts who have deep knowledge on the physical
features of the e-module game, subject matter, and curriculum as a whole.
These sets of validators are comprised of English or Reading teachers,
master teachers, and LRMDS/principals.
Upon gathering all the data needed from the validators, the researcher
interpreted and analyzed the data. Moreover, basing from the checklists,
comments, and suggestions from the experts, the researcher revised the item
numbers and considered which component needed to be omitted and/or
revised from the e-module game.
Final Phase
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Research Validators
The developed Microsoft-Operated Self-Instructional Electronic (e-
module) Game in Reading and Writing Skills for Senior High was validated by
three (3) sets of respondents in this study. Each set was composed of ten
(10) validators.
There were ten (10) English/Reading teachers for the first set. These
validators are into the subject content as they teach the subject themselves.
These respondents consisted of five (5) English teachers from Notre Dame of
Surala, two (2) teachers from Notre Dame of Marbel University-IBED, one (1)
teacher from Notre Dame of Dadiangas University-IBED and two (2) teachers
from T’boli National High School.
The second set of validators was comprised of ten (10) master
teachers– consisted of four (4) professors/instructors Notre Dame of Marbel
University, three (3) teachers from Korondal National Comprehensive High
School, two (2) teachers from Norala National High School and one (1)
teacher from Surallah National High School.
Lastly, the third set of validators were five (5) Learning Resources
Management and Development System (LRMDS) personnel and five (5)
principals from selected public and private schools in South Cotabato.
Research Locale
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Research Instrument
The instrument was adapted with some revisions from Anstey and
Watson (2018). The online module evaluation tool was in the form of a four
(4) point Likert Scale questionnaire. The researcher utilized this to measure
the level of validity of the e-module game. A four-point scale is sometimes
referred to as Forced Likert Scale for the reason of obliging the raters to form
an opinion as there is no safe or neutral option in getting specific responses.
The criteria for the evaluation included the content, congruence to the
curriculum guide,