Group 2A Research Defense

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BATASAN HILLS NATIONAL 12 STEM - B.

NEBRES
HIGH SCHOOL

EFFECTIVENESS OF DIGITAL RECREATION-BASED


EDUCATION TO THE ACADEMIC PERFORMANCE
OF STEM STUDENTS OF BATASAN HILLS
NATIONAL HIGH SCHOOL
GROUP 2-A
MEMBERS:
• FERANGCO, LANCE GERALD • BARIUAN, KLEA MAE
• LAYAG, PETER PAUL • BAUTISTA, LEAH MAE
• MANGUNE, XAVIER • BARROGA, AERIEL
STATEMENT OF THE PROBLEM

1. What are the advantages of employing


digital tools for leisure in terms of student
performance?

2. What kind of variations do digital technology


intend to concentrate or focuses on?
STATEMENT OF THE PROBLEM

3. What is the relationship between


dissatisfaction and lack of interest in
current online programs amongst the
progress of STEM students?
STATEMENT OF THE PROBLEM

4. What conclusions did the researchers draw


about the effectiveness of digital recreation-
based teaching based on the academic
success of grade 11 and 12
in General Biology?
SCOPE AND DELIMITATION
SCOPE
- ASSESS THE EFFECTIVENESS
- DIGITAL-RECREATION-BASED
EDUCATION ON STUDENTS' ACADEMIC
PERFORMANCE AND INTEREST IN
LEARNING ACADEMIC LESSONS
SCOPE AND DELIMITATION

- MALE AND FEMALE GRADE 12 STUDENTS


- ACADEMIC YEAR 2022–2023, SECOND
SEMESTER
- BATASAN HILLS NATIONAL HIGH SCHOOL
- EACH STUDENT WILL BE GIVEN
QUESTIONNAIRES
SCOPE AND DELIMITATION

DELIMITATION
- STUDENTS UNDER MODULAR
MODALITY AND TRANSFEREES
WILL NOT BE INCLUDED.
THEORETICAL
FRAMEWORK
FIGURE 1. THEORETICAL FRAMEWORK

FOR DETERMINING CONDITIONS

NECESSARY FOR USING DIGITAL

GAMES IN K-12 SCHOOLS.


CONCEPTUAL FRAMEWORK

Fi g ure 2. Con c ep tua l f ramework of t h e s t ud y


DESIGN &
LOCALE
RESEARCH DESIGN:
CORRELATIONAL RESEARCH DESIGN
LOCALE:
BATASAN HILLS NATIONAL HIGH
SCHOOL
POPULATION AND
SAMPLING

1 PROBABILITY SAMPLNG

2 STRATI FI ED RANDOM SAMPLI NG


RESEARCH
INSTRUMENT
ADAPTIVE RESEARCH
QUESTIONNAIRE
STATISTICAL
TREATMENT

PARAMETRIC TEST

1 Weighted Mean

2 Linear Regression Analysis

3 T-test
REFERENCES
Aristovnik, A., Keržič, D., Ravšelj, D., Tomaževič, N., & Umek, L.

(2020). Impacts of the COVID-19 Pandemic on Life of Higher

Education Students: A Global Perspective. Sustainability, 12(20),

8438. https://doi.org/10.3390/su12208438

Pitoyo, M. D., Sumardi, S., & Asib, A. (2020). Gamification-Based

Assessment: The Washback Effect of Quizizz on Studentsâ€TM

Learning in Higher Education. International Journal of Language

Education, 1–10. https://doi.org/10.26858/ijole.v4i2.8188

V., I., Nikulchev, E., A., A., & Y., A. (2015). Study of Gamification

Effectiveness in Online e-Learning Systems. International Journal

of Advanced Computer Science and Applications, 6(2).

https://doi.org/10.14569/ijacsa.2015.060211

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