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Sinaya: A Philippine Journal for Senior High School Teachers and Students

Theme

Humanities, Arts and Education

Title in Filipino [Pamagat ng Pananaliksik]

Pagsusuri sa Student Engagement sa Blended at Gamified na Klase sa Statistics and Probability: Designed with Learning Styles and Player Types

Research Advisor

Not Applicable

Abstract

Educators are called to contribute towards achieving SDG 4: Quality Education. A major determinant in achieving this goal is providing learners with essential skills such as analyzing and interpreting data, making inferences, and driving evidence-based decisions which are the expected competencies in Statistics and Probability (STATPRO), one of the core subjects of the senior high school curriculum in the Philippines. To progress towards SDG 4, achieving the learning competencies of STATPRO is vital, however engaging students in a blended learning environment may be challenging. This study aims to explore the behavioral engagement of students in a gamified STATPRO class through classroom action research. In this first iteration, activities were designed to cater to the student’s learning styles and player types, incorporating gamification elements such as choice, progress, experience points, badges, missions, and party and guilds. A descriptive analysis of the student logs and completion rates of tasks was implemented. Through a reflexive thematic analysis of reflection entries and a focus group discussion, the students’ experiences indicated a lack of motivation, difficulty understanding the gamification elements, and negative perceptions towards the subject. These results provide evidence that implementing a contemporary pedagogical approach in designing a course does not guarantee student engagement. After a prompt reflection, recommendations for the next iterations include rethinking the approach to the class, redesigning the activities, emphasizing choice, increasing the number of classes, integrating with other subjects, and gaining student and expert insights.

Abstract in Filipino [Abstrak]

May mahalagang papel ang mga guro sa pagsusulong ng SDG 4 (Quality Education). Mahalaga sa layuning ito ang pagbibigay sa mga mag-aaral ng kasanayan sa pagsusuri at interpretasyon ng datos, pagbuo ng hinuha, at pagdedesisyong nakabatay sa ebidensya, mga kompetensiyang saklaw ng kursong Statistics and Probability (STATPRO), isang core subject sa senior high school curriculum sa Pilipinas. Gayunpaman, nananatiling hamon ang pakikilahok ng mga mag-aaral sa blended learning na moda ng pag-aaral. Layunin ng pag-aaral na ito na suriin ang behavioral engagement ng mga mag-aaral sa isang gamified na klase sa STATPRO sa pamamagitan ng classroom action research. Sa unang iterasyon ng kurso, idinisenyo ang mga gawain batay sa learning styles at player types ng mga mag-aaral, at integrasyon ng mga elementong gamification tulad ng choice, progress, experience points, badges, missions, at party at guilds. Gumamit ng deskriptibong pagsusuri sa student logs at completion rates ng mga gawain, at sinuri din ang karanasan ng mga mag-aaral sa pamamagitan ng reflexive thematic analysis ng kanilang reflection entries at focus group discussion. Batay sa resulta, nakaranas ang mga mag-aaral ng kakulangan sa motibasyon, kahirapan sa pag-unawa sa mga elementong gamification, at negatibong pananaw sa kurso. Ipinahihiwatig nito na ang paggamit ng makabagong pedagogical approach sa pagdisenyo ng kurso ay hindi awtomatikong nagreresulta sa mas mataas na student engagement. Batay rito, iminungkahi ang mga susunod na hakbang tulad ng muling pagdisenyo ng mga gawain, pagbibigay-diin sa choice, pagdaragdag ng bilang ng mga sesyon ng klase, integrasyon sa ibang kurso, at pagkalap ng pananaw mula sa mga mag-aaral at mga eksperto.

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