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Educating Kids on Alamat ng Pinya

This document discusses using an interactive story made in PowerPoint to educate children about Philippine folklore. It proposes creating an interactive story about the "Alamat ng Pinya" folktale and testing its impact on children in Las Pinas City. The study would measure how audiovisual elements and interactivity affect the children's understanding of the story and folklore education more broadly. Any insights could help educators, multimedia artists, and students improve interactive learning approaches. The research would be limited to a PowerPoint-based story but provide a framework for exploring digital storytelling.

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Jd Solitario
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0% found this document useful (0 votes)
12 views5 pages

Educating Kids on Alamat ng Pinya

This document discusses using an interactive story made in PowerPoint to educate children about Philippine folklore. It proposes creating an interactive story about the "Alamat ng Pinya" folktale and testing its impact on children in Las Pinas City. The study would measure how audiovisual elements and interactivity affect the children's understanding of the story and folklore education more broadly. Any insights could help educators, multimedia artists, and students improve interactive learning approaches. The research would be limited to a PowerPoint-based story but provide a framework for exploring digital storytelling.

Uploaded by

Jd Solitario
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

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

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