Professional Documents
Culture Documents
March 2024
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Table of Contents
Title Page
Hypothesis ………………………………………………………………… 5
Theoretical Framework…………………………………………………... 6
Conceptual Framework…………………………………………………... 7
A. Research Design……………………………….……………………..... 14
D. Validity of Instrument………………….…………...………………...... 17
E. Reliability of Instrument………………..…………..……………………18
V – Work Plan……………………………….………...……………………………20
VI – Action Plan…………………………………………………………………… 21
VII – References…………………………………………………………………… 22
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communication success (Cohen et al., 2018). The more words students know, the easier it
is for them to understand the thoughts and ideas expressed by others, whether orally or in
writing (Burns, 2010). In the context of learning Filipino, expanding vocabulary skills is
vocabulary is a challenging task that requires careful planning and implementation (Nation,
2013). Teachers need to use suitable teaching techniques to help students comprehend and
master the lesson content. Just as with other subjects, teaching language requires
appropriate methods and strategies that cater to students' needs and abilities (Lynch-Brown,
2022). As Alqahtani (2015) notes, teacher's ability to organize and present materials in a
way that fosters student learning is critical to the success of the teaching and learning
process.
game elements into an educational environment (Dichev and Dicheva, 2017). The goal is
to generate levels of involvement equal to what games can usually produce (Fardo, 2014).
The main goals of gamification are to enhance certain abilities, introduce objectives that
give learning a purpose, engage students, optimize learning, support behavior change, and
socialize (Knutas et al. 2014; Krause et al. 2015; Dichev and Dicheva 2017; Borges et al.
2013).
Stimulated by the effects that game elements can produce, many researchers have
results, such as the increase of engagement, user retention, knowledge, and cooperation
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(Hakulinen and Auvinen 2014; Tvarozek and Brza 2014). Despite that, some studies have
shown uncertain or prejudicial results from gamification (Christy and Fox 2014). They
found that ranking affects women in various ways and may guide to unexpected opposite
impact. Hanus and Fox (2015) informed that, in addition to not increase the results,
gamification decreases pleasure and motivation. Haaranen et al. (2014) noticed that some
In a study carried out by Polat (2014), Gibson and his colleagues (2015), it is
stated that games lead learners to display positive attitude and have positive influences
over success. It is also highlighted that games have always been a tool that draws the
attention of many people (Sarı and Altun, 2016). It is stated that activities that involve
elementary grades, our study focuses on enhancing Filipino vocabulary among fourthgrade
pupils (Cuaresma et al., 2018; Bughao et al., 2017; Gairanod, 2018). The purpose of this
study is to identify the factors that affect the use of Filipino as the primary language of
instruction in the classroom. Finally, the results of this study can be used as learning
In a study conducted by Cuaresma, et al., (2018), they found out that there is a low
proficiency level of Filipino vocabulary among Grade 10 students in the Philippines. The
study also suggested that using technology, such as mobile applications, could enhance the
The results of the study showed that children from higher socioeconomic status had higher
enhanced instruction on the vocabulary learning of Grade 5 students in the Philippines. The
vocabulary. A research by Bughao, et al. (2017) discussed the declining appreciation and
interest of Filipino language among the new generation in the Philippines. The study
Filipino vocabulary learning among Grade 4 students. The results showed that using
gamified activities could improve vocabulary acquisition, particularly in the use of context
clues.
Filipino Vocabulary among Elementary pupils in terms of Sex. The role of gender
has also occupied a prominent place. Studies that address gender differences in the several
aspects related to lexical acquisition are abundant. Results are inconclusive within this area
as well, with variability depending on the aspect examined. A number of studies have
examined receptive and productive vocabulary knowledge of learners, and have reached
need to have a rich vocabulary that continually grows through language and literacy
experiences, in order to comprehend and construct increasingly complex texts, and engage
in oral language for a variety of social purposes. Focusing on vocabulary is useful for
developing knowledge and skills in multiple aspects of language and literacy. This includes
helping with decoding (phonemic awareness and phonics), comprehension, and also
which begins in the early years of life, and continues through schooling and beyond.
Kenyon, (2013).
vocabulary allows a reader to use adequate semantic resources to activate relevant schema.
This facilitates the integration of ew information with existing knowledge, making (better)
vocabulary and reading comprehension has been cited across literature. This relationship
between vocabulary and reading comprehension can be explained by the schema theory.
Vocabulary is essential in social interactions which play a crucial part in building new
schemas. Poor word knowledge impedes one’s ability to make inferences and self-to-world
a. sex;
b. english/ bilingual
c. reader/non-reader
Hypotheses
3. There is no significant difference in the pre-test and post-test scores when grouped
according to profile.
Theoretical Framework
The theoretical framework of this study focuses on the use of creative teaching
methods.
through games which is known as learning and having fun as well to emerge learning
interest among students. Learning through games is very beneficial for students since
students will not easily give up the task just for the concept of winning the game.
Students are highly motivated with the recognition given to them at the end of the game.
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Learning vocabulary with gamification tools helps the students to learn unfamiliar
words and phrases through the games. Implementing a gamification tool in learning
vocabulary has gained positive feedback from the students and increased their interest
has paved the way for listening and reading comprehension and enhanced student’s
thinking, teamwork and self-learning among the learners (Kapp, 2012). These
gamification tools in English vocabulary learning are very beneficial for learners with
low proficiency in English. The main reason for students to be less proficient in English
that is exciting, fun, easy to learn, and engaging to establish student’s participation and
interest in learning. One is unable to learn a language without having its vocabulary
Gamification in learning has been implemented to make the process of learning more
fun and engaging for learners. In the current world of technology, research regarding
students for gamification: Kahoot as a case study” the author discussed about student’s
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perception on gamification tools. The study indicated that gamification tools have
increased student’s interest and motivation in learning. Students claimed that they are
excited to learn through gamification because they can learn International Journal of
Academic Research in Business and Social Sciences. Learners stated that Kahoot is one
of the most famous applications among students and they are interested to attend class
prepared and fun to answer quizzes suddenly (Bal & Bicen, 2017) According to a study
conducted by Pratama et al (2020), the participants from that research declared that
also found out that student’s motivation and interest plays an important role in student’s
performance in education. Students who tend to show high interest and motivation in
learning were able to perform well as well. Gamification highly attracts student’s
attention in class throughout the lesson and at the same time it increases their
engagement in class. To conclude, data from previous studies has claimed that
implementing gamification in learning has gained positive feedback from the students.
and in acquiring all four skills such as reading, writing, listening and speaking (Nation,
acquisition, and those who fail to acquire a good vocabulary tend to struggle to learn a
early learning stages. Teaching vocabulary should be carried out more interactive and
engaging to make the lesson more effective and efficient (Al-Neyadi, 2007; Davies &
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method which is student-centred where students can learn independently with minimum
Conceptual Framework
The conceptual framework of the study is based on the premise that the use
Fellowship Baptist College. The study is guided by the independent variable which
is the use of a
On the other hand, the following are the dependent variables: demographic
profile of the participants (Sex, English and bilingual and reader and non-reader);
profile; significant difference between the test scores of the respondents when
The study assumes that the use of a gamification can improve the vocabulary
skills of Grade 4 pupils. The demographic profile of the participants (Sex, English
and bilingual and reader and non-reader) is expected to have an impact on the pretest
scores and the test scores. The study will use a pretest-posttest design to compare
the performance of the respondents before and after the use of the gamified
whether there is a significant difference between the pretest scores and the test
scores.
The findings of the study will provide insights into the effectiveness of the
study will also provide recommendations for instructional strategies that can be
Teachers. The results of the study can serve as an awareness tool for
Pupils. The study can help in improving the vocabulary and knowledge of
Future Researchers. The study findings can also be beneficial for future
Filipino vocabularies. The study may provide a basis for future research on related
topics.
the school year 2023-2024. The study focus on the following variables:
a. Sex. The study will take into account the differences in the effectiveness of
vocabulary.
On the other hand, the study will only cover intermediate pupils during the
school year 2023-2024. Meanwhile, the study will only focus on the effectiveness
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of gamification, and will not consider other factors that may impact the
improvement of Filipino vocabulary among intermediate. Finally, the study will not
include students from other schools, and therefore, the generalizability of the
Definition of terms
Reader and non-reader. Refers to the ability to read and write in a particular
language, as well as the ability to comprehend and use written and spoken
language effectively
(Merriam-Webster).
In this study, it pertains to the impact of being a reader or non-reader on the
language proficiency. This proposed intervention aims to improve the Filipino vocabulary
skills among grade four pupils of Fellowship Baptist College. By implementing a targeted
strategy, the researcher enhances students' vocabulary acquisition and promote their overall
language development.
and strategies into the regular curriculum. The following steps outline the intervention plan:
levels of grade four pupils. Through written test. This assessment will serve as a baseline
Vocabulary Games and Motivational Activities. Design and implement games and
motivational activities tailored to the needs of grade four students. These methods should
Innovations
This approach helps students connect new words to real-life situations and
enhances retention.
b) Word Walls and Visual Aids. Create word walls in the classroom displaying
games, such as word puzzles, matching activities, and vocabulary bingo. These
games can make learning enjoyable while reinforcing word meanings and usage.
d) Reading and Vocabulary Building. Encourage regular reading habits among grade
four students and provide opportunities for independent and guided reading.
Engage students in discussions about the stories they read, focusing on new
Strategies
a.) Maminwit tayo ng mga salita. Each participate of every group they need to fishing
the fish with a letters and connect them to the pictures. Encourage them to identify
b.) Sagot mo Sulat ko. These activities should encourage students to explore the
Filipino language beyond the classroom. Discuss their meanings, and use them in
sentences.
c.) Piko. This activity the student will step the words and find the answers. Encourage
them to explain the word's meaning and usage in front of the class, promoting oral
progress in Filipino vocabulary. Compare the results with the pre-assessment data to
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evaluate the effectiveness of the intervention. Use the assessment outcomes to provide
vocabulary among grade four pupils of Fellowship Baptist College can enhance students'
assessments, we can foster a strong vocabulary foundation that will benefit students in their
academic and personal lives. Continuous monitoring and adjustments to the intervention
plan will ensure its effectiveness and success in supporting students' language
development.
design would be appropriate for this study. Action research is a research approach
The action research design allows for the researcher to collaborate with
improving Filipino vocabulary skills. This design also allows for flexibility and
adaptability in the intervention since the researcher can adjust the approach based
on the results of the observation and reflection stages. Additionally, the design
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that are specific to the context of the school and the pupils involved.
students in the research to obtain accurate and comprehensive results. The total
The enumeration process will involve identifying all the Grade 4 students in
Fellowship Baptist College during the school year 2023-2024 and obtaining consent
from their parents or guardians to participate in the research. The researchers will
explain the objectives and procedures of the study to ensure that the parents and
students fully understand the research process. The researchers will also ensure the
considerations.
b. Data Gathering Procedure. The data gathering methods for this study will
include pre-test and post-test to measure the Filipino vocabulary skills of the
Data Analysis Plan. The data collected will be analyzed using descriptive
statistics such as frequency, mean, and percentage distribution. The t-test will also
be used to determine the significant difference between the pre-test and posttest
scores of the participants, as well as the significant difference between the test
College, located at Rizal St., Brgy. 9, Kabankalan City, Negros Occidental, a private
since expanded to offer programs in various fields. The college aims to provide
quality Christian education that integrates biblical principles in its curriculum. The
institution also strives to develop the students' spiritual growth and leadership
potential through various programs and activities. The college has been recognized
by the Commission on Higher Education (CHED) and has produced graduates who
Data Collection and Procedure. The researchers will seek the approval of
the school administration and the parents or guardians of the participants before
conducting the study. The pre-test will be administered to the participants, and the
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The post-test will be administered to the participants after the intervention, and the
Ethical Considerations. This study will comply with ethical standards and
guidelines for research involving human participants. The researchers will obtain
informed consent from the participants and their parents or guardians. The
study.
The data will only be shared with the research team and the institution’s
research committee. Any data shared with others outside the research team will be
anonymized to protect the privacy of the participants. Finally, the data will be stored
for a period of one year after completion of the study, as required by the institution’s
V. Work Plan
The following timelines will be observed in the conduct of this baseline study.
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