K to12 Learning Stimulation: Assimilating Landscapes of Educational Casino in Science Teaching
Keywords:
stimulation, landscapes, educational casino, science teachingAbstract
INTRODUCTION
Many studies reveal the effectiveness of Game-Based Learning on the performance of students. This kind of learning demonstrated that learning motivation and efficiency can be enhanced (Feng Liu & Chen, 2013). It also appears that students become more enthusiastic and active whenever the teacher injects game on the teaching-learning process. The declining result of the 5 weekly tests assessment in Science 6 alarmed the researcher. Being challenged with this, the researcher injected game-based learning in teaching Science 6 to prove its effectivity. Thus, this study aimed to help Grade 6 Maroon pupils to enhance their science weekly test performance using Educational Casino.
METHODS
The study employed a mixed method more specifically sequential explanatory design or QuanQual design. The process of obtaining quantitative data used a pre-experimental type of research particularly the one-group pre-test-post-test design (Gay, Mills & Airasian, 2012). 36 Grade 6 Maroon pupils were purposively selected for it is the researcher's advisory class. They were tested using a 15-item weekly test for 10 weeks, respectively. Moreover, the qualitative data methods included the use of essay evidence from the 15 randomly selected learners. The data gathered have been organized through the codification process specifically the utilization of concept and process codes.
RESULTS
The use of Educational Casino in Science 6 teaching marked great improvement in the weekly test MPS result of the pupils. On the first five weeks before using the game, the MPS of the respondents are declining but after integrating educational casino and measuring its effect on the next 5 weeks the MPS of the pupils had increased. With this, it clearly signifies that there is a significant difference between the result of the before and after use of the Educational Casino in Science 6 teaching. Pupils became more engaged and active in the discussion also as learning becomes more fun and exciting. They have learned the value of cooperation, critical thinking and being friendly to others.
DISCUSSIONS
The participants accepted the new learning method and wished to continue the approach in the future. The pupils also expressed that learning using Educational Casino helped them remember and understand the lesson. By having fun and innovative games in the classroom, you do not just let them learn but you also make it more exciting and fun for them since most of the pupils today easily get bored with the lesson.