Performance in a science retention skill test after participating in a traditional game and in an E-game / Alfonso, Alaisa B.; Dayag, Michael Britch D.; Villanueva, Mikee Ross A. 6

By: Alfonso, Alaisa B.; Dayag, Michael Britch D.; Villanueva, Mikee Ross A. 4 0 16, [, ] | [, ] |
Contributor(s): 5 6 [] |
Language: Unknown language code Summary language: Unknown language code Original language: Unknown language code Series: ; October 2018.46Edition: Description: 28 cm. 115 ppContent type: text Media type: unmediated Carrier type: volumeISBN: ISSN: 2Other title: 6 []Uniform titles: | | Related works: 1 40 6 []Subject(s): -- 2 -- 0 -- -- | -- 2 -- 0 -- 6 -- | 2 0 -- | -- -- 20 -- | | -- -- -- -- 20 -- | -- -- -- 20 -- --Genre/Form: -- 2 -- Additional physical formats: DDC classification: | LOC classification: | | 2Other classification:
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Action note: In: Summary: ABSTRACT: This research study aimed to present the result of the performance of Grade 7 students in a Science Retention Skill after participating in a Traditional Game and in an E-Game. In Tiong Se Academy where the researchers conducted the study, they predicted that using Games as a teaching strategy inside the classroom will help and guide the students to easily understand the difficult concepts and ideas in Science. The research design employed in the study was descriptive statistics, in which a control and experimental groups were established. The research instruments that were utilized as lesson plan, Instructional materials and test questionnaire. The researchers used quantitative data collection technique, such as, formative examination. Moreover, the statistical treatment applied were Mean, Standard Deviation, and t-Test for independent variables with equal variances. It took (2) two days for the researchers to conduct the study. After the implementation of the research of the study, they found out that there was an evident improvement on the student's performance in the utilization of E0Game compared to Traditional Games. Also, type of Games deemed appropriate can be utilized to make the students understand the lesson well. Other editions:
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Thesis:(Bachelor of Secondary Education with Specialization in Biological Sciences) - Pamantasan ng Lungsod ng Maynila, 2018. 56

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ABSTRACT: This research study aimed to present the result of the performance of Grade 7 students in a Science Retention Skill after participating in a Traditional Game and in an E-Game. In Tiong Se Academy where the researchers conducted the study, they predicted that using Games as a teaching strategy inside the classroom will help and guide the students to easily understand the difficult concepts and ideas in Science. The research design employed in the study was descriptive statistics, in which a control and experimental groups were established. The research instruments that were utilized as lesson plan, Instructional materials and test questionnaire. The researchers used quantitative data collection technique, such as, formative examination. Moreover, the statistical treatment applied were Mean, Standard Deviation, and t-Test for independent variables with equal variances. It took (2) two days for the researchers to conduct the study. After the implementation of the research of the study, they found out that there was an evident improvement on the student's performance in the utilization of E0Game compared to Traditional Games. Also, type of Games deemed appropriate can be utilized to make the students understand the lesson well.

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