INTRODUCTION
PART 1
There are different stories in every country
These stories are passed on from generation to generation: oral or written
Consists of tales, legends, popular beliefs, etc.
These stories bring life to any culture
This expressive culture is called Folklore
PART 2
Folklore shapes the identity of a group
Folklore depends on the area and its people
Folklore allow groups to express themselves through literature, art, architecture, music, play,
dance, drama, etc.
BACKGROUND OF THE STUDY
Certain folklores are taught in schools but going to school is an everyday process that some
students do not want to go through
Some view it as unappealing, material will not be used in the future, uninspiring (not good
environment), not comfortable, wake up early, a lot of homework
Accoring to Malcolm Gladwell’s book Outliers – 3 things needed for work to be meaningful:
complexity, autonomy, and a clear relationship between effort and reward
Students may be uninspired because the curriculum is too easy and does not challenge the way
the students think
The reason why is there no clear relationship between effort and reward for students
There needs to be a reason why it exist and how it can help them
There needs to be something to grab students’ attention
Education needs to foster a love for learning, a passion for subjects, a want to do better, and to
better yourself simply for the sake of learning
In order for students to be interested in a particular topic, their needs to be a prompt for them
to find interest in the topic.
Research Questions
What are the effects of using an Interactive story made in PowerPoint in educating children about the
Alamat ng Pinya?
What are the effects of using audio and visual elements as a means for effectively educating children?
What are the challenges in making an Interactive story made in PowerPoint?
SIGNIFICANCE OF THE STUDY
The Children
Provide the children knowledge and values on the Alamat ng Pinya using an Interactive story
made in PowerPoint
The Parents
Guide the parents to have a deeper understanding about this study and for them to identify the
different elements of education about the Alamat ng Pinya using an Interactive story made in
PowerPoint
Give them the chance to explain the values to their children
The Researchers
This research will be an instrument that will guide and navigate the researchers in discovering,
creating, and defining the information that they have gathered
Creates an opportunity to showcase their talents in creating a story and visuals for the topic
Knowing the Alamat ng Pinya and gain knowledge
Enlightened on the Alamat ng Pinya
Multimedia Artists and Students
Guide and navigate in discovering, creating, and defining interactive media
Teach how to create an interactive media using PowerPoint and how audio and visual can help
educate people
Enlightened as multimedia artists and use their talent in educating the world
SCOPE AND LIMITATIONS
Will only focus on educating selected children of Las Pinas City about the Alamat ng Pinya using
an Interactive story made in PowerPoint
Will be done through a PowerPoint presentation since animation, interactive buttons, and audio
can be played
The limitations would be the technical aspects needed for the final product and may be too
complex or may lack the needed features for the interactive media
Will have to use simple words written in the story in order to match the intelligence of the
children for a better understanding of the content
THEORETICAL FRAMEWORK
Conclusion
In summary, MMLT suggests a way that can help students learn more effectively as they are
more engaged in processing information. It will also create more fun in the learning activities as they
find the materials interesting and engaging (Yana n.d).
Research Methodology
Research Design
Experimental research design, which enables to understand an experience from the
research participants’ point of view
Descriptive research design to enable to investigate the effects of educating selected
children in Las Pinas about the Alamat ng Pinya using an Interactive story made in
PowerPoint through the gathered data
Research Instrument
Questionnaires with two (2) parts:
Part 1: gather respondent’s profile – age, gender, grade level
Part 2: 1-10 questions – Strongly Agree, Agree, Disagree, Strongle Disagree
Population
Selected children and parents of Las Pinas City
Children ages 7-12 years old
Surveying respondents that use technology, has a computer, and internet connection
Selected from different families
Total of 20 respondents
Sampling Method
Non-probability sampling to ensure that every data will be valid and counted
Breaking down the information into groups per category
Instrumentation
Self-administered structured interactive media
10 questions about their experience with the interactive media
The interactive media will be about the Alamat ng Pinya and the questionnaire will ask about
their experience with the interactive media and their knowledge about the Alamat ng Pinya
Procedure
Links and files of the interactive media made from PowerPoint
Questionnaire with 10 questions through Google Forms regarding their experience with
the interactive media and their knowledge about the Alamat ng Pinya.
Select the amount of participants
Assess and analyze the gathered data