Instructional system design for gamification: (Record no. 14934)

MARC details
000 -LEADER
fixed length control field 02415nam a22002297a 4500
001 - CONTROL NUMBER
control field 14934
003 - CONTROL NUMBER IDENTIFIER
control field OCLRC
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20260730115619.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
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040 ## - CATALOGING SOURCE
Original cataloging agency OCLRC
082 ## - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number (Call Number) T 370 2023 457
100 ## - MAIN ENTRY--PERSONAL NAME
Personal name Salas, Angelo Joseph M.
245 ## - TITLE STATEMENT
Title Instructional system design for gamification:
Sub Title basis for developing science instructional materials in grade six for hybrid flexible learning/
Statement of responsibility, etc. Angelo Joseph M. Salas.
260 ## - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT)
Place of publication, distribution, etc. Parañaque City:
Name of publisher, distributor, etc. Olivarez College,
Date of publication, distribution, etc. 2023.
502 ## - DISSERTATION NOTE
Dissertation note Master Thesis
520 ## - SUMMARY, ETC.
Summary, etc. One of the difficult subjects at the elementary level is Science, especially in Grade 6, they are demotivated and there is no interest in learning this subject caused by poor performance in their academics even on national and international assessments. Gamification is one strategy in presenting the lessons and during discussions in Science class. The researcher conducted this study to design a new instructional system to develop learners' critical thinking, engagement, and analytical skills. The researcher found that most learners have difficulties coping with and understanding science subjects' concepts, theories, and lessons. It affects their short span in listening and doing activities in science. It is also because of these negative perspective toward science subjects, old beliefs, and no enjoyment of learning that students do not fair positively in national assessments. Thus, learning is not maximized. The study utilized the quasi-experiment design, specifically the pretest and posttest design, to juxtapose the participants performance in teaching science using the new instructional materials created by the researcher. Based on the significance of the performance level of the pupils in Science, was seen in the posttest and pretest results of the experimental and controlled group, that students had a better understanding of the lessons. Also, the results revealed that the controlled group has a mean of 17.35 and a standard deviation of 3.38 and the experimental has a mean of 20.74 and a standard derivation of 2.73. It is obvious that using a gaming strategy can cause fun, enjoyment, motivation, and social engagement while mastering the needed competencies.
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Subject Entry Interactive gaming strategy.
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Subject Entry Science.
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Subject Entry Grade 6.
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Subject Entry Performance level.
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Koha item type Theses/Dissertation
Location (call number prefix code) T 370 2023 457
Holdings
Withdrawn status Lost status Piece physical condition (Damaged Status) Not for loan Home library Current library (holdingbranch) Date acquired Total checkouts Full call number Date last seen Price effective from Koha item type
        Olivarez College Learning Resource Center Graduate School Library 07/30/2026   T 370 2023 457 07/30/2026 07/30/2026 Theses/Dissertation