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Game-Based Learning in 9th Grade Chemistry

The thesis titled 'PROJECT ATOM' explores the effectiveness of game-based learning in enhancing engagement and comprehension among 9th-grade chemistry students. It aims to design and implement game-based activities that align with teaching objectives, investigating their impact on student motivation and understanding of chemical balancing. The study emphasizes the need for interactive learning methods to improve academic performance and reduce disinterest in chemistry.

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0% found this document useful (0 votes)
13 views15 pages

Game-Based Learning in 9th Grade Chemistry

The thesis titled 'PROJECT ATOM' explores the effectiveness of game-based learning in enhancing engagement and comprehension among 9th-grade chemistry students. It aims to design and implement game-based activities that align with teaching objectives, investigating their impact on student motivation and understanding of chemical balancing. The study emphasizes the need for interactive learning methods to improve academic performance and reduce disinterest in chemistry.

Uploaded by

astrophantom02
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

Republic of the Philippines

CENTRAL PHILIPPINES STATE UNIVERSITY


COLLEGE OF TEACHER EDUCATION
Sipalay Campus
Gil Montilla, Sipalay City, Negros Occidental

PROJECT ATOM: Aligning Teaching Objectives with Meaningful


engagement through Game - Based Activities

ALIBO, HONEY BABES G.


PANALIGAN, JETRIL M.

A THESIS PRESENTED TO THE ADMINISTRATION, FACULTY,


AND STAFF OF THE CENTRAL PHILIPPINES STATE
UNIVERSITY- SIPALAY CAMPUS IN PARTIAL FULFILLMENT
OF THE REQUIREMENTS FOR THE DEGREE

BACHELOR OF SECONDARY EDUCATION


MAJOR IN SCIENCE

JANUARY 2025
Republic of the Philippines
CENTRAL PHILIPPINES STATE UNIVERSITY
COLLEGE OF TEACHER EDUCATION
Sipalay Campus
Gil Montilla, Sipalay City, Negros Occidental
Republic of the Philippines
CENTRAL PHILIPPINES STATE UNIVERSITY
COLLEGE OF TEACHER EDUCATION
Sipalay Campus
Gil Montilla, Sipalay City, Negros Occidental

APPROVAL SHEET
Republic of the Philippines
CENTRAL PHILIPPINES STATE UNIVERSITY
COLLEGE OF TEACHER EDUCATION
Sipalay Campus
Gil Montilla, Sipalay City, Negros Occidental

ACKNOWLEDGEMENT

Learning is not attained by chance, it must be sought for with ardor and
attended to with diligence. - Abigail Adams

Great things comes from small things yet it won’t be as perfect


accomplishment with out remembering the people who make it
happened. Our heartfelt gratitude is expressed for taking part in our
study, without you our work won’t be made possible.

To the Central Philippines State University- Sipalay Campus

To our hardworking, dedicated and supportive research instructor


Mrs. Regielyn C. Mamar

To our very intelligent and diligent research adviser Sir Regie G. Reyes
Republic of the Philippines
CENTRAL PHILIPPINES STATE UNIVERSITY
COLLEGE OF TEACHER EDUCATION
Sipalay Campus
Gil Montilla, Sipalay City, Negros Occidental

TABLE OF CONTENTS

PAGE NO.
TITLE PAGE i
APPROVAL SHEET ii
ACKNOWLEDGEMENT iii
TABLE OF CONTENTS iv
LIST OF TABLES v
LIST OF FIGURES vi
ABSTRACT vii

CHAPTER I. INTRODUCTION
Background of the study
Objectives of the study
Hypothesis (null hypothesis)
Importance of the study
Scope and delimitation
Definition of terms

CHAPTER II. REVIEW OF RELATED LITERATURE


Republic of the Philippines
CENTRAL PHILIPPINES STATE UNIVERSITY
COLLEGE OF TEACHER EDUCATION
Sipalay Campus
Gil Montilla, Sipalay City, Negros Occidental

CHAPTER III. MATERIALS AND M ETHODS

Materials and tools


Experimental design
Layout of Plots/Cages
Management Practices
Gathering of Data
Data Analysis
Republic of the Philippines
CENTRAL PHILIPPINES STATE UNIVERSITY
COLLEGE OF TEACHER EDUCATION
Sipalay Campus
Gil Montilla, Sipalay City, Negros Occidental

CHAPTER I

INTRODUCTION

Background of the Study

According to Mushidi et al., (2024) recent research specifies that game-based


learning effectively engages students in classroom activities. Although there has been a
prominent upsurge in game-based teaching and learning, this area has not received
significant attention within the context of Gulf nations. This study investigates the
perceptions, motivations, and benefits of game-based teaching-learning among school
teachers, aiming to enhance the interactive learning environment. This study used a
quantitative method and survey data from 505 school teachers who were actively
teaching around the United Arab Emirates to reach its objectives. The majority of
teachers believed that using games as a teaching tool in the classroom was a good idea.
The study revealed the potential for game-based learning in the classroom and identified
challenges, such as the need for rigorous game-based instructional design. We examined
game-based teaching and learning's role in contributing to interactive learning
environments and its apparent benefits of improving teamwork and lowering stress
among teachers.

These days, scientific classes are challenging for students to handle. The reason for
this is that the majority of pupils, particularly those in 9th Grade, do not pay attention
during class discussions when it comes to Chemistry, particularly the topic of chemical
balancing within the science curriculum.. Chemistry is essential for understanding the
natural word, but many 9th grade students struggle with its abstract ideas, leading to
Republic of the Philippines
CENTRAL PHILIPPINES STATE UNIVERSITY
COLLEGE OF TEACHER EDUCATION
Sipalay Campus
Gil Montilla, Sipalay City, Negros Occidental

disinterest poor grades. For some reasons, chemistry is frequently seen as difficult
subject. It requires a solid foundation in fundamental concepts, utilizes mathematical
calculations, involves a progressive learning structure and blends abstract and logical
thinking. If the discussion is not interactive, they become disinterested in the topic. This
would lead to inadequate learning and comprehension as well as poor academic
performance.

Traditional teaching methods focus too much on theory and not enough on interactive
learning. Recent studies show that Game- Based learning can boost engagement,
motivation and understanding of complex concepts.

In the last 10 years, gaming has evolved to the point that it is now being used as a
learning medium to educate students in many different disciplines (Dimitrios N
Karagiorgas et al., 2017).

Game-Based learning has emerged as an innovative learning technique that can increase
student motivation, emotional involvement and enjoyment. Our study examines the
effectiveness of game-based learning in planning education. Specifically, we explore the
impact of game - based learning on planning students’ perception of learning,
engagement and teamwork (Maxwell et al., 2020). According to Anissa All et al.,
(2016), in recent years, research into the effectiveness of digital game-based learning
(DGBL) has increased. Student engagement has historically focused upon increasing
achievement, positive behaviors, and a sense of belonging to help students remain in
school (Jim Parsons et al., 2011).

In this study, the researchers seeks to capture the 9th Grade students' attention, help them
comprehend the material completely, and increase their level of engagement in the
learning process by offering them an alternative Game-Based learning experience that
could truly capture their interest.

This research project explores how games and activities can help 9 th grade chemistry
students better understand chemical balancing, promoting active learning, teamwork and
problem-solving skills.
Republic of the Philippines
CENTRAL PHILIPPINES STATE UNIVERSITY
COLLEGE OF TEACHER EDUCATION
Sipalay Campus
Gil Montilla, Sipalay City, Negros Occidental

Objectives of the Study

1. To design and implement game-based activities that align with 9th- grade chemistry
teaching objectives, enhancing students’ engagement and participation.

2. To investigate the impact of game-based learning on 9 th-grade students’ motivation,


attention, and comprehension in chemistry.

3. To examine the effect of different game-based activity types (e.g., puzzles, simulation
games) on students’ emotional involvement, enjoyment, and perception of learning in
chemistry.

4. To evaluate the effectiveness of game-based activities in improving students’ attitudes


towards chemistry subject and reducing boredom and disinterest.

Hypothesis

1. There is no significant difference in learning outcomes between students who use


Game-Based learning and those who use traditional teaching methods.

2. Game-Based learning will have a positive effect on Grade 9 students’ understanding,


motivation and problem-solving skills in chemical balancing
Republic of the Philippines
CENTRAL PHILIPPINES STATE UNIVERSITY
COLLEGE OF TEACHER EDUCATION
Sipalay Campus
Gil Montilla, Sipalay City, Negros Occidental

Importance of the Study

The goal of this research is to improve students’ level of engagement, comprehension,


and academic achievement in the field of chemistry.

This study intends to engage 9 th grade students at Holy Rosary Academy with game-
based activities in order to get their interest and properly comprehend the lessons in the
subject.

This study will be beneficial to the following:

Students: It will increase their level of engagement and motivation, collaboration,


cognitive abilities, and academic performance.

Teachers: Through an interactive method, it will assist the teacher in grabbing the
students’ attention and helping them comprehend and apply the subjects’ concept.

Department of Education: The information from this study will provide useful
information for the Department of Education to support diverse learning styles by
offering them flexible and engaging learning styles.

Future Researchers: This study will provide information and foundation for future
researchers to understand more about game - based learning, such as its impacts on the
learners or its learning objectives.

Classroom Environment: By encouraging participation, active learning, teamwork, and


social skills for a positive classroom environment, this study will benefit the classroom
environment.
Republic of the Philippines
CENTRAL PHILIPPINES STATE UNIVERSITY
COLLEGE OF TEACHER EDUCATION
Sipalay Campus
Gil Montilla, Sipalay City, Negros Occidental

Scope and Delimitation

This study aims to investigate the effectiveness of PROJECT ATOM in enhancing


meaningful engagement among Grade 9 students through Game - Based Activities
(GBA) aligned with specific teaching objectives. The researcher will introduce selected
GBA’s (e.g.,educational puzzles, simulation, collaborative problem - solving games).
This study targets the Grade 9 students in the Section - Cooperation at HOLY ROSARY
ACADEMY SCHOOL in BRGY. 2 SIPALAY CITY. This study measures students’
engagement, motivation, and interest in learning by exploring games that work best for
Grade 9 students.

This study excludes students outside Grade 9 Section - Cooperation and focuses solely on
Chemistry, particularly the topic of chemical balancing, within Science Curriculum. This
study restrict games that are overly complex, as it may lead to cognitive overload and
hinder learning. This study uses only hands on materials, excluding the use of Digital
Game- Based Activities, since it could cause distraction such as scrolling from Facebook,
taking selfies, and playing games offline/ online.

Definition of Terms

Student - According to Lau, Yui-Yip, et al.,(2023), Student is primarily a person enrolled


in an educational institution.

In this research, student is an individual enrolled in an educational institution, typically


engaged in learning activities under the guidance of a teacher.

Teacher - A teacher is a person whose job is to teach in a college or school (Lau, Yui-
Yip, et al., 2023).

In this study, teacher is a trained professional responsible for instructing, guiding


learning, and assessing students’ progress and managing educational environments.
Republic of the Philippines
CENTRAL PHILIPPINES STATE UNIVERSITY
COLLEGE OF TEACHER EDUCATION
Sipalay Campus
Gil Montilla, Sipalay City, Negros Occidental

Science - In the study of Fortunato et al., (2018), Science can be described as complex,
self - organizing, and evolving network or scholars, projects, papers, and ideas.

Operationally, Science is a systematic enterprise that builds and organizes knowledge


through observation, experimentation, and evidence-based reasoning, encompassing
various disciplines.

Games - As said by Sukran Ucus (2015), Games provide information in a relevant


context or setting.

Games in this study refers to an interactive, structured form of play with defined rules,
objectives, challenges, and feedback.

Game - Based Learning (GBL) - Help students improve problem - solving skills and
make it possible for them to interpret their society, nature and the world around them
through experiences (Sukran Ucus, 2015).

Operationally, Game-Based learning is an instructional approach using games designed


for learning, enhancing students’ engagement and attention, promoting cognitive
development, and academic achievement. as well as to teach knowledge, skills and
attitudes.

Classroom - Based on the study conducted by Johnson et al., (1985), classroom is first
and foremost a scene where a teacher and 25 or more students interact with one another
over extensive periods of time.

Classroom in this research, refers to a physical or virtual learning environment where


students interact with their teacher and peers, teaching and learning occur, instruction,
and academic activities

Chemistry - The science that deals with the properties, composition, and structure of
substances (defined as elements and compounds), the transformations they undergo, and
the energy that is released or absorbed during these processes (Britannica, T. Information
Architects of Encyclopedia, 2024).

Operationally, Chemistry refers to the scientific study of matter composition, properties,


and reaction, with a focus on balancing chemical equation to understand and predict
quantitative relationship between reactant and product.
Republic of the Philippines
CENTRAL PHILIPPINES STATE UNIVERSITY
COLLEGE OF TEACHER EDUCATION
Sipalay Campus
Gil Montilla, Sipalay City, Negros Occidental

Participation - As Godwin et al., (2004) indicated the term participation refers to actions
demonstrating forms of involvement performed by parties within evolving structures of
talk.

In this study, it is an active involvement in classroom activities, discussions, and learning


processes, demonstrating engagement and commitment to academic growth ( such as
students raising their hands and sharing their opinions, ideas or thoughts)

Meaningful engagement - Students emotional, cognitive, and behavioral investment in


learning.

In this study, meaning engagement is a purposeful, and relevant learning experiences that
capture students’ interest, curiosity and motivation.

Teaching Objectives - This is a specific goals aligned with curriculum standards.

In this research, teaching objectives Are specific, measurable, achievable, relevant and
time bound (SMART) goals outlining what students should learn and accomplish.
Republic of the Philippines
CENTRAL PHILIPPINES STATE UNIVERSITY
COLLEGE OF TEACHER EDUCATION
Sipalay Campus
Gil Montilla, Sipalay City, Negros Occidental

CHAPTER II. REVIEW OF RELATED LITERATURE


Republic of the Philippines
CENTRAL PHILIPPINES STATE UNIVERSITY
COLLEGE OF TEACHER EDUCATION
Sipalay Campus
Gil Montilla, Sipalay City, Negros Occidental

CHAPTER III. MATERIALS AND METHODS

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