UTILIZATION OF LITERATURE CREATIVE GAMES AS INTERVENTION MATERIAL TOWARDS STUDENTS' ENGAGEMENT AND PERFORMANCE


Maria Antonette Benito Araña
Faculty, Laguna State Polytechnic University
Abstract
The main purpose of this study is to determine the effectiveness of Literature Creative Games as intervention material towards students’ engagement and performance. It specifically sought to determine the level of characteristics with regards to usability, appropriateness, usefulness, and accessibility; to identify the level of students’ engagement with regards to attention, curiosity, interest and feedback and recognition; to measure the level of students’ performance in 21st Century Literature from the Philippines and the World in terms of formative, summative and practical test; to assess the significant difference in the performance of the students in terms of formative and summative test; and to evaluate the significant effect to the engagement and performance in utilizing literature creative games. This study utilized a quasi-experimental quantitative research approach to investigate the effectiveness of Literature Creative Games as intervention material for 134 Grade 11 students at Balian Integrated National High School SY 2023-2024. It is indicated that the level of characteristics of literature creative games with regards to usability, appropriateness, usefulness and accessibility were very high. The level of student engagement in using literature creative games in terms of attention, curiosity, interest and feedback and recognition were very high too. The level of students’ performance in terms of formative, summative and practical tests of the respondents resulted as very satisfactory. There is a significant difference between the students’ performance in formative and summative test scores in using the Literature Creative Games. The test of significance on utilizing literature creative games as intervention material was not observed to have any significant effect based on the characteristics of the games and the indicators under the students’ engagement and performance. It is concluded that the utilization of literature creative games as intervention material has no significant effect to the students’ engagement and performance, therefore, the hypotheses were both accepted. It signifies that simply adding games to a course is not enough - the games must be used strategically to support the learning process. It might be there are some factors that contribute to their literacy that can be explored in important deeper study on integrating games. Based on the results and conclusion in the study, it is recommended that the school administrators may vary educational tools, focus on effective pedagogy, provide professional development for teachers, monitor and evaluate the impact of tools, seek student feedback, promote collaboration among educators, and support research and innovation to enhance student engagement and performance despite the lack of significant effects from mobile educational games.
Keywords: Literature Creative Games; intervention material; students’ engagement
Journal Name :
EPRA International Journal of Multidisciplinary Research (IJMR)

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Published on : 2024-09-11

Vol : 10
Issue : 9
Month : September
Year : 2024
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