Project (G.O.A.L) Gamified Off-line Alterative Learning approach to grade 7 science

Authors

  • Dharyl C Del Mundo Cayetano Arellano High School – Philippines

DOI:

https://doi.org/10.51798/sijis.v2i2.99

Keywords:

Covid-19 Response, ICT Intergration, innovation, Gamification, Multimedia Learning

Abstract

Understanding Physics is one of least mastered skills of Grade 7. Science as a dynamic subject that really requires higher order thinking skills in understanding and comprehending this subject, especially in this difficult time. So, as have been observed learners of the subject become more serious that lead them to be bored and not interested to the subject anymore. With the integration of ICT in the utilization of Project (G.O.A.L) Gamified Off-line Alternative Learning Material to Grade 7 Science, it will break the barriers of boredom during online class discussion of Physics 7 (Heat Transfer). This also aims to improve the learner’s academic performance in Science. Project G.O.A.L was administered in Class of Grade 7. After a month-long series of educating, digitizing, and integrating Project G.O.A.L during the Covid 19 pandemic, it illustrated the great improvement of the learner’s academic performance on the following topics: Heat Transfer (Conduction, Convection and Radiation). After the experimental phase, the researcher was able to give this a shot via Online Class to be able to administer well and develop vigorous learning environment in teaching Science 7 Physics, and in addition to this, to be able to promote and give awareness to the integration of ICT and games in learning Science concepts using Project G.O.A.L as a platform.

References

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Bonifacio, A. (2013). Developing Information Communication Technology (ICT) Curriculum Standards for K-12 Schools in the Philippines. Developing Information Communication Technology (ICT) Curriculum Standards for K-12 Schools in the Philippines, 2–8. https://linc.mit.edu/linc2013/proceedings/Session7/Session7Bonifacio.pdf

Cheong, C., Cheong, F., & Filippou, J. (2013, June 18). Quick Quiz: A Gamified Approach for Enhancing Learning. Https://Aisel.Aisnet.Org/Cgi/Viewcontent.Cgi?Article=1206&context=pacis2013. https://aisel.aisnet.org/cgi/viewcontent.cgi?article=1206&context=pacis2013

Perkins, W. (2019, June 4). Learning Theories and Classroom Technology. Https://Languagearts.Education/.http://www.sanfordbrown.edu/Student-Life/blog/March-2015/Four-Top-Learning-Theories-in-the-Age

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Published

2021-07-09

How to Cite

Del Mundo, D. C. (2021). Project (G.O.A.L) Gamified Off-line Alterative Learning approach to grade 7 science. Sapienza: International Journal of Interdisciplinary Studies, 2(2), 46–54. https://doi.org/10.51798/sijis.v2i2.99

Issue

Section

Educational Action Research