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7

DEVELOPMENT OF SPACE JUMP ADVENTURE GAME


IN TEACHING PLANETS

LIZA MARIE LISCANO


CHRISTINE LOUISE COLANCE
SHERYL JADE QUIOBE
Bachelor of Elementary Education – Science and Mathematics

Department of Science and Mathematics Education


College of Education
Mindanao State University – Iligan Institute of Technology
Iligan City

June 2023
DEVELOPMENT OF SPACE JUMP ADVENTURE GAME
IN TEACHING PLANETS

An Undergraduate Thesis

Presented to the Faculty of the

Department of Science and Mathematics

College of Education

MSU – Iligan Institute of Technology

Iligan City

In Partial Fulfillment of the

Requirements for the Degree

Bachelor of Elementary Education

Major in Science and Mathematics

LIZA MARIE LISCANO

CHRISTINE LOUISE COLANCE

SHERYL JADE QUIOBE

June 2023
ii

APPROVAL SHEET

In partial fulfillment of the requirements for the degree Bachelor of


Elementary Education Major in Science and Mathematics. This undergraduate thesis
entitled, “Development of Space Jump Adventure Game in Teaching Planets”
prepared and submitted by Liza Marie D. Liscano, Sheryl Jade R. Quiobe and
Christine Louise O. Colance, is hereby recommended for approval.

_________________ CHRISTINE MAE B. TECSON, MSciEd


Date Adviser

Approved by the Oral Examining Committee with a grade of ________.

JOY R. MAGSAYO, MSciEd ODESSA D. ABERILLA, MSciEd


Member Member

_________________ _________________
Date Date

Accepted in partial fulfillment of the requirements for the degree of Bachelor


of Elementary Education major in Science and Mathematics.

DOUGLAS A. SALAZAR, Ph.D. MONERA A. SALIC-HAIRULLA, Ph.D.


Chairperson, DSME Dean, College of Education

_________________ _________________
Date Date
iii

ACKNOWLEDGEMENT

The researchers would like to express their sincere gratitude to the following

persons who helped much to the success of this study:

Their Parents/Guardians for their unwavering support, inspiration and

encouragement who keep the researchers highly motivated;

Their friends for their loving support;

Prof. Christine Mae B. Tecson MSciEd, their thesis adviser, for her

comments suggestions, motivation and supervision in making this study successful;

The members of the panel namely: Prof. Joy R. Magsayo, MSciEd and Prof.

Odessa D. Aberilla, MSciEd, for their guidance, support, and constructive feedback

throughout the research process. Their valuable insights and expertise were essential

in shaping the direction of this study.

Dr. Roy Angelo E. Gazo, Schools Division Superintendent, for the approval

of the letter of request to conduct the study in the participating school;

The School Principals of the selected Elementary Schools of the Division

of Iligan City for their understanding and help during the conduct of the study;

The ICT Coordinators and In-service Teachers, for their generous time and

giving comments and suggestions greatly enriched the findings of this study.

All those who in one-way or another extend their wholehearted support and

encouragement for the completion of this study;

And finally, to GOD ALMIGHTY for the peace and glory showered upon

them.

Liscano, Liza Marie D.,


Quiobe, Sheryl Jade R.
Colance, Christine Louise
iv

TABLE OF CONTENTS
Title Page
Title Page i
Approval Sheet ii
Acknowledgement iii
Table of Contents iv
List of Tables v
List of Figures vii
List of Appendices viii
Abstract ix
Chapter
1 The Problem and Literature Review
Background of the Study 1
Review of Related Literature and Studies 2
Theoretical Framework 13
Conceptual Framework 14
Research Questions 16
Operational Definition of Terms 16
Chapter
2 Research Methodology
Research Design 19
Sampling and Participants 20
Research Instruments 21
Data Gathering Procedure 23
Data Analysis 27
Coding of Data 33
Ethical Considerations 34
Chapter Results and Discussion 36
3
Conclusion 74
Limitations of the Study
Recommendations 75
References 77
Appendices 82
Curriculum Vitae 113
iv

LIST OF TABLES
Table Title Page

1 Rating Interpretation for the In-Service Elementary


Science Teachers in terms of Content Quality,
Instructional Quality, Technical Quality, and Other Factors 28

2 The Mean Ranges and Corresponding Descriptions Used


in Interpreting the Total Points Ratings of In-Service
Elementary Science Teachers 29

3 The Mean Ranges and Corresponding Descriptions Used


in Interpreting the Ratings of ICT Coordinators 29

4 The Mean Ranges and Corresponding Remarks for the


evaluation total points of ICT Coordinators Rating on the
Space Jump Adventure 33

5 Coding of Data of the Respondents 33

6 Needs Assessment Questionnaire responses of In-service


Elementary Science Teachers for the Identification of
Topic 38

7 Needs Assessment Questionnaire responses of In-service


Elementary Science Teachers 39

8 Face Validators Comments and Suggestions towards the


Space Jump Adventure Game in terms of Content 49

9 Face Validators Comments and Suggestions towards the


Space Jump Adventure Game in terms of Assessment
Questions 51

10 Face Validators Comments and Suggestions towards the


Space Jump Adventure Game in terms of Animation 52

11 Face Validators Comments and Suggestions towards the


Space Jump Adventure Game in terms of Grammar and
Spelling 53

12 Face Validators Comments and Suggestions towards the


Space Jump Adventure Game in terms of Graphics 54

13 Face Validators Comments and Suggestions towards the


Space Jump Adventure Game in terms of Media 55
iv

14 In-Service Elementary Science Teachers Rating Towards


the Development of Space Jump Adventure in terms of
Content Quality 57

15 In-Service Grade 6 Science Teachers Rating Towards the


Development of Space Jump Adventure in terms of
Instructional Quality. 59

16 In-Service Elementary Science Teacher Rating Towards


the Development of Space Jump Adventure in terms of
Technical Quality 61

17 In-Service Grade 6 Science Teacher Rating Towards the


Development of Space Jump Adventure in terms of Other
Factors 64

18 ICT Coordinators Rating on the Space Jump Adventure


Game 66

19 Suggestions and Revisions of In-Service Elementary


Science Teachers on the Space Jump Adventure Game 69

20 Suggestions and Revisions of Space Jump Adventure


Game by the ICT Coordinators
70

16 Suggestions and Revisions of the Space Jump Adventure


Game made by the ICT Coordinators 69

17 Suggestions and Revisions of In-Service Elementary


Science Teachers on the Space Jump Adventure Game 72
vii

LIST OF FIGURES

Figure Title Page

1 Conceptual Framework of the Study 14

2 Flow Chart on the Development of Space Jump Adventure


Game as a Supplementary Material Teaching Planets of
Solar System. 24

3 Formulation of Learning Objectives based on MELCs 42

4 Designing the Game World of Space Jump Adventure 46


Game with the use of Animated PowerPoint Presentation

5 Designing the Game Mechanics Space Jump Adventure 47


Game with the use of Animated PowerPoint Presentation

6 Space Jump Adventure Game Manual 72

7 Documentation for Evaluation of Phase Validators 95

8 Documentation for Evaluation with the In-Service


Elementary Science Teachers and ICT Coordinators 96
viii

LIST OF APPENDICES

Appendix Title Page

A Permission Letter Addressed to the Schools Division


Superintendent 82

B Permission Letter Addressed to the Selected Elementary


School of Iligan City 83

C Permission Letter Addressed to the Selected Elementary


School of Iligan City 84

D Needs Assessment Questionnaire 85

E Most Essential Learning Competencies (MELCs)


for Elementary Science Education 88

F Evaluation Rating Sheet for the Development of the Space


Jump Adventure Game for In-Service Elementary Science
Teachers 89

G Evaluation Rating Sheet for the Development of the Space


Jump Adventure Game for ICT Coordinators 93

H Manual of the Space Jump Adventure Game 97

I Card Points of the Space Jump Adventure Game 107

J Developed Space Jump Adventure Game in Teaching 109


Solar System Planets

K Documentation for the Evaluation of Face Validators on 110


Space Jump Adventure Game

L Documentation for the ICT Coordinators in Education and


In-Service Elementary Science Teachers on Space Jump 111
Adventure Game
ix

ABSTRACT

Liza Marie D. Liscano, Sheryl Jade R. Quiobe and Christine Louise O. Colance:
BEED Science and Mathematics, College of Education, MSU-Iligan Institute of
Technology, Tibanga, Iligan City; June 2023 “Development of Space Jump
Adventure Game in Teaching Planets” Adviser: Prof. Christine Mae B. Tecson
MSciEd.

Based on one large-scale learning assessment, the Programme for International


Student Assessment (PISA) in 2018 by the Organization for Economic Co-operation
and Development (OECD), the Philippines generated failed results. Several studies
have also shown that in Grade 6, the topics that were part of the assessment were
taught at that grade level. In this study, the Space Jump Adventure Game was
developed as supplementary material in teaching Planets of the Solar System for
Grade 6 learners. This study used and modified the R & D framework by Divayana,
Adiarta, & Abadi (2003) to develop the material. (7) steps to be taken: research and
collecting information; planning; design development; preliminary evaluation,
preliminary revision, final evaluation, and final revision. The needs assessment
showed results that students have difficulties with the characteristics of the planet in
the Solar System. It was also found that Game-Based Learning for the In-Service
Elementary Science Teachers is also noted as beneficial because it allows the lesson
to not be stagnant while having fun based on their responses. The result of the
evaluation from the rating of ICT Coordinators and In-Service Elementary Science
Teachers showed that the game passed the results given by the criteria.

Keywords: Conceptual Understanding, Game-based learning, Space Jump Adventure


Game
CHAPTER 1

THE PROBLEM AND LITERATURE REVIEW

Background of the Study

The ability of the teacher to use the learning method in the form of a lecture as

found in the field is a factor in the high misconceptions on material related to the

Solar System (Putri et al., 2021). In learning Science subjects, especially the Solar

System, interactive and interesting learning media are highly needed for learners

(Erayanto, 2016). In this study, the researchers developed the Space Jump Adventure

Game as supplementary material through Game-Based Learning. Game-based

Learning is not a new concept in education, but it has grown in popularity in recent

years, particularly in classrooms where educators want to create an engaging learning

environment (Serrano, 2019). As supported by Eck (2006), teachers should aim to

create activities that are logical extensions of the game environment rather than just

offering additional reading or handouts with the correct or missing information.

The K-12 Curriculum Standards for Grade 6 stated that learners at the end of

the grade level must learn about the Solar System, with a focus on the motions of the

Earth as a prerequisite to the study of seasons in a later grade (K-12 Science

Curriculum Guide, p. 6, 2016). However, of all the nations and economies that

participated in PISA 2018, the Philippines had the second-highest percentage (78%)

of learners who did not achieve the required level of competency in Science (World

Bank Report, p.24, 2020). Followed with the analysis of the PISA 2018 Science

Framework in comparison to the K–12 Science Curriculum, there is a glaring gap to

be aware of since the aforementioned concepts in Grades 6 and 8, the introduction to


2

the Solar System and Earth as a member of the Solar System is discussed,

respectively (Belmi & Mangali, 2020). Therefore, grade 6 learners must have a

foundation in the knowledge of the Solar System, especially the planets in the Solar

System, to avoid misconceptions and lower scores on one such large-scale learning

assessment which is the Programme for International Student Assessment (PISA).

Furthermore, the teaching-learning process can be motivated by the use of

instructional materials, which act as a channel between the teacher and the learners for

the delivery of instructions (Adalikwu & Iorkpilgh, 2013).

In this study, Space Adventure Game is developed as a supplementary

material in teaching Planets of the Solar System. The researchers chose MS

PowerPoint where the game was utilized and is compatible with any version of

Microsoft PowerPoint 2010, 2015, 2016, 2018, and 2019.

Review of Related Literature

In the observational astronomy research undertaken in the lab, as well as by

other researchers, it has shown that elementary school children create an initial model

of the cosmos consistent with everyday experience (Mali et al., 1983) .Learning

Physical Science is a difficult and gradual process fraught with inert knowledge and

misconceptions. With that, Sharp and Kuerbis (2005), identifying the nature of this

problem, as well as the relationship between externalized responses provided by

children associated with their cognition needs serious consideration and further

investigation.

In learning Science, especially Solar System topics, learners will get instanced

content that has to be understood. The hardest part of learning about the Solar System

is that not every single object or phenomenon in the Solar System could be observed
3

directly, such as the character and movement of each planet and the process of the

lunar and solar eclipse (Furness, Winn, & Yu, 1997). The teaching-learning process is

more efficient and accurate, it is better to apply technology such as simulation for a

Solar System. Virtualization in Science has a way to observe natural phenomena,

which, perhaps because of their location, duration, and size, are impossible to directly

observe (Furness, Winn, & Yu, 1997).

Science Framework for Philippine Basic Education; Conceptual Understanding as

part of Inquiry Skill

In this framework, the main output is a coherent, comprehensive Science

curriculum framework for basic education, with an overriding emphasis on scientific

inquiry development. It fosters fundamental Science concepts and abilities so that

children can "learn how to learn." This framework is built on three interconnected

components: (1) inquiry skills, (2) scientific attitudes, and (3) content and

connections. The framework comprises core material that outlines the major Science

concepts that all students are required to study in order to become scientifically

literate, as well as competencies that show what students should be able to accomplish

and exhibit by the end of Grades 2, 4, 6, 8, and 10. Significant improvements in

learners' Science process skills and conceptual understanding of a particular

elementary Science lesson were evident when an inquiry was used as a teaching

strategy (Simsek & Kabapinar, 2010). Examining the dialogues that exist in the data

material highlighted numerous chances to improve learners' learning (Haug, 2014).

However, teachers frequently missed opportunities to promote student understanding.

As a result, the presence of a discussion is insufficient to engage learners in


4

generating deeper conceptual knowledge. Additional findings imply that learners

should practice using scientific terms and concepts in order to describe their empirical

findings and increase their conceptual knowledge (Haug, 2014). Learners will require

assistance in making sense of the concepts, for example, by linking new and existing

ideas and integrating the notions in a network of related Science words and concepts.

Conceptual Understanding of Grade 6 learners on planets of Solar System

In the study of Putri et al. , (2021), grade six (6) learners in terms of planet

identification have a conceptual understanding who fall into the "medium" category

of understanding the concept. Medium is part of the three categories of the risk level.

At the medium level, the risk might be tolerable, but if it is reasonably practical,

redesign or other changes should be taken into account (Haugom et al., 2022). The

number of incidents falling under this risk level should be considered when

determining the need for corrective actions (Haugom et al., 2022b). With that, rather

than learners having a medium understanding of the concept of the planet’s

characteristics, learners should achieve the high level of conceptual understanding

that this study aims to address. According to Bloom's Taxonomy (2001), greater

degrees of thinking are higher than memorizing or restating facts. It necessitates that

learners know and comprehend the facts, infers from them, and then connect them to

other concepts.
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Game-based learning

Computer games meet the actual needs and interests of children, and are

becoming the most popular computer activity and provide a new mode of interaction.

Some of the advantages of games are that they are attractive, novel, provide a better

atmosphere and help keep the learner focused on the task (Heinich et al., 2002),

therefore suggesting games as valuable educational tools. Kids like all humans love to

learn when it is not forced upon them. Modern computer and video games provide

learning opportunities every second or fraction thereof (Prensky, 2003). Gee (2003)

argues that “the real importance of good computer and video games is that they allow

people to recreate themselves in new worlds and achieve recreation and deep learning

at the same time”. Some teachers consider Game-Based Learning to be a powerful

instructional approach (Von Wangenheim & Shull, 2009). The educational game

makes the learner become the center of learning, which allows the learning process to

be easier, more interesting, and more effective.

Game-Based Learning (GBL) has recently become an important domain of

research. In a review of articles in seven major SSCI journals associated with

technology and learning between 2001 and 2010, Hwang and Wu (2012) discovered

that Taiwanese researchers published 22 articles on GBL, second only to researchers

in the US (30 articles) and followed by researchers from the UK (20 articles). These

studies focused primarily on the achievements, motivation, and attitudes of learners

involved in learning various subjects and most of the researchers in Taiwan

investigated the issue of learning achievements (Li et al., 2009). GBL has been

applied in many Science-related school subjects. Yien, Hung, Hwang, & Lin (2011)
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used GBL in a nutrition course, discovering that this approach was more effective in

enhancing the learning effectiveness and attitudes of learners than traditional

PowerPoint teaching and even influenced their dietary habits. Using a game similar to

Monopoly to teach learners about the area of circles (Lin, et al., 2013) and obtained

similar results. Through GBL, participants learn more actively and with greater

interest, enabling the learned content to leave a deeper impression than would be

possible using conventional methods (Papastergiou, 2009).

GBL as Motivation on learning Planets of Solar System

Akbaba (2006) defines motivation as one of the most important sources of

power, which determines the direction, strength, and determination of student

behaviors at school and the speed of reaching purposes in education environments.

According to Gürdoğan (2012), it also improves creativity by affecting the usage of

knowledge, and the conceptual and technical skills of learners. Moreover, it is

explained as one of the factors that create interest and anxiety of learners and ensures

that they become constructive, creative, and efficient individuals by encouraging them

to actively participate in classes (Uyulgan et. al 2014). On the other hand, claim that

one of the major problems faced by learners is a lack of motivation for participating in

academic activities, which is among the most challenging topics for educationists.

Reiss (2012) defined internal motivation as the individual “doing something for

himself”, whereas external motivation is described as “individuals seeking to make

others happy or an instrumental purpose”. In their study, Hong and Masood (2014)

stated that GBL has a higher potential for ensuring class participation compared to

traditional teaching methods and concluded that GBL was more effective on the
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internal motivation levels of learners for learning compared to traditional teaching

methods.

Educational Games Related to Planets of Solar System

In their report, Clark et al., (2009) review existing games and studies on

Science learning and identify goals such as conceptual understanding and process

skills, epistemological understanding, attitudes and identity, and design issues. While

there are a considerable number of games dedicated to Science (Li & Tsai, 2013),

there are few games that focus on Geoscience in general and planets/Solar System in

particular (Mawas et al., 2020).

In (Kirikkaya et al., 2010), a board game "Space Hunters" (Gezegen Avclar in

Turkish) was created to assess learners comprehension of the characteristics of planets

as well as their level of recognition of astronomical objects in Space, the Universe,

and Space-related searches. Five players were allowed in the game. The game's

questions were developed by analyzing the purchases from the Solar System and

further of its section as well as the exercises in the textbooks. It was found that

teachers believed the learner's game activity would boost learners' motivation and

serve as an evaluation exercise and that learners also enjoyed the game.

“Science Domino Game and Booklet” (Lisnani & Irzawati, 2019) was

designed to exercise and increase learners' conceptual knowledge. There are two parts

to it. While playing a game of Natural Science dominoes, they are studying a booklet

on the Solar System. Solar System lessons are taught using the learning tool of the

Natural Science domino card game. A common card game is dominoes. The Solar
8

System is used as the domino card's circles. Like a standard game of dominoes, the

rules are simple. Because they are not bored when using learning resources, learners

are more motivated to learn. Based on the results and discussions, the Science domino

design and brochure helped learners understand the Solar System. The concept

understanding indicator can be used to pinpoint it. Learners are taught and trained in

Natural Science utilizing a Solar System booklet and Natural Science domino game.

The learner's learning trajectory is excellent for teaching the Solar System .

The game "Blind Mouse on the Moon and Mars" (Gede, Hargitai, & Simonné

Dombóvári, 2013), was primarily created for elementary and middle school learners.

The game's goal is to increase players' geographic knowledge of the Moon and Mars.

There are two different games available: one needs the user to locate ten stated objects

on a map, and the other is a planetary quiz with ten random questions that calls for the

usage of a planetary globe. Similar to the previously examined strategy, the technical

aspects and implementation are emphasized rather than the effectiveness or influence

of the game on learning. One of the main drawbacks of this game is that relies on

different APIs and this leads to the need for a continuous upgrades (e.g. the game was

so far twice upgraded because of this reason)

A gaming engine for Earth and Planetary Systems is presented in

(Brown-Simmons et al., 2009). The goal of this game is to provide players a profound

understanding of the complexity of Earth and the Planetary System, its beauty, and

any potential effects that humans might have on them through unconventional

engagement with users and various visualization approaches (e.g. climate change).

The solution presents no subject-based review of the game and is only concerned with
9

technical and implementation issues. The unclear approach used in this game is one of

its biggest flaws.

“The Final Frontier Game” (Mawas et al., l2020) is an interactive 3D

educational video game that provides hands-on experience and promotes information

acquisition about the Moon, the Earth's satellite, and planets of the Solar System like

Mercury and Venus. The game's topics are covered and designed for elementary

schools and made to provide a fairly accurate representation of the Planets in cartoon

form. This game is indeed very engaging to learners; however, this game is in a

web-based setting, considering the true setting of Philippine Education 74% of

schools in the Philippines, or about 35,000 do not have an internet connection

(Yuvienco, 2016).

In this study, the researchers considered the different factors of learning for the

learners. First, integrating GBL in a web-based setting is somehow not attainable and

with that, the researchers use Microsoft PowerPoint in integrating the game. As noted

by (Paje, Rogayan & Dantic, 2021) science teachers mostly utilized MS PowerPoint

because of the different animations, themes, graphics, and etc., which are essential to

get the attention of their learners. Second, the need for the Space Jump Adventure

Game is motivated by the fact that the existing games have some drawbacks and

lapses. Some other games rely on different APIs (i.e Blind Mouse on the Moon and

Mars). Some games are designed for higher education (Pringle, 2013), and others

(Final Frontier Game) are in a web-based setting.


10

Related Studies

According to the literature, PowerPoint is one of the most used technologies

both by learners and teachers at schools. It seems that there is an implicit premise that

the use of PowerPoint is regarded to be equal to the use of ICTs in teaching and

learning. When teachers are asked to report on their ICT usage in the classroom, they

mostly mention their PowerPoint practices (Abdelrahman et al., 2013; Hopper &

Waugh, 2014; Reedy, 2008; Savasci Acikalin, 2011). However, the literature has

addressed both the advantages of using this technology and also leveled certain

criticism at its usage.

A great number of philosophers have provided a framework that can be used

to understand that the following learning is a theory in which there are processes for

implementing teaching and learning activities between teachers and learners, as well

as developing learning techniques and models that will be carried out in the classroom

as well as outside of the classroom. From the theory of social cognitive and

constructivism. The social constructivist learning approach is premised on the notion

that meaningful learning can only occur if learners are provided with opportunities to

interact as they attach meaning to the learned content (Amineh and Hanieh, 2015).

Cognitivists concur that learners pack their mind and understand the content through

useful hands-on and mind-on activities (Yilmaz, 2011), such as laboratory activities,

animations, computer simulations, and videos (Ndihokubwayo et al., 2020). In fact,

there was a need to shift from teacher-centered to learner-centered because it has been

proved that learners learn well when they are given the opportunity to learn with their

peers instead of sitting passively in their class and listening to the teacher.
11

To achieve this, active learning techniques such as the cooperative learning

approach (Sibomana et al., 2021), game-based approach (North et al.,2021),

problem-solving approach (Dorimana et al., 2021), and others should be brought to

the classroom. Instructional approaches such as activity-based learning, cooperative

learning, and GBL, among others, have been found effective in the teaching and

learning of Science concepts (Byusa et al., 2020; da Silva Júnior et al., 2021; Eilks et

al., 2013; Prins et al., 2016). This has been attributed to the fact that such learning

approaches are bound to engage students physically, socially, and cognitively. This

eventually brings about a positive attitude, increased interest, and motivation towards

learning. Although the definition of GBL is somewhat ambiguous due to the variety

of formats and contexts in which it has been applied. The bottom line is that

educational games not only enhance learners' conceptual understanding but also

increase their motivation to learn and allow them to have fun while making sense of

the learned content (Baek et al., 2015; da Silva Júnior et al., 2021; Franco-Mariscal et

al., 2016; Partovi and Razavi, 2019).

In terms of the conceptual understanding of grade 6 learners regarding the

planets of the solar system, it is essential to strive for a high level of comprehension

instead of settling for a moderate level. Bloom's Taxonomy outlines various degrees

of thinking, including knowing, comprehending, inferring, and connecting concepts.

This is where game-based learning (GBL) becomes invaluable. GBL has gained

recognition as an effective instructional approach, offering attractive and innovative

learning opportunities that foster engagement and focus.


12

GBL has been successfully implemented across different science-related

subjects, including the solar system, resulting in improved learning effectiveness,

attitudes, and active participation. However, certain educational games related to the

solar system may have drawbacks or limitations. Additionally, integrating GBL in a

web-based setting may not be feasible in educational contexts with limited internet

connectivity. In such cases, teachers often rely on Microsoft PowerPoint presentations

to capture learners' attention and facilitate the learning process.

To promote effective learning, instructional approaches need to shift from a

teacher-centered to a learner-centered paradigm, emphasizing meaningful interactions

and hands-on activities. Active learning techniques, such as cooperative learning and

problem-solving, have consistently demonstrated their efficacy in teaching science

concepts. By engaging students physically, socially, and cognitively, these approaches

cultivate positive attitudes, increased interest, and motivation.

In summary, integrating technology, specifically simulations and educational

games, into the teaching of science topics related to the solar system can significantly

enhance students' conceptual understanding, motivation, and engagement.

Furthermore, adopting learner-centered approaches and incorporating active learning

techniques, such as cooperative learning and problem-solving, further enhances the

teaching and learning experience. By embracing these strategies, educators can create

an environment conducive to effective science education and foster a deeper

appreciation for the wonders of the solar system.


13

Theoretical Framework

Cognitive Theory of Multimedia Learning

According to Mayer and Moreno's (1999) Cognitive Theory of Multimedia

Learning (CTML), information delivered in both text and graphics can lead to deeper

learning than text alone. The assumption that there are two learning

channels—auditory and visual—lays the foundation for the notion of multimedia

learning. Both of these pathways are employed to transfer information into working

memory. The concept of working memory of CTML originates from Atkinson &

Shiffrin (1968) model of short-term memory which describes working memory as a

framework for briefly storing information before it passes to long-term memory.

CTML is also based on the concepts of cognitive load and information

processing. Learning is hampered when a cognitive overload occurs when working

memory capacity is surpassed, according to Sweller's (1988, 1994) cognitive load

theory, which maintains that each subsystem of working memory has a limited

capacity (De Jong, 2010). Cognitive load occurs when the working memory's

processing capacity is surpassed by unrelated information, impairing learning.

Information processing theory states that before the information is stored in long-term

memory, it goes through a number of processes in human memory. The

memory-based information storage (suggested by the information processing model)

is controlled by mechanisms that translate inputs into information (Moore, Burton &

Myers, 2004).
14

Given the definition of the theory CTML of Mayer and Moreno in 1999, these

theories are the most relevant to the aims of this study, given the emphasis on how

instructional material should be designed. "A major challenge for instructional

designers is that meaningful learning can involve a heavy quantity of critical cognitive

processing, while the cognitive resources of the learner's information processing

system are severely constrained," stated Mayer and Moreno (2003). With that, any

unnecessary cognitive load should be reduced while designing multimedia education.

Detailed information is provided in GBL environments that reduce the unnecessary

cognitive burden to improve learning (Chang et al., 2018). Designers should consider

the students' two learning channels: auditory and visual, or CTML. Learners can be

motivated directly by grabbing the students’ attention through the use of attractive and

stimulating medium or learning material. It is important to sustain and arouse the

learner’s attention and curiosity in the learning process.

Conceptual Framework

Figure 1

Conceptual Framework of the Study


15

Figure 1 is a framework that shows the variables which the researchers

followed. The IPO model is used in this study to show how the various variables are

related. The inputs are The Most Essential Learning Competencies for Elementary

Science (MELCS) and the K-12 Science Curriculum Standards. Another input is the

Need Assessment that was done with Science teachers about the necessity of applying

GBL with the use of Space Jump Adventure Game in teaching planets of the Solar

System to supplement Science teachers in teaching. This provided the researchers

with the background information and understanding of what they need to develop the

Space Jump Adventure Game.

The process used by the researchers includes the modified model of R & D by

Divayana, Adiarta, & Abadi (2003). This process has seven (7) steps to be taken:

research and collecting information; planning; design development; preliminary

evaluation, preliminary revision, final evaluation, and final revision. The Space Jump

Adventure Game was evaluated by a panel of evaluators, which consists of In-Service

Elementary Science Teachers and ICT Coordinators from the selected elementary

schools of Iligan City. The purpose of this evaluation is to determine the validity of

the development of the Space Jump Adventure Game in teaching planets of the Solar

System to enhance its content quality, instructional quality, technical quality, and

other factors of the material. The Space Jump Adventure Game development of GBL

with the use of Animated PowerPoint in teaching planets of the Solar System was

revised after collecting ratings, comments, and suggestions from the panel of

evaluators. After this, revisions are conducted from the comments and suggestions to

identify further areas for improvement, which subsequently be taken into

consideration throughout the finalization process. The output of this study is the
16

developed Space Jump Adventure Game, a supplementary material in teaching

planets of the Solar System.

Research Questions

A total research questions was developed based on the scope of the study.

Specifically, the study was guided by the following research questions:

1. How is the Space Jump Adventure Game developed?

2. What is the rating of the In-Service Elementary Science Teachers

towards the developed Space Jump Adventure Game in terms of

Content Quality, Instructional Quality, Technical Quality, and Other

Factors?

3. What is the rating of the ICT Coordinators towards the developed

Space Jump Adventure Game in terms of Technical Quality?

4. What are the comments and suggestions of the panel of evaluators

towards the Space Jump Adventure Game?

Operational Definition of Terms

Operational definitions are the specification of how a concept or term will be

defined and measured (or assessed) in a study (Creswell, 2012, p. 151). In this study,

the following operational terms are;

Baseline. California State University-Chico (2013) defined baseline as one of

levels of achievement in the rubric of educational electronic games. Baseline means

multimedia elements and or learning objects are limited or non-existent.


17

Content Quality. According to DepEd, content quality pertains to the

development of concepts that enrich, reinforce, or master learning objectives. Content

must be accurate, factually correct, up-to-date, and aligned with intended learning

outcomes. It should also be logically developed, organized, and relevant to learners'

needs, interests, age, grade level, and cultural background. Additionally, content

should promote critical thinking, real-life situations, appropriate language, and

positive values that support formative growth.

Effective. California State University-Chico (2013) defined effective as one of

levels of achievement in the rubric of educational electronic games. In effective level,

multimedia elements and learning objects are used and are relevant to student

learning.

Exemplary. California State University-Chico (2013) defined effective as one

of levels of achievement in the rubric of educational electronic games. Exemplary

level means a variety of multimedia elements and learning objects are used and are

relevant to student learning throughout the course.

Instructional Quality. According to the DepEd, instructional quality pertains

to effectiveness of the teaching and learning process to achieve its defined purpose.

Instructional quality involves setting clear learning objectives, ensuring an appropriate

level of difficulty, and utilizing graphics, colors, and sounds effectively. It also entails

providing engaging and challenging materials that foster creativity and creating a

positive learning environment. Effective classroom management, feedback provision,

and integration of instruction with the learner's prior experience are essential skills for

teachers.
18

Technical Quality. According to the DepEd, technical quality pertains to the

appropriateness and functionality of facilities, equipment, and resources used in the

teaching and learning process. This includes the physical environment of the

classroom, audio and visual presentations, accurate representation of concepts

discussed, and accessibility of learning resources and materials. Technical quality also

ensures that the materials run using minimum system requirements and are free from

technical problems.

Other Factors. According to DepEd, “other factors” pertain to the results of

the evaluation or assessment that are not covered by the categories of content quality,

instructional quality, and technical quality. These may include additional factors that

affect the overall quality of education, such as conceptual errors, factual errors,

grammatical and/or typographical errors, and other errors.

Panel of Evaluators. This pertains to the In-Service Elementary Science

Teachers who evaluated the material in terms of its content quality, instructional

quality, technical quality, and other factors. ICT Coordinators were also the panel of

evaluators who evaluated the material in terms of its graphics, technicalities and how

GBL the material is. The panel of evaluators is coded in the following chapter.

Space Jump Adventure Game. The researchers developed supplementary

material based on the Most Essential Competencies (MELCs) that offers an

experience for learners to explore the planets of the Solar System in a more active and

realistic way. The Space Jump Adventure Game includes educational content about

the planets, features, and characteristics. It also includes game mechanics that

challenge players to complete tasks as they explore the different planets.


19

CHAPTER 2

RESEARCH METHODOLOGY

This chapter outlines the procedures that the researchers utilized in order to

collect the necessary research data. Included are descriptions of the research design,

model of the development, procedure, instruments, research data, analysis, and ethical

considerations.

Research Design

This study utilized the Research and Development (R & D) Design by Borg &

Gall in 1983 to design and develop the Space Jump Adventure Game. However, due to

the necessity and context, some educational researchers simplified the 10 steps in the

implementation process of Borg & Gall in 1983. In this study, the researchers used the

modified and simplified design of R & D by Divayana, Adiarta, & Abadi (2003), and

added the two (2) necessary steps namely; final evaluation and final revision.

In this design, there are 7 steps to be taken: research and collecting

information; planning; design development; preliminary evaluation, preliminary

revision, final evaluation and final revision. In conducting research and collecting

information, the researchers conducted a literature review for the selection of the topic

and the needs assessment. In planning, the formulation of objectives based on MELCs

and preparation of the evaluation rubrics assessment tools. The design development

includes the processes used in designing the Space Jump Adventure. The preliminary

evaluation was done through the face validators which consisted with their comments

and suggestions of the game. In preliminary revision, the product was revised based on

the suggestions made by the face validators (thesis adviser and panel members). In the
20

Final Evaluation, the analysis of the rating sheet from the panel of evaluators was

assessed. Lastly, in the final product revision, the game was revised based on the

results from the comments and suggestions from the panel of evaluators. The

researchers conducted this study to develop a supplementary material, Space Jump

Adventure Game in teaching planets of the Solar System, a supplementary material

that can aid the conceptual understanding of grade 6 learners.

Sampling and Participants

The researchers used purposive sampling in selecting the participants. In this kind

of sampling, the researcher carefully chooses the sample; his decision in this regard

remains supreme (Kothari, 2004). Purposive sampling aims to choose participants

consciously in order to acquire data. Researchers in this type of sampling are working

toward a certain objective, thus, the focus is still on specific individuals within the

selected population group of interest (Regoli, 2019). The respondents of the needs

assessment were six (6) In-Service Elementary Science Teachers. To achieve the

validity of the content and design of the game, five (5) In-Service Elementary Science

Teachers and three (3) ICT Coordinators from DepEd. They were identified and

formally invited to participate in evaluating the Space Jump Adventure Game. The

inclusion criteria for the evaluators are the following; In-service Elementary Science

Teachers must have at least 5 years and above experience in the profession and ICT

Coordinator in Education should be a Multimedia Coordinator in school. The

evaluators which are the In-Service Elementary Science Teachers were chosen to

evaluate in terms of the content's dependability. ICT Coordinators evaluated it in terms

of design and graphics. The selected evaluators gave comments, suggestions and
21

evaluated the supplementary material, Space Jump Adventure Game in teaching

planets of the Solar System.

Instruments

The researchers utilized the following instruments to collect data:

1. Needs Assessment Questionnaire (See Appendix D)

To decide whether or not it is necessary to employ this kind of instructional

material while teaching about the planets in the Solar System, a needs assessment was

conducted. The questionnaire was administered to 5 In-Service Elementary Science

Teachers. It comprised seven (7) sets of questions aimed at determining the

requirements for developing the instructional material. The needs assessment was

adapted from Nallano et al. (2022). (See Appendix D)

2. Most Essential Learning Competencies (MELCs) (See Appendix E)

MELCs, which stands for “Most Essential Learning Competencies”, refers to

the skills students need in the teaching-learning process to prepare them for future

grade levels and lifelong learning. It enables the DepEd to concentrate on critical

competencies essential for learners' development, considering potential challenges in

learning delivery. The Space Jump Adventure Game was developed based on the Most

Essential Learning Competencies for Science Grade 6. (see Appendix E)

3. Space Jump Adventure Game (See Appendix I)

Learner-centered items are developed as supplementary material for teaching

planets in Science grade six using the Space Jump Adventure Game. The purpose of

this material is to provide elementary Science teachers with supplementary resources


22

for teaching about the planets in the Solar System. The game is titled “Space” to align

with the Most Essential Learning Competencies (MELCs), specifically focusing on the

characteristics and comparison of planets in the Solar System. The term ”jump” is

included to reflect the gameplay, where players act as astronauts, explore different

stations, and solve puzzles. Also, the term "adventure" perfectly captures the sense of

discovery, challenge, and excitement that awaits players as they navigate the game's

interactive world of the Solar System's planets.

The Space Jump Adventure Game is designed to be used in MS PowerPoint

Software, which is widely utilized in the academe for lesson delivery due to its various

animations, themes, and graphics that help capture students' attention (Emralino &

Nartea, 2020; Paje, Rogayan & Dantic, 2021). The researchers selected MS

PowerPoint as the platform for the game, ensuring compatibility with versions such as

Microsoft PowerPoint 2010, 2015, 2016, 2018, and 2019. (See Appendix I)

4. Evaluation Rating Sheet for In-Service Elementary Science Teachers (See

Appendix F)

The In-service Elementary Science Teachers in Education used this evaluation

rating sheet for the Development of the Space Jump Adventure as a Supplementary

Material in Teaching planets in the Solar System. The researchers adopted the DepEd

LRMDS Assessment & Evaluation (2009). The Evaluators used the Evaluation Rating

Sheet (see Appendix F) for Non-Print Materials and Technical Evaluation; to assess the

suitability of materials for use in public schools and to ensure that they are free of

errors. The rating sheet includes criteria on the following: (1) Content Quality, (2)

Instructional Quality, (3) Technical Quality, and (4) Other Factors. This was done to
23

improve education through the use of information and communication technology. The

following items make up the requirements for In-Service Elementary Science

Teachers: objectives, content, purpose or topic, introduction, supporting material,

relevance, grammar, various learning styles, higher-level learning abilities, goals, and

directions.

5. Evaluation Rating Sheet for the ICT Coordinators (See Appendix G)

The rubrics that were used by the ICT Coordinators, is from the California

State University-Sacramento (2017) (see Appendix G). This rubrics was used to

evaluate the electronic game in an educational setting which has three (3) main

criterias. For the first criterion Organization and Design, it has two categories.

Followed by the second criterion Instructional Design and Delivery who has three (3)

categories. The third criterion Game Based Learning has five (5) categories. The

rubrics were adapted from Educational Rubrics from California State

University-Sacramento (2017).

Data Gathering Procedure

These are the procedures that the researchers followed in gathering the data for

the development of the Space Jump Adventure Game. The following are research and

collecting information, planning, design development, preliminary evaluation,

preliminary revision, final evaluation, and final revision.


24

Figure 2

Flow Chart on the Development of Space Jump Adventure Game as a Supplementary


Material in teaching Solar System Planets

Detailed explanations of the procedures shown in Figure 2 may be found in the

following sections:

A. Research and Collecting Information

A1. Needs Assessment Questionnaire

To decide whether or not it is necessary to employ this kind of instructional

material while teaching about the planets in the Solar System, an adapted and modified

needs assessment from (Nallano, 2022) was conducted. This need assessment

questionnaire has given three (2) personal questions to answer and also has five (4)

different sets of questions to answer to ascertain the requirements for the development
25

of the GBL regarding the Space Jump Adventure Game in teaching planets of the Solar

System.

B. Planning

B1. Selection of the Topic

The researchers have found the PISA 2018 results that showed how poorly

Filipino students performed in science. Of all the coverage of Science in PISA 2018;

introduction to the Solar System and planet Earth as a member of the Solar System

were only introduced in Grade 6 and Grade 8. This revealed that for the Philippines to

perform well in large-scale assessments or learning performance, grade 6 learners must

have a foundation in the knowledge of the Solar System, especially the planets in the

Solar System.

B1. Formulation of Learning Objectives

The learning objectives were formulated based on the Most Essential Learning

Competencies (MELCs) for Grade six in Science.

C. Design Development

C1. Designing of the Space Jump Adventure Game as a Supplementary

Material in Teaching planets of Solar System

The development of the Space Jump Adventure Game for learning requires

developing learning activities in such a way that game elements and game concepts are

woven into the structure of the learning activities itself. In addition to that, it is made

up of animated content, activities, applications, and educational materials. The design,

game platform, game world, and game mechanics of the game are well outlined. The

design of the game includes the choice of colors, animations, and pictures. In the

game platform, the game allows users to experience obstacles and challenges such as
26

solving puzzles and answering questions. With the game world, the game is set in outer

space wherein the users encounter various space objects and types of planets. In the

game mechanics of the game, it challenges users to answer questions on each planet to

progress to the next one., with corresponding points recorded using a scoring system,

the card points. To facilitate the development of game-based elements, an animated

PowerPoint Presentation was utilized. This approach aims to provide engaging and

effective game-based learning.

D. Preliminary Evaluation

This consists of the Face Validation by the thesis adviser and panel members to

evaluate the Space Jump Adventure Game as supplementary material in teaching

planets of the Solar System. During the preliminary evaluation, it was suggested that

the fonts must not change even if the teacher uses different versions of Powerpoint. It

was also suggested to change the name of the characters into Pinoy names or names in

astronomy. They also suggested adding GIFs and narration to make it more interesting.

It was also suggested to check the spelling and the information. They also suggested

checking the audio and background music.

E. Preliminary Revision

E1. Evaluation Rating Sheet of the Space Jump Adventure Game

The following are the revisions made by the researchers based in the comment

and suggestions of the face validators (thesis adviser and panel members). The

researchers selected fonts that are compatible with any version of Powerpoint such as

Calibri, Arial, OCR A, Extended, Bahn Schrift, SemiBold, Berlin Sans FB Demi,

Overlock, Abadi, and Poppins. researchers changed them into Luna, Commander
27

Mario, and Pilot Pablo. The researchers add GIFs and narrations throughout the game.

the researcher checks and revises the spelling and information.

F. Final Evaluation

Evaluation for the Space Jump Adventure Game of ICT Coordinators and

In-Service Elementary Science teachers was made through the rating sheet.

G. Final Revision

A number of changes were made to the research study as a direct result of the

comments and recommendations made by the panel of evaluators; the Space Jump

Adventure as a Supplementary Material in teaching planets of the Solar System was

polished to generate a final material that is now ready for deployment.

Data Analysis

To determine the results and findings of the study, the following statistical tools

and rating interpretation were used:

The researchers employed the descriptive analysis approach for analyzing

the data. The evaluation rating sheet forms employed during the given questionnaires

were looked into one at a time, and comparable responses were collected in writing for

each question. After that, behind each question was a coding key that was made by

writing each distinct response. The researchers compiled forms that were randomly

chosen from evaluation forms that were filled out while collaborating with 5

In-Service Elementary Science Teachers for needs assessment, 3 ICT Coordinators,

and another 5 In-Service Science Teachers for evaluation in order to assess the

reliability of the coding key. Two distinct researchers each received a set of chosen

forms and coding keys for reading and analysis. It was discovered that the researchers

who conducted the study and the other evaluators were in complete agreement.
28

Rating Interpretation for In-service Elementary Science Teachers

The evaluation rating sheet used by In-Service Elementary Science Teachers

for rating interpretation assesses the Space Jump Adventure based on Content Quality,

Instructional Quality, Technical Quality, and Other Factors. This interpretation helps

identify strengths and areas for improvement in order to enhance the Space Jump

Adventure Game..

Table 1

Rating Interpretation for the In-Service Elementary Science Teachers in terms of


Content Quality, Instructional Quality, Technical Quality, and Other Factors

Factors Mean Ranges Remarks


Content Quality 30 - 40 Passed
1 - 29.9 Failed

Instructional Quality 30 - 40 Passed


1 - 29.9 Failed

Technical Quality 39 - 52 Passed


1 - 38.9 Failed

Other Factors 16 Passed


1 - 15.9 Failed
Note: *Content Quality, passed= 30-40, failed= 1-29.9; Instructional Quality, passed= 30-40, failed=

1-29.9; Technical Quality, Passed= 39-52, failed= 1-38.9; Other Factors, Passed= 16, Failed= 1-15.9

In this study, Table 1 presents the mean ranges in the evaluation rating sheet,

along with their corresponding remarks. These ranges were utilized as a criterion to

determine whether the Space Jump Adventure met or fell short of the standards

established by the Department of Education's Learning Resources Management and

Development System (DepED LRMDS) for Non-Print Materials. This table served as

a reference point to assess the success or failure of the Space Jump Adventure based on

the established standards.


29

Table 2

The Mean Ranges and Corresponding Descriptions Used in Interpreting the Total
Points Ratings of In-Service Elementary Science Teachers

Mean Ranges Remarks


3.25 - 4 .0 Very Satisfactory
2.5 - 3.24 Satisfactory
1.75 - 2.49 Not Satisfactory
1 - 1.74 Poor
*Note: Very Satisfactory= 3.25-4; Satisfactory= 2.5-3.24; Not Satisfactory= 1.75-2.49; Poor= 1-1.74

Table 5 above shows the mean ranges in the evaluation rating sheet and their

corresponding interpretation of total points used in this study. It was used as the basis

for whether the Space Jump Adventure is Very Satisfactory, Satisfactory, or Not

Satisfactory interpreting the ratings of the In-Service Elementary Science Teachers.

Rating Interpretation for the ICT Coordinators

Table 3

The Mean Ranges and Corresponding Descriptions Used in Interpreting the Ratings of
ICT Coordinators

Criteria Mean Range Remarks


Organization and Design
Layout & Design 0 - 1.67 Baseline
1.68 - 3.34 Effective
3.35 - 5 Exemplary

Navigation 0 - 1.67 Baseline


1.68 - 3.34 Effective
3.35 - 5 Exemplary

Instructional Design and


Delivery
Objectives 0 - 1.67 Baseline
1.68 - 3.34 Effective
3.35 - 5 Exemplary

Different Learning
Styles 0 - 1.67 Baseline

1.68 - 3.34 Effective


3.35 - 5 Exemplary
30

Table 3 Continued.
Higher Level Learning 0 - 1.67 Baseline
1.68 - 3.34 Effective
3.35 - 5 Exemplary
Game-Based Learning
Rules 0 - 1.67 Baseline
1.68 - 3.34 Effective
3.35 - 5 Exemplary

Goals 0 - 1.67 Baseline


1.68 - 3.34 Effective
3.35 - 5 Exemplary

Feedback 0 - 1.67 Baseline


1.68 - 3.34 Effective
3.35 - 5 Exemplary

Interaction 0 - 1.67 Baseline


1.68 - 3.34 Effective
3.35 - 5 Exemplary

Subject 0 - 1.67 Baseline


1.68 - 3.34 Effective
3.35 - 5 Exemplary
Note: *For all criteria baseline= 0-1.67; effective=1.68-3.34; exemplary= 3.35-5

Table 3 above shows the mean ranges in the evaluation rating sheet and their

corresponding remarks used in this study. It was used as the basis for whether the game

is in the level of achievement in Baseline, Effective or Exemplary. This evaluation

sheet was adapted from California State University-Sacramento (2017) (See Appendix

G). There are three (3) criterias in this evaluation sheet which are discussed in this

paper.

For the Organization and Design Criterion; there are two (2) categories. In the

layout and design category, baseline remarks mean that there are few or no graphic

elements, no variation in layout and/or the colors interfere with the readability, for

effective remarks, there are some graphic elements and limited variation in layout and

design elements sometimes assist students in understanding concepts and ideas. In


31

exemplary remarks, there are multiple graphic elements and variation in layout and

design elements assist students in understanding concepts and ideas. For the navigation

category, baseline remarks means navigating the game is confusing and information

cannot be found easily. In effective remarks, some navigation is unclear, resulting in a

few places where students can become lost. In exemplary remarks, the game is

well-organized and easy to navigate and students can clearly understand where they are

and where to go next.

The next criterion in this evaluation sheet is Instructional Design and Delivery.

In this criteria there are three (3) categories. The first category is objectives, the

baseline remarks in this category means learning objectives are unclear or

non-existent. For effective remarks, some learning objectives are identified and in

exemplary remarks, the learning objectives are clearly identified. The second category

is different learning styles, in baseline remarks, the game provides few auditory,

kinesthetic, textual and/or visual activities to enhance student learning. In effective

remarks, the game provides only some and the exemplary remarks means the game

provides multiple auditory, kinesthetic, textual and/or visual activities to enhance

student learning. Lastly, in Higher Level Learning Skills, baseline remarks means the

game provides limited or no activities to help students increase their cognitive skills,

such as analysis, synthesis and evaluation. In effective remarks it means some

activities and in exemplary remarks the game provides multiple activities to help

students increase their cognitive skills, such as analysis, synthesis and evaluation.

The next criterion in this evaluation sheet is Game-Based Learning. In this

criteria there are five (5) categories. The first category is rules, in this category

baseline means rules are not clearly stated. In effective remarks, there are some rules
32

given, but there is missing information. Students might be confused. In exemplary

remarks for this category, every rule is clearly stated. The second category is goals. In

goals, the baseline remarks means goals are vague or incomplete. For effective

remarks, goals are at least partially described. In exemplary remarks, goals are clearly

stated and measure what students must know and be able to do to accomplish the

game. The third category in this criteria is feedback. In the feedback category, baseline

remarks means there are few or no opportunities for students to receive feedback on

their performance. In effective remarks, there are some opportunities while exemplary

remarks means there are frequent opportunities for students to receive timely feedback

on their performance.The fourth category in this criterion is Interaction. In the baseline

remarks for this category, it indicates that student-to-computer and student-to-student

interactions are limited or non-existent, and their identification is only partially

achieved. Conversely, in the exemplary remarks, it signifies that student-to-computer

and student-to-student interactions are clearly identifiable, and there is a definite

increase in social interaction.

For the last category in this criterion, which is the subject, the baseline remarks

denote that the subject or topic of the game is vague or incomplete. In the effective

remarks, it implies that the subject or topic of the game is described at least partially.

On the other hand, in the exemplary remarks, it indicates that the subject or topic of the

game is clearly stated.


33

Table 4

The Mean Ranges and Corresponding Remarks for the evaluation total points of ICT
Coordinators Rating on the Space Jump Adventure

Mean Ranges Remarks


40 - 50 points Exemplary

30 - 39 Effective

Less than 30 points Baseline


Notes: *evaluation of total points for exemplary= 40-50 points; effective= 30-39; baseline= less than 30

points

Table 4 above shows the mean ranges of the total points and corresponding

remarks used in this study. It was used as the basis if the game is Exemplary, Effective,

or Baseline. This evaluation sheet was adapted from California State

University-Sacramento (2017) (See Appendix G). As defined by California State

University-Chico (2003) for the Innovative and Teaching with Technology category,

exemplary remarks means a variety of multimedia elements and/or learning objects are

used and are relevant to student learning throughout the course. In effective remarks,

multimedia elements and/ or learning objects are used and are relevant to student

learning. For baseline remarks, multimedia elements and/ or learning objects are

limited or non-existent.

Coding of Data
Table 5
Coding of Data of the Respondents

In-Service Teachers Evaluators Science Teachers ICT Coordinators


(Needs Assessment)

ISTNA1 EST1 ICT1

ISTNA2 EST2 ICT2

ISTNA3 EST3 ICT3


34

Table 5 Continued.
ISTNA4 EST4

ISTNA5 EST5

Table 5 shows the coding of data codes that were used in this study to protect

the personal information and maintain the confidentiality of the respondents. For the

needs assessment, In-Service Teachers are coded as ISTNA. Thus, ISTNA1 refers to

needs assessment 1. The evaluators for the content dependability or the Science

teachers are coded as EST, thus, EST1 refers to evaluator 1. ICT Coordinators is coded

as ICT and ICT1 refers to ICT Coordinator 1.

Ethical Considerations

The researchers composed a permission letter addressed to the Schools

Division Superintendent for the gathering of data for the study. After the granting of

permission, another letter of request addressed to the chosen school principals for the

conduct of the study is attached with the approval letter from the Schools Division

Office. A needs assessment questionnaire was given to the selected elementary science

teachers participating in the study together with the approved letter from the Schools

Division's Office and the Principal. The needs assessment questionnaire was used to

gather data for the development of the Space Jump Adventure Game as supplementary

material in teaching planets of the Solar System. Before proceeding with the first step

of developing the material, a panel of evaluators, ICT coordinators, and in-service

elementary science teachers were also chosen based on the given criteria and formally

invited the panel of evaluators to evaluate the game.


35

Upon agreeing to conduct the study, the participants were told the purpose and

benefits of participating in the study. The researchers assured that the profile or

identities and responses of every participant would be kept among the researcher and

would not be shared with the public. Any kind of communication done between the

researchers and participants is honest and transparent. Researchers did not ask personal

questions or unnecessary inquiries that are not related to the study. The researchers

ensured the authenticity of the data and presented accurate results based on the data

gathered with the use of appropriate instruments.


36

CHAPTER 3

RESULTS, DISCUSSIONS, CONCLUSIONS, AND RECOMMENDATIONS

This chapter outlines the results, analyses, and interpretation of the findings in

the development of the Space Jump Adventure Game as a supplementary material in

teaching planets.

Development of the Space Jump Adventure Game

In this part, the development of the Space Jump Adventure Game underwent

the following stages including the research and collecting information, planning,

design development, preliminary evaluation, preliminary revision, final evaluation, and

final revision.

Research and Collecting Information

This covers the identification of the topic, formulation of learning objectives,

planning, development phase, and preliminary revision.

The PISA 2018 results in Science, Philippines had the second-highest

percentage (78%) of pupils who did not achieve the required level of competency in

science. Also, the study by Putri, Hermita, Zufriady et al., (2021), grade six pupils in

terms of planet identification have a conceptual understanding who fall into the

"medium" category of understanding the concept. The number of incidents falling

under this risk level should be considered when determining the need for corrective

actions (Haugom et al., 2022b). With Hong and Masood (2014), stated that GBL has a

higher potential for ensuring class participation compared to traditional teaching

methods and concluded that GBL was more effective on the internal motivation levels
37

of students for learning compared to traditional teaching methods. According to Li &

Tsai (2013), there are a considerable number of games dedicated to Science but there

are few games that focus on planets/Solar System in particular (Mawas et al., 2020).

The following educational game related to solar system were also deemed

effective; (1) Space Hunters", (2) Science Domino Game and Booklet, (3) Blind

Mouse on the Moon and Mars, (4) gaming engine for Earth and Planetary systems, and

lastly, (5) Final Frontier Game. The need for the Space Jump Adventure Game to

develop is motivated by the fact that the existing games have some drawbacks and

lapses. Some other games rely on different APIs (i.e Blind Mouse on the Moon and

Mars). Some games are designed for higher education students (Pringle, 2013), and

others (Final Frontier Game) are in a web-based setting. This game was utilized in

Microsoft Powerpoint given that it is the most accessible to teachers and can be used

without internet connection.

In-Service Science Teachers Needs Assessment

The basis for the development of the Space Jump Adventure Game was

assessed through needs assessment in a paper questionnaire (Nallano et al., 2022) that

consists of different open-ended questions which were given to the six (6) In-Service

Elementary Science Teachers. These questions and the responses of the teacher were

used to develop the Space Jump Adventure Game.


38

Table 6

Needs Assessment Questionnaire Responses of In-service Elementary Science Teachers

for the Identification of Topic

Question Choices Respondents

Among these topics, identify one The effects of revolution and rotation on Earth. ISTNA1
(1) specific topic that you believe
your learners have difficulty
learning with and misconceptions
are prominent. Students have
difficulties in:

The characteristics of the planets in the solar ISTNA2, ISTNA5


system.

The basic astronomy concepts. ISTNA3

The relationship of Earth and Sun. ISTNA4

Table 6 above shows the responses of the In-service elementary science

teachers. Two (2) in-service elementary science teachers choose students who have

difficulties in “The characteristics of the planets in the solar system” while the other

choices have 1 respondent each. It can also be seen, in the study of Putri et al., (2021),

grade six (6) learners in terms of planet identification have a conceptual understanding

who fall into the "medium" category of understanding the concept. Medium is part of

the three categories of the risk level. At the medium level, the risk might be tolerable,

but if it is reasonably practical, redesign or other changes should be taken into account

(Haugom et al., 2022). The number of incidents falling under this risk level should be

considered when determining the need for corrective actions (Haugom et al., 2022b).

In this study, the game is specifically about the characteristics of planets in the solar

system.
39

Table 7

Needs Assessment Questionnaire Responses of In-service Elementary Science Teachers

Questions Utterances Respondents

What learning strategies have you


“Interactive Educational Video Presentation.” ISTNA1
used while teaching the
characteristics of the planet in the
solar system?

“Simulation” ISTNA2

“Video/Film showing.” ISTNA2,

“Using models and interaction with the ISTNA2, ISTNA3


models.”

“Cooperative Learning and Practical Work ISTNA4, ISTNA5


Approach.”

What challenges have you “Learners’ retention span.” ISTNA1,


encountered when teaching the
characteristics of the planets in the
solar system?

“Some of the learners were interested to learn ISTNA2


about the topic while others were not, but I see
to it that before the end of the lesson, learners
will be interested to learn the topic.”

“They’re having a hard time in familiarizing ISTNA5


each characteristic of the planet.”

“In my years of teaching Solar System, I ISTNA3, ISTNA4


haven’t encountered any difficulties or
challenges because Solar System is one of my
favorite topics in Science 6.”

What do you think of Integrating “More Interesting.” ISTNA1,


Game-Based Learning in Teaching
Planets in the Solar System in your
classroom?

“Nice” ISTNA3, ISTNA2

“I believe that Integrating games in teaching ISTNA4


planets in the solar system is applicable so that
the lesson proper will not be boring, instead it's
enjoyable.”

“It would be easier for them to learn the lesson ISTNA5


while having fun.”
40

The table 7 shows the needs assessments questionnaire that is conducted to the

In-Service Science Teachers and their responses. The ultimate purpose of any needs

assessment is to discover performance gaps and possibilities for improvement and it

helps the instructional designer understand what is causing or contributing to the

current situation (Stefaniak, 2021). The needs assessment enables the researchers to

ascertain the requirements for the development of the Space Jump Adventure Game as

supplementary material in teaching planets of the Solar System.

Based on the data gathered by the researchers, two (2) out of five (5) answered

learners have difficulties in the characteristics of the planet in the Solar System,

followed by the one (1) basic astronomy concept, one (1) the effects of revolution and

rotation on Earth and one (1) lastly the relationship of Earth and Sun. This implies that

the teaching of characteristics of planets in the Solar System seem to be a challenge for

teachers because some have difficulty in learning this. With that, the purpose of the

development of the Space Jump Adventure game is also fitting for the majority of the

science teachers.

While teaching planets of the Solar System, these In-Service Elementary

Science Teachers have used a variety of learning strategies; some In-Service

Elementary Science Teachers have mainly used Interactive Education Video

Presentation, Simulation and showing lots of models of the solar system. Other

In-Service Elementary Science have also applied cooperative learning and the PWA or

Practical Work Approach. Majority of the In-Service Elementary Science Teachers

have also encountered challenges while teaching planets in the Solar System. Four (4)

out of 5 In-Service Elementary Science Teachers have challenges solely with the

learners' understanding. The learners’ time attention is one of the big concerns,
41

followed by some of the learners having a hard time in familiarizing the planets and

some were not eager to learn.

Based on the interview question, the In-Service Elementary Science Teachers

were asked about their perception of integrating Game-Based Learning (GBL) in

teaching planets of the Solar System, at which this study is aimed. It was found out

that GBL for the In-Service Elementary Science Teachers is also noted as beneficial

because it can allow the lesson to not be stagnant while having fun based on their

responses. GBL allows teachers to incorporate active learning into their instruction

sessions while also increasing learners' interest and motivation, and a substantial

amount of research demonstrates that GBL can boost student learning and engagement,

as well as providing instant feedback on performance (Pho and Disncore, 2015). Thus,

integrating learning with a game-based approach can be an effective way of balancing

the preferences of teachers and pupils.

Planning

Identification of the Topic

The topic chosen was the planets of the Solar System that is part of Grade 6

level Science lessons. As stated in the K-12 Curriculum Standards for Grade 6,

learners at the end of the grade level must learn about the Solar System, with the focus

on the motions of the Earth as prerequisite to the study of seasons in a later grade. (K

to 12 Science Curriculum Guide, p. 6, 2016). However, with the result on Science in

PISA 2018, Philippines had the second-highest percentage (78%) of pupils who did not

achieve the required level of competency in Science. Considering the coverage of


42

Science in PISA 2018 the introduction to the Solar System and Earth as a member of

the Solar System were only introduced in Grade 6 and Grade 8. Therefore, grade 6

learners must have a foundation in the knowledge of the Solar System, especially

planets of the Solar System, to avoid misconceptions and lower scores on one such

large-scale learning assessment which is the Programme for International Student

Assessment (PISA).

Figure 3

Formulation of Learning Objectives based on MELCs

Solar System is one of the topics in Science for Grade 6 to be discussed in the

Fourth Quarter. The said topic is based on MELCs were provided by DepEd as the

primary reference for all Schools, Schools Division Offices (SD0s) and Regional

Offices (R0s) in determining and implementing learning delivery approaches that are

suited to the local context and diversity of learners, while adapting to the challenges

posed by COVID-19 Pandemic. The K-12 Curriculum identified the standards as

stipulated in the Science Curriculum Guide provided for the Grade 6 level. The

curriculum guide contains the content standard, performance standard and learning

competencies. Grade 6 Earth and Space Learning Competency: Q4/Week 7-8 Compare

the planets of the Solar System. To achieve the highest level learning science that the

Department of Education in the Philippines, learners in the Grade 6 level must attain
43

the following performance standards that they intended to learn. Earth and Space

Fourth Quarter Content Standards: characteristics of planets of the Solar System.

Design Development

The developmental phase of the design of Space Jump Adventure Game

includes the designing of the game through Microsoft PowerPoint Presentation.

Designing the Space Jump Adventure Game with the use of Animated PowerPoint

Presentation

The developed Space Jump Adventure Game in teaching planets of the Solar

System was predominantly connected in the use of PowerPoint Presentation made by

the researchers. Furthermore, the design was significantly ensured to be aligned to the

key competencies that students need to achieve through the lesson along with the

feedback indicated and specified by the panel of evaluators.

The theory CTML of Mayer and Moreno in 1999 is the basis of the design of

this material, given the emphasis on how instructional material should be designed.

Instructional designers should consider the learners' two learning channels: auditory

and visual, or CTML. As Mayer and Moreno in 2003 stated "A major challenge for

instructional designers is that meaningful learning can involve a heavy quantity of

critical cognitive processing, while the cognitive resources of the learner's information

processing system are severely constrained,".

The developed Space Jump Adventure Game in teaching planets of the Solar

System. Content was chosen as stipulated in the standard and competencies of K-12
44

Most Essential Learning Competencies (MELCs) for grade 6-10. In this step the

researcher created the lesson plans along with the activities and the elements of the

game as well as the conceptualization of the content for the Space Jump Adventure

Game lesson using Animated PowerPoint Presentation a Microsoft PowerPoint is a

presentation program, creating presentations from scratch or a template. Add text,

images, art, audio and videos and all other learning materials to be included in the

lessons. In designing the Space Jump Adventure Game, the researcher was guided with

the guidelines from the Department of Education in making lesson and lesson plans

that must be learner-centered, inquiry-based, and reflective. The developed Space

Jump Adventure Game was created in an effective way as the researchers use the

Grade 6 Science Beyond Borders Textbook for information and updated details on

planets of the Solar System.

The researchers made a GBL interactive game by having questions after the

given information so that the learners are able to process their thinking and engage in

the game. In this part, the learners’ curiosity and also their interest is stimulated on

how the game will go through. According to Gürdoğan (2012), it also improves

creativity by affecting the usage of knowledge, and the conceptual and technical skills

of learners. Moreover, it is explained as one of the factors that creates interest and

anxiety of the learners and ensures that they become constructive, creative and

efficient individuals by encouraging them to actively participate in classes (Uyulgan et.

al 2014).

In their report, Clark et al., (2009) review existing games and studies on

Science learning, identify goals such as conceptual understanding and process skills,
45

epistemological understanding, attitudes and identity, and design issues. While there

are a considerable number of games dedicated to Science (Li & Tsai, 2013), there are

few games that focus on Geoscience in general and planets/Solar System in particular

(Mawas et al., 2020).

In line with this, the researchers made sure that the material can give the

learners fun and experience as if they were really in the world of astronomy. The

researchers used information that is easy to understand, the images used show real

images of the planets, and the audio that the researchers used can let the player feel

excited and use a voice that is easy to understand. The game is made for the learners to

learn, enjoy and feel motivated about the lessons. The design components of the Space

Jump Adventure Game are defined in the following:

Game Platform

The Space Jump Adventure Game is an action-packed platform game set in a

futuristic space-themed world. The game follows the journey of the players, who are

on a mission. The Space Jump Adventure Game can be played on personal computers

and laptops. The game can be played using a computer mouse. As long as you have

Microsoft PowerPoint Slide Presentation Software.


46

Figure 4

Designing the Game World of Space Jump Adventure Game with the use of Animated

PowerPoint Presentation

The Space Jump Adventure Game includes quiz questions such as fill-in the

blanks test and multiple choice test which appears after exploring each planet that tests

the player’s knowledge of the Solar System. The Space Jump Adventure Game world

is designed to be visually engaging, incorporated with accurate representations of the

planets and other celestial bodies in the Solar System. Such as the characters in the

game, the enemies in the game, introduction, were designed based on the space theme.
47

The game has 8 planets where the players need to jump onto these 8 planets

and encounter some asteroids fields and other challenges. Each planet is designed with

unique challenges and obstacles that must be overcome to progress through the game.

The Space Jump Adventure Game features graphics and visual effects that bring the

game world to a life. With the chosen pictures, sounds, music, and other characters.

The game lets the player experience and see what it looks like to be in space. The

game features some 2D and 3D models and textures that create an immersive

space-themed experience for players. The sound effects and voice acting add to the

game’s overall atmosphere and help to enhance the player’s gaming experience.

Figure 5

Designing the Game Mechanics Space Jump Adventure Game with the use of Animated

PowerPoint Presentation

The Space Jump Adventure Game is an adventure game where the player's

character travels through space, exploring and jumping to different planets by


48

answering the questions while collecting star points and passing the obstacles. Along

the way, the players may encounter obstacles just like monsters to progress through the

game.

As the players progress, they will encounter a slide of questions where they

need to click the box for the total points they got from the previous questions. And if

they got 0-3 points they need to go back and answer some questions again to proceed

to the next planet. But if they get 4-6 points they can proceed to the next planet.

Test and Revise of the Game

The playtest of Space Jump Adventure Game had gathered feedback on the

game’s mechanics, game world, and overall experiences. Observe how the players

interact with the game and take note of any issues they encounter. The researchers

analyze the feedback from the evaluators and identify any common issues that need

improvement. Based on the feedback, the researchers revised the game to address any

issues or areas for improvement. Make changes to game mechanics and game world as

necessary to improve the overall game experience.

Finalizing the Process of the Game

The finalization of the design of the Space Jump Adventure Game has been

thoroughly revised and the researcher still takes the suggestions and comments from

the panel of evaluators to make more revisions as necessary to create a game that is

engaging and effective in promoting learning outcomes.


49

Preliminary Evaluation

Table 8

Face Validators Comments and Suggestions towards the Space Jump Adventure Game

in terms of Content

Content

Before Comments and Suggestions After

There should be bases for the


sizes of each planet.

Use Pinoy names or names in


astronomy.

\\
50

Slide 16 for terrestrial planets


kindly show an example of a
surface of a terrestrial planet

For slides 74 - 75 you may add a


button where students can click to
get a meaning of polar and
equatorial diameter (you may also
apply this to other slides so that
they will have the option to know
the meaning of these terms)

Check the name of the planet in


slide 238.

Table 8 shows the suggestions provided by the panelists regarding the Space

Jump Adventure Game, specifically focusing on its Content. The initial version of the

game contained a few errors and corrections, which the researchers promptly

addressed through revisions. One suggestion was to ensure that the shapes of the

planets in the game matched their real-life sizes, leading the researcher to edit the

planet sizes accordingly. Additionally, it was recommended that the character names be

Filipino or related to Astronomy. As a result, the researchers changed Officer Glen's

name to Commander Marie, Luna to Sasha, introduced a new character named Pilot

Pablo, while retaining the name Ben. Another suggestion involved incorporating

examples of planets that belong to the Terrestrial Planet category, which the researcher

addressed by showcasing the relevant Terrestrial Planets. The details of the planets

were emphasized, and any errors were rectified.


51

Table 9

Face Validators Comments and Suggestions towards the Space Jump Adventure Game

in terms of Assessment Questions

Assessments Questions

Before Comments and Suggestions After

Analogy questions for the


difficult part.

True or False-1st question


should always be true.

Rock (find the right term)

Table 9 shows the suggestions put forward by the panelists regarding the Space

Jump Adventure Game, specifically focusing on the Assessment Questions. One

suggestion was to use analogy questions for the difficult part of the assessment, rather

than an identification-type test. Responding to this recommendation, the researcher

modified the assessment by incorporating analogy questions. Another suggestion

pertained to True or False type tests, where it was proposed that the first question
52

should always be true. In response, the researcher included a True or False test and

ensured that the answer to the first question is indeed true. Furthermore, any errors

relating to terms and their definitions were rectified to prevent further

misinterpretation.

Table 10

Face Validators Comments and Suggestions towards the Space Jump Adventure Game

in terms of Animation

Animation

Before Comments and Suggestion After

Slides in the PPT can be


enlarged.

It might be better that the


planets are moving in the
slides (however, you have
to put into account the right
directions as to avoid
misconceptions)

The usage of GIFs and


animated pictures are applied.

Table 10 shows the suggestions provided by the panelists regarding the Space

Jump Adventure Game, specifically focusing on Animation. One suggestion was to

enlarge the slides in the PowerPoint presentation, prompting the researcher to edit each

slide to increase their size. Additionally, it was recommended to incorporate movement


53

in the planets and utilize GIFs and animations. In response, the researchers created

more animated GIFs to enhance the game's level of engagement and enjoyment.

Background music, sound effects, and voice narration were also introduced to further

enrich the overall experience.

Table 11

Face Validators Comments and Suggestions towards the Space Jump Adventure Game

in Terms of Grammar and Spelling

Grammar and Spelling

Before Comments and Suggestion After

Please check the term alluring


maybe this is lurking? Slide
81

Check slide 11 for correct The researchers revised the content of the
spelling of planets (please game. Spelling and Grammar were also
check spelling and grammar fixed accordingly.
of the entire game as well).

Table 11 shows the suggestions provided by the panelists regarding the Space

Jump Adventure Game, specifically related to Grammar and Spelling. The initial

version of the game contained a number of errors and corrections, which the

researchers diligently addressed through revisions. Notably, the text and terms

displayed on the slides required fixing. To rectify this, the researchers carefully

checked and corrected the spelling and grammar on each slide, ensuring accuracy and
54

clarity in the game's content.

Table 12

Face Validators Comments and Suggestions towards the Space Jump Adventure Game in

Terms of Graphics

Graphics

Before Comments and Suggestion After

Having the planets to talk to or


giving them a face might give a
misconception to the learners that
they can talk, you may change it
and have some sort of guardians
or inhabitants of these planets
whose body and characteristics
have adapted to the different
environments of these planets.

Make sure the fonts will not The researchers use fonts that are
change even if the teacher is compatible with any of the versions 2010,
using different versions of of Microsoft PowerPoint. These fonts are:
Powerpoint. Calibri, Arial, OCR A Extended,
Bahnschrift, Bahnschrift SemiBold,
Berlin Sans FB Demi, Overlock, Abadi,
and Poppins.

If they got the correct answer


add a graphic that celebrates the
correct answer.

Table 12 shows the suggestions provided by the panelists regarding the Space

Jump Adventure Game, specifically related to Graphics. One recommendation was to


55

eliminate the animation where planets talk, to avoid potential misconceptions among

learners. In response, the researchers made modifications by categorizing the planets

into Terrestrial Planets and Gas Planets on separate slides. This way, learners can

explore each planet individually and observe clear details about their characteristics.

Another suggestion was to ensure the font used in the game remains consistent

across different versions of PowerPoint. The researchers addressed this by selecting

fonts that are compatible with various versions, such as Calibri, Arial, OCR A

Extended, Bahnschrift, Bahnschrift SemiBold, Berlin Sans FB Demi, Overlock, Abadi,

and Poppins. Furthermore, it was proposed to incorporate celebration effects when

learners provide the correct answer. In light of this suggestion, the researchers added

effects to the slide to create a livelier and more engaging experience for the learners.

Table 13

Face Validators Comments and Suggestions towards the Space Jump Adventure Game in

Terms of Media

Audio and Video

Before Comments and Suggestion After

Video for Rotation and


Revolution should be added
with subtitles.

Add narration voices to the The text narration generator was used
characters and for the content for the voices and the reading of
information of the game information of the game.
56

Table 13 Continued.

Try out with a kid.

Change the BGM into something The researchers used a more


less distractive. appropriate BGM for the game that is
pleasing to hear.

Table 13 presents the suggestions made by the panelists regarding the Space

Jump Adventure Game, specifically focusing on Audio and Video. During the testing

phase with a 6th-grade learner, it was observed that the game took an excessive 45

minutes to complete, which proved to be quite lengthy for a child and caused boredom.

However, positive responses were also noted, as the learner expressed excitement to

play the game and remained attentive to the instructions and information provided.

Taking into account the game's topic, which revolves around the planets of the

solar system, the panelists suggested dividing it into two sections: the inner planets and

the outer planets. This division would help streamline the gameplay and make it more

manageable for learners. Additionally, the appropriate background music (BGMs) that

were used in the game enhanced the overall experience. Moreover, the complications

associated with the challenge on planet Uranus were resolved, ensuring a smoother

gameplay flow. With these adjustments and improvements implemented, the game was

deemed ready for evaluation by the panel of evaluators.


57

Final Evaluation

Table 14

In-Service Elementary Science Teachers Rating Towards the Development of Space

Jump Adventure in terms of Content Quality

Statement Mean rating Remarks

1. Content is consistent with 4.00 Very Satisfactory


topics/skills found in the DepED
Learning Competencies for the subject
and grade/year level it was intended.

2. Concepts developed contribute to 4.00 Very Satisfactory


enrichment, reinforcement, or mastery
of the identified learning objectives.

3. Content is accurate. 4.00 Very Satisfactory

4. Content is up-to-date. 4.00 Very Satisfactory

5. Content is logically developed and 4.00 Very Satisfactory


organized.

6. Content is free from cultural, gender, 4.00 Very Satisfactory


racial, or ethnic bias

7. Content stimulates and promotes 4.00 Very Satisfactory


critical thinking.

8. Content is relevant to real-life 4.00 Very Satisfactory


situations.

9. Language (including vocabulary) is 4.00 Very Satisfactory


appropriate to the target user level.

10. Content promotes positive values 4.00 Very Satisfactory


that support formative growth.

TOTAL 4.00 Passed


Note: *4 being Very Satisfactory (VS); 3 - Satisfactory (S); 2 - Poor; and 1 – Not Satisfactory
*Resource must score at least 30 points out of a maximum 40 points to pass this criterion.

Table 14 above shows the ratings of In-Service Elementary Science Teachers

towards the developed Space Jump Game in terms of content quality. Based in the
58

result, the In-Service Elementary Science Teachers gave a rate of 4 with a description

of Very Satisfactory and a total mean rate of 4 on the following: The content is

consistent with topics/skills found in the DepED Learning Competencies for the

subject and grade/year level it was intended; The concepts developed contribute to

enrichment, reinforcement, or mastery of the identified learning objectives; The

content is accurate; The content is up-to-date; The content is logically developed and

organized; The Content is free from cultural, gender, racial, or ethnic bias; The content

stimulates and promotes critical thinking; The content is relevant to real-life situations;

The language (including vocabulary) is appropriate to the target user level; and The

content promotes positive values that support formative growth. With the calculation

made by the researchers, the total mean rating is 40 which means the material passed

the standard of Content Quality set by the DepEd for Non-Print Materials.

Based on the data gathered by the researcher on the development of the Space

Jump Adventurer Game in terms of content quality. The results implies that the content

of Space Jump Adventure is consistent with the topics/skills based on the DepEd

Learning competencies on the subject and the intended grade level. The concepts used

in the game contribute to enrichment, reinforcement, and mastery to the learning

objective. The content is accurate, up-to-date, and logically developed, and organized.

The content also is free from any cultural, gender, racial, or ethical bias. The content

highly promotes critical thinking and is relevant to real-life situations, Aside from the

language choice and used in the game is appropriate on the target user level and

supports positive values which helps in formative growth. According to Kennett

(2019), the main purpose of education content is to assist in high-quality instruction.


59

The content acts as a vessel for the learners to master their skills and knowledge. It’s

also the way educators communicate with learners.

Table 15

In-Service Grade 6 Science Teachers Rating Towards the Development of Space Jump

Adventure in terms of Instructional Quality.

Statement Mean Rating Remarks

1. The purpose of the material is 4 Very Satisfactory


well-defined.

2. Material achieves its defined 3.8 Very Satisfactory


purpose.

3. Learning objectives are clearly 4 Very Satisfactory


stated and measurable.

4. Level of difficulty is appropriate 3.8 Very Satisfactory


for the intended target user.

5. Graphics / colors / sounds are 4 Very Satisfactory


used for appropriate instructional
reasons.

6. Material is enjoyable, 4 Very Satisfactory


stimulating, challenging, and
engaging.

7. The material effectively 4 Very Satisfactory


stimulates creativity of target user.

8. Feedback on target user’s 4 Very Satisfactory


responses is effectively employed

9. Target user can control the rate 4 Very Satisfactory


and sequence of presentation and
review.

10. Instruction is integrated with 4 Very Satisfactory


target user’s previous experience.

TOTAL POINTS 39.6 Passed

Note: *4 being Very Satisfactory (VS); 3 - Satisfactory (S); 2 - Poor; and 1 – Not Satisfactory.
** Resource must score at least 30 points out of a maximum of 40 points to pass this criterion.
60

Table 15 shows the ratings of In-Service Elementary Science Teachers towards

the developed Space Jump Game in terms of instructional quality. Based on the table,

the In-Service Elementary Science Teachers gave a rate of 4 with a total mean rate of 4

on the following: The purpose of the material is well defined; Learning objectives are

clearly stated and measurable; Graphics/colors /sounds are used for appropriate

instructional reasons; Material is enjoyable, stimulating, challenging, and engaging;

Material effectively stimulates the creativity of target user; Feedback on target user’s

responses is effectively employed; Target user can control the rate and sequence of

presentation and review; and Instruction is integrated with target user’s previous. It

implies that the purpose of the materials is well defined, it archives its purpose, the

learning objectives are clearly stated and measurable, and the level of faculty is

appropriate for the intended user. Aside from that the graphics/colors /sounds are

appropriate in which the material is enjoyable, challenging, and engaging. (Ukor

(2018), the instructional material to be selected must be relevant to the objectives as

well as targeted to the learners for whom the materials are to be used. This is important

because the objectives that the materials are designed to achieve should be similar to

those that the teacher and learners are trying to achieve.

However, some In-Service Elementary Science Teachers gave a rate of 3 with

a total mean rate of 3.8 on the following: Material achieves its defined purpose and the

level of difficulty is appropriate for the intended target user. This implies that there are

some parts of the game that need to be changed or polished to define the purpose of the

game clearly. The material may not be easy for the other students to understand,

leaving it difficult to understand the characteristics of the planets. With the calculation

made by the researcher, the total mean rate is 39.6 which is defined as Passed. This
61

implies that the material passed the standard of Instructional Quality set by the DepEd

for Non-Print Materials. However, there are some parts of the materials that need to be

improved or polished for the purpose of the game clearly defined. Also, there must be

some parts that need to adjust or change to balance the level of difficulty of the game

for the learners. In the study of Ikeobi (2010), high-quality instructional material is

more effective in enhancing conceptual understanding. Learning is therefore more

effective if the information in the sense is more appealing or captivating (Duru, 2011).

Table 16

In-Service Elementary Science Teacher Rating Towards the Development of Space

Jump Adventure in Terms of Technical Quality

Statement Mean Rating Remarks*

1. Audio enhances understanding of the concept. 3.8 Very Satisfactory

2. Speech and narration (correct pacing, 4.00 Very Satisfactory


intonation, and pronunciation) is clear and can be
easily understood.

3. There is complete synchronization of audio 4.00 Very Satisfactory


with the visuals, if any.

4. Music and sound effects are appropriate and 3.8 Very Satisfactory
effective for instructional purposes.

5. Screen displays (text) are uncluttered, easy to 4.00 Very Satisfactory


read, and aesthetically pleasing.

6. Visual presentations (non-text) are clear and 4.00 Very Satisfactory


easy to interpret.

7. Visuals sustain interest and do not distract the 4.00 Very Satisfactory
user's attention.

8. Visuals provide accurate representation of the 4.00 Very Satisfactory


concept discussed.

9. The user support materials (if any) are 4.00 Very Satisfactory
effective.
62

Table 16 Continued.
10. The design allows the target user to navigate 4.00 Very Satisfactory
freely through the material.

11. The material can easily and independently be 4.00 Very Satisfactory
used.

12. The material will run using minimum system 3.8 Very Satisfactory
requirements

13. The program is free from technical problems. 3.8 Very Satisfactory

TOTAL POINTS 51.4 Passed


Note: *4 being Very Satisfactory (VS); 3 - Satisfactory (S); 2 - Poor; and 1 – Not Satisfactory
*Resource must score at least 39 points out of a maximum of 52 points to pass this criterion..

Table 16 above shows the ratings of In-Service Elementary Science Teachers

towards the developed Space Jump Game in terms of technical quality. Based on the

data gathered by the researchers a total mean rate of 4 with description of Very

Satisfaction was given on the following: The speech and narration is clean an can be

easily understood; There is complete synchronization of audio with the visuals, if any;

The Screen displays (text) are uncluttered, easy to read, and aesthetically pleasing;

Visual presentations (non-text) are clear and easy to interpret; Visuals sustain interest

and do not distract the user's attention; Visuals provide an accurate representation of

the concept discussed; The user support materials (if any) are effective; The design

allows the target user to navigate freely through the material; and the material can

easily and independently be used. This implies that the audio, speech, narration,

choice of music, and sound effects are appropriate for the material which helps the user

ro clearly and easily understand the concepts. Aside from that the screen display or text

and visual presentation present a clear representation of the concept of the material.

However, some In-Service Elementary Science Teachers gave a rate of 3 with a total

mean rate of 3.8 on the following: The audio enhances understanding of the concept;
63

Music and sound effects are appropriate and effective for instructional purposes; The

material will run using minimum system requirements; and The program is free from

technical problems.

The following are the comments given by the In-Service Elementary Science

Teacher: “There was delayed audio or no audio at all”; “Music/background music are

almost the same throughout”; “ The file was quite heavy”; and “ Automatically plays

what is astronomy without clicking”. This implies that there was a delay of audio, the

voice of background music is the same throughout the game, the file is heavy, and

there is a point where it automatically plays without clicking. In which can be used as

where the material can be improved. With the calculation made by the researcher, the

total mean rate of Technical Quality is 51.4 which implies the material passed the

standard of Technical Quality set by the DepEd for Non-Print Materials. However,

there are some parts of the games that need to be enhanced and adjusted according to

the data.

Students who are low on prior knowledge can be facilitated by the visual

design of the learning materials in ways that guides students' visual attention to

conceptual links between representations (Plass et al., 2014). The visual aesthetic

design includes visual elements such as the overall look and feel of the game and the

game characters, but also the form of representation of key information in the game.

The visual design determines how tools and functions of the game mechanics are

visualized.
64

Table 17

In-Service Grade 6 Science Teacher Rating Towards the Development of Space Jump

Adventure in terms of Other Factors

Statement Mean Rating Remarks*

1. Conceptual errors 4 Very Satisfactory

2. Factual errors. 4 Very Satisfactory

3. Grammatical and/or 4 Very Satisfactory


typographical errors.

4. Other errors (i.e., computational 4 Very Satisfactory


errors, obsolete information, errors
in the visuals, etc.).

TOTAL 16 Passed

Note: *4 being Very Satisfactory (VS); 3 - Satisfactory (S); 2 - Poor; and 1 – Not Satisfactory. The
information contained in the material, where the following errors are found.
**Resource must score at least 16 points out of a maximum of 16 points to pass this criterion.

Table 17 above shows the ratings of In-Service Elementary Science Teachers

towards the developed Space Jump Game in terms of other factors. Based on the

result, the In-Service Elementary Science Teachers gave a rate of 4 and a mean rating

of 4 with a description of Very Satisfaction on the following: Conceptual errors;

Factual errors; Grammatical and/or typographical errors; and Other errors (i.e.,

computational errors, obsolete information, errors in the visuals, etc.). Furthermore, the

total mean rate is 16 which means the material passed the standard of Other Factors set

by the DepEd for Non-Print Materials. This implies that the game does not have errors

or the evaluators did not experience errors as they evaluate and play the game.
65

Comments of the Space Jump Adventure Game made by the In-Service Elementary

Science Teachers

Aside from the suggestions given by the In-Service Elementary Science

Teacher. They gave their own comments on the material. EST2 commented on the

following: “Space Jump Adventure is relevant and helpful to supplement in teaching

the Solar System Planets. It is usual and audio can capture the interest of learners while

teaching planets”; “ The game with the use of Laptops and Computers are useful and

they can make easier for teachers to engage students/learners in collaborative and

project-based work.”; ” It is more efficient because the game will not use WIFI”.

Moreover, EST4 also commented on the following: “ For me it’s a highly

recommended supplementary material on planets in the solar system for Science 6. It

can greatly develop the learners skills and critical thinking. Since it’s very enjoyable

and interesting, the learners will be excited to learn more about planets in the solar

system.”; and “I have no further suggestion on the lesson plan, guide and the game as

the strategy in teaching planets in Science 6. I hope this strategy will be shared to us

Science Teachers in Grade 6 since it’s very unique and challenging to our learners.”

Evaluation Rating Sheet of ICT Coordinator towards Space Jump Adventure Game

Based on the criteria in selecting the evaluators, 5 In-Service Elementary

Science Teachers and 3 ICT Coordinators were identified and formally invited to

participate in determining the content and design of the Space Jump Adventure Game.
66

Table 18

ICT Coordinators Rating on the Space Jump Adventure Game

Criteria Mean Rating Description

Organization and Design

Layout & Design 5.00 Exemplary

Navigation 4.33 Exemplary

Instructional Design and Delivery

Objectives 5.00 Exemplary

Different Learning Styles


5.00 Exemplary

Higher Level Learning


Skills
5.00 Exemplary

Game-based Learning

Rules 5.00 Exemplary

Goals 5.00 Exemplary

Feedback 3.66 Exemplary

Interaction 5 Exemplary

Subject 5 Exemplary

Total Score: 47.99 Exemplary


Note: *0-1.67= 0; 1.68-3.34= 3; 3.35-5= 5
*Evaluation of total points of each criteria are equivalent with the following; 40-50= Exemplary; 30-39= Effective;
Less than 30 points= Baseline

Table 18 above shows the results of the rating of ICT Coordinators for the

Space Jump Adventure Game. Based on the results and for the description of rubrics

for Organization and Design criterion, Layout & Design Criterion category got the

mean rating of 5, Exemplary, meaning there are multiple graphic elements and

variation in layout and design elements assist students in understanding concepts and

ideas. For the category of navigation, the result is 4.33 which means this belongs in
67

the level of achievement, exemplary, the game is well-organized and easy to navigate

and students can clearly understand where they are and where to go next. But with the

response of EICT2, said that the students could be confused because the game doesn’t

indicate how many points the player acquires when successfully playing the game.

The next criterion in this evaluation sheet is Instructional Design and Delivery.

In this criteria there are three (3) categories. The first category is objectives, which got

a result of 5, exemplary, meaning the learning objectives are clearly identified. The

second category in this criterion is different learning styles, and which got 5,

exemplary means the game provides multiple auditory, kinesthetic, textual and/or

visual activities to enhance student learning. The third category in this criterion is

Higher Level Learning Skills which got a mean rating of 5, exemplary remarks the

game provides multiple activities to help students increase their cognitive skills, such

as analysis, synthesis, and evaluation.

The next criterion in this evaluation sheet is Game-Based Learning. In this

criteria there are five (5) categories. The first category is rules, in this category this has

a mean rate of 5, exemplary, and this means that every rule is clearly stated. The

second category is goals. In goals, this got 5, exemplary, which means that goals are

clearly stated and measure what students must know and be able to do to accomplish

the game. The third category in this criteria is feedback. In the feedback category, this

got a mean rate of 3.66, exemplary, meaning there are frequent opportunities for

students to receive timely feedback on their performance. Two (2) ICT Coordinators

said that because of the game in which the scores are not displayed, the students cannot

know or keep track of their performance. The fourth category in this criteria is

Interaction. In this category, this has a mean rate of 5, exemplary, that means
68

student-to-computer and student-to-student interactions can be clearly identified and

there is a definitive increase in social interaction.

Comments of the Space Jump Adventure Game made by the ICT Coordinators

Aside from the suggestions given by the ICT Coordinator in Education. They

gave their own positive comments on the material. EICT1 commented “ So far the

game-based instructions are good.” while EICT3 commented “ No more! Superb

game.”. The ICT Coordinators were then asked (1) What do you like most about the

game and why?, EICT) answered “The graphics of the game are very vibrant and will

likely keep the students' interest engaged”, and “So far the game-based instructions are

good”. While EICT2 answered “The game is interactive and informative” and EICT3

“Collect a star on each planet because you need to unlock the first planet before

entering for the other one. I enjoyed this part since there is a mastery of knowledge and

skills”.
69

Final Revision

Table 19

Suggestions and Revisions of In-Service Elementary Science Teachers on the Space

Jump Adventure Game

Audio
Before Suggestions After

(EICT1)The intro
"warning" music makes
me nervous, and it
should be just for a
short amount of
duration in order to
avoid children being
shocked.

File
Suggestions
Before After

- (EICT1) It’s better to


divide the game into the
bases of your lesson
plan.

- It would be better to
divide the game into
different planets to be
able to maintain the
interest of the students
in playing the game.

Table 19 above shows the suggestions and revisions from the In-service

Elementary Science Teachers. The warning signs that EST1 stated were the reminder

that an obstacle of the game appeared, and with regards to that EST1, suggested that it

would be better to shorten the duration of the warning audio sign as it is not pleasing to

hear. The audio “warning” was fixed on by lowering the volume and shortening the

amount of duration. With the duration of the game, as it was suggested also by the
70

other panel of evaluators, the game was decided to divide it into 10 files. Since there

are 8 planets and 2 files for the Inner Planets and Outer Planets. The game was divided

accordingly.

Table 20

Suggestions and Revisions of Space Jump Adventure Game by the ICT Coordinators

Video

Before Suggestion and Comment After

Before, two videos


were put and the evaluator
(ICT1) suggested using the
original video for your
game-based instruction or
NO CREDITS you can just give credits to
the owner of the video.

Animation

Suggestion and Comment


Before After

To be guided, points should


be shown if how many the
players will receive.
71

File
Before Suggestions and After
Comments

The game is too long


considering Science has
only 50 mins time
allotment. You may revise
your game by allowing the
players to choose only the
planet they may want to
play with.

Table 20 above shows the suggestions and revisions made by the ICT

Coordinators towards the Space Jump Adventure Game. As (ICT1) stated the

importance of giving credits to the videos that the researchers have used, the

University of Washington (2022) also says that giving credits to the right owners leads

to more accuracy of the information. Before, there are no points shown on the screen

after clicking the answer and the evaluator suggested it would be nicer if they could

check how many points they got because that will be their guide on how many stars

they will color. For the duration of the game (ICT2) also suggested that it’s better to

divide the game into different sub-parts. These sub-parts are wherein the students

could choose which planet they want to play or the teacher could choose. The

PowerPoint Presentation that the Space Jump Adventure Game utilized was divided

into 10 PowerPoint files. The 8 Powerpoint files represent the 8 planets in the Solar

System and the 2 PowerPoint files consider the lesson that only talks about Inner

Planets and Outer Planets.


72

Space Jump Adventure Game User’s Manual

Figure 6

User’s Manual of the Space Jump Adventure Game

The Space Jump Adventure Game User's Manual serves as a comprehensive

guide, offering valuable information and instructions to players. It encompasses

various aspects such as providing an overview of the game's genre, highlighting its key

features, and furnishing detailed instructions on gameplay, including controls,

objectives, mechanics, and mission progression. Furthermore, the user's manual may
73

delve into character profiles, settings, and card points, offering players a deeper

understanding of the game's intricacies. To enhance the gaming experience,

troubleshooting tips for common issues are often included. In the study by Willemsen

and Van Vught (2021), they explore the value of user manuals, highlighting that

manuals provide players with essential information and contribute to the overall

gaming experience. Nielsen et al. (2019) in their book "Understanding Video Games:

The Essential Introduction" also emphasize the importance of user manuals, explaining

that manuals serve as "crucial sources of information about game mechanics, controls,

objectives, and strategies." Lastly, the manual acknowledges the contributions of

developers and other individuals involved in the game's creation. The overall purpose

of this user's manual is to equip players with the necessary knowledge to fully immerse

themselves in the game and enjoy a rewarding gaming experience.

Summary of Findings

The findings on needs assessment found that students are having difficulties

understanding the characteristics of the planets of the solar system. Which became the

springboard of the development of the material. The material was rated very

satisfactory in terms of Content Quality, Instructional Quality, Technical Quality, and

other factors such as errors. The game passed the standards set by the DepED LRMDS

for Non-Print Materials. Furthermore, the evaluators commented on the materials as

engaging, interesting, interactive, and informative. Therefore, the material can be used

as supplementary materials in teaching the characteristics of the (8) eights planets of

the solar system.


74

Conclusions

1. In the results of the needs assessment conducted on In-Service Elementary

Science Teachers, it was revealed that teachers were having difficulties teaching

planets of the Solar System. Two (2) out of In-Service Elementary Science Teachers

answered that students have difficulties with the characteristics of the planets in the

Solar System, followed by the basic astronomy concept, the effects of revolution and

rotation on Earth, and lastly, the relationship between Earth and the Sun. (4) out of 5

In-Service Elementary Science Teachers have challenges solely with the learners' 70

understanding of the planets of the Solar System. The In-Service Elementary Science

Teachers have also used a variety of learning strategies to address the challenges. But

overall, the findings on needs assessment found that In-Service Elementary Science

Teachers also noted that GBL is beneficial because it can allow the lesson to not be

stagnant while having fun, based on their responses.

2. On the ratings and evaluation of the In-Service Elementary Science Teachers

in terms of Content Quality. The result shows that the content of the game is accurate

and up-to-date about planets of the Solar System, promotes critical thinking, and

promotes positive values that support formative growth. Moreover, the language used

on the content is appropriate to the target user level and the content is relevant to

real-life situations. In terms of instructional quality, the result shows that the purpose

of the game is well defined, it archives its purpose, the learning objectives are clearly

stated and measurable, and the level of difficulty is appropriate for the intended target

user. Moreover, the material is enjoyable, stimulating, challenging, and engaging. In

terms of Technical Quality. The result shows that the text, visual presentation, speech,
75

and narration are clear and accurate which helps the materials easy to understand.

Also, the material is free from technical problems. In terms of Other Factors in the

game. The game does not show any conceptual errors, factual errors, grammatical

errors, and any errors. Thus the game is free from any errors.

3. On the results of the rating of the ICT Coordinators in education on the

Space Jump Adventure Game. The game layout and design shows are appropriate. The

rules, goals, feedback, interaction, and subject are exemplary which means the game

fits the 71 characteristics of a GBL. The graphics of the game are very vibrant and will

likely keep the learners' interest engaged. The game is interactive and informative.

Recommendations

Based on the data and result the Space Jump Adventure can be used as

instructional material that could be utilized in the teaching and learning process. Thus,

the following recommendation are hereby presented:

1.Based on the finding the standard set by the DepEd on the Non-Print

Materials. The material can be used by In-Service Elementary Science Teachers in

Science in teaching the characteristics of the planets of the Solar System as

supplementary materials. A pilot testing is recommended on this material to test how

effective the game is in the actual scenario of utilization.

2. Some graphics or color combinations of the material may cause destruction

between the learners. A material readability is recommended on this material. In order

to avoid destruction and to clearly read the text for the students to easily understand

what they read.


76

3. Since the utilization of the Space Jump Adventure must be done in the ICT

classroom, it is recommended that teachers may utilize this in their rooms with the help

of printed materials such as the choices of each question wherein learners can write

down their answers.

4. This game-based instructional material research work could be a reference

to future researchers who may like to conduct other studies about learning instruction

activities and learners’ performance using the Space Jump Adventure. It can also be

used as a material for pilot testing to evaluate the effectiveness of the game and for

further development. They may also measure conceptual understanding, skills,

perception, motivation towards learning the planets, etc.


77

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82

APPENDIX A

Permission Letter Addressed to the Schools Division Superintendent Republic of the


Philippines
83

APPENDIX B

Permission Letter Addressed to the Selected Elementary School of Iligan City


84

APPENDIX C

Permission Letter Addressed to the Selected Elementary School


85

APPENDIX D

Needs Assessment Questionnaire

Adapted from Nallano et al., (2022)

Republic of the Philippines


Mindanao State University -Iligan Institute of Technology
COLLEGE OF EDUCATION
Andres Bonifacio Avenue, 9200 Iligan City Philippines
Telephone No.: +63 63 2210744/ Telefax: +63 63 2214068

Greetings!

This questionnaire aims to identify topics in the Grade 6 Solar System that will be
subject of enhancement for the study.

1. Name (Optional)

_____________________

2. Subject Taught

_____________________

Check all that apply.

● Science 6 Teacher
3. Length of Service in Teaching the Discipline

Mark only one box.

● 5 - 7 years
● 8 - 10 years
● 10 - 15 years
● 15 years and above
4. Among these topics, click/identify only one (1) specific topic that you
believe your learners have difficulty learning with and misconceptions are
prominent. Please also add comments/remarks on your reason for
selecting this topic.
86

Students have difficulties in:

● The effects of revolution and rotation on Earth.


● defining the difference between rotation and revolution
● describing the effects of Earth’s motion

Students have difficulties in:

● The characteristics of the planets in the solar system.


● Identifying the different types of planets in the solar system.
● Comparing the different types of planets in the solar system.
● Constructing a model of the planets in the solar system.
● Showing the relative sizes of the planets and their relative distances
from the Sun.

Students have difficulties in relating:

● The relationship of the Earth and the Sun.


● the revolution and rotation of the Earth around the Sun.
● the position of the Earth in its orbit to the height of the sun in the sky.
● tilt of the Earth and the seasons.

Students have difficulties in:

● The basic astronomy concept.


● Understanding the sizes and the shapes of the Earth, Sun and Moon.
● Explaining the difference between lunar and solar eclipse.

5. What learning strategies have you used while teaching the characteristics of
the planet in the solar system?
___________________________________________________________________
___________________________________________________________________
___________________________________________________________________
___________________________________________________________________

6. What challenges have you encountered when teaching the characteristics of


the planets in the solar system?
___________________________________________________________________
___________________________________________________________________
___________________________________________________________________
___________________________________________________________________

7. What do you think of Integrating Game- Based Learning in Teaching


Planets in the Solar System in your classroom?
87

___________________________________________________________________
___________________________________________________________________
___________________________________________________________________
___________________________________________________________________

Comments and Suggestions

_______________________________________________________________

_______________________________________________________________

_______________________________________________________________

Researchers Note:
Thank you so much for taking some of your precious time to answer this
questionnaire!
Rest assured that any information received from your school, specifically from
the teachers will be handled in the strictest protocol. The results of this questionnaire
will be kept confidential.
88

APPENDIX E

Most Essential Learning Competencies (MELCs)

for Elementary Science Education


89

APPENDIX F

Evaluation Rating Sheet for the Development of the Space Jump Adventure as a
Supplementary Material in Teaching Solar System

Adapted from DepEd Rating Sheet for Non-Print Materials

Republic of the Philippines


Mindanao State University -Iligan Institute of Technology
COLLEGE OF EDUCATION
Andres Bonifacio Avenue, 9200 Iligan City Philippines
Telephone No.: +63 63 2210744/ Telefax: +63 63 2214068

EVALUATION RATING SHEET FOR THE DEVELOPMENT OF THE SPACE


JUMP ADVENTURE AS A SUPPLEMENTARY MATERIAL IN TEACHING
PLANETS IN THE SOLAR SYSTEM FOR SCIENCE 6 TEACHERS

Evaluator Code: Dated Rated: ___________________

Direction: : Examine the material carefully and for each evaluation criterion consider
the extent to which the resource meets the criteria. Check the appropriate number
[with 4 being Very Satisfactory (VS); 3 - Satisfactory (S); 2 - Poor; and 1 – Not
Satisfactory]. For a rating below 4, write your comments/justifications on each
evaluation criterion. If an evaluation criterion is Not Applicable (NA), the material is
rated 3 on said criterion.

Factor A Content Quality VS S/NA Poor Not


4 3 2 Satisfactory
1. Content is consistent
with topics/skills found
in the DepED Learning
Competencies for the
subject and grade/year
level it was intended.
2. Concepts developed
contribute to
enrichment,
reinforcement, or
mastery of the identified
learning objectives.
3. Content is accurate.
4. Content is up-to-date.
90

5. Content is logically
developed and
organized.
6. Content is free from
cultural, gender, racial,
or ethnic bias
7. Content stimulates and
promotes critical
thinking.
8. Content is relevant to
real-life situations.
9. Language (including
vocabulary) is
appropriate to the target
user level.
10. Content promotes
positive values that
support formative
growth.
Factor B. Instructional VS S/NA Poor Not
Quality 4 3 2 Satisfactory

1. Purpose of the material


is well defined.

2. Material achieves its


defined purpose.

3. Learning objectives are


clearly stated and
measurable.
4. Level of difficulty is
appropriate for the
intended target user.
5. Graphics / colors /
sounds are used for
appropriate instructional
reasons.
6. Material is enjoyable,
stimulating, challenging,
and engaging.
7. Material effectively
stimulates creativity of
target user.
91

8. Feedback on target
user’s responses is
effectively employed.
9. Target user can control
the rate and sequence of
presentation and review.
10. Instruction is integrated
with target user’s
previous
VS S/NA Poor Not
Factor C. 4 3 2 Satisfactory
Technical Quality
1. Audio enhances
understanding of the
concept
2. Speech and narration
(correct pacing,
intonation, and
pronunciation) is clear
and can be easily
understood.
3. There is complete
synchronization of
audio with the visuals, if
any.
4. Music and sound effects
are appropriate and
effective for
instructional purposes.
5. Screen displays (text)
are uncluttered, easy to
read, and aesthetically
pleasing.
6. Visual presentations
(non-text) are clear and
easy to interpret.
7. Visuals sustain interest
and do not distract the
user's attention.
8. Visuals provide accurate
representation of the
concept discussed
9. The user support
materials (if any) are
effective
92

10. The design allows the


target user to navigate
freely through the
material.
11. The material can easily
and independently be
used.
Technical Evaluation: Complete Section G. Interoperability: Technical format
Checklist for conformance
If not already completed prior to this review.
12. The material will run
using minimum system
requirements
13. The program is free
from technical problems

Factor D. Other Findings Not Present Present & Do not


present but very requires evaluate
Note down observations about 4 minor & major further 1
the information contained in must be redevelop
the material, where the fixed 3 ment 2
following errors are found:
1. Conceptual errors
2. Factual errors.
3. Grammatical and / or
typographical errors.
4. Other errors (i.e.,
computational errors,
obsolete information,
errors in the visuals,
etc.).
Total points:
Note: Resource must score at
least 16 points out of a
maximum 16 points to pass
this criterion. Please put a
check mark on the appropriate
box

Comments:___________________________________________________________
Suggestion:
_____________________________________________________________________
____________________________________________________________________
93

APPENDIX G
Rubrics for the Development of the Space Jump Adventure as a Supplementary
Material in Teaching Planets in the Solar System for ICT Coordinator
Adapted from California State University-Sacramento and Bruce Whitehill

Republic of the Philippines


Mindanao State University -Iligan Institute of Technology
COLLEGE OF EDUCATION
Andres Bonifacio Avenue, 9200 Iligan City Philippines
Telephone No.: +63 63 2210744/ Telefax: +63 63 2214068

EVALUATION RATING SHEET FOR THE DEVELOPMENT OF THE SPACE


JUMP ADVENTURE AS A SUPPLEMENTARY MATERIAL IN TEACHING
PLANETS IN THE SOLAR SYSTEM FOR ICT COORDINATORS

Evaluator Code: Dated Rated: ___________________

Direction: : Examine the material carefully and for each evaluation criterion consider
the extent to which the resource meets the criteria. Check the appropriate number
[with 1 being Baseline; 3 - Effective; 5 - Exemplary]. For a rating below 1, write
your comments/justifications on each evaluation criterion.

Levels of Achievement

CRITERIA
Baseline Effective Exemplary SCORE

1 point 3 points 5 points

ORGANIZATION and DESIGN

Layout & There are few or no There are some There are
Design graphic elements, no graphic elements multiple
variation in layout and limited graphic
and/or the colors variation in elements and
interfere with the layout. Design variation in
readability. elements layout. Design
94

sometimes assist elements assist


students in students in
understanding understanding
concepts and concepts and
ideas. ideas.

Navigation Navigating the game is Some navigation The game is


confusing and is unclear, well-organized
information cannot be resulting in a few and easy to
found easily. places where navigate.
students can Students can
become lost. clearly
understand
where they are
and where to
go next.

Instructional Design and Delivery

Objectives Learning objectives are Some learning Learning


unclear or non-existent. objectives are objectives are
identified. clearly
identified.

Different The game provides few The game The game


auditory, kinesthetic, provides some provides
Learning textual and/or visual auditory, multiple
activities to enhance kinesthetic, auditory,
Styles
student learning. textual and/or kinesthetic,
visual activities textual and/or
to enhance visual
student learning. activities to
enhance
student
learning.

Higher The game provides The game The game


limited or no activities provides some provides
95

to help students activities to help multiple


Level increase their cognitive students increase activities to
skills, such as analysis, their cognitive help students
Learning
synthesis and skills, such as increase their
Skills evaluation. analysis, cognitive
synthesis and skills, such as
evaluation. analysis,
synthesis and
evaluation.

Game-Based Learning

Rules Rules are not clearly Some rules are Every rule is
stated. given, but there clearly stated.
is missing
information.
Students might
be confused.

Goals Goals are vague or Goals are at least Goals are


incomplete. partially clearly stated
described. and measure
what students
must know and
be able to do to
accomplish the
game.

Feedback There are few or no There are some There are


opportunities for opportunities for frequent
students to receive students to opportunities
feedback on their receive feedback for students to
performance. on their receive timely
performance. feedback on
their
performance.
96

Interaction Student-to-computer Student-to-comp Student-to-co


and student-to-student uter and mputer and
interactions are limited student-to-studen student-to-stud
or non-existent. t interactions are ent interactions
at least partially can be clearly
identified. identified.
There is a
definitive
increase in
social
interaction.

Subject The subject or topic of The subject or The subject or


the game is vague or topic of the game topic of the
incomplete. is at least game is clearly
partially stated.
described.

Total Score
97

APPENDIX H

Manual of the Space Jump Adventure Game


98
99
100
101
102
103
104
105
106
107

APPENDIX I

Card Points of the Space Jump Adventure Game


108
109

APPENDIX J

Developed Space Jump Adventure Game in Teaching Solar System

Researchers’ Note: Please download the file upon directing to Google Drive. With
this material, downloading it first is needed as one of its main features is only
available in MS PowerPoint presentation. Opening it with Google Slides will limit
its unique features and you cannot smoothly play the game. Thank you. Google
Drive link:

Google Drive Link:


https://drive.google.com/drive/folders/1-EmIGPONn4_HfUaYfep28edL_YxPm6Zk
?usp=share_link
110

APPENDIX K

Documentation for the Evaluation of Phase Validators on Space Jump Adventure


Game

Figure 6. Documentation for the Evaluation of Phase Validators on Space Jump

Adventure Game
111

APPENDIX L

Documentation for the ICT and Science Teachers on Space Jump Adventure Game
Evaluating the material Space Jump Adventure Game

Figure 7. Documentation for Evaluation with the In-service Teachers and ICT

Coordinator in one of the Elementary Schools of the Division of Iligan City.


112

Figure 6 shows the Phase 1 and 2 Validation of the Space Jump Adventure Game.

Also, the researchers offered our deepest respect towards these validators for giving

their great help and for the suggestions and comments for the study.
113

CURRICULUM VITAE

PERSONAL INFORMATION

LIZA MARIE D. LISCANO


Purok Steelmakers, Bara-as Tubod, 9200 Iligan City Philippines
Contact Number: (+63) 950 008 8171
Email: lizamarie.liscano@g.msuiit.edu.ph

EDUCATIONAL ATTAINMENT

Collegiate:

Mindanao State University- Iligan Institute of Technology


Tibanga, Iligan City
Bachelor of Elementary Education
Science and Mathematics

Secondary:

La Salle Academy
Bro. Raymund Jeffrey Rd, Pala-o, Iligan City
Science, Technology, Engineering and Mathematics

Iligan East National High School


Sta. Filomena, Iligan City

Elementary:

Tambo Central School


Tambo, Iligan City
114

CURRICULUM VITAE

PERSONAL INFORMATION

CHRISTINE LOUISE O. COLANCE


Prk. Magiting, Carbide Village, Tubod, 9200 Iligan City, Philippines
Contact Number: (+63) 9218270583
Email: christinelouise.colance@g.msuiit.edu.ph

EDUCATIONAL ATTAINMENT

Collegiate:

Mindanao State University- Iligan Institute of Technology


Tibanga, Iligan City
Bachelor of Elementary Education
Science and Mathematics

Secondary:

Iligan City National High School


Mahayahay, Iligan City
Humanities and Social Sciences

Iligan City National High School


Mahayahay, Iligan City

Elementary:

Iligan City Central School


Mahayahay, Iligan City

Maslog Cebu Central School


Cebu City
115

CURRICULUM VITAE

PERSONAL INFORMATION

SHERYL JADE R. QUIOBE


Prk. 18-B, Dalipuga, 9200 Iligan City, Philippines
Contact Number: (+63) 950 008 8171
Email: sheryljade.quiobe@g.msuiit.edu.ph

EDUCATIONAL ATTAINMENT

Collegiate:

Mindanao State University- Iligan Institute of Technology


Tibanga, Iligan City
Bachelor of Elementary Education
Science and Mathematics

Secondary:

Iligan Medical Center College-Basic Education Department


Del Carmen, Iligan City
Humanities and Social Sciences

Dalipuga National High School


Dalipuga, Iligan City

Elementary:

Dalipuga Central School


Dalipuga, Iligan City

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