A B C D E F G H I J K L M N O P Q R S T U V W X Y Z All
Caballes, Dennis G.
- The Role of Gamification on Students Academic Performance in Senior High School Physical Science Course
Authors
1 Department of Education, Master Teacher Philippines, PH
2 De La Salle College of Saint Benilde, Centro Escolar University, PH
Source
Automation and Autonomous Systems, Vol 11, No 3 (2019), Pagination: 41-44Abstract
Gamification plays an important role in the learning process. This study aimed to signifies the role of gamification on the students’ academic performance in senior high school physical science course. Forty grade 11 senior high schools were the subject of this study. The control group was exposed the traditional teaching in the 21st century with the use of multimedia teaching while the experimental group was exposed to a gamified classroom with the use of a gamification platform. A 30-item test was given before and after the intervention. The results were tabulated and tested statistically with the used of SPSS software. The result of the independent t-test for the pretest of the control and the experimental group showed that the two groups were comparable. The t-test for the independent sample for the posttest for the two groups suggests that gamification had improved the academic performance of the students. The Wilcoxon Signed Rank Test for the pretest and posttest of the controlled group had also shown a positive change in the result of the test. It is recommended to use the gamification across all learning areas to test further its effectiveness in the academic performance of the students.
Keywords
Gamification, Academic Performance, Physical Science.References
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- Senior High School Students’ Self-Regulated Learning Using Mobile Devices
Authors
1 Batangas State University, PH
2 Centro Escolar University, Manila, PH
Source
Automation and Autonomous Systems, Vol 11, No 3 (2019), Pagination: 45-51Abstract
The objective of this study is to investigate how senior high school students utilize their mobile devices during self-regulated learning in chemistry, what are their attitudes toward mobile devices as a learning tool in chemistry and determine if there is a significant relationship between the frequency of usage of mobile devices as learning tool and academic performance. The research was carried out using researcher-made questionnaire distributed to 162 Grade 12 students who are currently taking up General Chemistry 2 course this second semester of AY 2018-2019. Statistical treatment of data include weighted mean and Pearson’s r. Results revealed that there is no significant relationship between frequency of mobile device usage as a learning tool during self-regulated learning and academic performance in terms of midterm grade in General Chemistry 2 course based on Pearson’s correlation coefficient of -0.057 with a corresponding p value of 0.236.
Keywords
Academic Performance, ICT in Education, Mobile Devices, Self-Regulated Learning.References
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- SCI-DAMA: To Increase Student’s Scientific Analysis
Authors
1 Centro Escolar University, PH
Source
Automation and Autonomous Systems, Vol 11, No 3 (2019), Pagination: 52-56Abstract
This paper proposes Sci-Dama as one tool in increasing student’s scientific analytical and computational skills. This can be considered as one productive instrument to improve Higher-Order Thinking (HOT) skills of students, thus, can be more useful if to be added in the instructional materials as one motivational enhancer and be continually included in every Science Fair activities. This study also focuses on its effectiveness in increasing the scientific analysis and computational skills of students. From the findings, it can be concluded that learning by game gives a positive impact to the student learning ability. From several findings, as from the results of comprehensive analysis from the gathered data, information and views of the experts, Sci-Dama, being an educational game can be highly recommended to be utilized as a tool to augment students’ skills in many aspects of learning, may it be in the classroom and even in the competition.
Keywords
Sci-Dama, Educational Indoor Board Game, Scientific Analysis, Effectiveness, Educational Tool.References
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