GAMES IN A 3RD GRADE SCIENCE CLASS
THE EFFECTIVELY OF THE USE OF EDUCATIONAL SOFTWARE
GAMES IN A 3RD GRADE SCIENCE CLASS
An Action Research Submitted to Ms. Raquel D. Almasa
COLLEGE OF EDUCATION
University of Southeastern Philippines
Davao City
_________________________
In Partial Fulfillment of the Requirements in the course
Educational Technology
_________________________
Master of Education
Major In Early Childhood Education
_________________________
DIEZY MAY J. DANIEL
LUIEVEE Z. PULVERA
October 2013
TABLE OF CONTENTS
Title Page……………………………………………………………………………………….
Table of Contents………………………………………………………………………………
CHAPTER
1 INTRODUCTION
Rationale……………………………………………………………...……………1-3
Objectives …………………………………………………………………………4
Research Questions…………………………………………………….………….4
2 METHODOLOGY
Research Design……………………………………………...……………………5
Respondents……………………………………………………………………..…6
Sampling Design……………………………………………...….…………..…….6
Research Instruments…………………………………………………...…………6-7
Data Gathering Procedure…………………………………………………………7
Data Analysis………………………………………………………………...……8
3 FINDINGS, SUMMARY, CONCLUSION & RECOMMENDATION Findings………………………………………………………………...……9-14 Summary……………………………………………………………….....……15 Conclusion………………………………………………………………...……16 Recommendation ……………………………………………………………....17
REFERENCES…………………………………………………………………………....…18-19
APPENDICES
A- Letter Request……………………………………………………………………...20
B- Validation Sheets………………………………………………………………21-22
C- Table of Specifications……………………………………………………….....…23
D- Test Questionnaire ……………………………………………………………...24-28
E- Video Presentation………………………………………………………………...29
CURRICULUM VITAE…………………………………………………….…………...…30-33
An Action Research Submitted to Ms. Raquel D. Almasa
COLLEGE OF EDUCATION
University of Southeastern Philippines
Davao
References: Aliaga and Gunderson (2000). Introduction to quantitative research. Retrieved on October 8, 2012. from http://www.sagepub.com/upm-data/36869_muijs.pdf Aliya, S Andriessen J., & Sandberg, J. (1999). Where is Education Heading and How about AI? International Journal of Artificial Intelligence in Education, 10, 130-150. Boyle, T Brody, H. (1993). Video Games that Teach? Technology Review, November/December, 51-57. Conati, C., & Zhou, X Hasebrook, J. P., & Gremm, M. (1999). Multimedia for Vocational Guidance: Effects of Indiviualised Testing, Videos and Photography on Acceptance and Recall. Journal of Educational Multimedia and Hypermedia, 8 (4), 377-400. Id Software (1993) Mc Grenere, J. L. (1996). Design: Educational Electronic Multi-Player Games. A Literature Review Technical Report 96-12, Vancouver, Canada, University of British Columbia. Mayer, R Mumtaz, S. (2001). Children’s enjoyment and perception of computer use in the home and the school. Computers and Education, 36, 347-362. Papert, S Tsiriga, V. & Virvou, M. (2004). Evaluating the intelligent features of a web-based intelligent computer assisted language learning. International Journal of Artificial Intelligence Tools, 13 (2), 411-425. APPENDICES October 3, 2013 ELIZABETH P