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Inbound 373778276828653486
Inbound 373778276828653486
GARLEJO,ERICKA G.
May 2024
ILOCOS SUR POLYTECHNIC STATE COLLEGE
method is usually used by introducing new topics and and students supposed
to understand and memorize that highlights the lesson. They were lazy to
memorize the unfamiliar words,names,events that they heard or read in the
text. They had difficulties in memorizing coverage of their lessons.
Based on the phenomena above, the researcher tries to find the effective
solution to improve the students‟ memorization by using Bingo Game in the
teaching learning process. Bingo Game is a game for the whole class that
encourages students to study. There are some reasons why I choose Bingo
Game to improve their mastery of the lessons. First, Bingo Game it can attract
the students‟ attention and their involvement in the teaching and learning
process. Second, students can learn how to work and cooperate as a group and
also learn how to appreciate each other. Third, Bingo Game can create an
enjoyable environment. Students can enjoy fun and joyful learning. Fourth,
Bingo Game can help students to enhance their memorization .
Based on the problems and the potentials of Bingo Game in improving
students‟ memorization” the researcher intended to improve the students
mastery through Bingo Game. Therefore, this study was important for Tagudin
National High Scin order to improve the students mastery in the teaching and
learning process.
Problem Identification
The identified problem in the Grade 11 HUMSS class at Tagudin National High
School revolves around the students' struggles with memorization skills,
particularly in the areas of vocabulary retention, events, and information
processing. Upon assessment, it was observed that students are facing
difficulties in encoding, consolidating, retrieving, and recalling information,
indicating a need for targeted interventions to enhance their memory
capabilities. Failure to address these challenges effectively could potentially
impede students' academic progress and future professional success.could
hinder their academic progress and future professional success.
By incorporating interactive games like Bingo students can engage in a fun
and stimulating learning experience that may help enhance their memory
retention and information processing skills. This research initiative has the
potential to provide valuable insights into the effectiveness of using
gamification to support cognitive skills development and improve academic
performance among Grade 11 HUMSS students at Tagudin National High
School.
Conceptual Framework
Cognitive Load Theory (CLT)
Cognitive Load Theory (CLT) is an instructional design theory that deals
with how the human brain processes and stores information. Teachers should
be familiar with the basic principles of CLT as it helps educators consider how
learners process knowledge. Although this theory was published in the Journal
of educational psychology a number of years ago, it has only relatively recently
received the attention deserves.Classroom teachers need to know how they can
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reduce cognitive load as there are profound implications for learning outcomes.
At its most basic level, we need to acknowledge that we all have a
limited mental storage capacity and once this has been used, we begin to see
negative cognitive load effects on memory and comprehension.
Metacognitive theory.
Metacognitive theory Flavell defined metacognition as "one's knowledge
concerning one's own cognitive processes or anything related to them". He
believed that people have knowledge of their cognitive processes, and that some
people are better able to regulate them than others. Flavell also stated that
metacognition psychology is a deliberate activity to achieve an objective.
Metacognition is the process of thinking about one's own thinking, including
planning, monitoring, and assessing one's understanding and performance. It
involves being aware of one's thinking and learning, and of oneself as a thinker
and learner. Research studies have shown that metacognition can help
students improve their academic performance and achieve their academic
potential.
Student -Teaching
Teacher Teacher-
Student
Strategy Studen
Teacher- t
Teaching
strategy
Teaching
Strategy
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Mental Elaboration
Information Processing (IP) Theory is a cognitive theory that studies
how people acquire, process, store, and retrieve information. It was
developed in the 1950s by American psychologists and is based on the
idea that people process information rather than just respond to
stimuli. The theory compares the mind to a computer, which analyzes
information and determines how to store it. The Information
Processing Theory addresses how people respond to the
information they receive through their senses and how they
further process that information with steps of attention,
forgetting, and retention.
Definition of Terms
For a clearer understanding of the study, the following terms are defined
operationally.
Tagudin National High School. This is the school where the study was
conducted located in Barangay. Quirino, Tagudin, Ilocos Sur.
Gamification .Gamification uses game elements like points, badges, and
challenges to make learning more engaging and rewarding. This can help
students retain information better over time because of the repeated exposure
and application.
Memorization. Memorization is the process of committing something to
memory. It is a mental process undertaken in order to store in memory for later
recall visual, auditory, or tactical information.
Educational games. Educational games are games that are designed to help
people learn concepts, develop problem-solving skills, and gain domain
knowledge. They can be intentionally designed for education or be
entertainment games that have educational value. Educational games are often
used in the classroom to supplement traditional instruction and can be used
by students of all ages.
Bingo .Bingo is a game that can be used in the classroom as a fun activity or
to help students learn new subjects. In bingo, players listen to prompts and
mark off squares on their bingo cards with counters when they match the
prompt. The first player to cover a row with counters calls out "Bingo" to win.
Humanities and Social Sciences (HUMSS). This refers to the strands equip
students with a wide range of discipline with the use of their experiences and
skills into the investigation and inquiry of human situations and the group of
students of Tagudin National High School who served as the respondents of the
study.
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CHAPTER II
EXPERIMENTATION AND ACTION
This chapter presents the research design, population and locale of the
study, research instrument, data gathering procedures, statistical treatment
data categorization and ethical consideration in this study.
Research Design
Research Instrument
A teacher-made test was used in the study in determining the level of
memorization skills of the Grade 11 HUMSS learner using Bingo game . It was
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a 30-item HOTS question made by researchers with the help of adviser and
teachers of Humanities and Social Sciences.
The test was presented first to the cooperating teacher, head teacher of
Humanities and Social Science and to the adviser and forwarded to the school
research coordinator for checking. A validity index of 4.9 and a descriptive level
of Very High Validity were obtained from the validation data. After it was
checked, the final copy was reproduced and was finally administered to the
Grade 11 HUMSS learners.
P= (f/n) 100%
Where:
P= Percentage
F= frequency
N= Number of respondents
2. Mean (x) was used to determine the level of performance of the learners in
the pretest and posttest of the study. The formula is
X=
∑X
N
Where:
x = mean
∑ X = summation of scores
X = individual scores
N = total number of learners
ΣD
t=
√
2 2
N (Σ D )−( ΣD )
N −1
Where:
t=t-computed
N=number of learners
D=difference
Data Categorization
The 30- item test was scaled to determine the effectiveness of using
selected Bingo game in enhancing the cognitive skills of Grade 11 HUMSS
learner in the pre-test and post-test as follows:
Scale of Scores Descriptive Equivalent
25-30 Very High Effective (VHE)
19-24 Highly Effective (HE)
13-18 Moderately Effective (ME)
7-12 Fairly Effective (FE)
1-6 Not Effective (NE)
Ethical Consideration
To establish and safeguard ethics in conducting this research strictly
observed the following, the researchers considered the confidentiality of the
information. The researchers did not mention the personal information of the
students who were respondents to the research, the researchers also ensured
that the research is not involved in plagiarism, the owner of the information
used is given due recognition of the research done and it is ensured that the
research conducted is not involved in fabrication and the collected data is not
falsified.
In addition, proper document sourcing or referencing of materials was
done to ensure and promote copyright laws. Moreover, communication letters
were presented to the principal’s office to seek authority to gather the needed
data for the researcher and it was ensured that the students were not forcibly
taken as respondents of the research and informed them of their role and
rights in the research.