You are on page 1of 14

Kahoot: A Game-Based Strategy to Improve Academic Performance of

Grade 10 Students in San Miguel National High School

An Undergraduate Thesis Outline

Presented to the Faculty of the Institute of Education

Bulacan Agricultural State College

San Ildefonso, Bulacan

In Partial Fulfillment

Of the Requirements for the Degree Bachelor of Secondary Education

Major in Science & English

ROMA L. AVILA
MAUREEN JAIME C. LACANILAO
MIKAH FEBRUARY S.J. SANTOS

DECEMBER 2022
Kahoot: A Game-Based Strategy to improve Academic Performance of

Grade 10 Students in San Miguel National High School


Table of Contents

Title Page.........................................................................................................................1

Table of Contents............................................................................................................2

Context and Rationale ………………………………………………………………….4

Review of Related Literature and Studies………………………………………4

Conceptual Framework ………………………………………………………...6

Research Questions.............................................................................................9

Hypothesis........................................................................................................10

Significance of the Study……………………………………………………….11

Scope and Limitation……………………………………………………………11

Method

Types of Research ……………………………………………………………..12

Respondents …………………………………………………………………...12

Sampling Method …………………………………………………………….13

Proposed Innovation/Intervention/Strategy …………………………………. 14

Instruments …………………………………………………………………..15

Data Collection Procedure …………………………………………………..15

Ethical Considerations ……………………………………………………….15


Data Analysis ………………………………………………………………..15

Work Plan …………………………………………………………………....17

References ……………………………………………………………………..18
CHAPTER I

INTRODUCTION

Rationale

Nowadays, students need help appreciating the long-term importance of


each daily lesson. They become uninterested in engaging or participating in class
whenever they are exposed to the same instructional approaches. Therefore,
teachers are likewise faced with the burden of teaching a significant range of
information in a concise amount of time. Evidence demonstrates that student-
centered approaches improve learning and academic performance compared to
teaching approaches.

In recent studies, schools and teachers have frequently struggled to


maintain students' motivation and focus on academics. It is a fact that learners,
especially the 21st learner are more often engage in activities other than learning in
the classroom. For this reason, many schools and academic institutions are
exploring ways to boost student engagement and maintain their motivation and
interest. One of the approaches they are attempting to employ is a game-based
instructional strategy. (Bista., et al.2012)

As researchers and student teachers, we are interested in implementing


active learning strategies, such as gamification, to improve students' academic
performance and helping them understand the clinical significance of the material.
Gamification refers to the application or use of game mechanics, tactics, and game
theory outside the setting of traditional gaming activities or the game industry,
typically in the context of education.
Review of Related Literature

The review of the literature for this study focuses using game-based
strategy to s
Conceptual Framework

Research Questions

This study aims to identify the Effectiveness of implementation of Game-


based Strategy in Improving Grade 10 students Academic Performance.

Specifically, this study seeks to answer the following questions:

1.
2.
3.
Hypothesis

Significance of the Study


Scope and limitations of the Study

CHAPTER II

METHODS

Types of Research
Respondents

Sampling Method

Proposed Intervention
Data Collection

Ethical Considerations

Data Analysis
References
Timetable

You might also like