Education
Volume: 101 , Issue: 1 , May Published Date: 01 June 2022
Publisher Name: IJRP
Views: 565 , Download: 410 , Pages: 592 - 601
DOI: 10.47119/IJRP1001011520223236
Publisher Name: IJRP
Views: 565 , Download: 410 , Pages: 592 - 601
DOI: 10.47119/IJRP1001011520223236
Authors
# | Author Name |
---|---|
1 | Ruth Judane R. Velasquez |
Abstract
The study's primary aim was to determine the effects of using a game-based online platform as an assessment tool in increasing the academic performance in English of Grade 10 Science Class students in Pedro Guevara Memorial National High School. One hundred nineteen (119) students were used as respondents in this study. They belong to three (3) different sections of the Special Science Class at Pedro Guevara Memorial National High School in Sta. Cruz, Laguna. Forty (40) came from Grade 10- Belardo, thirty-nine (39) came from Grade 10- Velasquez and another Forty (40) came from Grade 10- Campos were used to test the effectiveness of game-based online platforms in increasing the academic performance of students under Online Distance Learning at Pedro Guevara Memorial National High School. Based on the data presented and interpreted in Chapter 4, the overall statistical data revealed that (1) The Level of Game-based Online Platforms in terms of Students' Engagement, Students' Interaction and Evaluation is remarkable as Highly Acceptable; (2) The result pretest stage was verbally interpreted as Good, while during the post-test stage, it was verbally interpreted as Very Good; (3) For the difference between the pretest and posttest, it showed an analysis of Significant. This means that using Game-based Online Platforms helped the learners to increase their performance in English 10. The following were conclusions derived from the data and results of the study presented, analyzed, and interpreted: (1) The use of Game-based Online Platforms increases the level of Students' Engagement, Students' Interaction and Evaluation; (2) The learners showed improvement in their academic performance in English when using Game-based Online Platforms; (3) Game-based Online Platforms was an effective tool in teaching English 10. There may be a lot of changes when it comes to teaching in this New Normal Set up of Education specifically in English. Based on the conclusions above, it is recommended that: For students' better academic performance, Game-based Online Platforms can be used as an alternative tool in delivering quality learning on Online Distance Learning (ODL). Teachers and administrators may adopt this kind of platform to enhance the level of student's academic performance, not only in English subject but in other learning areas.