Gamification: A pedagogical tool in MTBMLE for early childhood learners
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Abstract
This study aimed to design, develop and evaluate an Interactive Word Game on the level of acceptability of the system based on the criteria on content, instructional quality, technical quality, presentation and organization and accuracy and up-to-datedness of information. The Analysis, Design, Development, Implementation, Evaluation (ADDIE) Model was used in the development of this study. Analysis of the context was made prior to the designing of the interactive word game through an analysis of the curriculum content, ICT landscape, Teacher's ICT Needs Assessment, Parent's Assessment of their Child's Use of Digital Devices and Learner's Use of Mobile Phone. Data from the analysis and stages stipulated in the SDLC model were used in the development of the interactive word game named iTudlo and validated by experts. The effect in the implementation of the word game showed that there is a significant difference in the spelling skills of the pupils as indicated in the higher mean score of the posttest after pupils' exposure to iTudlo. Furthermore, the evaluation of the Interactive word game resulted in a Very Acceptable rating from the IT Experts. Moreover, the iTudlo was observed to be effective in providing pupils with a fun learning material and a gamified classroom based on the results of the Focus Group Discussion. With the positive evaluation of the application, iTudlo as a tool is not devoid of possible enhancements.
Recommended Citation
Siosan, R. J. P. (2019). Gamification: a pedagogical tool in MTBMLE for early childhood learners. [Doctoral Dissertation, West Visayas State University]. WVSU Institutional Repository and Electronic Dissertation and Theses PLUS.
Type
DissertationKeywords
Subject
Degree Discipline
Curriculum DevelopmentDegree Name
Doctor of Philosophy in EducationDegree Level
DoctoralPhysical Description
xix, 267 p. ; ill. (col.).