5 research outputs found

    Development and Field Testing of a MALL for Filipino with a Reusable Framework for Mobile-Based Drills

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    This paper describes the development and field testing of Ibigkas! Filipino, a mobile game that exercises learners’ fluency in identifying synonyms (kasingkahulugan) and antonyms (kasalungat) in the Filipino language. Twenty-four students from Grades 4, 5, and 6 were invited to play and answer comprehension tests to determine whether the game helped them improve their understanding of the content. Self-report questionnaires assessed the extent to which they enjoyed it. Additionally, three teachers were invited to a focus group discussion (FGD) to gather their insights about the game and how they may use it in their classes. Self-report feedback from students showed the game was fun, interesting, and sufficiently challenging. A significant increase in the post-test comprehension scores of the Grade 4 participants was found. This shows the potential of the game to make learning fun while helping realize learning goals. Teachers indicated they can use the game to supplement their Filipino classes and that the students will be receptive to the idea of utilizing a game for learning

    Development and Field Testing of a Narrative-Centered Digital Game for English Comprehension

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    This paper describes the development and field testing of Learning Likha: Rangers to the Rescue, a narrative-centered, mobile-based digital game for practicing English comprehension. Twenty-seven (27) student participants from Grades 4, 5, and 6 were invited to play the game and answer a comprehension test to determine their level of understanding of the game’s contents. Self-report questionnaires were also used to assess the extent to which they enjoyed playing the game. Three (3) teachers were likewise invited for a focus group discussion (FGD) to gather their insights about the game and how they may use it in their classes. Student’s self-reported feedback indicated they found the game fun, interesting, and sufficiently challenging. Post-test comprehension scores were generally good. Younger participants scored lower than their older peers but the differences were found to be not significant. Teachers indicated the game has the potential to be used as a supplement for their classes and that their students would enjoy playing it

    Analysis of Student Affect and Behavior While Playing a Mobile Game for English Comprehension

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    We discuss a field study in which 30 public school students from grades 4, 5, and 6 play Learning Likha, a mobile-based game for practicing English comprehension. Using self-report questionnaires, a comprehension test, BROMP observations, and game interaction logs, we assessed the extent to which students understood the game’s contents and enjoyed playing the game. We also tried to determine any relationships between student achievement, affect, and behavior. Self-reported feedback about the game was positive, with students reporting interest, enjoyment, and sufficient challenge. Students across all grade levels exhibited engaged concentration and on-task activity while playing the game. However, post-test comprehension scores were low, especially for the younger participants. On-task conversation and confusion were negatively correlated with achievement. Additionally, on-task behavior and engaged concentration were positively correlated with number of interface taps

    The Development of a Teacher’s Guide for English Proficiency Games

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    English proficiency is vital in today’s global employment market. Digital games have been shown to help improve learners’ language competencies. However, it is sometimes difficult for teachers to maximize digital games as educational resources. In this paper, we discuss the development of a teacher’s guide as a companion to the digital games Ibigkas! and Learning Likha. Both games are intended to help improve the English proficiency of Filipino learners from 9 to 12 years old

    Development and Testing of a Mobile Game for English Proficiency Among Filipino Learners

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    This paper presents the testing and development of Learning Likha, an English language-based digital game for Filipino learners from 9- to 12-years old. The game focuses on the literacy skill of noting explicit details while incidentally learning about Filipino culture. In an in-vivo pilot test, we measured student comprehension and engagement. We found that the students who performed better and had greater confidence enjoyed using the software but were less engaged than those who performed more poorly
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