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    CHAPTER I

    INTRODUCTION

    Physics is thenatural sciencethat involves the study ofmatterand

    itsmotionthroughspace and time, along with related concepts such

    asenergyandforce(Pickover, 2010). However, some students perceived this

    su!ect as one of the difficult and complicated su!ects in high school.

    "ccording to #ep$d, %cience otained the lowest percentage of &0.' as

    compared with other core su!ects in the high school in the *ational

    "chievement +est in 20112012. -t shows that students indeed encounter

    difficulties in this su!ect area resulting to a very low achievement level as far

    as their academic performance is concerned.

    %ome teachers thought of variety of strategies in order to cope up with

    this kind of prolem which is very alarming. +hey use the traditional methods

    of teaching, cultureased teaching, teaching with the use of -+ materials

    and even cominations of traditional and modern methods of teaching which

    are incorporated in their developed enhancement lessons in order to ad!ust

    with the needs of the 21st century learners. +an (200/) suggests that today s

    learners prefer activities where they can interact epress themselves and get

    immediate feedack. $ducators need to accept that students of the present

    generation are technonatives who can easily navigate through new

    technology on their own.

    https://en.wikipedia.org/wiki/Natural_sciencehttps://en.wikipedia.org/wiki/Matterhttps://en.wikipedia.org/wiki/Matterhttps://en.wikipedia.org/wiki/Motion_(physics)https://en.wikipedia.org/wiki/Spacetimehttps://en.wikipedia.org/wiki/Energyhttps://en.wikipedia.org/wiki/Forcehttps://en.wikipedia.org/wiki/Forcehttps://en.wikipedia.org/wiki/Forcehttps://en.wikipedia.org/wiki/Matterhttps://en.wikipedia.org/wiki/Motion_(physics)https://en.wikipedia.org/wiki/Spacetimehttps://en.wikipedia.org/wiki/Energyhttps://en.wikipedia.org/wiki/Forcehttps://en.wikipedia.org/wiki/Natural_science
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    Philippines is a developing country needing an attention in education

    as a response to "%$"* integration. $ven though we have the skills in some

    fields and aspects, we are still lacking of proper knowledge on how to use this

    strengths especially in the field of education.

    ontinuing to provide the same types of education to students as the

    world continues to change will not serve them as well. "s ill ates (200')

    noted in his address at the National Educational Summit on High Schools,

    +raining the workforce of tomorrow with the high schools of today is like

    trying to teach kids aout todays computers on a '0yearold mainframe. -ts

    the wrong tool for the times.

    3ne area of significant promise in this regard is a movement toward

    the use of educational video games as learning tools in schools. -n response

    to this movement, several commercial and custom made video games have

    een used in 412 classrooms across the world to enhance students learning

    eperience (5astiau, 4earney, 6 7an den erghe, 2008). +he 2011 Hori9on

    report suggests that augmented reality and gameased learning will gain

    widespread use in two to three years (:ohnson, %mith, 5illis, ;evine, 6

    Haywood, 2011). "dvocates of gameased learning in higher education cite

    the aility of eame application to teach and reinforce skills important for

    future !os such as collaoration, prolemsolving, and communication. 5hile

    in the past educators have een reluctant to use video games or computer

    games in the classroom, there is an increasing interest across road and

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    varied parts of the educational estalishment to look at the use of digital

    games as serious learning and assessment tools.

    +he assumption many are making is that digital eame "pplication

    are well suited to improve instruction and differentiate learning while also

    providing more effective and less intrusive measurement than traditional

    assessments offer. or eample,

    in a weased simulation program, learners can encounter several prolems

    where the program provides them with feedack. Here, while the computer

    finds out the improvement in the student performance, it provides the

    instructor with performance assessment data as well.

    +eaching with the use of eame is now eing regarded y other

    nations to raise the achievement level of students across su!ect areas like

    %cience. %ome studies have proven that the use of eame in class

    discussions= lessons can serve as an aide in increasing the achievement level

    of the students in their su!ects like Physics.

    However, according to a research on traditional way of teaching, halk

    and talk teaching might e the est way afterall. %eventy teachers from the

    ?4 were sent to %hanghai to study classroom methods to investigate why

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    hinese students perform so well. ?pon their return, the teachers reported

    thatmuch of hina@s success came from teaching methods the ?4 has een

    moving away from for the past &0 years.

    "nchored on these scenarios, the researchers wanted to determine on

    what is the ideal method of teaching Physics. +hus, the conduct of this study

    at Aamulo *uevo High %chool %chool year 201'201B.

    Statement of the Problem

    +his study aimed to determine the achievement level in Physics using

    eame application and traditional method in developed enhancement

    lessons.

    %pecifically, it sought to answer the following CuestionsD

    1.5hat enhancement lessons may e developed using eame and

    traditional method of teachingE

    2.5hat is the achievement level in Physics efore and after the

    enhancement lessons using eameE

    .5hat is the achievement level in Physics efore and after the

    enhancement lessons using traditional methodE

    &.-s there significant difference in the achievement level in Physics using

    eame and traditional method of teachingE

    http://www.dailymail.co.uk/news/article-2836240/Minister-tells-schools-copy-China-ditch-trendy-teaching-chalk-talk-Teachers-speaking-class-effective-independent-learning.htmlhttp://www.dailymail.co.uk/news/article-2836240/Minister-tells-schools-copy-China-ditch-trendy-teaching-chalk-talk-Teachers-speaking-class-effective-independent-learning.html
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    Significance of the Study

    +he result of this study would e eneficial to the followingD

    Student! +he students will ecome more participative in class

    discussions ecause of learning while having fun atmosphere. #ue to the

    advancement of technology, e ame "pplication was made in order to make

    the discussions freely, easy and understandale. -t makes the discussion

    lively and conducive ecause of the active interaction happening etween the

    teachers and students. -t avoids too much pressure and oredom to the

    students during the discussions ecause of the good graphics and

    presentation that makes it more attractive in learning.

    Teacher! +hey will e more knowledgeale enough in their field of

    speciali9ation, especially in the 21stcentury skills. -t makes the teacher more

    innovative and creative in making his=her lessons interesting using eame

    application in teaching %cience su!ects. Having this new type or tool in

    teaching %cience su!ects will make the teacher more competitive in -+

    ased education needed now the 21stcentury.

    Parent! +he parents and children can uild strong relationships

    ecause eame "pplication will serve as their onding moments using their

    gadgets or other devices. Parents are now more comfortale with their

    children to work on their studies while playing. "s a result, it will e easier for

    the parents to handle their children to e safe and secure.

    School" Coo#erating School! +he results of the study would give

    aseline information to use eames in teaching Physics, thus, if adopted in

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    the cooperating school, students and teachers will oth en!oy the teaching

    learning process.

    $uture Reearcher! +he results of this study will e useful for other

    researchers especially to those who would like to eplore the methods of

    instruction that are used y teachers in %cience su!ects.

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    Sco#e and 'imitation of the Study

    +his study focused on determining the achievement level using e

    ame and traditional method of teaching Physics. +his study involved the two

    sections of rade 10 of Aamulo *uevo *ational High %chool, namelyD

    rade 10%ocrates and "ristotle handled y the researchers during their

    practice teaching.

    *ot all topics for the +hird Guarter were considered in the study. 3nly

    chosen topics like electrostatics, properties of waves and velocity were the

    focused of the study. +he topics were chosen not only due to the availaility of

    the eames in the we ut also due to its compleity.

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    CHAPTER (

    RE)IE* O$ RE'ATED 'ITERATURE

    +his chapter presents the literature and studies which provided the

    foundation of the recent study. +hese literature and studies are culled from

    ooks, wesites, !ournals and other references.

    Related 'iterature

    +amification in Education! Gamification is the integration of game

    dynamics into your site, community, service, content or campaign in order to

    drive participation. ased on this definition our research will focus only to the

    Cuestion How can we use eame "pplication in Physics in order to attain

    High "cademic "chievementsE

    %ince the 0s, video game use has risen to the point where B0 of

    children etween and 1 years old now play them (oerh, 6

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    advisale to adopt goals and encourage learning activities that are meaningful

    and motivating for students.

    %everal theorists claim that there is insufficient scientific evidence

    regarding the relationship etween gaming and learning. +here is not

    enough research to determine the relationship etween video games and

    learning (lunt, 200/, p. 2). +here is limited evidence regarding how

    educational games can e used to solve the prolems inherent in the

    structure of traditional 412 schooling and academia (Ioung, %lota, utter,

    :alette, Aullin, ;ai, %imeoni, +ran, 6 Iukhymenko, 2012).

    %urahmanyan and reenfield (188&) mentioned that there has een

    recent research focused on the use of games for reasons other than pure

    entertainment. +his research was conducted first into the usefulness of

    gamification and secondly into more specific concept of games in the learning

    process.

    $ducational video games reCuire a greater foundation in the evaluation

    processes. "lthough a numer of frameworks eist that are intended to guide

    and support the evaluation of educational software, few have een designed

    that consider eplicitly the use of games or simulations in education (de

    >reitas 6 3liver, 200B, p. 2B2).

    %everal studies highlight the advantages of gameased learning as

    environments that promote student motivation and engagement (lunt, 200/F

    ee, 200/F reenfield, 2010)F therefore, it is important to confirm advantages

    related to this approach in educational settings though educational research.

    %ome institutions, such as the %weden educational system, are considering

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    including Ainecraft as an essential tool across the curriculum, even as a

    mandatory class (httpD==www.edudemic.com=thisswedishschoolnowhasa

    mandatoryminecraftclass=).

    +here are lots of similarities especially the software used in conducting

    that research in $ducation amification wherein the main material used is

    ame "pplication ut $ducation amification is general research focus on the

    eneral %ciences su!ects. -n our way we will !ust focus on the improvement

    of this application in Physics since (?niverse and Aorse) start this research in

    amridge ?niversity and theyve got it correctly. ecause of that

    achievement and uniCue type of research we are inspired to start this

    research as first step in order to change and enlighten the mind of >ilipino s

    that we are left ehind in -+ ased $ducation or in the 21 stcentury skills.

    %ince we are involved now in "%$"* -ntegration we must focus on the things

    that we are lacking now and that is +echnological -ntegration in $ducation

    which is the modern type of -nstructional Aaterials in teaching.

    +eaching is currently most instructor ased, meaning someone is eing

    taught y someone else. +his way of teaching allows for realtime feedack to

    the person learning. +he main downside of this type of teaching is that it

    depends upon the knowledge and skill of the person teaching. onversely,

    computerased teaching has the same level of knowledge no matter which

    computer learner uses. However, realtime feedack cannot e provided.

    -nstructor and omputer ased teaching can e comined with

    aming "pplication. -f a ame is created to teach, you get accurate

    knowledge and if a gamified layer is added, the learner can get instant

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    feedack as they will only e ale to progress through the game if they are

    correctly completing specific tasks (amification 5iki).

    "ccording to (amification 5iki), if the teacher can teach using a

    simple materials having this kind of feed acking if you are an effective

    teacher or not. 5hy not to comine +eacher and omputer ased materials in

    teachingE -t is possileE

    Ies, definitely ecause computer is considered as est -nstructional

    Aaterial and if we are taking seriously those hard su!ects also our students

    will taking that seriously and they may suffer difficulties in understanding the

    concepts of that particular su!ects. ut if we comine ames and +eaching,

    what will happenE ;ets see

    e,+ame A##lication in Phyic! Physics can e a difficult su!ect for

    people to learn. aming application can e used as learning tool for many

    su!ects including physics ( 201). ?sing games in teaching physics

    allows players view many eperiments that cannot e easily demonstrated in

    the classroom. >or eample, pupils would not e allowed to attach a all to a

    rocket to see how thrust works in a classroom setting. However, through

    gaming application this sort of eperiment can e easily simulated.

    "ccording to the $ntertainment %oftware "ssociations ($%"), &' of

    game players are female and B of games are played on smart phones.

    $%" statistics shows that females are increasingly playing games and more

    smart phone games are eing sold. +his means that girls will e ale to

    access a fun game on the go or in the school learn valuale physics lesson. -f

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    girls start playing early in their lives it may spark an interest for them to take

    further and study physics.

    -n that situation there is a great possiility that gaming application is the

    key in order for us to avoid wrong reasoning aout the su!ect physics. 5e

    are starting this research in order to engage our teachers and students in

    more easy way of living. ;earning while having fun is the est atmosphere

    for a teacher and students to have great interactions in the discussion ut if

    the atmosphere is very serious the tendency of the students is to nap and it

    will cause them to feel ored.

    y means of eame "pplication in teaching we can now start and

    engage our students freely and lively ecause if they hear ames they are

    more attracted rather than saying studying Physics. 5e will remove this

    confusions and wrong eliefs of everyody that Physics, Ies it is ut y the

    aide of eame "pplication in Physics we will make it easier than you know.

    Academic achie&ement in Phyic! %tudents academic self concept

    and its relation with other factors have een the focus of education and have

    attracted much attention over the past two decades.

    "ccording to ("uHilal 6 ahri, 2000), "cademic selfconcept refers to

    the individual evaluating and !udging his=her performance in school

    (%havelson, Huner, 6 %tanton, 18/B). +he notion of academic selfconcept

    has ecome increasingly ecause it recogni9ed as a crucial component of

    "cademic literacy.

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    "cademic achievement in particular su!ect or field is very important

    especially in Physics students ecause the researchers elieve that if you can

    master physics you can easily cope up in different su!ects related to it, like

    mathematics and other filed in science. Physics is very interesting and one of

    the est science in the world. +here is no gain saying aout the fact that

    physics occupies a very sensitive position in physical science and related

    discipline. +his informs several efforts geared toward studying physics at

    higher secondary level of education. Hence, it is one of the science su!ects

    one must pass so as to Cualify to offer some science courses at tertiary level

    of education. -t is however, very disheartening and heartreaking that despite

    the key role and much emphasis, eing laid on physics, students at higher

    secondary school level of education are still performing woefully in this su!ect

    has eing an issue of great concern to stake holders in education, most

    especially those in the field of science.

    "ccording to %hamim (201), it was revealed on their study that the

    role of professionally Cualified=trained teachers is an important teacher Cuality

    which enhances students academic achievement in physics, teaching

    methods adopted y the teachers significantly influence achievement of the

    ehavior o!ectives. %everal schools in the population of the study lacked

    modern instructional materials without which effective teaching and learning

    cannot e utili9ed and teachers eperience significantly influence students

    academic performanceF capacity uilding programes a ma!or aspect of

    teachers eperience that is yet to e given adeCuate attention. -ts importance

    cannot e over emphasi9ed in view of senior secondary school students poor

    performance in oth internal and eternal eaminations. Aekonnen (201&)

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    also argues that Physics as one of the %cience su!ects remains one of the

    most difficult su!ects in the school curriculum according to the *igeria

    $ducational urthermore, the data show that the achievement gap was

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    narrowed etween oys and girls and etween students with different

    attitudes toward physics. "dditionally teachers who received inservice

    instruction on how to implement "ctive Physics narrowed the gap etween

    students with different views of their classroom involvement.

    "ccording to aylon (201&) on his study aout $nglish and

    AathematicsD #eterminants of Physics "chievement among Pulic High

    %chool %eniors in *aga ity, revealed that the overall achievementlevel of

    the students in all the areas of Physics was average. +hese results implied

    that the students were average inrelating energy, technology and societyF

    applying the

    different propertiesoflightFidentifyingandanaly9ingtheusesofthedifferent

    kinds of mirrors and lensesF descriing the differentimages formed y the use

    of mirrors and lensesF eplaining the propertyofmagnetism, etc.

    +hese results suggested that these areas inAathematics were needed

    to develop the skills and learningcompetencies in Physics. "s such, the

    students success inAathematics will directly affect the achievement in

    Physics orthe students must e proficient in the different competencies

    inAathematics to fully understand Physics.

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    apparatus that resulted into higher achievement in science. %tudents who

    were freCuently given homework and got it marked promptly, given continuous

    assessment tests regularly and eposed more to practical performed etter in

    physics and chemistry than those who were given less or none of these

    learning practices. "lso, the students with positive attitudes towards Physics

    and hemistry performed etter in the su!ects. >inally, the su!ects, greater

    than those taught y noninCuiry=lecture techniCue. -t is apparent that students

    who learn Physics and hemistry in an entirely investigative manner acCuire a

    greater understanding of the su!ects, greater than those taught y lecture

    method.

    However, unlike other studies, Ioung (2012) stressed that it is essential

    to research educational video games already in use. %ome teachers utili9e

    educational video games in their daily practiceF therefore, analy9ing their

    current application would provide more valuale information regarding how

    video games influence student performance.

    Aeasuring academic achievement is very hard specifically if you have

    no ackground in the su!ects that you are referring to. ut ecause of e

    ame "pplication we can easily asses the student attitude and ehavior in a

    way of making them inspire using gaming application. atering them to a

    good environment with proper assessing of learning that is the est need and

    wish of our students. +hus, this study would try to determine of what would e

    the academic achievement in Physics of students with the help of the eame

    application.

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    Related Studie

    +o guide the researchers in the conduct of the study, several studies

    were referred to and reviewed.

    "ccording to *acario (201&) on his study entitled, ;essons in %cience

    and +echnology --- integrating ?*$%3 -+ased instructional Aaterials, it

    was revealed that the students ecame more motivated and interested in

    learning the different topics in hemistry and the lessons were student

    centered and entailed competence and fleiility in computer use on the part

    of the teacher.

    $dutainment defined in the 180Js as the use of entertainment devices

    or activities to teach schoolased and education su!ects or concepts . e

    ame "pplication is classified as an edutainment ecause we are imposing

    learning while having fun environment in a classroom settings.

    eame "pplication is important in education in two ways. >irst they are

    important ecause games are a very popular and widespread leisure time

    activity for the age groups whom these systems seek to educate.

    +hrough gaming during their leisure time, youngsters informally and

    inevitaly acCuire certain skills, knowledge and values. 5ith digital games

    increasing in popularity to such a great etent, it would not e wise for

    education systems and teachers to ignore them.

    %econdly, digital games are possile vehicles for learning processes of

    a different nature. Providing schools with information and communication

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    technologies (-+) in the form of computers, software, internet access and

    digital content, and providing teacher training programmes for these

    technologies, have not proved sufficient for the teaching process to e

    transformed. Personali9ations of teaching and learning, +rans disciplinary

    approaches, metacognitive development and learner empowerment, have

    not een systematically implemented y ringing -+ into the classroom.

    #igital games have the potential to contriute to this renewal, through the

    resources and knowhow invested in their design to challenge players and

    keep them interested.

    "ccording to -nteractive %oftware >ederation of $urope (-%>$),

    commissioned $uropean %chool net to produce an overview of the use of

    digital games in schools in $urope, it was seen as an opportunity for the

    education systems it represents to identify and etter understand what is

    happening on the ground. $uropean %chool net was, however, not new to the

    topic, having already acted as a partner in a pro!ect called eAapps.com,

    funded under the $uropean ommissions Bth >ramework Programme for

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    conceptions for their useD support for pupils in difficulty, moderni9ation of the

    system, the development of advanced skills, and the preparation of future

    citi9ens who will live in a society increasingly involved in virtual worlds.

    +he researcher wants to ring this type of new classroom atmosphere

    using eame "pplication in teaching Physics su!ect. 5e are concern for the

    level of education that we have right nowF we are left ehind y those

    countries that are continually progressing in their $ducational "chievement

    ecause we are letting the opportunity to escape from us.

    e ame "pplication is now on the process of enlightening the minds of

    the readers on how can we change the status or the level of competency in

    the area of Physics. +his eample of an instructional material is leading to the

    cycle of generation that totally changes the concept of $ducation. "ccording

    to *acario (201&) the use of instructional materials that relate to technology is

    a great help to improve the learning of students ecause they find it more

    creative, interesting and easy to recall unlike the traditional way of chalk and

    talk.

    "ccording to or eample,

    in a weased simulation program, learners can encounter several prolems

    where the program provides them with feedack. Here, while the computer

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    finds out the improvement in the student performance, it provides the

    instructor with performance assessment data as well.

    +odays learners prefer activities where they can interact, epress

    themselves and get immediate feedack. $ducators need to accept that

    students of the present generation are technonatives who can easily navigate

    through new technology. +hey have een highly eposed to various forms of

    media and technological tools, multisensorial stimulation, multitasking,

    instant processes, instant products and a arrage of information from

    various sourcesoth accurate and inaccurate (+an, 200/).

    +his is the evidences according to the past researchers aout the

    integration of technology in teaching and the application part like e ame

    "pplication in teaching Physics will serve as a great help in molding and

    changing the perception of students in Physics su!ects. +he researchers

    elieves that

    the reater -nteraction, the greater the participation and the

    greater the en!oyment the greater the retention of learning. "s of now

    "cademic "chievements in Physics of >ilipinos citi9en is Cuite good ut we

    are achieving more for the net generation that this research will e

    implemented and use as an -nstructional Aaterial for teaching science

    su!ects.

    +eachers must e prepared to empower students with the advantages

    technology can ring. %chools and classrooms, oth real and virtual, must

    have teachers who are eCuipped with technology resources and skills and

    who can effectively teach the necessary su!ect matter content while

    incorporating technology concepts and skills.

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    a few of the resources that enale teachers to provide heretofore

    unimaginale opportunities for conceptual understanding.

    +raditional educational practices no longer provide prospective

    teachers with all the necessary skills for teaching students, who must e ale

    to survive economically in todayJs workplace. +eachers must teach students to

    apply strategies for solving prolems and to use appropriate tools for learning,

    collaorating, and communicating.

    +he prolem is not necessarily lack of funds, ut lack of adeCuate

    training and lack of understanding of how computers can e used to enrich

    the learning eperience.

    -n the Philippine setting, the effective use of -+s in alternative learning

    systems is ased on the need to maimi9e reach despite limited resources,

    and the need to standardi9e educational content given the presence of

    multiple and diverse education providers.

    $ffectiveness of -+ use for planning and management of education

    institutions refers to the etent to which -+ use supports and enhances the

    speed, accuracy, and completeness of collection, analysis, and dissemination

    of data on which education stakeholders ase their decisions. -f used

    effectively, -+s enale datadriven decisionmaking. -t minimi9es the

    guesswork, opinion, and emotions in the decisionmaking process, and

    replaces these with Cuantifiale proof ("merican "ssociation of %chool

    "dministrators, no date). -t also enales educators and decisionmakers to

    gain informed and thoughtful perspectives of current situations, options, and

    considerations efore formulating plans of action. (reighton, 2000) $ffective

    use of -+s in education planning and management presupposes that

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    education administrators and nonteaching staff are skilled -+ users. "t the

    minimum, they should e ale to use a computer to create and process

    documents, perform computations, communicate, and make presentations,

    following norms for acceptale use. (ommission on -nformation and

    ommunications +echnology, 200') >urthermore, education administrators

    and nonteaching staff need speciali9ed competencies that enale them to

    use -+ hardware and software optimally in fulfillment of their !o functions.

    Iucel (200/) studied the factors affecting the students@ achievement in

    hemistry lessons and found that certain factors affect the student

    achievement in hemistry. +he study of Iucel is related to the present study

    ecause oth focused on the students@ achievement level. +he two studies

    differ on the su!ect matter (Physics vs hemistry) and on the methodology

    used in determining the achievement level of students including socio

    economic factors while this study used developed enhancement lesson

    integrating eame to gauge the achievement of students in Physics.

    Aendevil (200&) comined practical work approach and cooperative

    learning to enhance conceptual understanding of the students on topic aout

    electricity. Aendevils work is similar on the present study ecause oth

    focused on the su!ect $lectricity which is one of the developed lessons used

    in eame.

    -n the study of

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    taught using concept mapping had significantly higher post test mean than

    those students who were taught using the traditional lecture method. +he

    present study relates with the study of

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    students in the eperimental group that was eposed to 3*%+$; was

    significantly higher than those that were not. +he work of Hatid is related to

    this study ecause oth worked on the achievement level of fourth year

    students in Physics (rade 10) and the significant difference on the

    achievement level of the two groups (eperimental and control). +hat of Hatid

    integrated 3*%+$; while this study used developed enhancement lessons

    integrating eame application and traditional method of teaching.

    emale PupilsD #oes agnes

    +heory Have "ny $ffectiveness in #eveloping +heir "chievement of

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    AathematicsE

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    respondents which were composed of Preschool pupils compared to the

    present study which composed of rade 10 students in the secondary level.

    ;ope9, et. al (201') conducted a study on $ploring "pplication,

    "ttitudes and -ntegration of 7ideo amesD Ainecraft$du in Aiddle %chool

    which revealed that they did not noticed significant improvements in academic

    results after using Ainecraft$du from the tests applied and the resulting value

    of the %tudent ttest. Aost of the participants thought that Ainecraft$du

    enhanced creativity (8B.1), improved learning (.&), was fun (8.' ),

    enaled discovery (8B.B) and facilitated learning of historical content

    (8/.1). "lthough there are no significant improvements regarding academic

    outcomes and some parents hold negative attitudes, it is noteworthy that the

    ma!ority of the sample considered that Ainecraft$du is fun, enhances

    creativity, develops discovery and is a good application for creating and

    eploring immersive historical environments. +he work of ;ope9 is related to

    the study ecause it also utili9ed the Cuasieperimental approach as the

    research method, compared the significant differences on control and

    eperimental groups and compared eame (Ainecraft$du) to traditional

    teaching methods. +he difference lies on the respondents, the kind of eame

    application used, statistical tools and attitudes of teachers, students and

    parents regarding the implementation of video games. +he present study

    focused on rade 10 students only, +he ?niverse and Aore app was used

    and Ktest as the statistical tool. Aeanwhile, the work of ;ope9 focused on

    Aiddle %chool students, Ainecraft$du was used as the eame app and it

    utili9ed +test to determine the significant improvements regarding academic

    outcomes.

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    +he studies reviewed emphasi9ed the ig importance of utili9ing variety

    of teaching methods, strategies, assessment techniCues and instructional

    materials to intensify and continuously improved %cience and other su!ects

    to achieve ecellence and sustain development.

    Aa!ority of the researches cited were those that determined the effect of

    a particular teaching strategy or use of varied instructional materials like the

    integration of eames to the level of achievement of students. +hus, it is

    noteworthy that these various studies and literature underscored the

    importance of educational interventions suited to students ailities and

    interests proven to improve the academic achievement of students particularly

    in Physics.

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    Theoretical $rame-or.

    +he theoretical framework is the guide for the researchers in the

    conceptuali9ation of the study. +his study is anchored on ognitive theory of

    Aultimedia learning, #igital ameased learning theory (#;), 3nline

    7ocaulary #igital ames learning and e;earning theory.

    "ccording to %weller (2001), e,learning theorydescries

    theognitive %cience principles of effective multimedia learning using

    electroniceducational technology.ognitive research and theory suggest that

    selection of appropriate concurrentmultimediamodalities may

    enhancelearning, as application of several other principles.

    eginning with ognitive ;oad +heory

    as their motivating scientific

    premise, researchers such as

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    +his theory serves as asis of the study to support the use of effective

    instructional materials, specifically the integration of eame or -+

    (electroniceducational technology) which is suitale to the needs of the 21st

    century learners.

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    ame application which enhanced and improved language learning and

    acCuisition.

    +he 3nline 7ocaulary #igital ames ;earningsupports the dependent

    variale of the study which is the achievement level in Physics. +he use of

    3nline 7ocaulary #igital ames ;earning among "raic students helped a

    lot in their language acCuisition, especially their achievement level. +his

    theory supports the claim of the study that the use of eame can help in the

    achievement level of students.

    ;astly is the Digital +ame,1aed 'earning Theory 2D+1') which is

    the most popular among those two. #; integrates games in class

    discussions wherein a certain game like mine craft applies a certain lesson in

    Physics (e.g., gravity)F games that have a social education component

    (:ohnson, 2011).

    #;started out as an instructional strategy that can e emodied

    through computerased applications. +hrough the advancement of

    learningtechnologies over the years,#;now can e considered a stand

    alonelearning environment that can address to various levels of

    learningneeds.

    ased on the pro!ected primary learning outcomes, three types of #;

    can e distinguished aiming at knowledge transfer (cognitive learning

    outcomes), skill acCuisition (skillased learning outcomes) or attitudinal=

    ehavioral change (affective learning outcomes). ames that primarily aim at

    knowledge transfer are typically implemented in education, in order to teach

    math or language for eample.

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    +hese four related principles interact with one another and will result to

    en!oyment, content, and social interaction which will help in increasing

    achievement level according to %ahrir (2012).

    >urthermore, students are ale to gain confidence and interest in

    learning. -n short, it also influences their emotional perspective. $motional

    perspectivefocuses on the emotional aspects of learning, like motivation,

    engagement, fun, etc., which is manifested in the use of eame applications

    and simulations.

    +he use of simulations and digital games in learning and assessment is

    epected to increase over the net several years. "lthough there is much

    theoretical support for the enefits of digital games in learning and education,

    there is mied empirical support. "ccording to a research report, it provided

    an overview of the theoretical and empirical evidence ehind five key claims

    aout the use of digital games in education. +he claims are that digital games

    (1) are uilt on sound learning principles, (2) provide more engagement for

    the learner, () provide personali9ed learning opportunities, (&) teach 21st

    century skills, and (') provide an environment for authentic and relevant

    assessment. >ig. 1 shows the theoretical framework of the study which serves

    as asis for the researchers in this study.

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    Cognitive Theory of Multimedia Learning (CTML)

    It is built on the philosophy that "the desin o! elea#nin $ou#ses should be based on a $oniti%e theo#y o! ho& people lea#n'

    (R.E. Mayer, 2001)

    me% Learning

    uae by the use o! an e)a*e appli$ation &hi$h enhan$ed and i*p#o%ed lanuae lea#nin and a$+uisition'

    ($hie%e*ent

    ,e%el in -hysi$s

    e' Learning theory

    .es$#ibes the /oniti%e $ien$e p#in$iples o! e!!e$ti%e *ulti*edia lea#nin usin ele$t#oni$ edu$ational te$hnoloy'

    (.&eller, 2001)

    32

    $igure 34 +heoretical framework of the study

    #igital

    $ame

    '*a%edLearning

    Theory

    (#$*L)

    Integratesgames in class

    discussionswherein a

    certain gamelike mine craft

    applies a certainlesson in

    Physics.

    (+ren%y, 2001)

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    Conce#tual $rame-or.

    ased from the related literatures and studies, the researchers were

    ale to conceptuali9e the idea that there are variales contriuting to the

    achievement level of students, especially in Physics.

    +his study took a closer look into the achievement level of students

    with the helped of developed enhancement lessons in Physics using eame

    and traditional method of teaching. +he developed enhancement lessons in

    Physics using traditional method served as the first variale in the study. -t

    was considered as the independent variale of the study ecause it will affect

    and can cause changes in the achievement level of students.

    +he second independent variale in the conceptual framework of the

    study includes the developed enhancement lessons in Physics using eame.

    -t was the second independent variale of the study ecause it will have also

    an impact on the achievement level of students. +his is the variale that the

    researcher, will manipulate to see if it makes the dependent variale change.

    >inally, the achievement level in Physics served as the dependent

    variale ecause it is the outcome= result of the manipulation of the

    independent varialesD developed enhancement lessons in Physics using e

    ame and traditional method.

    +he researcher made use of the succeeding conceptual framework as

    a guide on the conduct of the study. +he conceptual framework showing the

    relationship etween developed enhancement lessons in Physics using e

    ame app in Physics, developed enhancement lessons in Physics using

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    traditional method of teaching and "chievement level in Physics in terms of

    test scores (pretest 6 posttest) of students.

    oth variales can affect the test scores= achievement level of Physics

    students. >ig. 2 shows the conceptual framework of the study which made

    use of independent and dependent variale framework.

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    ped nhan$e*ent ,essons in -hysi$s usin #aditional ethod

    ($hie%e*ent ,e%el in -hysi

    e%eloped nhan$e*ent ,essons in -hysi$s usin e)a*e

    35

    $igure (4 onceptual framework of the study.

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    Definition of Term

    >or the purpose of clarity, the following terms are defined as they were

    operationally and conceptually used in the studyD

    Achie&ement 'e&el!

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    E,+ame A##! -s a softwareprogram that runson a moile device, esp. a

    thirdparty program for a smart phone! -tis a game that employs electronics to

    create an interactive system with which one or more players can play

    (5ikipedia 2011). +he most usual type of electronic game is the video game in

    which a display device is used for interaction with players.

    "n eame application on Physics refers to the game which comes from

    the internet (we) which will e used that is related to the lesson.

    Traditional method of teaching! -s also known asackto

    asics,chalktalk, conventional educationorcustomary educationF refers to

    longestalished customs found in schools that society traditionally used. -n

    the eyes of reformers, traditional teachercentered methods focused on rote

    learning and memori9ation must e aandoned in favor of studentcentered

    and taskased approaches to learning. However, many parents and

    conservative citi9ens are concerned with the maintenance of o!ective

    educational standards ased on testing, which favors a more traditional

    approach. (httpsD==en.wikipedia.org=wiki=+raditionalMeducation)

    -t is the common use of visual aids like the Aanila paper and chalk for

    class discussion. +here is no use of media technology and it is teachers

    centered.

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    CHAPTER 5

    0ETHODO'O+6

    +his chapter presents the overall methodology that the researchers

    used in the conduct of the study.

    Reearch Deign

    +he developmental, descriptive and comparative methods were utili9ed

    in this study. #evelopmental method was used in developing enhancement

    lessons in Physics using the eame application covering one grading period

    which included three ma!or topics, namelyD electrostatics, properties of waves

    and velocity.

    #escriptive method was used to determine the achievement level in

    Physics efore and after enhancement using the traditional method of

    teaching and teaching with the use of eame application.

    Aeanwhile, comparative method was used to determine the significant

    difference= relationship in the achievement level in Physics etween traditional

    method of teaching and teaching with the aid of eame app in Physics on

    the three ma!or topics.

    The 'ocale

    +he researchers conducted the study in the assigned cooperating

    school at the Aamulo *uevo High %chool, Aamulo, ;imanan, amarines

    %ur during the practice teaching from #ecemer 201' to >eruary 201B.

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    Aamulo *uevo High %chool offered grades seventh to tenth or the

    :unior high school program.

    Re#ondent of the Study

    +he respondents of this study were the rade 10 Physics students

    from the two sections of %ocrates and "ristotle of the cooperating school.

    +he respondents were eposed to two methods of teachingsD

    traditional method of teaching and teaching with the aid of eame

    application. +hey were given pretests and posttests which determined their

    achievement level in Physics.

    Sam#ling Techni7ue

    +his study utili9ed total sampling techniCue which included all students

    in rade 10.

    Intrumentation

    +est Cuestions for pretest and posttest were researchersmade (see

    "ppendi) and were evaluated y eperts professors=instructors in Physics.

    +hese test Cuestions were used to determine the achievement level of

    students in Physics for oth traditional method and teaching with the aid of e

    ame application. +he test Cuestions for each topic used the multiple choice

    type of test.

    +he lesson plans were also researchersmade and evaluated y

    eperts professors=instructors in Physics. +he lesson plans were ased on

    the three ma!or topics in the +hird Guarter, namelyD electrostatics, properties

    of waves and velocity. +he lesson plans were evaluated y eperts

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    professors=instructors in Physics using a criterion= ruric on making lesson

    plans in which they can add feedacks and recommendations as well.

    Data +athering Procedure

    Prior to the conduct of the study, the researchers downloaded the e

    ame application in Physics from httpD==theuniverseandmore.com= (+he

    ?niverse and Aore) or !ust looked for a specific eame app in Physics which

    was related to the three ma!or topics, namelyD $lectrostatics, Properties of

    5aves and 7elocity. #eveloped enhancement lessons were made for the

    traditional method of teaching and teaching using the eame app in Physics.

    +he lessons that were developed in the enhancement covered at least three

    ma!or topics for the third grading period. +hese lessons were checked and

    evaluated y at least five Physics teachers=professors=instructors for

    recommendations and feedacks using theMMM instrument (%ee "ppendiMM).

    ?pon checking, test Cuestions were made y the researchers that were used

    in the pretest and posttest, respectively.

    +he researchers taught the lessons in the two sections, namelyD rade

    10%ocrates and rade 10"ristotle at the assigned cooperating school at

    Aamulo *uevo High %chool using traditional method and eame app in

    Physics. Pretests and posttests were administered to the students to

    determine the achievement level of students in Physics and the significant

    difference etween the different methods of teaching.

    http://theuniverseandmore.com/http://theuniverseandmore.com/http://theuniverseandmore.com/
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    Statitical Tool

    #escriptive statistics was used to determine the achievement level in

    Physics efore and after the enhancement using the traditional method of

    teaching and teaching with the use of eame application. -t made use of the

    weighted mean to determine the achievement level in Physics of students.

    orrelation statistics was used to determine the significant difference in

    the achievement level in Physics (posttests scores) using traditional method

    of teaching and teaching with the aid of eame app in Physics in the three

    ma!or lessons in Physics using the formula elowD

    1 21

    2+ 2

    2

    n1 n2

    he#e

    1 a*ple ean 1

    2 a*ple ean 2

    12 -opulation tanda#d .e%iation 1

    22 -opulation tanda#d .e%iation 2

    n1 a*ple ie 1

    n2 a*ple ie 2

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    CHAPTER 8

    RESU'TS AND DISCUSSION

    +his chapter deals with the presentation, analysis, and interpretation of

    data gathered in order to provide the answers to the prolems. >our prolems

    of the study were given answers and eplanations.

    Enhancement 'eon De&elo#ed Uing E,+ame and

    Traditional 0ethod in Teaching Phyic

    +he researcher developed three ma!or lessons, alongD 7elocity,

    Properties of 5aves and $lectrostatic. %ince the study covered the third

    Cuarter of school year 201'201B, the researcher chose to develop lessons

    along these topics. +hese topics were part and given emphasis in ?niverse

    and Aorse, a wesite that gives emphasis on Physics $ducational ames or

    $ ame. +hese topics were chosen ased on the availale $ ame

    application in the ?niverse and Aorse wesite. ;esson plans and instructional

    materials were developed considering the use of $ame.

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    +he development of lessons along these areas is in response to the

    gloal call of enhancing the teachinglearning process through the use of

    technology, particularly, -+. +he field of education has een affected y -+s,

    which have undoutedly affected teaching, learning and research (Iusuf,

    200'). " great deal of research has proven the enefits to the Cuality of

    education ("l"nsari, 200B). -+s have the potential to innovate, accelerate,

    enrich, and deepen skills, to motivate and engage students, to help relate

    school eperience to work practices, create economic viaility for tomorrow s

    workers, as well as strengthening teaching and helping schools change

    (#avis and +earle, 1888F ;emke and oughlin, 188F cited y Iusuf, 200').

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    +he ?niverse and Aorse is a wesite helping Physics teacher to

    engage their students in learning while having fun atmosphere classroom

    discussion. +he materials have many features that can catch the attention of

    the students and ensure that the learning is achieved to its full etent. -t

    contains the following resourcesD Gui99es and +est, which assess the learning

    and understanding of the students in various formats, ames, which shows

    the actual animation or process through graphics that can e used y the

    students while learning while having fun, 7ideo lips for additional information

    aout the topicF %imulation, inputs data to change the variales and oserve

    changesF +eacher +ools, which assist the students on how they will perform

    some work and +utorial Programmes, which teach concepts and test.

    Plate 1D %creen capture of the ?niverse and Aorse 5esite.

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    Plate 2D %creen apture of the $ame entitled raphing hallenge

    Plate D %creen apture of the $ame entitled Polarity %hift

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    Plate &D %creen apture of the $ame entitled Polarity %hift that introduces$lectrostatic.

    Plate 'D %creen apture of $ame entitled 5ave maker showing theProperties of 5aves.

    Plates 2, &, and ' shows the screen capture of the following $ame

    "pplication as found in the ?niverse and Aorse. Plate 2 illustrates the velocity

    of a certain o!ect y following the graph to find out what is the initial velocity

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    and initial position of the o!ect. -t enhances the aility of the students to

    analy9e carefully the data efore dragging the slides in order to find out the

    initial velocity and initial position of an o!ect ased on the data given y the

    graph. -t can also track the motion of an o!ect. Plate & clearly illustrates the

    $lectrostatic charges with an interactive game and downloadale worksheets

    in pdf format file that can e used as Cui9, homework or seatwork. Plate '

    shows two pulses those are left and right pulses that can e used to create

    different forms of waves at different amplitude.

    +he $ame was integrated in the eplore phase of ;esson 1. -t was

    on the eplore part of the lesson where specific concepts ought to e learned

    y the students were fied and highlighted. Aore time was likewise spent in

    this part as compared to other parts of the lesson to ensure accurate

    understanding of the concept and ideas. +he lesson covered descriing

    velocity, discuss the following factors affecting velocity, solve word prolems

    involving velocity and cites application of velocity. +he science process skills

    that were developed in the lesson includeD oserving, predicting and

    analy9ing.

    -n ;esson 2, the $ame was integrated also in the eplore phase of

    the lesson. +he lesson covered defining a wave, discuss the different

    properties of a wave and cite applications of waves in our daily lives. -t makes

    easier to the students to think and create different types of wave s and at the

    same time measuring the amplitude, pulses and grid lines of a wave. -t looks

    like a music or video player that you will select what type of waves you want

    to play with.

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    >inally, ;esson is on $lectrostatic charges. +he integration of the $

    ame was also in the eplore phase of the lesson. -t also offers worksheets

    that will guide the learning of the students after which they play the game.

    +hey can choose any type of player it can e an arcade mode, professor

    mode or two players at the same time. Iou will witness how charges interact

    with each other. Iou will protect your walls in order for you to win the game. -t

    has different stages with different levels and characters. ;ikewise, it spent

    more time in this part as compared to other parts of the lesson to ensure

    accurate understanding of the concept and ideas aout the topic.

    +hese topics were prereCuisite to the students to e ale to understand

    the succeeding lessons in the grading period. +he progression in the

    development of the lessons follows '$s, which include $ngage, $plore,

    $plain $laorate and $valuation phases respectively. "ccording to *acario

    (201&) each of the elements of the lessons represents a dimension into which

    one can delve in to develop their enthusiasm and interest in the su!ect

    matter. +he students can inCuire with the teacher or among themselves into

    whether or not they have relevant data and information needed to perform

    and complete the activity. %tudents are also provided with an opportunity toD

    consider alternative interpretations of the data and informationF analy9e key

    concepts and ideasF and Cuestion assumptions eing made. 3n the other

    hand, the teacher can ask students to trace out the implication and

    conseCuences of the students responses and consider alternative point of

    views.

    "s a tactic and approach, this allows the development of the critical

    thinking ailities of the students. +he contriutions from the memer of the

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    class are like many thoughts in the mind. "ll of the thoughts must to deal with

    and they must e dealt with care and fairness. y following up all answers

    with further Cuestions, and y selecting Cuestions which advance the

    discussion, the lesson leads the class to think in a disciplined way,

    intellectually responsile manner, while continually aiding the students y

    posing facilitating Cuestions.

    +he $ngage phase starts to link the topic to the students. -t aims to get

    the attention of the students and test their prior knowledge aout the topic y

    posting hanging Cuestions using art of Cuestioning, presenting a video

    presentation related to the su!ect matter and performing simple activity that

    will engage the students and oost their emotions how the topic will start and

    will end. +his phase allows the introduction of the topic, it makes the

    discussion interested and lively.

    +he $plore phase allows the students to eperience and perform the

    $ ame. +he teacher eplained the plan for the students in order to attain

    the o!ective se for such lesson. +his phase of the lesson provides the

    students an avenue to participate in the class. -t promotes cooperation,

    teamwork and the development of the critical thinking aility to perform and

    achieve the o!ective of the lesson. %antillan (2002) conclude that the

    comined strategies were effective ased on the sustantially higher

    performance on concept understanding and thinking process of students in

    Physics. +his is where the integration of the $ame mostly done.

    +he $plain phase allows the teacher to clean and answer hanging

    Cuestions. -t promotes interaction etween teachers to students. -t makes the

    discussion healthy ecause of the echange of ideas from oth students and

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    teachers. ?sing "rt of Guestioning, it promotes H3+% to the students or

    Higher 3rder +hinking %kills as well as it promotes thinking eyond thinking or

    Aetacognition to the students. 5hich help them to analy9e and think

    creatively and productive. "ccording to the

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    the academic achievement of the students in the eperimental group as

    compared to the control group without eposure to computer simulation. -t

    further enhanced the students interest and attitude towards science. +his

    shows that computer simulation like $ ame is a good and promising

    instructional material that can e used y the teachers.

    "ccording to Hollingworth (2002), the rapid advances recently made in

    -+, particularly in the internet, have very important implications to educators.

    "s the 21stcentury egins, it is almost impossile to imagine what -+ will e

    likely y the end of the century. "dvances in -+ will mean an enormous

    increase in the amount of information availale to our students as they study

    their courses and as they move into the workplace, ut this must not e the

    limit our epectations. -f we wish to provide our students with a Cuality

    education in Physics, we must consider more than mere transmission of

    information and facts. 5e must take account of what the educational research

    tells us aout learningF namely that students learn est yD uilding on pre

    eisting knowledgeF active learningF learning with understandingF and adopting

    a metacognitive approach.

    Achie&ement le&el in Phyic before and after

    enhancement uing e,+ame

    " teacher made test was administered to the students and their scores

    were analy9ed to determine the achievement level in Physics efore and after

    enhancement using $ame.

    Achie&ement 'e&el

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    "n achievement level indicates the teachers determination of the

    degree to which a student has attained a key learning outcome. +o make this

    determination, teachers collect assessment evidence in a variety of forms,

    including notes, oservations, checklists, rating scales, marks, and samples of

    student work. +eachers use the est evidence rather than an average

    when determining a students achievement level.

    +ale 1. "chievement level in Physics efore and after enhancement using eame

    To#ic 1efore

    7elocity '.'1

    Properties of 5aves /.20

    $lectrostatic '.B

    3verall 1.8

    To#ic After 7elocity 8.00

    Properties of 5aves 8.00

    $lectrostatic .00

    3verall 2B.00

    ;egendD Pre+est ;egendD 3verall.0110.00N7ery High (7H) 2&.010.00N 7ery High (7H)B.01.00NHigh (H) 1.012&.00NHigh (H)&.01B.00N"verage (") 12.011.00N"verage (")2.01&.00N;ow (;) B.0112.00N;ow (;)02.00N7ery ;ow (7;) 0B.00N7ery ;ow (7;)

    +ale 1 shows the "chievement ;evel in Physics efore and after

    enhancement using $ame, respectively. -t can e gleaned from tale 1 that

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    the students had a High achievement level in the overall rating among the

    aforementioned topics, as reflected y an overall rating of 1.8. 3n the other

    hand, it was further shown in tale 2 that the "chievement ;evel in Physics of

    the students after enhancement using $ame was 7ery High, with an

    overall rating of 2B.0.

    Auch research has focused on student views aout physics concepts,

    with an emphasis on the identification of alternative conceptions, and how

    curricula and professional development may ameliorate the situation.

    However, there has een little work on determining the etent of, and in

    separating, the student and teacher=classroom level variales that may impact

    student physics achievement. +he study of ;awren9 (2008) eamined the

    effect of different student and teacher=classroom level variales on student

    understanding of physics concepts using hierarchical linear modeling (H;A),

    a regression ased techniCue. +he data were collected from B different

    teachers and ,118 students who were using a reform curriculum, "ctive

    Physics. +eachers and students completed surveys asking aout their eliefs,

    their classes and their personal characteristics. %tudents also completed a

    physics achievement test. +he data show that students of teachers who used

    "ctive Physics for a greater portion of the year scored higher on the

    achievement test than did students of teachers who did not use the curriculum

    as much. >urthermore, the data show that the achievement gap was

    narrowed etween oys and girls and etween students with different

    attitudes toward physics. "dditionally teachers who received inservice

    instruction on how to implement "ctive Physics narrowed the gap etween

    students with different views of their classroom involvement.

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    Achie&ement le&el in Phyic before and after enhancement

    uing traditional method

    " teacher made test was administered to the students and their scores

    were analy9ed to determine the achievement level in Physics efore and after

    enhancement using +raditional Aethod.

    +ale 2. "chievement level in Physics efore and after enhancement usingtraditional method

    To#ic 1efore I

    7elocity './

    Properties of 5aves &.&'

    $lectrostatic '.2B

    3verall 1'.0

    To#ic After I

    7elocity B./B

    Properties of 5aves B.00

    $lectrostatic B./&

    3verall 18.'

    ;egendD Pre+est ;egendD 3verall.0110.00N7ery High (7H) 2&.010.00N 7ery High (7H)B.01.00NHigh (H) 1.012&.00NHigh (H)&.01B.00N"verage (") 12.011.00N"verage (")2.01&.00N;ow (;) B.0112.00N;ow (;)

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    02.00N7ery ;ow (7;) 0B.00N7ery ;ow (7;)

    +ale 2 shows the "chievement ;evel in Physics efore and after

    enhancement using +raditional Aethod, respectively. -t can e gleaned from

    tale that the students had an "verage achievement level in the overall

    rating among the aove mentioned topics. However, tale & revealed that the

    "chievement ;evel in Physics after enhancement using +raditional Aethod of

    the students was High, with an overall rating of 18.'.

    "ccording to aylon (201&) on his study aout $nglish and

    AathematicsD #eterminants of Physics "chievement among Pulic High

    %chool %eniors in *aga ity, revealed that the overall achievementlevel of

    the students in all the areas of Physics was average. +hese results implied

    that the students were average inrelating energy, technology and societyF

    applying the

    different propertiesoflightFidentifyingandanaly9ingtheusesofthedifferent

    kinds of mirrors and lensesF descriing the differentimages formed y the use

    of mirrors and lensesF eplaining the propertyofmagnetism, etc.

    +hese results suggested that these areas inAathematics were needed

    to develop the skills and learningcompetencies in Physics. "s such, the

    students success inAathematics will directly affect the achievement in

    Physics orthe students must e proficient in the different competencies

    inAathematics to fully understand Physics.

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    their 4P$ Aathematics grades performed etter in Physics and the Pro!ect

    than girls. +he study also estalished that it was more of the effective use

    made of learning resources such as tetooks, laoratory eCuipment and

    apparatus that resulted into higher achievement in science. %tudents who

    were freCuently given homework and got it marked promptly, given continuous

    assessment tests regularly and eposed more to practicals performed etter

    in physics and chemistry than those who were given less or none of these

    learning practices. "lso, the students with positive attitudes towards Physics

    and hemistry performed etter in the su!ects. >inally, the su!ects, greater

    than those taught y noninCuiry=lecture techniCue. -t is apparent that students

    who learn Physics and hemistry in an entirely investigative manner acCuire a

    greater understanding of the su!ects, greater than those taught y lecture

    method.

    Significant difference in the achie&ement le&el in Phyic uing

    e,+ame and traditional method of teaching

    +he significant difference in the "chievement ;evel in Physics using $

    game and +raditional Aethod in teaching was determined using K+est.

    +ale '. %ignificant difference in the achievement level aout the topic7elocity (Aotion) using eame and traditional method of +eaching in thesection of rade 10 %ocrates

    Pot Tet 0ean Score Po#ulation StandardDe&iation

    $nhancement ;essonusing $ame

    8 () 0.BB

    $nhancement ;essonusing +raditional Aethod

    / () 0.//

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    9value N 1&.28

    >ormula for K+est

    KN 1 2 1

    2 O 22

    n1 O n2

    5hereasD

    %ample Aean 1N 1%ample Aean 2N 2Population %tandard #eviation 1N1

    2

    Population %tandard #eviation 2N22

    %ample %i9e 1N n1%ample %i9e 2N n2

    +he computed Ktest which is 9N 1&.28 is less than at 0.0' level of

    significance. %ince that is the case, we will accept H"and re!ect H3. +hus,

    +here is significant difference in the "chievement ;evel in Physics with the

    topic aout 7elocity (Aotion) using $ame and +raditional Aethod of

    +eaching in the section of rade 10 %ocrates. -n tale ', it suggests that the

    "chievement ;evel in Physics with the topic aout 7elocity (Aotion) using $

    ame is more effective than using the +raditional Aethod of +eaching.

    +hus, it increased the post tests of the students. Perrotta (201) once

    said that the studies consistently found that $games can impact positively on

    prolem solving skills, roader knowledge acCuisition motivation and

    engagement. "ll five studies that specifically focused on prolem solving skills

    found some degree of improvement, and the ma!ority of the studies eamining

    the impact of $games on student motivation and engagement found positive

    results.

    %imilarly, a metaanalysis found that significantly etter attitudes

    towards learning were yielded for su!ects using interactive games or

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    simulations, compared to those using traditional methods for instruction

    (Perrotta, 201).

    " similar, and eCually popular, theme is that $games provide virtual

    worlds which are effective contets for learning, ecause acting in such

    worlds allows learners to develop social practices and take on the identities of

    actual professional communities. +hese soft learning outcomes are seen y

    many commentators as more useful and worthy than the outdated forms of

    knowledge acCuired through traditional schooling (%haffer, 200).

    5e also found the work of ogost (2011) particularly useful to eplore a

    definition of game ased learning. ogost is concerned with understanding

    the distinctive properties of video games ($games) as a medium, in order to

    eamine the implications in a range of social contets, including education

    and learning. He stresses that games are first and foremost representations

    that simulate certain ehavious and eperiences, and use rulesets, role

    playing and reward mechanisms to motivate and engage. +hey offer learners

    a way to more fully engage with topics or ideas than they might e ale to in

    the real world. +hey can eercise choice and control over (virtual) reality,

    without incurring any real conseCuences. +his means that a video game

    allows, at least in theory, learners to eperience a certain school su!ect

    through interaction and simulation, rather than through the conventional

    materials and formats of schoolingD tetooks, lessons, assignments and so

    forth. ogost contends that $games treat topics and ideas not as content to

    e communicated or assimilated, ut as rules, actions, decisions and

    conseCuences that is, gameplay.

    +ale B. %ignificant difference in the achievement level aout the topic

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    59

    Properties of 5aves using eame and traditional Aethod of +eaching inthe section of rade 10 %ocrates.

    Pot Tet 0ean Score Po#ulation StandardDe&iation

    $nhancement ;essonusing $ame

    8 () 0.BB

    $nhancement ;essonusing +raditional Aethod

    .0& () 0.1

    9valueNB.B

    KN 1 2 1

    2 O 22

    n1 O n2

    5hereasD

    %ample Aean 1N 1%ample Aean 2N 2Population %tandard #eviation 1N1

    2

    Population %tandard #eviation 2N22

    %ample %i9e 1N n1

    %ample %i9e 2N n2

    +he computed Ktest which is 9N 1&.28 is less than at 0.0' level of

    significance. %ince that is the case, we will accept H"and re!ect H3. +hus,

    there is significant difference in the "chievement ;evel in Physics with the

    topic aout Properties of 5aves using $ame and +raditional Aethod of

    +eaching in the section of rade 10 %ocrates.

    -n tale B, it also suggests that using $game in teaching can improve

    the "chievement ;evel of students in Physics. -t also indicates that students

    are eager to learn and more interested in the topic. Perrotta (201) suggests

    that in this gamified reality, rules and principles like those used y successful

    game designers could make children and young people eager to engage in

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    educational activities they used to find oring, unrewarding or too difficult. >or

    teachers, this raises the possiility of using gamification as a strategy to

    improve teaching, learning and assessment. "t its simplest, this could mean

    using gameased techniCues to encourage competition and self

    improvement in the classroomD adges, high scores, leaderoards and so

    forth. %imilarly, it could mean employing video game language to reframe

    traditional school activities for instance, assignments could ecome

    missions or Cuests.

    +aking into account all of the reviewed literature, we could further

    descrie gameased learning as a form of eperiential engagement in which

    people learn y trial and error, y roleplaying and y treating a certain topic

    not as content ut as a a set of rules, or a system of choices and

    conseCuences.

    -n curricular terms, this means translating an element of a su!ect

    (such as a law of physics or the law of supply and demand) into the

    mechanics of a game, which operates within a selfcontained system ased

    on choices and conseCuences. >or instance, in the popular series of

    simulation games %imity, players are tasked with running a virtual city,

    managing a numer of concurrent activities and priorities to keep the

    population happy. "ccording to the creator of the series (Pearce, 2002), the

    gameplay in %imity reflects a specific logic (a model) of citywide

    management. +his could e likened to gardening.

    if you really think about playing the game, its more like gardening. So youre

    kind of tilling the soil, and fertilizing it, and then things pop up and they

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    surprise you, and occasionally you have to go in and weed the garden, and

    then you maybe think about epanding it, and so on !"#. $%&'.

    -n "ction raphing, which is one of the $games that was used in the

    study players act according to the rules determined y this internal logic,

    which means that each choice you make in the game has a specific effect. "s

    such, learning through gameplay in "ction raphing means eploring the

    possiilities and the limits that are offered y the underlying modelD if you

    didnt analyse the graph and the motion of the o!ect, you will not e Cualified

    on the net level. "ll this is performed in a safe environment where failure is

    not only contemplated ut actively encouraged. -n fact, part of the fun is the

    awareness that mistakes have no lasting or real conseCuences, ut are

    simply necessary to improve performance and achievement level (Perrotta

    201)

    +ale /. %ignificant difference in the achievement level aout the topic$lectrostatic ($lectricity) using eame and traditional method of teachingin the section of rade 10 %ocrates

    Pot Tet 0ean Score Po#ulation StandardDe&iation

    $nhancement ;essonusing $ame

    () 0.B8

    $nhancement ;essonusing +raditional Aethod

    /./ () 1.00

    9valueN ./1

    KN 1 2 1

    2 O 22

    n1 O n2

    5hereasD%ample Aean 1N 1

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    %ample Aean 2N 2Population %tandard #eviation 1N1

    2

    Population %tandard #eviation 2N22

    %ample %i9e 1N n1%ample %i9e 2N n2

    +he computed Ktest which is 9N ./1 is less than the 0.1&B8 at 0.0'

    level of significance. %ince that is the case, we will accept H"and re!ect H3.

    +hus, there is significant difference in the "chievement ;evel in Physics with

    the topic aout $lectrostatic ($lectricity) using $ame and +raditional

    Aethod of +eaching in the section of rade 10 %ocrates.

    +ale / shows that using $ame with the topic aout $lectrostatic

    ($lectricity) is also more effective compared to the +raditional Aethod of

    +eaching. -t means that it will e a great help not only for the students learning

    and achievement level ut also for the teachers method of teaching. Perrotta

    (201) reiterated that while teachers are generally positive aout the use of

    video games in the classroom, they would reCuire very strong evidence of

    their impact efore they replaced more traditional learning styles. ?ntil this

    time, they are more likely to use video games to supplement eisting practice.

    -n terms of teacher attitudes to gaming, 4enny and Ac#aniel (2011)

    found that there is a relationship etween what teachers elieve and their

    ehavioural patterns in the classroom. +he study argues that teachers can e

    reluctant to spend efforts learning the gaming medium when they are not

    convinced of its impact. +he authors elieve that a more convincing argument

    needs to e constructed efore teachers will change their views towards video

    games and integrate them into eisting classroom practice. "n eploratory

    study y 5illiamson (2008), found that ' per cent of teachers (in $nglish

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    63

    state primary and secondary schools) had already used computer games in

    their teaching and B0 per cent would consider using games in the future. +he

    most commonly cited reason was to enhance motivation and engagement.

    +he ma!ority of teachers also elieved that gaming could help support

    childrens cognitive development, their -+ development, and their higher

    order thinking skills. However, the results also suggested that teachers are

    more interested in the pragmatic enefits of gaming, for eample, to assist

    teachers in relating formal schooling to everyday lives and creating social

    interaction in the classroom rather than for pursuing educational ig ideas.

    +he studies were wide ranging in their focus and aimed to test a variety of

    hypotheses. Aost commonly, however, the studies sought to test the impact of

    gaming on learning outcomes as measured y academic

    achievement=achievement level, cognitive performance, knowledge gain or

    skills and performance, such as capacity for prolem solving or critical

    thinking (Perrotta 201).

    " numer of the studies also eplored the impact of $games on motivation

    and engagement in classroom activity. " few studies eamined the impact of

    $games on student attitudes to learning (in the wider contet of school life or

    in relation to a specific su!ect).

    +ale . %ignificant difference in the achievement level aout the topic7elocity (Aotion) using eame and traditional method of teaching in thesection of rade 10 "ristotle

    Pot Tet 0ean Score Po#ulation StandardDe&iation

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    $nhancement ;essonusing $ame

    () 0.'8

    $nhancement ;essonusing +raditional Aethod

    B./B () 0.&

    9valueN /.1

    KN 1 2 1

    2 O 22

    n1 O n2

    5hereasD

    %ample Aean 1N 1%ample Aean 2N 2Population %tandard #eviation 1N1

    2

    Population %tandard #eviation 2N22

    %ample %i9e 1N n1%ample %i9e 2N n2

    +he computed Ktest which is 9N /.1 is less than at 0.0' level of

    significance. %ince that is the case, we will accept H"and re!ect H3. +hus,

    there is significant difference in the "chievement ;evel in Physics with the

    topic aout 7elocity (Aotion) using $ame and +raditional Aethod of

    +eaching in the section of rade 10 "ristotle.

    +ale suggests that there is a great impact on the achievement level

    of students integrating $game in the lesson compared to the +raditional

    Aethod. -n addition to the primary evidence considered aove, a meta

    analysis was also pertinent to our consideration of the impact of gaming on

    learning outcomes. (7ogel et al., 200B) oserved significant cognitive gains

    across studies utilising games versus traditional teaching methods. +his is

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    elieved to support student engagement in learning tasks. However, despite

    the assumption implicit in much of the literature that motivation and

    engagement created y gaming directly impacts on learning outcomes, this

    was one dies that actually eamined oth factors. 3nly this and two other

    studies (Papastergiou, 2008F Ia+ing, 2012) reported oth an overall

    improvement in motivation or engagement and skills acCuisition (such as

    prolem solving).

    However, 7ogel et als (200B) metaanalysis found that significantly

    etter attitudes towards learning were yielded for su!ects utili9ing interactive

    $games or simulations compared to those using traditional methods for

    instruction. +his metaanalysis is also widely cited ecause it oserved higher

    cognitive gains in the interactive games scenario. iven this finding was

    ased on a numer of studies, the authors conclude that this makes the

    finding unlikely to e due to chance. -t also suggests a possile correlation

    etween oth attitudes to learning and learning outcomes. 5e should,

    however, reiterate that 7ogel et al. make no attempt to define cognitive gains

    or how this measure has een measured across the studies they included in

    their metaanalysis. +here was also some evidence that the ty#e of game

    can have an impact on outcomes or achievement level. Aost commonly,

    computer simulation games were compared to simpler drill and practice

    games. >engfeng (200) found, for instance, that games are more

    motivating and engaging than drills. Aeaningful and engaging games, in

    which lear