GAME-BASED LEARNING PRACTICES AS PREDICTOR TO 21stCENTURY SKILLS AMONG SENIOR HIGH SCHOOL SCIENCE STUDENTS

This study aimed to determine which domain of game-based learning significantly predicts the 21st century skill. The quantitative non- experimental utilizing causal effect was used in the study. The respondents were 196 students in Grade 12 from four secondary public schools of the Municipality of Mawab. Random Sampling technique was employed in choosing the respondents of the study. Mean, Pearson r and Linear Regression Analysis were the statistical tools used in the study. This study revealed a high level of game-based learning practices in terms of goal clarity, feedback, challenge, immersion and social interaction. This also revealed that the level of 21st century skills was high in critical thinking, communication, creativity, and collaboration. The correlation coefficient between two factors of the examination uncovered a high positive huge connection between game-based learning practices and 21st century skills. Challenge and social interaction were revealed as the domain of game-based learning practices that the best predicts the 21st century abilities of the understudies.

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Publication Details

Journal
International Journal of Education and Social Science Research
Published
2025-01-01
DOI
https://doi.org/10.37500/ijessr.2025.8117
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

GAME-BASED LEARNING PRACTICES AS PREDICTOR TO 21stCENTURY SKILLS AMONG SENIOR HIGH SCHOOL SCIENCE STUDENTS

NOLI P. JULOSAN
International Journal of Education and Social Science Research
Educational Games and Gamification
article

GAME-BASED LEARNING PRACTICES AS PREDICTOR TO 21stCENTURY SKILLS AMONG SENIOR HIGH SCHOOL SCIENCE STUDENTS

NOLI P. JULOSAN
article en

Abstract

This study aimed to determine which domain of game-based learning significantly predicts the 21st century skill. The quantitative non- experimental utilizing causal effect was used in the study. The respondents were 196 students in Grade 12 from four secondary public schools of the Municipality of Mawab. Random Sampling technique was employed in choosing the respondents of the study. Mean, Pearson r and Linear Regression Analysis were the statistical tools used in the study. This study revealed a high level of game-based learning practices in terms of goal clarity, feedback, challenge, immersion and social interaction. This also revealed that the level of 21st century skills was high in critical thinking, communication, creativity, and collaboration. The correlation coefficient between two factors of the examination uncovered a high positive huge connection between game-based learning practices and 21st century skills. Challenge and social interaction were revealed as the domain of game-based learning practices that the best predicts the 21st century abilities of the understudies.

International Journal of Education and Social Science ResearchVol. 08(01)
Taguig City University (PH)
Openalex Percentile: Top 94%
Educational Games and Gamification
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