Computer E-Games: A Help Ora Threat

Authors

  • Ronnel Delloro

Keywords:

e-games, threat, help

Abstract

INTRODUCTION

Computers are being used in every field of life. It can be used for different tasks and data processing. It is used to calculate or perform some mathematical tasks.E-games create a different ambiance to the learner and add spice to the teaching-learning process. This study determined if computer e-games is a help or threat in the Grade III class of San Miguel Elementary School. It also aimed to look for ways on how to motivate pupils to participate actively in class discussions and other activities using computer E-games in teaching lessons.

 

METHODS

This study utilized the descriptive method of research. It also is known as statistical research which describes data and characteristics about practices, level of effectiveness and recovery, and processing. The respondents are the Grade III pupils of San Miguel Elementary School SY 2018-2019. To obtain the necessary data, the researcher used the results of pre-test and post-test as the main data gathering instruments. The pre-test was administered before using the E-Games and the post-test was administered after using E-games. All the data gathered was presented graphically to interpret the result and descriptive statistics such as frequency distribution and weighted mean were used.

 

RESULTS

The results of the Pre-Test conducted in 10 competencies in Mathematics III were alarming. This signified that learners need to focus and seriously give attention to every Mathematics' lesson.The Post-Test results were all impressive and showed the learners' improved performance. From competency 1 to 10, the average percentage was 95%. It signified that the program, Oral and Written Numeracy Assessment Tool and E-Games, really played a vital role in the teaching-learning process. It was a really big help to arouse, motivate, and energize learners in the teaching process. Pupils are learning while enjoying. There should be training for all teachers to widen the use of e-games, not only in Mathematics but also in other subjects.

 

DISCUSSIONS

The results showed that based on the outcomes of the Pre and Post-Test of the learner, they mastered the competencies and they were focused on the lessons through the use of Oral and Written Numeracy Assessment Tool and the E-games. The teacher should use game-based learning to maintain the focus of the learner in the whole class period. The learners became motivated, interested, energized and had fun during the teaching-learning process. It also proved that it is not only learning by doing but also learning by enjoying.

Published

2019-01-18