Group 4 Game Based Learning Final
Group 4 Game Based Learning Final
Submitted By:
Consigo, Marlyn B.
Sagum, Angelica S.
May 2024
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Utilization of Interactive Game-Based Learning Activities and Discussion in
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APPROVAL SHEET
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Utilization of Interactive Game-Based Learning Activities and Discussion in
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ACKNOWLEDGEMENT
First and foremost, we give thanks and praise to the Almighty God for His
blessings that enabled us to conduct this research. God, thank you for guiding us
every day. You are the one who made it possible for us to conduct this study.
We would like to express our sincere gratitude to our professor. Dr. Aiza D.
Canlas and to our research adviser, Sir Kier Anthony Boydon, thank you for your
continuous support to conduct this study and for your patience, motivation,
enthusiasm, and immense knowledge. Your advice was helpful to us throughout the
entire research and thesis-writing process.
We also appreciate each family member of the researcher, for their non-stop
support, guidance, and consideration. To our classmates who are with us through ups
and downs, staying up late in the evening, thank you for the help. We appreciate your
effort, even though we’re not in the same group.
To the respondents, students and teachers, we thank you for the participation
and for answering the surveys. Thank you very much for your knowledge that was
shared with us to make this study successful.
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ABSTRACT
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Utilization of Interactive Game-Based Learning Activities and Discussion in
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TABLE OF CONTENTS
ABSTRACT …………………………………………………… iv
CHAPTERS
Introduction ……………………… 1
Hypothesis ……………………… 16
II. METHODOLOGY
Participants ……………………… 24
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Instrument ……………………… 25
III. RESULTS
Results ………………………………………………… 32
IV. DISCUSSION
Discussion …………………………………………………… 50
Conclusion …………………………………………………… 55
Recommendation ……….…………………………………… 57
V. REFERENCES
References …………………………………………………… 64
VI. APPENDICES
Appendices …………………………………………………… 65
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Chapter 1
Introduction
advantages for fostering children's cognitive growth. The promotion of active learning
among children is one of its most important advantages. In the 21st century, education
pedagogical approaches. One such approach that has gained prominence is game-
based learning. This method leverages the inherent engagement and interactivity of
learning has shed light on several key aspects that define its effectiveness and
they are psychological and behavioral in nature rather than practical. Gamification
and game-based learning are efficient ways to acquire these skills. Along with formats
and requirements for educational games, techniques for effectiveness assessment, and
the
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impact of games on students, the use of video games in teaching practice is explored
school—exploring the world of GBL will open the door to a wide variety of game
kinds and examples. In today's game-based learning, students are asked to strive
toward a goal by making decisions and then experiencing the results of those choices.
When students choose wisely and with knowledge, the successful outcome advances
them in the game. They suffer the consequences of their assumptions and rash
judgments, and they have to keep trying to get better at it. Students who are constantly
considering how to advance in the game are more likely to be active learners than
passive ones.
Literature Review
These studies have delved into the innovative realm of GBL, utilizing a diverse array
classrooms. Notably, the works of Cabrera-Solano et al. (2020) and Rueckert et al.
(2020) have contributed to this emergent field, shedding light on its potential for
Their research delves into the types of games that prove effective for teaching
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different skills, providing insights into how games can be harnessed to enhance
learning experience. The findings underscore the interactive and engaging nature of
game-based approaches, which can address the varied learning styles and preferences
solving into the learning process, educators are able to create dynamic and immersive
environments that captivate learners' attention. This experiential approach not only
fosters active participation but also taps into the intrinsic motivation of students,
making the language learning journey both enjoyable and effective. As the trend of
methodologies and equipping EFL learners with the skills they need to thrive in
for young learners due to its user-friendly interface and entertaining nature. This
presents an excellent opportunity for both learners and educators to gain insights into
the lives of Nobel Peace laureates. Moreover, it serves as a means to inspire and
motivate them to become proactive and engaged citizens in the global community.
The gamified approach not only enhances the learning experience but also fosters a
potentially shaping the perspectives and actions of the learners. The transformative
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Utilization of Interactive Game-Based Learning Activities and Discussion in
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elements, which not only enhances the learning experience but also addresses the
revolutionize the learning experience. By integrating game elements into the learning
process, students are immersed in a more engaging and interactive environment. This
approach not only enhances the overall educational experience but also addresses the
challenge of maintaining students' motivation and interest in the subject matter. The
concept of utilizing games for learning not only encourages active participation but
also stimulates creativity and inventiveness among learners, as they are often required
to think critically and problem-solve within the context of the game scenarios. As
education continues to evolve, the insights from this research highlight the significant
role that game-based learning can play in fostering a more enjoyable, motivational,
and inventive learning environment. In accordance with Medina and Ferrer (2022)
their research claimed that by using game-based learning, pre-service teachers give
engage more enthusiastically with the language content but also develop a deeper
appreciation for the language acquisition process. Medina and Ferrer (2022)
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Utilization of Interactive Game-Based Learning Activities and Discussion in
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incorporating game elements into the educational process. This shift in attitude can
have a cascading effect, influencing how these future educators approach teaching
foreign languages to their own students. The research findings emphasize the
evolve, the implications of Medina and Ferrer's study encourage educators to explore
education.
captivating genre that transcends both digital and physical realms. These games,
further research that rigorously investigates the relationship between online games,
English interfaces, and language acquisition, the educators and researchers can better
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platforms.
Notably, researchers such as Hoshang et al. (2021), Sobocinski (2018), and Atmojo
and Nugroho (2020) have conducted a series of recent studies that collectively
of English as a Foreign Language (EFL) students. Hoshang et al. (2021) delve into the
realm of GBL, their research delving into its dynamic potential for advancing EFL
how
learners are not merely passive recipients of knowledge but active participants in an
shedding light on the diverse educational dimensions that GBL can encompass.
Through innovative game structures, learners are immersed in scenarios that foster
on EFL students. Their studies showcase how games can effectively target various
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Utilization of Interactive Game-Based Learning Activities and Discussion in
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foster not only language skills but also critical thinking, problem-solving, and
the inherent appeal of games, educators can create immersive and interactive learning
environments that resonate with digital-age students. The collective insights from
these studies reinforce the growing consensus that GBL is a potent tool in equipping
EFL students with the skills needed to navigate today's interconnected world with
This convergence highlights the potential for games to not only enrich the
lessons that empower them with effective feedback and multifaceted teaching
methods,
statement by Cárdenas Moncada et al. (2020) regarding the use of games in grammar
and vocabulary instruction aligns with the principles and benefits of game-based
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Anastasiadis et al. (2018) shed light on the resonance between students' daily
interaction with digital data and the digital-based approach of game-based learning,
fostering a more seamless educational experience. The adoption of digital games and
platforms but also caters to their desire for interactive and captivating learning
driven age. Anastasiadis et al. (2018) acknowledge the profound influence of the
digital data. This observation holds significant relevance when considered within the
students are immersed. In the context of game-based learning, the utilization of digital
games and simulations is a prevalent approach. These digital tools not only leverage
the familiarity students have with digital platforms but also cater to their preference
digital age's impact, as noted by Anastasiadis et al. (2018) further emphasizes the
strategies align with students' everyday experiences, making the learning process
more relatable and engaging. The interactive and dynamic nature of educational
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games complements the digital fluency that students have developed through their
learning outcomes. Their observation underscores the core principles that drive the
related literature. Yang and Lu's emphasis on engaging plots, clear objectives, and
interactive activities mirrors De Freitas' (2018) emphasis on quality game design and
creating a meaningful and immersive learning experience. When digital games are
designed with captivating narratives and well-defined learning objectives, they have
the potential to capture students' attention and motivate them to actively participate in
The inclusion of both digital and non-digital games highlights the extensive
and clear learning objectives that enhance student engagement and learning efficiency
game-based learning, noting that it can be facilitated through both digital and non-
digital games and simulations. This flexibility in the modes of delivery aligns with the
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settings and preferences. The ability to utilize both digital and non-digital games
game-based learning. Digital games, as discussed by Yang and Lu (2021), can offer
engaging plots, clear objectives, and interactive activities that enhance students'
attention and learning efficiency. These digital tools leverage the familiarity students
have with technology and provide a dynamic platform for active learning experiences,
motivation, language acquisition, and comprehension, making a strong case for the
Algarra's and Yavuz et al.'s (2020) research strongly supports the use of game-based
instruction in EFL classrooms. Their studies demonstrate the value of language games
Educators and curriculum developers should consider the integration of such methods.
The incorporation of online games not only engages students but also aligns
language education with the digital age, providing a familiar and comfortable
environment for modern language instruction, reinforcing the idea that integrating
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technology and interactive elements, such as online games, is a valuable strategy for
language learning. This research aligns with the broader concept of using games to
Incorporating online games not only engages students but also aligns with the digital
summary, Fithriani's study reinforces the idea that integrating technology and
language instruction.
education. Hanghoj et al.'s (2018) study focused on the impact of cooperative video
games in promoting engagement and social inclusion among at-risk students. Their
student populations. Through careful methodology, the study examined how these
This approach has the potential to bridge gaps, fostering positive relationships,
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Utilization of Interactive Game-Based Learning Activities and Discussion in
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reducing the educational achievement gap, and creating a more inclusive learning
gaming as tools to enhance engagement, social integration, and overall well-being for
This inclusivity and adaptability align with Hajji and Kim's emphasis on
Hajji and Kim's (2019) perspective on integrating games into education closely
learning process.
challenges for both educators and students according to Boghian et al., (2019). These
learning styles. To make the most of game-based learning, instructors must consider
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support where need, and ensure an inclusive and engaging learning environment for
all students.
While game-based learning has been highlighted for its potential benefits, Harding's
stance emphasizes the importance of considering its drawbacks and limitations within
the educational context. Harding's concern about game-based learning not aligning
with the curriculum is a reminder of the need for thoughtful integration. Just as De
Freitas (2018) emphasizes the significance of quality game design and elements,
learning hinges on its ability to supplement and enhance educational goals, ensuring
that the engagement students experience is purposeful and tied to relevant learning
outcomes.
Hanghoj et al.'s (2018) stated that modern students are undoubtedly less
interested in and drawn to traditional teaching methods, and as a result, they are
experiences. Digital games are now widely used and applied due to their rising
popularity. Digital games are frequently used in education in the form of serious
games that emphasize more fundamental goals. Serious games provide stimulating
and enjoyable experiences, interactive learning settings, and group learning tasks. As
learning processes that meets and fulfills the demands and requirements of pupils.
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Digital game-based learning, which refers to the pedagogical strategy of using digital
and serious learning through games. Designing interactive learning activities that may
gradually introduce concepts and direct students toward a desired outcome is known
general or within specific domains, such as grammar and vocabulary instruction, and
English learning among junior high school students. The existing body of literature
provides valuable insights into the broad advantages of Game-Based Learning, but
there is a need for targeted investigations that assess the holistic impact of interactive
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grade 9 learners. This gap hinders a nuanced understanding of how the integration of
performance. Addressing this gap would not only enhance the knowledge base but
also provide practical guidance for educators seeking to optimize the benefits of
Game-Based Learning in the specific context of junior high school English education.
Conceptual Framework
Data Analysis
Utilization of Interactive Game-Based Learning Activities and Discussion in
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in English subjects. Furthermore, the findings of the study allowed the researchers to
classrooms.
1. How may the students' learning performance be described before the intervention
2. How may the students' learning performance be described after the intervention
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4. How may the perception of the students towards the game-based learning activities
5. Based on the findings of the study, what game-based learning activities can be
Hypothesis
Ho3 - there is no significant difference between the pre-test and Post-test mean
Ho4 - there is no significant difference between the pre-test and Post-test mean
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performance of the Grade 9 learners of Holy Cross College, Sta. Lucia Sta. Ana
Pampanga; and also, its implications and/or intervention, and the positive and
negative aspect within the context of learning the discussion through game-based
learning activities and delves into the effectiveness of utilizing interactive game-based
the English language learning domain. However, the study intentionally excluded
scope in this manner, the study ensured a more focused and insightful exploration of
the chosen research objectives, allowing for a thorough understanding of the specific
educational landscape for students, teachers, parents, and future researchers alike.
environment where they are actively engaging in enjoyable and interactive English
language learning experiences. The adoption of interactive methods not only boosts
Teachers. This research aimed to help teachers to gain invaluable insights for
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skills.
these methods not only in learning the English language, but also in various subjects.
Ultimately, it paves the way to a future where education is not only informative, but
Definition of Terms
For a better understanding of the study, the following terms are defined operationally:
abilities, fluency and skills in a specific subject or to measure one's progress toward
academic proficiency in a specific subject area. This involved pre-test and post-test as
learner's journey, making any learning visible to any audience. It is used for some
online educational platform applications that enables learners to access and participate
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collaboration.
them though authentic materials that includes real-life context and opportunities to
Game Based Learning. It brings the strategies, rules and social experiences
of playing a game into the classroom. The game-based learning model allows teachers
to target certain activities that will benefit the real-world application of concepts. This
have an effect on its outcome. it is to integrate the said action of having an actual class
challenges in an effective and efficient manner, increase results, and bring about good
improvements.
environment and make sense of the surrounding with the information in order to give
an appropriate response. Perception allows people to take the sensory information and
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Statistical Treatment
The researchers utilized the following statistical tools to identify the mean
level of the research process. These statistical tools helped the researchers evaluate
learners for the given intervention. Respondents are asked to rate their degree of
outcomes.
compatible, it was utilized to handle the collected data and test the variation between
the control and experimental groups with respect to the beginning levels. This was
used to assess the success of the intervention for the exposed group in comparison to
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used to collect data as one way to determine if the mean difference between two sets
Acronyms:
Chapter II
Methods
treatment of the data, and the ethical considerations involved in conducting the study.
Research Design
gather and collect relevant data, as the study wanted to examine the effectiveness of
know the effect of the variable study. The experimental class design refers to the
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conceptual framework within which the experiment is conducted. The most criteria
that the design be appropriate for testing is particularly hypothesis of the study.
such as test scores comprehension and engagement would be measured within before
and after the intervention. By comparing the outcomes of these two groups, the
researchers was able to assess the effect of interactive game-based learning on English
language learning performance. In this study, several key variables were be measured
communication skills, and learning retention. Measuring these factors, together with
learning and discussion in enhancing English language education. The research design
allowed for a comparison of students' performance and engagement before and after
more engaging and effective learning environment for English language learners.
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Sampling Method
The researcher identified the, in selecting the respondents, students from Holy
the students. The samples were chosen through a probability cluster sampling
technique which utilized into two sections (Galatians and Ephesians). Through the
cluster sampling method, the respondents will undergo a pretest and posttest that will
on these two sections, this study sought to simplify the sampling process while
maintaining a representative sample of the entire population. This approach allows for
outcomes in the specific context of these two sections. Ultimately, the selection of
two sections allowed for a clearer and more focused analysis of the impact of the
intervention.
Galatians 39
Ephesians 39
classes: Galatians, with 39 students, and Ephesians, also with 39 students. Combined,
these two classes made up a total of 78 Grade 9 students participating in the study.
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Participants
specifically focusing on Grade 9 students who are further subcategorized into two
divided into two equal sections. These students were the central role in the study,
which aimed to delve into the impacts of interactive game-based learning activities
understanding of how the proposed interventions affect students within this particular
making this cohort particularly relevant for investigating the efficacy of interactive
By categorizing the students into groups, Experimental and Control, the study
subsets. This nuanced approach allowed for a more granular analysis, enabling the
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Instruments
based learning through digital applications in enhancing the performance of the grade
9 students, the researchers utilized two instruments. The assessment tool was
guarantee that these instruments yield the necessary information to meet the study's
objectives, a variety of research tools was utilized at each stage of the experimentation
The study also assessed the impact of technology on learners' performance and
engagement. The assessment tool was answered by the respondents two times, first, is
to test if they have knowledge about communicative styles and next, is if they have
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Communicative Styles. This instructional approach was not only involved leveraging
the interactive features of these digital tools but was also integrated traditional teaching
The combined use of Quizizz along with traditional teaching methods, aimed to provide
Data Collection
various digital platforms to serve as a guide to see the learners' improvement with
their academic performances in English, the researchers started to create the test that
will undergo pilot testing to identify internal consistency, to know what would be the
items need to removed and change. After that, other experts will review the test to
make sure it's good and indeed to be used as an instrument, in simple term, it is for the
use of validation. After validation, researchers asked permission from the research
adviser, next to the research teacher followed by the program head or the research
development unit head from college. By their approval, that would be the time to
administer the test or exam that already includes the students. To be in control of, the
researchers write a communication letter to the heads of the said organization, the
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principal and assistant principal of Junior High School asking for permission to
administer the test, followed by asking permits to the advisers of two sections being
chosen as well as the learners themselves to participate in this study. Having their
approval to conduct the study, Pre-test will be administered to half of the class of both
control and experimental group and that would be served as the beginning assessment,
discussion, after the intervention the researchers proceed with the post-test to be
aspects of traditional and game-based learning activities with the aimed to know the
Challenges arose due to incomplete participation from the targeted sections, resulting
in data being collected from a limited number of respondents. Post data collection, the
gathered surveys were reviewed, interpreted, and analyzed to derive insights for the
study's conclusions.
In this research study, we employ two key tests the pretest and post-test - to
gauge Grade 9 students' knowledge before and after engaged in game-based learning
activities. To ensure unbiased results, the first section of the study is divided into two
groups: both half of the two sections will undergo only the pre-test, but become
already included all in the post-test. This separation aimed to prevent the pretest from
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influencing students' to be sensitize. By comparing the scores of those who did not
take the pretest with those who did, researchers assessed the effectiveness of the
intervention.
The design was developed by Donald T. Campbell and Julian C. Stanley in 1963.
By including groups with and without a pre-test, the design aimed to account
for the effects of pre-testing itself and isolate the impact of the treatment. This helps
the researchers draw more valid conclusions about the true effects of the treatment.
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The researchers collected data from the questionnaire were now used
frequency and a weighted mean to analyze it. These findings are then utilized to
evaluate descriptive judgments based on the Likert scale, which ranges from strongly
researchers used Likert scale to interpret the results of the survey questionnaire.
Weighted Mean:
( SA∗4 ) + ( A∗3 ) + ( D∗2 )+(SD∗1)
WM=
Total Respondents
Where:
Strongly Agree, Agree, Disagree, Strongly Disagree
The weighted mean, which depicts the overall assessment and evaluation of
the respondents, and statistical tests like the frequency of the replies used by the
researchers to examined the data that was collected from the respondents.
researchers computed the weighted mean and examined the findings. The weighted
mean was then split into four categories by the researchers, with a weighted mean of
3.40 to 4.00 signifying "strongly agree" which means that the respondents believed
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the assessment tool that is created was extremely acceptable. The respondents "agree"
response, which falls between the ranges of 2.60 and 3.39. The "disagree" response,
which has a range of 1.80 to 2.59, means that the respondents don't agree with the
development since some of its elements are inconsistent. Finally, a score between
1.00 and 1.79 indicates "strongly disagree," which means that the respondents
Ethical Considerations
activities. The Republic Act No. 10173, otherwise known as the Data Privacy Act of
2012, is a law that seeks to protect all forms of information, be it private, personal, or
sensitive. It is meant to cover both natural and juridical persons involved in the
everyone involved has the right to stay anonymous, ensuring their identities are kept
confidential. Moreover, participants have the right to know the research findings to
informed about the study's activities, emphasizing their voluntary involvement. The
an environment that respects each participant's privacy and dignity. In this study, the
goal is to treat everyone involved with respect and fairness, making sure everyone
feels included and understands what's happening. The researchers want to be open
about what they're doing and create a good and comfortable experience for everyone
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taking part. Ethical considerations are guiding how the study is conducted to make
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Chapter III
Results
This chapter presents the methodically designed framework and protocols that
direct the study, providing a clear understanding of the techniques used to collect,
examine, and evaluate the data necessary to answer the research questions. Readers
were obtained a thorough grasp of the methodical technique used to guarantee the
the specifics the methodology. This information is essential for the upcoming
approach to make sense of the data, aimed to highlight important points and reach
meaningful conclusions.
cognitive skills, and relevant metrics, with the aimed of identifying significant
game-based learning activities and discussions involved delving into the details and
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identifying and delving into game-based learning activities that can be embraced to
two distinct groups participating in the study: the control group and the experimental
group. By presenting the pre-test scores of both groups, the study provides a basis
the control and experimental groups. These pre-test scores serve as an essential
reference point for evaluating the impact of the intervention on learning outcomes
and for conducting subsequent analysis to determine the effectiveness of the game-
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Table 4 presents the pre-test scores of two groups: the control group and the
experimental group. The mean score, which is the average of all scores, is higher in
the experimental group (12.85) compared to the control group (9.65). This indicates
that, on average, the experimental group scored higher on the pre-test than the control
group. The mode, or the most frequently occurring score, is different for each group.
For the control group, there are two modes: 12 and 9, indicating these two scores
appeared most frequently. On the other hand, the experimental group has a single
mode of 15, meaning this score was the most common in the pre-test results for this
group. The standard deviation, a measure of the spread or dispersion of the scores, is
also presented. The control group has a higher standard deviation (4.58) than the
experimental group (3.70). This means the scores in the control group are more spread
out or varied than those in the experimental group. In summary, the experimental
group appears to have performed better on average on the pre-test, with less
The result suggest that the experimental group performed better on the pre-
test, on average, than the control group. However, there was also less variability in
their scores, suggesting that the experimental group’s performance was more
consistent. The control group, while scoring lower on average, showed greater range
nature of the experiment, this could have different implications. For instance, if the
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experiment was testing the effect of a new teaching method, these results might
suggest that the new method leads to the higher and more consistent performance.
By comparing the test scores of the control and experimental groups, researchers can
assess the impact of the experimental treatment on the learning outcomes. Any differences in
test scores between the two groups provide insights into the effectiveness of the game-based
learning intervention.
The study compared the test scores of two groups: the control group and the
experimental group. The control group exhibited a mean test score of 16.39. The most
frequently occurring score in this group, or the mode, was 20. The standard deviation,
a measure of the dispersion of scores around the mean, was calculated at 5.33 for the
control group. On the other hand, the experimental group displayed a higher mean test
control group. The mode for the experimental group was 17, indicating a different
distribution of scores compared to the control’s group. The standard deviation for the
experimental group was 4.98, which suggests a narrower spread of scores around the
mean compared to the control group. These findings suggest that there may be a
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groups.
This implies that the experimental intervention likely had a positive effect on test
scores, as reflected in the higher mean score compared to the control group. Despite
variability within both groups, the experimental group’s higher mean score compared
suggests that the intervention contributed to the improved performance of the students.
Table 6.1 – 6.4 analyzes the combination of the different tests that provides a
T-test for Difference Between Pretest scores of Control and Experimental Groups
compared the mean pretest scores between two groups (control and experimental) to
determine if there were any existing differences before the intervention. While Paired
T-test for Significance Difference Between Pretest Scores and Posttest Scores of
Independent T-test for significant difference between the post-test scores of Control
and Experimental Groups test compares the post-intervention scores between the
control and experimental groups to assess the effect of the intervention. Lastly,
Independent T-test for significant difference between the post-test scores of pretest
and non-pretest groups served as a comparison between groups who were given a
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pretest and those who were not. This test is slightly less standard and the exact
Table 6.1: Test of Significant Difference Between the Pretest Scores of Control and
Experimental Group using Independent T-test
Variables t Stat t Crit p-value Significance Decision
Pretest Scores 2.4298 2.0244 <.001 Significant Reject
Control and Null
Pretest Scores Hypothesis
Experimental
experimental group and a control group, are shown in the table. It was discovered that
the T statistic, which expresses how much the difference differed from the variation in
the data, was 2.4298. The essential T value, 2.0244, was compared to this value. To
statistic in this instance was higher than the T critical value, indicating a statistically
significant difference in pretest results between the experimental and control groups.
The P-value, which was less than.001, lends additional weight to this finding. The
chance that the observed data would occur if the null hypothesis were true is
substantial evidence to refute the null hypothesis and that the difference in pretest
scores was not likely the result of chance. The null hypothesis was decided to be
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significant difference in pretest scores between the control and experimental groups is
reached when the null hypothesis is rejected. This implies that the pretest scores are
significantly impacted by any differences that may exist between the experimental
and control groups with the course of treatment, or intervention used. This may have
real-world consequent for how to handle the variable that separates the experimental
Table 6.2: Test of Significance Difference Between Pretest Scores and Posttest Scores
of Respondents using Paired T-test
Variables t Stat t Crit p-value Significance Decision
Pre-test and 8.5 2.093 <.001 Significant Reject
Post-test Null
Scores Hypothesis
(Control)
Pre-test and 6.03 2.093 <.001 Significant Reject
Post-test Null
Scores Hypothesis
(Experimental
)
The result of a paired T-test, which compared the means of two related groups
the table provided. The groups in this instance are the pre and post-test results for the
The breakdown of interpretation goes like, the P-value for the control group is
less than 0.001, and the T critical value (2.093). This suggests that the pre-test and
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post-test scored differ significantly from one another. The choice to “Reject Null
Hypothesis”.
Likewise, for the experimental group, the P-value is less than 0.001 and the T
statistic (6.03) is higher than the T critical value (2.093). This suggests once more
than the pre-test and post-test results differ significantly. Thus, the choice of decision
It's crucial to remember that, normally, to reject the null hypothesis in favor of
the alternative hypothesis (which usually asserts that there is a significant difference)
if the p-value is smaller than the selected significant level (commonly 0.05).
Therefore, it appears from the results that have been supplied that there is significant
difference between the control and experimental groups’ pre and post-test scores. The
data implies that there is significant improvement in both experimental and control
to draw the conclusion that the variables under this study have a meaningful
relationship or difference. The T-Statistic is compared to the t-critical value and the p-
value to determine whether to reject the hypothesis. The hypothesis is rejected when
the p-value is less than the significant level, which is typically 0.05. This is because it
suggests that the results are not likely to have happened by accident. Therefore, it
implies that there is a significant difference between the pretest and posttest scores for
both groups, where the p-values are both less than 0.001 and the hypothesis is rejected
for both the control and experimental groups. This suggest that the intervention or
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treatment used has affected the scores in a way that can be measured, which leads in
Table 6.3: Test of Significant Difference Between the Posttest Scores of Control and
Experimental Group using Independent T-test
Variables t Stat t Crit p-value Significance Decision
Posttest 3.9 2.0032 <.001 Significant Reject
Control and Null
Posttest Hypothesis
Experimental
The table 6.3 shows the result of an independent T-test, which is used to
difference between the Post Test Score. In this case, the groups being compared are the
The difference between the means of the control and experimental groups is
measured by the T statistic, which is 3.9. A higher T-score suggests a more significant
variation between the groups. 2.0032 is the T critical value, which acts as a cutoff point
for statistical significance. It is deemed unlikely that the difference between the groups
happened by accident if the T statistic is higher than the T critical value. If there is no
true difference between groups, there is a very little chance that the observed difference
could have been obtained by the chance. This suggests that there is a clear difference
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suggest that the post-test results of the experimental and control group significantly.
This implies that the experimental intervention may be a helpful strategy or instrument
for raising students’ English proficiency. This could have an impact on curriculum
English.
Table 6.3 shows that there is a significant difference between the experimental
group's and control group's post-test results. Based on an independent t-test that was
performed, the findings came up with a t-statistic value of 3.9, which is higher than the
essential t-value of 2.0032. Furthermore, the p-value is less than 0.001, which suggests
that there's a low probability that the observed difference is an outcome of chance. As a
result, the hypothesis has been rejected, suggesting that the post-test results for the
Table 6.4: Test of Significant Difference Between the Posttest Scores of Pretest and
Non-Pretest Group
Variables t Stat t Crit p-value Significance Decision
Posttest Score 2.39258 1.99167 0.0192 Significant Reject
(Pretest Null
Group) and Hypothesis
Posttest Scores
(Non-pretest
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Group)
scores of the pretest group and the non-pretest group, as show in Table 6.4. The posttest
results for both groups were taken into account. For the test, the t statistic that was
computed was 2.39258 with the degrees of freedom equal to the pretest group’s sample
size minus 1 and the non-pretest group’s sample size minus 1, the crucial t value for a
two-tailed test with a significance level of 0.05 is 1.99167 the findings that the
calculated test statistic (2.39258) is higher than the significant t-value (1.99167) leads
to the conclusion that the post-test results of the pretest and non-pretest groups differ
significantly.
demonstrating that the post-test scores of the two groups differ significantly from one
another. The findings implies that the post-test scores of the pretest and non-pretest
groups differ statistically significantly. The fact that the hypothesis was rejected
suggests that the pretesting affected the post-test results. This indicates that the act of
administering an initial test before the main experimental interventions could have
influenced the participants responded in the post-test. This phenomenon, often referred
to as the 'pretest effect', implies that merely exposing participants to the test content or
format can alter their later responses due to heightened familiarity, practice effects,
which may have consequences for the study’s design and research techniques.
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significantly affected post-test scores when compared to the non-pretest group. This
underscores the significance of taking the effects of pretesting into account while
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This table consist of survey questionnaire to find out how the students feel about
the use of interactive, game-based learning activities in English classes. The questions
comprehension of the course material, preference for game-based activities, and active
participation.
interactive, game-based learning activities. The overall "Agree" rating is reflected in the
weighted mean score of 3.31. This suggests that, generally speaking, students agree that
To make it clearer, students strongly agree that, the utilization of digital games
Serradell-Lopez (2018). Their study revealed notable outcomes, with students reporting
(3.61), heightened excitement for the subject matter, particularly English (3.30), and a
acquiring knowledge (3.69) and express a preference for integrating more game-based
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learning activities into their classroom experiences (3.33). These findings underscore
study by Hernández and Lopez (2018) supports the usage of simulation games in the
method indicates that it has the potential to increase achievement and satisfaction. In
order to encourage active learning, it is advised that digital games be used strategically
in the classroom.
Students are motivated, interested, and have the opportunity to develop their linguistic
and pedagogical skills. The study found that GBL improves English language
proficiency (3.43), writing skills (3.82), speaking and communication skills (3.30). The
study also supports the idea that studying through games enhances general English
language ability, writing skills (3.82), and speaking and communication skills (3.30).
Indeed, this highlights the importance of game-based learning in the development and
enhancement of English language skills. The findings of this study have implications
for language teaching practices. It suggests that integrating GBL into EFL lessons can
lead to improved language skills among students. Language educators can consider
incorporating GBL strategies and activities into their teaching methodology to enhance
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Learning (GBL) were positive, as GBL offers a unique blend of entertainment and
education, making the learning process enjoyable. The interactive nature of games
allows students to engage with course material more deeply, thereby enhancing their
understanding and retention of the material. This study supports the result on the survey
that GBL improves overall academic performance. Students strongly agree that
students believe that studying through games enhances their problem-solving abilities,
retention of the material, and overall academic performance. Furthermore, this study
also supports the category of problem-solving abilities and retention of the material that
students' perception that GBL enhances these skills. Therefore, the related literature
Game-based learning (GBL) is effective for several key reasons. Firstly, GBL combines
matter. Secondly, the interactive nature of games encourages students to engage more
deeply with the course material. This deep engagement helps enhance their
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understanding and retention of the material. Thirdly, GBL often presents challenges and
tasks that require critical thinking and problem-solving skills. By navigating these
survey result where students strongly agreed that GBL improves their problem-solving
abilities (3.43). Furthermore, when comparing GBL with traditional teaching methods,
the study found that students engaged in GBL had better retention of the material
(3.82). This could be attributed to the active participation and deep engagement that
games encourage. Lastly, the use of games in learning has been shown to improve
GBL is an effective learning method that enhances the learning process, understanding
performance. However, the effectiveness may vary depending on the specific type of
scores for pretest and post-test of students. Other findings include that, researchers need
to make sure that both of the pretest and post-test could not affect one another.
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To sum it up, the findings of this study suggest that game-based learning
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Chapter IV
Discussion
through the use of games. Game-based learning allows students to explore rigorous
learning environments and concepts and targeted learning outcomes (Chen et al.,
objectives of the study are outlined, which the study found that when students
participate in interactive activities, they become more motivated and perform better in
English. It also found that having meaningful discussions helps students understand
and remember English concepts better, and using different types of media helps cater
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learning activities. Initially, the pre-test results highlighted varying levels of critical
thinking skills among the Grade 9 Experimental and Control Groups. While
challenges with more complex ones, indicating the need for further enhancement of
exhibited significantly higher mean test scores compared to the control group. This
activities was not explicitly discussed in the summary, the overall findings hinted at
learning activities that effectively enhance critical thinking skills and contribute to
The pre-test results for Grade 9 Experimental Group and Control Group
unveiled varying levels of critical thinking skills among the respondents as they
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tackled the pretest based on their initial comprehension of the subject matter. In
particularly item 25, underscoring the necessity for further investigation into
enhancing the students' critical thinking abilities. Transitioning to the Post-Test, the
control group displayed a mean test score of 16.39, with a mode of 20 and a standard
deviation of 5.33. In contrast, the experimental group showcased a higher mean test
potential performance disparity between the two groups. These results suggest a
likely positively impacted test scores, as evidenced by the higher mean score of the
experimental group compared to the control group. Despite variability within both
groups, the higher mean score of the experimental group suggests that the intervention
noted by the researchers, a significant difference in scores between the pre and post-
tests of the students was observed. Additionally, it was highlighted that researchers
must ensure that both the pretest and post-test do not influence each other. Overall,
on student performance. The collective analysis of the pretest, post-test, and survey
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al. (2018), this method provides students with opportunities to engage with complex
and cultivate students ‘enthusiasm for mastering a new language. Overall, the
Subramaniam et al. (2018) suggest that online platform offer improved and
teaching approaches. These digital tools utilize a variety of multimedia resources and
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content at their own pace and convenience. Overall, the incorporation of online
The study conducted by Pan and colleagues in 2022 examines the detrimental
effects of excessive internet usage and gaming on the cognitive abilities of students.
Prolonged screen time diminishes critical thinking skills, attention span, and memory
anxiety, and depression, along with physical health issues like obesity and poor
posture. Addressing the issue requires collaboration among educators, parents, and
policymakers, who can promote digital literacy, set limits on screen time, and
stakeholders can mitigate the negative impact of excessive screen time on students’
of developing gaming addiction, as noted by Esposito et al. (2020) and Kesici (2020).
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highlights that higher levels of education may serve as a protective factor against
suggesting that individuals with greater educational attainment are less susceptible to
adolescents. By addressing both the individual risk factors and broader social
comprehensive.
Conclusion
This study summarizes the key points from the discussion, the researchers emphasize
the main takeaways from the research and the importance of the finding:
students are divided into experimental and control groups, the pre-intervention
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intervention. By analyzing it, the researchers were able to gain insight into
how the intervention and the game-based learning activities and discussion has
the notion that innovative and engaging instructional approaches can serve as
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students.
research process. In addition, based on the findings, the output of the study
Recommendations:
According to the study's results, the researchers suggest the following practical advice
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Based from the study's conclusions, the following recommendations are suggested.
attention while still emphasizing important ideas. While making sure that game-
based learning activities are smoothly incorporated into the curriculum so that
they enrich more and supplement conventional teaching techniques rather than
they are actively involved and benefiting from the learning experience. This
should assess the suitability of these activities for each lesson or topic
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beforehand and maintain a balance in their use, taking into account potential
interruptions and the risk of students not taking them seriously. This approach
6. Share Best Practices: Foster a culture of sharing best practices and collaborative
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A limitation of the study is that the sections or groups used as respondents must
have similar levels of achievement in the classroom This ensures that any differences
observed between the experimental and control groups can be attributed to the
efficiency.
concerns the potential impact of pretest on posttest results If the pretest itself influences
a student's posttest performance, it could bias the results and make it difficult to
accurately measure the true impact of the intervention. Future researchers should
between pretest and posttest or using alternative assessment methods that are less
limitations by implementing more rigorous study designs This may include randomized
researchers may consider using alternative assessment methods that are less sensitive to
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performance improvements are maintained over time or not This will enable a better
understanding of the impact of the intervention and its potential for long-term benefits.
researchers can improve the validity and reliability of their findings, thereby
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APPENDIX C
Instrument
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PRE-TEST
Name: ________________________________________________
Year and Section: ______________________________________
Test I: Easy
1. This is also known as an informal style. There is free and easy participation of both
speaker and listener.
A. Conversational style C. Consultative style
B. Frozen style D. Casual style
3. This style is also known as fixed speech, it is the highest form of communicative
style, which is often used in respectful situations or formal ceremonies like
Shakespearean plays, weddings, funerals, and more.
A. Frozen style C. Conversational style
B. Consultative style D. Casual style
4. This style is used in conversations between friends and insiders who have
something to share and have shared background information.
A. Casual style B. Frozen style
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5. This style is considered the third level of language. The speaker supplies
background information while the listener participates continuously.
A. Consultative style C. Frozen style
B. Conversational style D. Casual style
6. It is a communicative style that uses private languages within the family and close
friends.
A. Conversational C. Intimate
B. Consultative D. Casual
7. Your classmate is asking for you to accept his friend request which you have
responded to. What communicative style do you have to use?
A. Intimate C. Casual
B. Consultative D. Conversational
8. What communicative style is best for the situation? You wanted to know from your
class adviser how well you have performed this school year.
A. Consultative C. Conversational
B. Casual D. Intimate
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10. This communicative style is used in speaking to medium to large groups. What
the speaker says is something that is prepared ahead of time. It also avoids the used of
slang terminologies.
A. Casual C. Intimate
B. Frozen D. Consultative
15. When the participants your colleagues, what communicative style is used?
A. Casual C. Conversational
B. Intimate D. Frozen
16. The speaker gives an additional explanation when using what communicative
style?
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A. Casual C. Conversational
B. Intimate D. Frozen
17. We are using _____ communicative style when reciting DepEd mission, vision,
core values.
A. Casual C. Intimate
B. Consultative D. Frozen
18. When customer service agent and client, we used this type of communicative
style.
A. Casual C. Intimate
B. Consultative D. Frozen
19. "Presenting a research data". What do you think is the communicative style being
used?
A. Casual C. Formal
B. Consultative D. Conversational
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23. Which of the following sentence DOES NOT describe the casual or informal
style?
A. Its casual language uses words or phrases that are shortened like “I’m doing it my
way."
B. A simple greeting with those you know well.
C. This speech style uses listener participation and feedback.
D. Casual or informal style has ellipsis: it allows the use of slang, profanity, and
unconventional English words.
25. What is the best statement for the situation? school principal to teacher.
A. Hey, get over here, Santos!
B. Ms. Santos, could you come here for a moment?
C. I need to talk to you
D. Come here, faster!
26. What is the best statement for the situation? brother to sister
A. Pardon me, can you please get ready?
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B. Hurry up!
C. May I request for you to hurry up?
D. Please make it faster!
27. This uses "group language" so only members can understand it.
A. Intimate C. Casual
B. Frozen D. Conversational
28. Frozen, Casual, Intimate, Consultative styles are also called language register.
A. True C. False
B. Partially True D. Partially false
29. Using correct grammar usage should be applied when talking with your best
friend.
A. True C. Partially True
B. False D. Partially false
30. Couple talking about their future plans, family sharing ideas, very close friends
sharing secrets. This is an example of?
A. Intimate Communicative Style
B. Frozen Communicative Style
C. Casual Communicative Style
D. Consultative Communicative Style
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POST TEST
Name: ________________________________________________
Year and Section: ______________________________________
Test I: Easy
1. This style is considered the third level of language. The speaker supplies
background information while the listener participates continuously.
A. Consultative style C. Frozen style
B. Conversational style D. Casual style
2. It is a communicative style that uses private languages within the family and close
friends.
A. Conversational C. Intimate
B. Consultative D. Casual
3. Your classmate is asking for you to accept his friend request which you have
responded to. What communicative style do you have to use?
A. Intimate C. Casual
B. Consultative D. Conversational
4. What communicative style is best for the situation? You wanted to know from your
class adviser how well you have performed this school year.
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A. Consultative C. Conversational
B. Casual D. Intimate
6. This communicative style is used in speaking to medium to large groups. What the
speaker says is something that is prepared ahead of time. It also avoids the used of
slang terminologies.
A. Casual C. Intimate
B. Frozen D. Consultative
7. This is also known as an informal style. There is free and easy participation of both
speaker and listener.
A. Conversational style C. Consultative style
B. Frozen style D. Casual style
9. This style is also known as fixed speech, it is the highest form of communicative
style, which is often used in respectful situations or formal ceremonies like
Shakespearean plays, weddings, funerals, and more.
A. Frozen style C. Conversational style
B. Consultative style D. Casual style
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10. This style is used in conversations between friends and insiders who have
something to share and have shared background information.
A. Casual style C. Consultative style
B. Frozen style D. Conversational style
Test II: Average
11. The speaker gives an additional explanation when using what communicative
style?
A. Casual C. Conversational
B. Intimate D. Frozen
12. We are using _____ communicative style when reciting DepEd mission, vision,
core values.
A. Casual C. Intimate
B. Consultative D. Frozen
13. When customer service agent and client, we used this type of communicative
style.
A. Casual C. Intimate
B. Consultative D. Frozen
14. "Presenting a research data". What do you think is the communicative style being
used?
A. Casual C. Formal
B. Consultative D. Conversational
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20. When the participants your colleagues, what communicative style is used?
A. Casual C. Conversational
B. Intimate D. Frozen
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25. What is the best statement for the situation? school principal to teacher.
A. Hey, get over here, Santos!
B. Ms. Santos, could you come here for a moment?
C. I need to talk to you
D. Come here, faster!
26. What is the best statement for the situation? brother to sister
A. Pardon me, can you please get ready?
B. Hurry up!
C. May I request for you to hurry up?
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27. This uses "group language" so only members can understand it.
A. Intimate C. Casual
B. Frozen D. Conversatio
28. Frozen, Casual, Intimate, Consultative styles are also called language register.
A. True C. False
B. Partially True D. Partially false
29. Using correct grammar usage should be applied when talking with your best
friend.
A. True C. Partially True
B. False D. Partially false
30. Couple talking about their future plans, family sharing ideas, very close friends
sharing secrets. This is an example of?
A. Intimate Communicative Style
B. Frozen Communicative Style
C. Casual Communicative Style
D. Consultative Communicative Style
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SURVEY QUESTIONNAIRE
Research Title: Utilization of Interactive Game-Based Learning Activities and
Discussion in English: Intensifying Performance in Learning
Good day! We are conducting a research survey as part of our academic study. Your
participation is entirely voluntary, and you have the right to withdraw at any point
during the survey without any consequence. All data collected will be anonymized,
ensuring that your individual responses cannot be identified. Your participation will be
highly valued and become part of our research success. Thank you and God Bless!
Directions: For each statement, you can mark your level of agreement or disagreement
by placing an (✓) in the appropriate space on the checklist. This will help you assess
your opinions and experiences with game-based learning in English. Use the code
below as reference in answering this survey:
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Question 4 3 2 1
11. I think game-based learning encourage collaboration
with peers
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APPENDIX D
Validation of Instrument
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APPENDIX E
Letter of Consent
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APPENDIX E
Documentation
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Utilization of Interactive Game-Based Learning Activities and Discussion in
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APPENDIX F
Curriculum Vitae
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Marlyn B. Consigo
Purok 7 Mandasig, Candaba, Pampanga
Contact #: +63977-151-0256
Email: [email protected]
ACADEMIC BACKGROUND
PERSONAL INFORMATION
Date of Birth : October 16, 2002
Place of Birth : Mandasig, Candaba, Pampanga
Age : 21 years old
Gender : Female
Nationality : Filipino
Religion : Apostolic Christian
Height : 167 cm.
Weight : 103 lbs.
I hereby certify that all information mentioned above is correct and true with the
best of my knowledge.
Marlyn B. Consigo
Researcher
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English: Intensifying Performance in Learning
ACADEMIC BACKGROUND
PERSONAL INFORMATION
Date of Birth : June 11, 2003
Place of Birth : San Luis, Pampanga
Age : 20 years old
Gender : Female
Nationality : Filipino
Religion : Roman Catholic
Height : 152 cm.
Weight : 110 lbs.
I hereby certify that all information mentioned above is correct and true with the
best of my knowledge.
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ACADEMIC BACKGROUND
PERSONAL INFORMATION
Date of Birth : September 04, 2002
Place of Birth : San Fernando, Pampanga
Age : 21 years old
Gender : Female
Nationality : Filipino
Religion : Christian
Height : 160 cm.
Weight : 143 lbs.
I hereby certify that all information mentioned above is correct and true with the
best of my knowledge.
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ACADEMIC BACKGROUND
PERSONAL INFORMATION
Date of Birth : November 24, 2002
Place of Birth : San Luis District Hospital
Age : 21 years old
Gender : Female
Nationality : Filipino
Religion : Roman Catholic
Height : 160 cm.
Weight : 143 lbs.
I hereby certify that all information mentioned above is correct and true with the
best of my knowledge.
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Utilization of Interactive Game-Based Learning Activities and Discussion in
English: Intensifying Performance in Learning
Angelica S. Sagum
Purok 5, Paralaya, Candaba, Pampanga
Contact #: +63965-956-8073
Email: [email protected]
ACADEMIC BACKGROUND
PERSONAL INFORMATION
Date of Birth : September 27, 2002
Place of Birth : San Luis District Hospital
Age : 21 years old
Gender : Female
Nationality : Filipino
Religion : Roman Catholic
Height : 155 cm.
Weight : 99 lbs.
I hereby certify that all information mentioned above is correct and true with the
best of my knowledge.
Angelica S. Sagum
Researcher
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