Revise Sa Game Based 1 3 1
Revise Sa Game Based 1 3 1
THE PROBLEM
Offline games refer to video games that can be played without an internet
connection. These games are installed directly on a device such as a PC, console,
or mobile phone and do not require an internet connection for their gameplay. Offline
games have been popular for many years and have evolved over time to offer a wide
range of genres and gameplay experiences. One study that examined the impact of
offline gaming on cognitive skills found that playing offline games can improve
cognitive function such as memory, attention, and spatial skills (Gee, 2018). The
study suggests that playing offline games can have positive effects on cognitive
function and can be used as a tool for cognitive training. Another study investigated
the use of offline games as a tool for learning and found that these games can be
effective for teaching a wide range of subjects, including math, science, and history
(Squire, 2018). The study suggests that offline games can be used as an educational
applying them to real-life settings to engage users (Trybus 2015). The motivational
educational materials in a playful and dynamic way. Game-based learning is not just
creating games for students to play, it is designing learning activities that can
incrementally introduce concepts, and guide users towards an end goal. Traditional
games can incorporate competition, points, incentives, and feedback loops. These
concepts have become increasingly popular in higher education and in libraries as a
Instructional contents and game characteristics constitute the input while the game
cycle in the process part, and learning outcomes in the output. The instructional
contents and game characteristics in the input are blurred in the process of the game
cycle. The game cycle begins with the action of the player. Feedback is presented to
the individual within the game cycle as a result of the player's action. In this way, the
individual begins to discover the structure of the game and adapt to this structure.
Based on the game cycle, the individual must carry out the inquiry process in order
to reach the outputs. During the inquiry process, the individual adapts and applies
what they learn in the game to their real life. Individuals who can successfully
complete the inquiry process gain learning outcomes. Individuals discover new
knowledge in the light of the knowledge they have with a view to achieving learning
compare their prior knowledge with their new knowledge add new information on top
of their old knowledge to produce different and new solutions. This characteristic of
the game-based learning model indicates that the individual can access new
knowledge through observation, research, and questioning in a way that is far from
A game is known to be a key role in the lives of not only humans but also all
living things. Games, which are beneficial for different purposes for people of all
entertainment tool but also as an educational tool. The game has a significant place
in terms of educational science and it is a real educational tool. However, some
productive activity and therefore do not include it in their education systems (Liang-
The main objective of this study is to Evaluate the Effectiveness of Offline Game-
based Instruction in Biology for Senior high school students who have a preference
THEORETICAL FRAMEWORK
for developmental and learning goals. But with digital games becoming a more
popular form of entertainment, it's become more important to consider how to use
their potential for teaching. Studies like those by the Pew Internet & American Life
Project, which found that 99% of boys and 94% of girls play video games, provide
persuasive data on the use of digital games by young people (Lenhart et. al., 2008).
games, has been the subject of extensive research in recent years. The use of
studying. Games can also help children become more social and develop their
qualities so distinct from those of other genres that they ought to be categorized as
their own. Some supporters go even farther and argue that because the mechanisms
involved in game-based learning are so different from learning in other contexts (like
CONCEPTUAL FRAMEWORK
INDEPENDENDENT VARIABLES
game based instruction and their self-efficacy towards their academic performance in
instruction in biology?
HYPOTHESIS
in biology.
SCHOOL ADMINISTRATOR- The main purpose of this study was to help senior
game.
TEACHER- This study proved that adding game elements in operating system
courses can increase the level of attraction of courses to students, and the students
would be willing to spend time in courses because they want to win, thus fulfilling the
PARENTS - This study helps in motivating and influencing the learner’s in positive
way it also helps learner’s abilities while achieving interim goals that makes the
enjoyable learning experience with few stressful situation. It also offers students the
opportunity to explore and expermiment with new research skills without failure.
This study was assess the game-based instruction and self-efficacy towards
STEM strand. It is located at Narra Avenue Poblacion Bayugan City Agusan Del Sur.
DEFINITION OF TERMS
For better clarification and understanding of the terms related to this study, the
gaming concepts and applying them to real life setting in order to interest
consumers.
There are various definitions for GBL. GBL, according to (Siang et al., 2008),
stands for game-based learning. According to (Perrotta et al., 2013), GBL generally
refers to the use of video games to help teaching and learning. Games are defined
by rules and conflict that engage with enjoyment through educational resources,
according to (Salen & Zimmerman, 2010). (Simes et al., 2013) stated that games are
utilized to enhance learning in both casual and significant ways. Serious games are
those games that try the learning objectives (Vorderer & Ritterfeld, 2009).
Cognitive, motivational, emotive, and social engagement are some of the bases
of GBL (Plass et al., 2015). The mental foundation concerning the impact of game
information depends on how well students use their working memory capacity,
claims (Mayer, 2016). Engagement starts with attention, scaffolding, and interaction
design, as noted by (Alexiou & Schippers, 2018). Researchers must investigate how
2015).
confidence in their own capacity to perform learning activities (Punyasettro et. al.,
2012). Any learning environment that students encounter might have an impact on
pupils' progress and self-efficacy are positively correlated mindset, so that any
improve their growth mentality, a crucial life skill for all students (Wangwongwiroj et.
al., 2021). Four key sources, including mastery experiences, that significantly
(Bandura 1982).
Learning activities are not only centered on mental knowledge, but also
psychological factors related to such as inspiration and belief in kids' capacity for
instance, those with greater levels of self-efficacy are more likely to embrace
challenges. On the other hand, those with a somewhat lower level might avoid
challenges (Bandura & Schunk, 1981). In Additionally, it's possible that those who
believe they are ineffective are more likely to quit up on challenging activities and
stay away from engaging in activities they are unfamiliar with. The opposite is true,
however, for people who feel a sense of When they do a task successfully, their
performance and motivation are favorably correlated. Students that are more
motivated to learn perform better in school (Su, 2016; Tian et al., 2018; Zhao and
Huang, 2020). In their 2019 study, Tokan and Imakulata looked at how intrinsic and
performance. They discovered that students' intrinsic desire had a direct impact on
related, they are two different entities and also Self-efficacy is based on an
usually exhibit high levels of motivation and conversely, but even so, it is not a
Suyanto 2019). The study "Self-efficacy, and Achievement of High School Students
and accomplishment.
outcomes is digital games. Researchers that are more focused on the possible
applications of games for science benefits of education have also been proven.
Considering how popular gaming is, it is not surprising that surprising that games
situated within science learning environments have been shown to pique students’
enthusiasm in learning science (Annetta et al., 2010; Barab et al., 2007). In addition
the students thought about their abilities to engage in scientific research and
education in science. Research using the same gaming system has found have
(Ketelhut,et.al.,2010).
Games and toys are a vital part of children's development, and they are
children learning through gaming techniques. In the same way that driving a duck to
learning, games, like lubricant and catalyst, can help kids learn without burden
Aghlara & Tamjid (2011) viewed games as the main way to connect
research was structured by Johnson et al.1960s and found out the positive effect of
games on children’ intellectual skills, including “IQ”,“conservation”, “problem-solving
ability”, and “creativity” (Byun & Lee, 2014). (1) IQ may be enhanced through game-
based training, and the effect was persistent. (2) Video games aid youngsters in role-
changing and transforming during the awareness period to show themselves more
effectively conservation. (3) Playing games could improve kids' decision-making and
behavior in order to further the problem-solving skills. (4) Children who perform
better on games would appear more competent.On IQ test s, the capacity for diverse
thought.
Game-based learning (GBL) has been increasingly used as a tool for teaching and
learning biology. While most studies have focused on digital GBL, offline GBL also
shows potential in enhancing biology learning. For instance, a study by Wang and
colleagues (2021) found that an offline card game based on Bloom's taxonomy
and colleagues (2019) showed that an offline GBL activity, where students built DNA
models with LEGO bricks, promoted students' interest and engagement in learning
molecular biology. Similarly, a study by Yurdakul and Cansiz (2018) found that an
these studies suggest that offline GBL activities can be effective in promoting
Several studies have explored the effectiveness of game-based learning in the field
of biology, with a focus on both online and offline modes of gameplay. One study
found that offline game-based learning significantly improved high school students’
biology students increased their interest in the subject and improved their
review of game-based learning in biology education found that offline games can
engagement, and knowledge retention (Yoon et al., 2012). These findings suggest
learning biology.
CHAPTER 3
METHODOLOGY
data and analysis which are relevant to the researcher. The methodologies will
include areas such as the location of the study, research design, research
RESEARCH LOCALE
This study conducted in Bayugan National Comprehensive High School and was
located at Narra Avenue Poblacion, Bayugan City, Agusan Del Sur. Since the
RESEARCH DESIGN
survey techniques to gather the data. A descriptive study was carefully designed to
ensure a complete description of the situation, make sure that there is minimum bias
in the collection of data, and reduce errors in interpreting the data collected.
RESEARCH PARTICIPANTS
The participants of this study are the students in Grade 11 in Science, Technology,
Engineering, and Mathematics (STEM) who were officially enrolled in the school year
2022–2023. The participants are randomly selected, computing a sample size from
RESEARCH INSTRUMENT
gather data, which consist of 4 parts. The first part was the demographic profile; the
second was the self-assessment on GBI; the third was the level of self-efficacy; and
the last part was the extent of learning performance using GBI in Biology.
DATA GATHERING PROCEDURE
A letter of request was sent to the principal for the conduct of the study. The
items, and following the initial stages, participants are encouraged to raise any
followed where the researchers will retrieve the instruments for statistical treatment.
Results were computed, encoded, tabulated, and analyzed. The data and
DATA ANALYSIS
Descriptive Analysis
Mean and standard deviation were used to quantify the extent of manifestation as
the extent of manifestation of their self-efficacy in learning biology and the extent of
Inferential Analysis
Correlation analysis was used to determine the significant relationship between
CHAPTER 4
This chapter presents the data relative to the research problems stated in the
first chapter of this study. The discussions of specific problems were presented
sequentially as follows: Demographic Profile of the Respondents, The first part was
the demographic profile; the second was the self-assessment on GBI; the third was
the level of self-efficacy; and the last part was the extent of learning performance
using GBI in Bology.. It also includes the analyses and interpretations of the said
data.
This section shows the profile of the respondents who participated in the study.
The respondents were the 191 Bayugan National Comprehensive High School
students, composed of Grade 11 students who were enrolled in the the school year
Age 16 44 23.03%
17 131 68.58%
18 15 7.85%
19 1 0.52%
1. I can easily transfer my knowledge every time the teacher 3.66 Agree
uses game-based instruction.
5. ,I don’t get bored easily if the teacher used game-based 3.78 Agree
instruction in his/her lesson
6. It is easy for me to remember the lesson when the teacher 3.64 Agree
uses game-based instruction
7. Learning Biology is fun when the teacher uses game-based 3.61 Agree
instruction.
The data provided indicates that the respondents generally hold a positive
perception of game-based instruction in the Biology class. The average mean scores
for all indicators fall within the "Agree" range, ranging from 3.61 to 3.87, with an
knowledge, learning a lot, feeling motivated, being interested in learning more, not
getting easily bored, finding learning fun, feeling comfortable, and being more
motivated to learn when game-based instruction is used. This suggests that game-
Furthermore, the data reveals that the respondents find it easy to remember the
lessons when game-based instruction is utilized. They also show a proactive attitude
Overall, the data indicates that game-based instruction has a positive impact on
students to actively participate in the learning process and enhancing their overall
learning outcomes.
PART III. SELF EFFICACY IN LEARNING BIOLOGY
1. I prefer class work that is challenging so I can learn new 3.52 Agree
things in Biology
2. Compared with other students in this class, I think I know a 3.10 Agree
great deal about the Biology subject
6. Before I begin studying, I think about the things I will need to 4.0 Agree
do to learn.
7. When having a test, I try to reconnect the things I already 4.08 Agree
know.
8. I always try to understand what the teacher is saying during 4.02 Agree
the discussion
10. It is important for me to learn what is being taught in this 4.06 Agree
class.
The data provided suggests that the respondents generally exhibit a positive
self-efficacy in learning Biology. The average mean scores for all indicators fall within
the "Agree" range, ranging from 3.10 to 4.08, with an average mean score of
approximately 3.80.
The respondents show a preference for challenging class work, indicating their
desire to engage in tasks that enable them to learn new things in Biology. They value
assignments.
While acknowledging the presence of other knowledgeable students in the class,
the respondents still believe that they possess a considerable amount of knowledge
about the Biology subject compared to their peers. This suggests that they hold a
understanding what the teacher is conveying during class discussions. This active
listening and engagement indicate their determination to grasp the concepts being
demonstrating confidence in their abilities and a belief in their potential for success.
They also place a high value on learning the material being taught, recognizing the
In conclusion, the data indicates that the respondents possess a positive self-
efficacy in learning Biology. They exhibit a preference for challenging tasks, employ
effective strategies for homework and studying, and demonstrate confidence in their
abilities and commitment to learning. These attributes are likely to contribute to their
1. I pay attention and listen every discussion in my Biology subject 3.80 Agree
2. I want to get good grades in Biology subject. 4.25 Agree
5. I enjoy homework and activity because they help me improve 3.36 Agree
my skills.
Based on the provided data, the interpretation suggests that the respondents
generally exhibit positive attitudes and behaviors towards their learning performance
in the Biology subject. The average mean scores for the indicators range from 3.36
and listening during every discussion in their Biology subject. This indicates their
The respondents strongly indicate their desire to achieve good grades in the
Biology subject, with a high mean score of 4.25. This reflects their motivation and
The respondents generally agree (mean score of 3.67) that they actively
participate in every discussion in their Biology class. This suggests their willingness
thoughts and perspectives. However, there may be some room for improvement in
problems, with a mean score of 3.53. This suggests that they are attentive and
engaged when faced with challenging or technical aspects of the subject. They
problem-solving skills.
The respondents generally agree (mean score of 3.36) that they enjoy
homework and activities because they believe these tasks help them improve their
skills. While the mean score is slightly lower compared to other indicators, it still
In summary, the data indicates that the respondents display positive attitudes
and behaviors towards their learning performance in the Biology subject. They
appreciation for the role of homework and activities in skill development. While their
active participation and full embrace of homework and activities could be further
enhanced, their overall positive mindset and engagement are likely to contribute to
CONCLUSION
high school students on offline game based instruction and self efficacy towards their
organize ideas and critical thinking on what they have learned from previous
intervention days into the current intervention session. The extent of student's
student engagement due to students collaborating with one another and being
students using game based instruction based on the data analysis. The significant
determines the goals of education are being perform of the students using game
based and self- efficacy is a key predictor of achievement and retention in most
academic areas, including the sciences. In this study, the effects of teaching
strategies on self-efficacy and course climate were examined. The teaching methods
biology.As a result from the data analysis there is a significant relationship between
self assessment using game based instruction and self efficacy learning
performance in Biology.
RECOMMENDATION
opportunities for students to explore and experiment with new research skills.
learning motivation and encourage students to invest more time in their studies.
3.Parents play a crucial role in supporting and motivating learners. They should
educational games at home. Monitoring their child's progress and reinforcing the
importance of achieving goals through gameplay can further enhance their
learning experience.
instruction.
assess its effectiveness and identify best practices for integrating games into the
curriculum. Longitudinal studies can provide insights into the long-term impact of
biology for senior high school students with a preference for game-based learning.
feedback and support, and considering diverse learner preferences, educators can
The references provided are in APA 7 format. Here are the examples:
Ariffin, M. M., Oxley, A., & Sulaiman, S. (2014). Evaluating Game-based Learning
https://doi.org/10.12973/eurasia.2017.00711a
Chang, R. C., & Chung, L. Y. (2017). The Effect of Gender on Motivation and
Liu, E. Z. F., & Chen, P. K. (2013). The Effect of Game-Based Learning on Students’
https://doi.org/10.1016/j.sbspro.2013.10.430
Fulgencio, L., Baldado, K., Enriquez, C., Mae, A., Santos, D., Plaza, R. A. F., Plaza,
F., & Tus, J. (2021). Amidst the Online Learning in the Philippines: The Self-
Efficacy and Academic Motivation of the Senior High School Students From
Tisza, G., Zhu, S., & Markopoulos, P. (2021). Fun to Enhance Learning, Motivation,
https://doi.org/10.1080/00461520.2015.1122533
1951. https://doi.org/10.12973/eu-jer.10.4.1937
Sadler, T. D., Romine, W. L., Stuart, P. E., & Merle-Johnson, D. (2013). Game-
https://doi.org/10.1002/tea.21085
Wang, Q., Yan, X., Wang, L., Li, D., & Luo, Q. (2021). Developing a Bloom's
Yurdakul, B., & Cansiz, M. (2018). An educational card game: A fun and effective
McGonigal, J. (2011). Reality is Broken: Why Games Make Us Better and How They
Zhu, X., & Chen, B. (2015). The Effects of a Mobile Game-Based English Vocabulary
To the Respondents,
Please consider each item carefully. Your response to the questions will be a big
help for the success of this researchers. Rest assured that your answers would be
kept highly confidential.
NAME:_____________________________________
SECTION:__________________________
AGE:_________
SEX:
Female :
Male :
5 4 3 2 1
STATEMENTS (STRON (AGREE) (MOD (DISAGRE (STRO
GLY ERAT E) GLY
AGREE) E) DISAG
EE)
1.It is easy for me to transfer my
knowledge every time the teacher
uses game-based instruction.
2. I learn a lot whenever the teacher
use game-based instruction.
3. I feel motivated to listen more
when using game-based instruction
in Biology class.
4. I am interested of learning more
whenever game-based instruction is
used in a lesson.
5. I don’t get bored easily if the
teacher used game-based
instruction in his/her lesson.
6. It is easy for me to remember the
lesson when the teacher uses game-
based instruction.
7. I find learning Biology to be fun
whenever the teacher uses game-
based instruction.
8. I feel comfortable whenever game-
based instruction is integrated in the
lesson.
9. I feel more motivated to learn
every time the teacher uses
educational games.
5 4 3 2 1
(STRON (AGRE (MODER (DISAGRE (STRONGL
GLY E) ATE) E) Y
STATEMENTS AGREE) DISAGREE
)
1. I prefer class work that is
challenging so I can learn new
things in Biology.
2. Compared with other students
in this class, I think I know a
great deal about the Biology
subject.
3. When I do homework, I try to
put together the information
from the class and from the
book.
4. When I do homework, I try to
remember what the teacher said
in class so I can answer the
questions correctly
5. When I study, I put important
ideas into my words.
6. Before I begin studying, I think
about the things I will need to do
to learn.
7. When having a test, I try to
reconnect the things I already
know.
8. I always try to understand
what the teacher is saying during
the discussion.
9. I expect to do very well in this
class.
10. It is important for me to learn
what is being taught in this
class.
5 4 3 2 1
(STRON (AGREE) (MOD (DISAGRE (STRONGL
GLY ERAT E) Y DISAG
AGREE) E) REE)
STATEMENTS