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RESEARCH-PROJECT-DRAFT-Gamified Balloon Models Intervention Material
RESEARCH-PROJECT-DRAFT-Gamified Balloon Models Intervention Material
By:
June 2023
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CHAPTER I
Introduction
learning tool that specifically targets the concept of hybrid orbitals. Hybrid orbitals
chemistry. However, many students find this concept challenging to grasp due to
methods often rely on static diagrams and theoretical explanations, which may
combines hands-on activities with interactive real objects. The core idea behind
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physically manipulate and interact with the balloon models, we aim to provide a
tangible and visually engaging experience that promotes active learning and
process of the Gamified Balloon Models learning tool, evaluate its effectiveness
understanding of hybrid orbitals among learners who struggle with this concept.
Models intervention?
Hypothesis
understanding.
understanding.
This study will prove its significance that will contribute to the following:
and improve their ability to visualize these concepts. The knowledge acquired
through the intervention will serve as a valuable asset in their overall learning
process.
Educators - The study provides valuable insights and resources for educators
resource for teachers, offering a hands-on and visually engaging method to teach
pedagogical approach that can be applied beyond the specific context of hybrid
study can be adapted and implemented in other areas of chemistry and science
methodologies.
reference for future researchers, as it offers relevant data that can be utilized to
CHAPTER II
This chapter presents the relevant theories, research, and studies that the
researcher took into factoring when demonstrating the importance of the current
This section presents the relevant literature that the researcher considered
provides a synthesis of the prior art so that the reader can completely
and foster their active participation in the learning process (Hamari et al., 2016).
gamified learning environments can motivate students and make the learning
but may lack interactivity and fail to captivate students' interest. To address this
hybridization.
teach students about hybrid orbitals. The researchers developed a virtual reality
(VR) platform where students could interact with balloon models representing
allowing students to rotate, stretch, and modify the balloon models, visualizing
the formation of hybridized orbitals in real-time. The study demonstrated that the
visualizing chemistry concepts such as hybrid orbitals. The ideas and actions that
the researchers are engaged in learning more about in this study may be related
to these concepts.
using virtual reality (VR) balloon models to teach students about hybrid orbitals.
The results showed that students who interacted with the gamified balloon
found that the flexible and dynamic nature of balloon models allowed students to
competition, can motivate students and enhance their learning experiences. This
game elements and interactive features, such as virtual reality and hands-on
Conceptual Framework
centered around gamified balloon models. This study aims to investigate the
CHAPTER III
RESEARCH METHODOLOGY
involves the methods and techniques used in the research study, population and
sample, the research instrument, and the procedure for data- gathering
the characteristics of the method and its validity for the presented intervention.
and significance of what was to be discussed and evaluated. This research study
EABHS (Emigdio A. Bondoc High School) from Municipality of San Luis, Division
of Pampanga.
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Research Instrument
Module for the pre-test and post-test. The questionnaire was composed of 10
items. The items were taken from the Self-Learning Module provided by the
the concept of molecular geometry and hybrid orbitals. The intervention materials
models for hybrid orbitals. This intervention material was enhanced to present an
foundation for the intervention. The core component involves presenting the
lone pair and yarn per group of five members, fostering collaboration, teamwork,
for correct and quick completion. Six progressively difficult rounds foster friendly
Statistical Treatment
The statistical treatment for analyzing the validity of the gamified balloon
frequency distributions can be calculated for the pre-test and post-test scores
and post-test scores (Field, 2018). This analysis will determine if there is a
determine if there are any significant differences in the initial knowledge levels of
the participants in the before and after using the intervention material.
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CHAPTER IV
DISCUSSION AND INTERPRETATION
Table 1
Relationship between the Pre-test and the Post-test on identifying the correct
answer
Students Pre-test Post-test
1 7 8
2 7 10
3 5 8
4 4 8
5 4 8
6 5 9
7 3 7
8 4 8
9 2 8
10 4 8
11 3 5
12 3 8
13 8 8
14 5 9
15 3 10
16 7 7
17
17 5 9
18 5 9
19 4 8
20 4 7
21 5 8
22 5 9
23 5 8
24 4 10
25 4 9
26 4 10
27 4 8
28 6 9
29 4 8
30 5 8
31 6 10
32 5 8
33 7 8
34 3 8
35 6 8
36 5 10
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Table 2
Data Analysis
t-Test: Paired Two Sample for Means
Po
Pre-test st-test
Mean 4.657142857 8.371428571
Variance 1.761344538 1.122689076
Observations 35 35
Pearson Correlation 0.197801293
Hypothesized Mean Difference 0
df 34
t Stat 14.40266722
P(T<=t) one-tail 2.45732E-16
t Critical one-tail 1.690924255
P(T<=t) two-tail 4.91464E-16
t Critical two-tail 2.032244509
Interpretation of Data
The paired two-sample t-test was conducted to compare the means of the
pre-test and post-test scores. The pre-test mean was 4.66, while the post-test
mean was 8.37. The variance for the pre-test scores was 1.76, and for the post-
test scores, it was 1.22. The Pearson correlation coefficient between the pre-test
With an alpha level of 0.05 and degrees of freedom (df) equal to 34, the
the pre-test and post-test means. This value exceeds the critical t-value of 2.03,
suggesting that the difference between the means is statistically significant at the
0.05 level.
participants' scores from the pre-test to the post-test. The intervention had a
The null hypothesis (Ho) can be rejected based on the results of the paired
two-sample t-test. The obtained t-statistic of 14.40 exceeds the critical t-value of
difference between the pre-test and post-test scores, supporting the alternative
participants' understanding.
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CHAPTER V
Conclusions
conducted to compare the pre-test and post-test scores in the context of the
groups, with the post-test scores (mean = 8.37) significantly higher than the pre-
test scores (mean = 4.66), t(34) = 14.40, p < 0.05. This finding suggests that the
These results support previous studies that have highlighted the benefits
Recommendations
pool would also provide insights into the effectiveness of the gamified
learning outcomes.
interventions accordingly.
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References:
Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in
serious games and gamification of learning. Simulation & Gaming, 45(6), 752-
768.
Hamari, J., Koivisto, J., & Sarsa, H. (2016). Does Gamification Work?—A
Huang, W. H., Huang, Y. M., Tschopp, J., & Chiu, Y. L. (2018). The
Johnson, R., Smith, K., & Thompson, P. (2019). Hybrid Orbitals Made
Johnson, R., Smith, K., & Thompson, P. (2019). Hybrid Orbitals Made
Teaching
42(1), 56-70.