CHAP-1-3-1
CHAP-1-3-1
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A Research Paper
Presented to the Faculty of the
HUMANITIES AND SOCIAL SCIENCE
STA.LUCIA HIGH SCHOOL
#30 Tramo St. Rosario Village Sta. Lucia Pasig City
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In Partial Fulfillment
of the Requirements for
Practical Research 1
By
CHAPTER I
definition of terms.
Introduction
them alternatives to merely passive learning. The tactile, auditory, and visual
More precisely, these methods improve the visual clarity and vividness
This is especially relevant to students in Grade 11, who are once again
this study establishes and recognizes the degree to which games and other
Grade 11. Therefore, the goal of the research is to comprehend how these
results. However, there are also some potential challenges that need to be
experiences that balance challenge and skill, games can help students achieve
fostering problem-solving and collaboration, align well with this approach and
This aligns with the use of games, which often involve problem-
solving and collaborative tasks that support active learning. Thinking and
think about and explore different ideas in order to find valid solutions.
problems and challenges, students must think critically to find valid answers to
skills carry on into adulthood and strengthen their capabilities in their chosen
increased motivation to achieve learning objectives (Zhang, Liu, & Li, 2021).
(Dichev & Dicheva, 2017). They can also increase student involvement and
Sarsa, 2014).
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Empirical studies provide strong support for the benefits of games and
This study examines how games and interactive activities can engage
Many students find it hard to absorb lessons, which can hurt their motivation
and affect their grades. This can lead to distractions and further issues, such as
Understanding how these tools can enhance learning is crucial, especially with
the rise of modern teaching approaches and technology. Our goal is to find out
make learning more enjoyable and less stressful, helping students better
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motivation?
11 students?
Sta. Lucia High School. Games give quick feedback and make
performances.
CHAPTER II
This chapter consists of the related studies that are applicable to our
research as well as the investigations in the existing research. This will address
the different ideas, concepts, and conclusions of the other authors related to
To explain briefly the point of our research, this will show the studies and
(3) Active learning methods; (4) Game impact on learning; (5) Interactive
In the 2020s, it is clear that children now spend most of their days in
front of the screen. During screen time, playing games is one of the most
day and innovations are quickly becoming a natural part of life. Therefore,
children now need to be creative people who produce innovation, rather than
just consuming themselves with the digital content offered to them. For this
reason, students need to improve their creative thinking skills. Also, they need
guidance
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research, which was aimed at 5th and 6th grade school students designed
group pretest
research, the creativity level of students was examined by using the Torrance
Test of Creativity. (Bunt & Gouws, 2020;Flynn wt al., 2019; Majid & Ridwan,
2019).
noted that digital games stand out as effective tools for solving several
educational issues and can notably enhance learners’ knowledge and emotions.
It can also help keep motivating students' ,making them comprehend the
concept better and can develop their reasoning skills.These games are
especially crucial for the development of childrens’ cognitive skills and for
According to (Azita Iliya Abdul Jabbar and Patrick Felisia, 2015). This
study explored the interaction between game design and learning in game-
based learning environments. The intention was in the analysis of how the
In the results, it seems like specific features of certain games can have a
massive
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negatively affect the process through design from the inside and from outside
promoting flexible teaching methods and highlights the need for tailored
the start of the academic year to familiarize them with the platform's tools,
incorporating this initiative into the institution’s strategic plans. (Jackson &
Abraham, 2017).
soft skills significantly. Students get the ability to think critically evaluate
information and solve problems in order to get over academic challenges. This
and
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making skills and forces students to think through the implications of what
moved from the traditional classroom into the virtual classroom. Changing
Baños (UPLB)
courses. This study evaluated the Rotation of Rigid Bodies Learning Objective
reflecting on their work in the classroom. This then may lead teachers to
continue or modify their teaching strategies for the improvement of their class
consistently call the primary studies they reviewed "studies," which were
describe the specific in-class active learning tasks assigned to students. The
(Arago & Correa, 2017) Stated that there has been an increasing
management over the past ten years, but we still need to have a deeper
resources.
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sustainability because it will improve the world and how teaching it might
integrate these ends. To this end, they asked 169 teachers of management and
sustainability what they have been thinking.They indicate and they use
articles, case studies, and videos for the majority of their instruction.
Most indicate to be displeased with instruction materials and how these are
ways for the planet, people, and profits. Academy of Management Learning &
Education.
motivate and to know the learning outcomes (Kiu publication extension and
Chantal, 2024). The research findings suggest that when strategically applied,
gamification
have been increasing rapidly due to the better and suffiecient effects on
students. By this gamification we can implement tools that are suitable for
students and more efficient for them to engage educationally (Kiu publication
profoundly impacted by the digital era which has changed their educational
needs.
students are less interested in traditional teaching methods and instead seek
out more fun interesting and interactive learning opportunities. The use of
feedback. For todays students these components increase the appeal and
The strategies are intended to give the students skills in critical and
initiated steps for their and others' protection, enhancement, and promotion of
their health, welfare, and safety. Students exercise their personal and social
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become enlightened on how to esteem their peers' and their strengths and
Students are able to explore their current knowledge, attitudes, and values
knowledge through the use of selected graphic organizers to record and share
their information.
needs. Interactive teaching methods are based on the simple principle that for
the students to efficiently comprehend the depth of the matter at hand, they
breaks through student apathy, and you'll have more fun when more students
encourage participation and attention from the class. Telling is not teaching, of
course, any more than listening is learning. To drive home the importance of
strategies that engage students and ask questions. Designate space for your
classroom. Combine your method with the approach of the student. the
brighter future where people are living with their full abilities and potentials
(Lubna, Quang, René & Ulrick, 2024). A digital education game has
been developed to the participants to keep them engage in the certain topic and
sought to identify students' attitudes toward using these games. The research
as struggling learners based on their average grades from the first semester.
instruction using computer-based interactive games, while the other group was
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instruction on
the same content for the same duration. The findings indicated that
discussion methods. This suggests that the interactive games approach enabled
particularly those in senior high school, to integrate these games into their
and addresses the challenges faced by students who may feel disconnected
2016).
Some departments have people who are excited about promoting active
strategies and have the resources to help. Additionally, the departments feature
outcomes from active learning initiatives reinforce the supportive cultures and
However, this teaching sources may help them to improve teaching. (Morris
et.al, 2017).
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Synthesis
The researchers have dug deeper to find studies and literature that have
into the previous research, researchers find answers and data that are
significant to this study. The previous studies serve as a building block for
knowing the impact and role of Games and Interactive Activites; it allows the
argue that students engaged in such educational games were more creative and
consistent with the results established by (Kiili et al. 2014), which highlight
have the potential to foster learning of the subject through the support of the
learner.
delicate take on interactive learning. They argue that although such interactive
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extent
experiences. The work of (Cabello et al., 2021) explains that within the
elements and game processes and thinking into teaching and learning for
learning.
Teachers especially reflect on their work, themselves, the philosophies and the
audiences to assess how effective their principles and teaching are. Inquiring
into such may make them maintain or change their working approaches in
order to see some improvement in their class instruction (Valdez & Navera,
2018).
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(Anicente and Amora, 2016). Active engagement leads students to adopt more
can be enhanced by paying attention to what students are motivated for, their
a few of them has been fruitful. Interactive activities and games can help in
facilitating learning. The aim of this study was to assess the impact of using
Students who learned through the use of interactive activities performed better
than those who were taught in a passive way. There is a need for High School
games which help to create a better insight into the lesson (Allan, 2022).
which most of these methods are well understood and even reasoned, yet so
little is articulated on the probable problems that are likely to be faced by the
teachers who will be implementing these methods. Such barriers should also
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order for students to be able to take more advantage of games and other
out the fact that educational games together with theme based group works
situation and this has impacted on the implementation of such strategies. This
specific research into this issue particularly focusing on 11th grade students of
St. Lucia High School will add to the knowledge on ways to apply modern
CHAPTER III
RESEARCH METHODOLOGY
Method of Research
respondents.
Description of Respondents
students from HUMSS, STEM, ABM, ICT and HE since they are
research study.
Research Instruments
this regard that they can answer the questionnaire with full
study.
knowledge body.
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RESEARCHERS’ PROFILE
COMPLETE NAME:
CARANZO, EUNICE KATHERINE S..
BIRTHDATE (MM/DD/YYYY): SEX:
10/01/2007 FEMALE
CONTACT NUMBER: CIVIL STATUS:
0994 292 7646 Single
NATIONALITY: EMAIL ADDRESS:
Filipino [email protected]
Educational Background
Skills
Singing, dancing, playing instruments, public speaking, writing songs and poetry
COMPLETE NAME:
BOLECHE, ANA GRACE G.
BIRTHDATE (MM/DD/YYYY): SEX:
07/02/2007 FEMALE
CONTACT NUMBER: CIVIL STATUS:
0963 149 6948 Single
EMAIL ADDRESS:
NATIONALITY:
anagraceboleche@gmail.
Filipino
com
Educational Background
Skills
COMPLETE NAME:
CATUGAL, MA KRISTINA CHABELITA M.
BIRTHDATE (MM/DD/YYYY): SEX:
11/12/2007 FEMALE
CONTACT NUMBER: CIVIL STATUS:
0910 000 0000 Single
EMAIL ADDRESS:
NATIONALITY:
kristina.magbanua12@g
Filipino
mail.com
Educational Background
Skills
Plays badminton
COMPLETE NAME:
CALUBAD, EDMERYL R.
BIRTHDATE (MM/DD/YYYY): SEX:
12/13/2007 FEMALE
CONTACT NUMBER: CIVIL STATUS:
0991 065 6308 Single
NATIONALITY: EMAIL ADDRESS:
Filipino [email protected]
Educational Background
MANGGAHAN ELEMENTARY
SY 2014-2020
SCHOOL
Skills
COMPLETE NAME:
VERGARA, NICOLE ANGELA B.
BIRTHDATE (MM/DD/YYYY): SEX:
10/05/2006 FEMALE
STA.LUCIA HIGH SCHOOL
(HUMSS)
Skills
COMPLETE NAME:
DELGACO, JAYVY R.
BIRTHDATE (MM/DD/YYYY): SEX:
01/05/2008 MALE
CONTACT NUMBER: CIVIL STATUS:
0999 809 7548 Single
EMAIL ADDRESS:
NATIONALITY:
[email protected]
Filipino
m
Educational Background
Skills
COMPLETE NAME:
DELIN, JUDYMAR T.
BIRTHDATE (MM/DD/YYYY): SEX:
12/13/2007 MALE
CONTACT NUMBER: CIVIL STATUS:
0948 752 1906 Single
EMAIL ADDRESS:
NATIONALITY:
[email protected]
Filipino
om
Educational Background
Skills
COMPLETE NAME:
GALANIDO, GIAN V.
BIRTHDATE (MM/DD/YYYY): SEX:
01/29/2007 MALE
CONTACT NUMBER: CIVIL STATUS:
0949 480 8279 Single
EMAIL ADDRESS:
NATIONALITY:
[email protected]
Filipino
om
Educational Background
Skills
Gaming
STA.LUCIA HIGH SCHOOL
(HUMSS)