Development and Use of Game-Based Instructional Materials for Teaching Science, Technology, and Society to College Students

This study developed and evaluated game-based instructional ma-terials to enhance learning in the college-level subject, Science, Tech-nology, and Society (STS). Using an action research approach, the study addressed the limitations of traditional teaching methods by introducing the "ALLAN Star Card," inspired by Bingo, and the "Amaz-ing Challenge," modeled after the game show Who Wants to Be a Mil-lionaire. These tools were designed to promote student engagement, critical thinking, and active participation. The research included 30 first-year BS Agribusiness students from Bayambang Polytechnic Col-lege, selected through purposive sampling. Pre- and post-tests were administered to assess the effectiveness of the materials, alongside evaluations using the LRMDS Non-Print Instructional Materials Tool. The instructional materials received a "Very Satisfactory" rating, with an average content quality score of 3.81 (SD = 0.13). However, areas such as technical quality and user control required further improve-ment, particularly in minimizing technical issues and enhancing user interaction.Results from the pre-test (M=6.9, SD=2.81) and post-test (M=10.47, SD=3.31) revealed a significant improvement in student performance, confirming the efficacy of game-based methods in boosting academic achievement. These findings align with prior re-search on the advantages of gamification in education. Recommenda-tions for improvement include addressing grammatical errors, reduc-ing lifeline usage, and implementing time constraints for activities. The study concludes that game-based instructional materials effec-tively enhance learner engagement and academic performance in higher education.

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Publication Details

Journal
International Journal of Multidisciplinary Applied Business and Education Research
Published
2024-12-24
DOI
https://doi.org/10.11594/ijmaber.05.12.10
Primary Topic
Education and Learning Interventions
Type
article
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article

Development and Use of Game-Based Instructional Materials for Teaching Science, Technology, and Society to College Students

Rommel S. de Gracia, Allan Gregy Villanueva Balic
International Journal of Multidisciplinary Applied Business and Education Research
Education and Learning Interventions
article

Development and Use of Game-Based Instructional Materials for Teaching Science, Technology, and Society to College Students

Rommel S. de Gracia, Allan Gregy Villanueva Balic
article en

Abstract

This study developed and evaluated game-based instructional ma-terials to enhance learning in the college-level subject, Science, Tech-nology, and Society (STS). Using an action research approach, the study addressed the limitations of traditional teaching methods by introducing the "ALLAN Star Card," inspired by Bingo, and the "Amaz-ing Challenge," modeled after the game show Who Wants to Be a Mil-lionaire. These tools were designed to promote student engagement, critical thinking, and active participation. The research included 30 first-year BS Agribusiness students from Bayambang Polytechnic Col-lege, selected through purposive sampling. Pre- and post-tests were administered to assess the effectiveness of the materials, alongside evaluations using the LRMDS Non-Print Instructional Materials Tool. The instructional materials received a "Very Satisfactory" rating, with an average content quality score of 3.81 (SD = 0.13). However, areas such as technical quality and user control required further improve-ment, particularly in minimizing technical issues and enhancing user interaction.Results from the pre-test (M=6.9, SD=2.81) and post-test (M=10.47, SD=3.31) revealed a significant improvement in student performance, confirming the efficacy of game-based methods in boosting academic achievement. These findings align with prior re-search on the advantages of gamification in education. Recommenda-tions for improvement include addressing grammatical errors, reduc-ing lifeline usage, and implementing time constraints for activities. The study concludes that game-based instructional materials effec-tively enhance learner engagement and academic performance in higher education.

International Journal of Multidisciplinary Applied Business and Education ResearchVol. 5(12)
Nueva Vizcaya State University (PH)
Quality Education
Openalex Percentile: Top 62%
Education and Learning Interventions
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Development and Use of Game-Based Instructional Materials for Teaching Science, Technology, and Society to College Students — Rommel S. de Gracia, Allan Gregy Villanueva Balic · International Journal of Multidisciplinary Applied Business and Education Research (2024) | TGRS Research Map | TGRS