Practical Research 6.docx 2
Practical Research 6.docx 2
Practical Research 6.docx 2
A Research Proposal
Presented to the Faculty of
AGUSAN NATIONAL HIGH SCHOOL
Senior High School
Butuan City, Philippines
JOYCE D. ESTAMPA
GLYCERYL D. GUZON
MYZA M. MATIBULIG
ALCAFF IAN D. MAUNG
JACK DAVE NALIATAN
KURT MANUEL T. QUESIO
September 2022
APPROVAL SHEET
PANEL OF EXAMINERS
Accepted and approved in partial fulfillment of the requirements for the course
Practical Research 2.
The researchers would like to extend their heartfelt appreciation and gratitude to the
following persons who have contributed for the success of their research study.
Dr. Jenny Lyn T. Nalupa, the Chairperson, for her excellent ideas and great
Prof. Dolynessa J. Galeon, Panel Member, for her expertise in the technical aspects
Prof. Charlane M. Galindo, Panel Member, for her valuable suggestions in the
Prof. Hazel H. Montederamos, the Researcher’s Class Adviser, for the constant
for the full support and guidance in the making and conduct of this research study.
Almighty God, for the strength and knowledge given to the researchers to complete this
research study.
The Researchers
DEDICATION
This piece of work is heartily dedicated to our beloved parents for the full support, love
and care, and financial assistance in the completion of this research study.
The Researchers
ABSTRACT
(150 words to 250 Words. One Paragraph only. Doubled Spaced.)
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Contents:
1. Short Introductory Statement
2. Purpose of the Study (Statement of the Problem)
3. Research Methodology of the Study (Research Design, Environment, Respondents)
4. Results of the Study
5. Findings of the Study
TABLE OF CONTENTS
Page
TITLE PAGE i
APPROVAL SHEET ii
ACKNOWLEDGEMENT iii
DEDICATION iv
ABSTRACT v
TABLE OF CONTENTS vi
LIST OF ACRONYMS ix
CHAPTER
I THE PROBLEM 1
Introduction 1
TheoreticalFramework 5
Conceptual Framework
Statement of the Problem 13
Hypothesis 14
Significance of the Study 15
Definition of Terms 16
Research Design 28
Research Environment 28
Research Participants 29
Research Instruments 29
Data Gathering Procedure 30
Statistical Treatment 31
Ethical Considerations 32
IVPRESENTATION, ANALYSIS AND INTERPRETATION
OF DATA 33
Summary of Findings 45
Conclusions 47
Recommendations 49
REFERENCES 51
APPENDICES 60
C Survey Questionnaire 63
CURRICULUM VITAE 65
LIST OF TABLES
2 …
3 …
4 …
5 …
LIST OF FIGURES
2 …
3 …
4 …
5 …
LIST OF ACRONYMS
Introduction
Video games have been used as a form of physiotherapy or occupational therapy in many
different groups of people. Such games focus attention away from potential discomfort and,
unlike more traditional therapeutic activities, they do not rely on passive movements and
sometimes painful manipulation of the limbs. Video games have been used as a form of
physiotherapy for arm injuries, Video games have also been used in comprehensive programmes
to help develop social and spatial ability skills in children and adolescents with severe learning
disability or other developmental problems, including autism. Video games are a ubiquitous part
of almost all children's and adolescents' lives, with 97% playing for at least one hour per day.
The vast majority of research by psychologists on the effects of "gaming" has been on its
negative impact the potential harm related to violence, addiction, and depression. However, A
more balanced perspective is needed, one that considers not only the possible negative effects
but also the benefits of playing these games. Considering these potential benefits is important, in
part, because the nature of these games has changed dramatically in the last decade, becoming
increasingly complex, diverse, realistic, and social in nature. A small but significant body of
research has begun to emerge, mostly in the last five years, documenting these benefits. Time
radio,"green" cars, outrageous thrill rides, 3-D technology, etc. But no area of technology has
become as prominent as that of video gaming. Over 70 percent of video games are played
cooperatively. When people play these games, they’re either communicating online or playing
side by side. One 2017 study by the International Journal of Humanities and Social Sciences
Research found that multiplayer games could actually increase cooperation. They practiced for
two hours and were then observed playing with or against another middle schooler from the
study. The results were taken after 20 trials and showed that the kids who played cooperatively
scored higher than the kids who played competitively or didn’t play at all! Researchers
concluded that video games could improve teamwork skills when played cooperatively, Also
video games as a way to escape is not what the average gamer looks like, involving children
those who played more video games were more likely to have good social skills, perform better
academically, and to have built better relationships with other students because of the social and
collaborative component to some types of games. Video games are defined as interactive
electronic games which aim primarily to entertain players. Video games enable players to access
virtual environments, 2D or 3D, within specific rules and conditions that vary from game to
game. Online gaming is one of the most popular pastimes among most people, espicially to
(2016),in psychology, an attitude refers to a set of emotions, beliefs, and behaviors toward a
particular object, person, thing, or event. Attitudes are often the result of experience or
upbringing, and they can have a powerful influenceover behavior. Psychologists define attitudes
as a learned tendency to evaluatethings in a certain way. This can include evaluations of people,
issues, objectsor events. Such evaluations are often positive or negative, but they can also
beuncertain at times. Researchers also suggest that there are several differentcomponents that
of attitude. Cognitive Component: Your thoughts and beliefs about the subject. Affective
Component: How the object,person, issue or event makes you feel. Behavioral Component: How
the attitudeinfluences your behavior. (Cherry, 2016)There are three key theories that describe
attitude formation. There arethree founders of attitude formation. Attitude formation theories
provide insighthow a person's attitude takes shape and why a person might have a
particularattitude or how that attitude came to exist. Attitudes often direct behaviour on
theperson itself. The three theories used most often to describe attitude formationare
theories. Attitude formation theories suggest that people do what benefits them,hence
Independent Dependent
This study aims to determine wheter playing video games impacts academic performance
as determined by GPA
1.2 Age
1.3 Sex?
3. What are the effects of playing video games in their academic performance
Hypothesis
The study will be guided by the following hypothesis tested at .05 level of its
significance:
Ho1:There is a significant relationship between playing video games and their academic
performance
The results of this study will significantly contribute much knowledge and learning that
will give substantial benefits to the following:
ANHS School Administrators.The result of the study will also be helpful to the
implementation involving the High School students of ANHS and realizing their essential role in
supporting the academic performance of each High School student for keeping aware and well-
ANHS Teachers. This will provide facts concerning the status of the
academic performance engaging online games, that would embolden them to help the students by
giving apt, explicit and useful feedback regarding the result of this matter.
Definition of Terms
The following terms used in the study are conceptually and operationally defined.
Academic. By completing the written and oral exams, giving presentations and
submitting assignments, engaging in class activities and debates. The students performance is
evaluated by the teacher using letter or number grades and side notes.
SHS.This study will help the Agusan National High School about the awareness on the
significant effect of online games in their academic performance . They will be informed enough
to lessen and prevent online gaming
Chapter II
REVIEW OF RELATED LITERATURE AND STUDIES
This chapter presents the related literature and related studies of the present study in
thematic way.
Entertainment video games are very popular among young audiences. Nevertheless, despite their
potential to improve cognitive functioning, they are still studied rarely as a tool for digital game-
based learning. To better understand video gaming practices’ value in the classroom, this article
academic learning. Our literature search yielded 49 relevant intervention studies published
between 2005 and 2019 that integrated entertainment video games into academic curricula from
preschool to college. Our review revealed that entertainment video games can be an effective
educational tool and are beneficial in almost all academic disciplines, particularly in foreign
language and science. However, research on entertainment video gaming’s effects on academic
learning is still not extensive enough and remains mostly qualitative. Future studies need to
provide a quantitative approach to complete and confirm already-existing literature, particularly
in the environmental and social sciences, physical education, and programming. Given
entertainment video games’ popularity and benefits on cognition and learning, it seems essential
to investigate their practical value further in the education sector and to determine the
Knowledge Acquisition
Cognitive outcomes refer “to the knowledge structures relevant to perceiving games as
al., 2016, p. 10). Tasks framed as games and simulations are deployed to develop a diverse range
of cognitive skills, such as deep learning (Vos & Brennan, 2010; Young et al., 2012; Erhel &
Jamet, 2013; Crocco et al., 2016), critical thinking and scientific reasoning (Beckem &
abilities (Adams et al., 2016), and problem solving (Liu, 2011; Lancaster, 2014). The effect of
games and simulations on learning remains a controversial issue amongst researchers in the field,
as it will be further confirmed in this article. Some reviewed studies indicate improved learning,
while others show no positive effect on knowledge and skill acquisition compared to traditional
learning methods. The value of simulations can be examined from the perspective of content
change as discussed in Kovalic and Kuo’s study (2012). Simulations are directly linked to the
course content and students are given the opportunity to apply and better understand theoretical
with different strategies, adopt different roles, and take charge of their own decisions by
assuming responsibility. The latter issue is discussed at length by Liu et al. (2011), who find that,
when solving problems, students are more likely to learn via playing a game than via a
traditional learning experience. Serious gaming, especially given the context of enthusiastic
students, has proved to be an effective training method in domains such as medical education, for
example, in clinical decision-making and patient interaction (de Wit-Zuurendonk & Oei, 2011).
Similarly, Kleinheskel (2014) illustrates the importance of designing self-reflective activities for
nursing students, and aligning such design with cognitive outcomes. When students self-reflect
on simulated clinical experiences, they add to their existing knowledge, and apply new
compare a computer-based simulation with a lecture to examine the meaningful learning students
may achieve via the two teaching methods. They conclude that students who participate in the
computer simulation are more likely to report meaningful learning outcomes than those taking
the lecture, due to the strong presence of reflection-based activities and metacognitive themes.
Similar results are present in Chen, (2015), survey in which both solitary players and
significantly improve judging by their pre- and post-test assessments, which indicates that the
gaming experience affects their overall performance, and, most likely, promotes conceptual
enhance participant performance (Wang & Chen, 2010; Gold, 2016). This finding is supported
by von Wangenheim, (2012), who analyse the cognitive dimension of an educational game
transferring knowledge to an actual situation at the workplace. The results comply with those of
Riemer and Schrader (2015), where the application of comprehension and transfer of knowledge
are best achieved using simulations. Furthermore, the impact of game-based learning on learning
performance has been observed by numerous researchers across diverse subjects, as reported
above (Zacharia & Olympiou, 2011; Rutten et al., 2012; Beckem & Watkins, 2012; Boeker et
al., 2013; Shin et al., 2015; Hou, 2015; Chen et al., 2015; Tao et al., 2015). For instance, Divjak
and Tomić (2011) provide evidence that computer games impact mathematical learning,
revealing the positive effect of games on student learning outcomes. Reviews by Young et al.
(2012) confirm the effectiveness of using videogames on History, Languages, and Physical
Education. The analysis of four experimental virtual conditions in pre- and post-test assessments
structure is more effective than traditional instruction modules, as described in White, (2010),
research resulting in students preferring to work with visualized simulations. Simulation games
also positively affect clinical practice situations. “The Ward”, a simulation game in Stanley and
Latimer’s (2011) research proves to be an enjoyable and valuable learning tool in addressing
clinical skill practice, nursing practice knowledge, critical thinking and decision-making. Vos
and Brennan (2010) highlight the effectiveness of marketing simulation games, where students
as other valuable knowledge and skills, a finding consistent with Tiwari et al. (2014) survey.
Swanson et al. (2011) created a rubric to measure the effectiveness of teaching strategies in
nursing education. The experimental post-test assessment survey aims to evaluate the effects of
three teaching strategies on the outcome of performance and retention of intervention activities,
significantly higher retention scores compared to the first assessment, indicating that high scores
in the improved rubric are related to the interactivity of the simulation scenario. Nevertheless, it
should not be taken for granted that students consistently prefer virtual learning settings to more
perceptions show varying results. For example, simulations are shown to support the
comprehension and application of knowledge, albeit less effectively than quizzes and adventures
(Riemer & Schrader, 2015). In Fu et al. (2016) review, despite GBL providing a motivating and
enjoyable experience, there is a lack of strong evidence to show that games lead to effective
learning outcomes. In some cases, there is inconsistency in student views regarding the
integration of online games as a positive learning method (Bolliger, 2015). Similar views are
supported by some researchers, who acknowledge students’ and educators’ hesitation towards
virtual simulations and serious games, but they insist on the inclusion of games into course
Instructors’ Engagement
However, simulations not only exhibit positive effects in the learning experience of the student,
but, also, do so for instructors, as well, in the context of teaching experience. For academics,
simulations raise the level of performance, encouraging students to be more alert and attentive
during class activities (Navidad, 2013), and thus to achieve better learning outcomes. In this
student interest in interacting with the simulation as well as with their peers. Felicia (2011)
denotes that instructors agree with students in acknowledging the educational benefits of video
instructors emphasize the importance of clearly expressed learning goals to guide students when
Even setting aside the potential learning benefits derived from participation in GBL, a stronger
connection between games and curricula remains to be forged, as well as the application of more
(Pløhn, 2013). Following such reasoning, as indicated in the literature, faculty plays a key role in
achieving learning goals via the use of games and simulations. The instructor role correlates with
the demand for abstract learning concepts. In their meta-analysis, Wouters and Van Oostendorp
(2013) show how instructors, acting in a facilitating and supporting role, can foster learning,
particularly in selecting and discussing new information and where higher order skills are
involved in the learning outcomes. Similarly, instructors can monitor student behaviour and
evaluate not only the capabilities, but also the attitudes of tomorrow’s higher education managers
during the decision-making process. Rutten et al. (2012) focus in their literature review on the
level of instructional support in GBL, and suggest that a pedagogical framework for the
educator’s role.
The Impact Of Video Games In The Acquisition Of English Language: The Case Of Saudi
Youths
Over the last few decades, teaching English become a phenomenon in Saudi Arabia,
especially to young learners. English is taught as a main subject in kindergarten and elementary
schools. Like any other children, Saudis accept new foreign languages easily, but they get bored
very fast if the teacher is teaching them using the old conventional methods and techniques. The
aim of this paper is to prove that games are effective tools when devised to explain vocabularies
and they make it easier to remember their meanings. This paper deals with a literature review of
teaching English vocabulary to young learners using games. Then it discusses the importance of
using games in teaching vocabulary and in what way using them is helpful. After that it
investigates the practical implications of using games to teach vocabulary that includes the
implementation of vocabulary games and some examples of games that could be used to teach
vocabulary to children. And finally it examines challenges teachers face when teaching
Social Skills/Teamwork
Simulation games are often seen as powerful tools in promoting teamwork and team
(Hanning, 2012), social and emotional skills (Ahmad et al., 2013), and other soft skills, including
which are acquired through a reality-based scenarios with action-oriented activities (Geithner &
capacities, such as management abilities and team working to enable the success of future
comparatively higher learning gains against traditional teaching through collaborative laboratory
activities (Shieh, 2010), by facilitating students to carry out more active learning and improving
(Elias, 2014). The findings of Hummel et al. (2011) reveal that serious online games improve the
quality of learning when it comes to problem-based situations in the workplace by using active
collaboration. For this reason, faculty members are urged to create learning environments to
support active participation by students in the educational process. Moreover, according to the
engage higher education students in the process of formulating hypotheses, interpreting context,
collaborative and interactive GBL environment. In Yin et al.’s study (2013), students react
positively to participatory simulations, due to the belief that the system helps them advance their
in Cózar-Gutiérrez and Sáez-López’s study (2016), while stating that video games are non-
that facilitates increased activity and student engagement. Teamwork, however, seems to be a
controversial issue in Costa, (2014) which evaluates improvement of knowledge sharing. Some
learners consider teamwork as a means to facilitate decision making in a game, while others
express dissatisfaction due to their peers, be it the latter’s reluctance to take on responsibility or
poor negotiation capabilities. Research by Bolliger et al. (2015) similarly indicates that some
learners remain hesitant, as they feel the use of games may actually decrease opportunities for
communication with peers and instructors. Merchant et al. (2014) conclude that student
attracts millions of foreign language (FL) learners worldwide. While empirical studies have
demonstrated that digital game-based interactions offer valuable opportunities for FL practice
and learning (e.g., Sundqvist & Wikström, 2015), little is known about the specific dynamics of
FL use that facilitate FL learning. The present exploratory case study examined three Arabic
learners’ game-based FL use when playing the Arabic simulation-management video game
Baalty. The study was framed by an ecological approach to FL learning, and data were collected
through gaming journals, interviews, observations, and think-aloud protocol. Findings revealed
that a number of specific dynamics including engagement, active FL use, and embodied meaning
motivated, promoted, and scaffolded FL practice in the course of gameplay. Pedagogical and
FORIEGN STUDIES
Perceptual Skills
Other studies confirm the power of games and simulations in developing cognition
abilities, especially in the instances of virtual simulations enhancing complex cognitive skills
order thinking (Crocco et al., 2016). These are meta-cognitive skills, regarded as essential
elements of in-depth learning. The incorporation of game mechanisms into simulations is widely
scenarios urge students towards problem-solving and, reflection, thus achieving metacognitive
outcomes (Hou & Li, 2014; Hou, 2015). Kikot, (2013) concur with the above researchers, stating
that students perceive simulation-based learning (SBL) environments positively when asked to
achieve dynamic learning outcomes, including thinking, interpreting, and associative skills.
Silvia (2012) also references cognitive and metacognitive outcomes derived from a multi-role
simulation. The simulation helps students apply the concepts they learn in class by connecting
the theoretical issues with real-world situations, thus developing their analytical skills, and
through comparing different viewpoints, which leads to enhanced critical thinking. Students use
the interactive nature of simulations to develop arguments, make judgements and evaluate
perform better in analytical work, such as monitoring, planning and assessment rather than in
action-based work. Wouters et al. (2013), on the other hand, find serious games to be more
effective in terms of learning and retention. Learners can also actively participate in a web-based
simulation to facilitate immersion and reflection, leading to deeper understanding of the content
(Helle et al., 2011). A simulation framework can facilitate learning in terms of flow experience
and learning strategies. Indeed, in a study conducted by Li, Cheng, and Liu (2013), the
framework helps students lacking background knowledge to balance challenge and skill
perceptions, while for students with average to advanced levels of knowledge, it facilitates the
learning experience by either reducing the challenge perception or promoting the skill
perception. Along the same lines, Pasin and Giroux (2011), analyse the mistakes students make
in simulations using an empirical prototype. Results show that, although simple decision-making
skills are easily acquired through conventional teaching methods, simulation games are useful
tools for mastering managerial skills, such as complex and dynamic decision-making. Lin and Tu
(2012) also confirm that simulations enable students to train themselves in decision-making.
Genre/familiarity issues
Students achieving high scores respond more positively to online games compared to low
achieving students. Regarding genre perceptions, male students express more enthusiasm
towards digital gaming than female students, or at least spend more time playing computer
games compared to girls (Hainey et al., 2011). This may be due to the fact that boys tend to be
more familiar with computers and web-based technologies. Girls may choose to avoid digital
game-based learning methods, due to their negative preconceptions about gaming, preventing
them from harnessing the positive aspects of online gaming (Chen et al., 2010). These studies
However, research by Riemer and Schrader (2015) concluded that female students reported a
more positive attitude and perception of affective quality compared to the male students. Also,
high assessment scores in web-based games depend on the professional experience of the
players. Unexpectedly, in Dzeng et al.’s experimental survey (2014), despite the high test scores
achieved in both web-based and paper-based games, students without work experience achieve
the highest post-test scores, probably because they are more familiar with using technological
tools. The experiments in Erhel and Jamet’s study (2013) indicate that serious games promote
learning and motivation, provided they include features that prompt learners to actively process
the educational content. To sum up, games and simulations lead to improved affective outcomes
for university students such as attitudes, motivation, emotional involvement, self-efficacy and
satisfaction. A growing body of literature supports the positive attitude shown by students
towards games and simulations, as they consider them essential instructional tools that provide
studies have reported adverse effects of playing video games, including auditory
hallucinations, enuresis, encopresis, wrist pain, neck pain, elbow pain, tenosynovitis, hand-arm
vibration syndrome, repetitive strain injuries, peripheral neuropathy, and obesity. Some of these
adverse effects seem to be rare and many resolve when the patients no longer play the games.
Furthermore, case reports and case series cannot provide firm evidence of cause and effect or
rule out other confounding factors. On balance, given that video game playing is highly prevalent
among children and adolescents in industrialised countries, there is little evidence that moderate
frequency of play has serious acute adverse effects from moderate play. Adverse effects, when
they occur, tend to be relatively minor and temporary, resolving spontaneously with decreased
frequency of play. More evidence is needed on excessive play and on defining what constitutes
excess in the first place. There should also be long term studies of the course of video game
addiction.
Simulations
Simulations create a scenario-based environment, where students interact to apply
previous knowledge and practical skills to real-world problems, also allowing teachers to reach
prioritising and stress management (Flanagan, 2004). The practical scenario may be carried out
sharing.With the explosion of Web 2.0 technology, increased opportunities to engage with
information access, shared ideas, knowledge exchange, and content production (McLoughlin &
Lee, 2008). Digital simulations, which engage students in the interactive, authentic, and self-
driven acquisition of knowledge, are being adopted in higher education. Connolly and Stansfield
(2006) define game-based e-learning as a digital approach which delivers, supports, and
enhances teaching, learning, assessment, and evaluation. Game-based e-learning is differentiated
from GBL, which tends to cover both computer and non-computer games.Delivery platforms are
an essential aspect for game designers when creating and distributing games and simulations
(e.g. computer, video, online, mobile, 3D, etc.). Designers must pay attention to characteristics
such as the technical challenges, modules and techniques associated with the game design, the
players involved in gaming, and the teaching modes (e.g. single, multi-player, collaborative,
synchronous, etc.). This study examines the diverse curricular areas and learning objectives each
effectiveness of all types of games and simulations in learning outcomes. Many papers are
analysed and summarised as follows, providing useful guidance for this study. Through their
systematic review, Tsekleves et al. (2014) provide insight into the barriers and benefits of using
serious games in education. (Regarding benefits, the authors catalogue: achievement and
rewards, interactivity and feedback, motivation and competition, playfulness and problem-based
learning, collaborative learning, progression and repetition, as well as realism and immersion.
Finally, they propose some guidelines to help stakeholders better implement serious games in
education. Similarly, Bellotti, (2013) suggest useful guidelines for the performance assessment
of serious games. Following user performance assessments, they offer an overview on the
effectiveness of serious games in relation to learning outcomes. Results reveal the effectiveness
of serious games in motivating and achieving learning goals, the importance of providing
appropriate user feedback, while emphasizing that new types of games are best deployed through
proper instructor guidance. Moreover, they stress aspects they consider important, such as
performance assessment with a view to fostering adaptivity, as well as personalisation, and
meeting needs on an individual basis (e.g. learning styles, information provision rates, feedback,
etc.). The instructor’s role is also outlined by Lameras et al. (2016) who provide conceptual and
empirical evidence on the manner in which learning attributes and game mechanics should be
designed and incorporated by faculty, specifically with a view to fully integrate these into lesson
plans and the learning process as a whole. Games allow practitioners to quickly come to grips
with the way in which learning activities, outcomes, feedback and roles may vary, as well as to
enhance the in-game learning experience. Similarly, the systematic review of 64 articles by de
Smale, (2015) concludes that there is a positive or neutral relationship between the use of
simulations and games and learning achievement. The researchers arrive at three recurring
conditions for the successful use of simulations and games: the specificity of the game, its
integration in the course, and the role of a guiding instructor, which are all conditions in line with
Bellotti et al. (2013)‘s results. Young et al. (2012) choose 39 articles that meet the inclusion
criteria related to video games and academic achievement, concentrating on the use of traditional
games versus video games for educational purposes. The studies are categorised by subject,
namely History, Mathematics, Physical Education, Science, and Languages. Results indicate that
there exists limited evidence of the benefits of including education games in the traditional
classroom environments, a finding which is contrary to the aforementioned studies. Smetana and
Bell (2012) examine computer simulations to support instruction and learning in Science. In their
comparative study between computer games and traditional games, they conclude that computer
games can be as effective, if not more so, than traditional games in promoting knowledge,
developing procedural skills and facilitating conceptual change. To integrate them properly as
structures, student participation, as well the promotion of cognitive and metacognitive skills.
This finding contradicts the study carried out by Girard, (2013). This study treats video games as
serious games but considers their effectiveness as a controversial issue, finding that only few
games result in improved learning, while others have no positive effect on knowledge and skills
acquisition, when compared to more traditional methods of teaching. In contrast, in their meta-
analysis, Clark et al. (2015) systematically review articles to study the detailed effects of digital
games on learning outcomes, concluding that games are important in supporting productive
learning and highlighting the significant role of gaming design beyond its medium. Prior to this
review, but running along the same lines, Backlund and Hendrix (2013), in their meta-analysis
reported positive outcomes in learning when using serious games in the educational process.
whether serious games are more effective and more motivating than conventional instructional
methods. They found higher effectiveness in terms of learning and retention, but less motivation
compared to traditional instructional methods. Indeed, serious games tend to be more effective if
regarded as a supplement to other instructional methods, and involve students in groups and
multiple training sessions. These findings are compatible with those in the survey conducted by
Rutten, (2012), which focuses on implementing games as laboratory activities, concluding that
the curriculum. Nevertheless, they stress that the acquisition of laboratory skills cannot be
wholly conducted via simulations. However, in areas where simulations have been widely
accepted as a training tool, simulations can play a significant role in making lab activities more
effective when offered as pre-lab training. Fu, (2016), through a systematic literature review,
identify the multi-dimensional positive impact of serious games in business education, with the
most frequent outcomes being knowledge acquisition and content understanding. The study also
confirms that GBL and serious games can influence player engagement, perpetual and cognitive
skills and social or soft skills. The affective and motivational outcomes are examined in
entertainment games, games for learning and serious games, which reflects the trend of using
(e.g., standardised test scores) are the most commonly investigated, while the second most
behavioural measures (e.g., task behaviour). Merchant, (2014), via a meta-analysis, compare the
effectiveness of games, simulations and virtual worlds in improving learning outcomes. Findings
indicate that playing games individually enhance student performance more than playing
difference between the effects of individual and cooperative instructional modules regarding
simulations. Student learning outcomes deteriorate after repeated measures, since after spending
a certain amount of time playing games, the learning outcome gains start to diminish. On the
contrary, Shin, (2015), through meta-analysis, aim to identify the effects of patient simulation in
nursing education. They find significant post-intervention improvements in various domains for
participants who receive simulation education compared to the control groups, thus leading to the
conclusion that simulations are more effective than traditional learning methods, enhancing the
player’s psychomotor, affective, and cognitive skills. In their work, simulations provide students
with authentic clinical situations, allowing them to practice and experience in realistic and safe
games and offer a review of 129 papers on computer games and serious games, explicitly
targeting cognitive, behavioural, affective and motivational impacts, as well as engagement. The
most frequent outcomes are knowledge acquisition and content understanding, as well as
affective and motivational outcomes. Gegenfurtner, (2014) in their meta-analysis of the cognitive
domain, examine how design elements in simulation-based settings affect self-efficacy and
transfer of learning. They conclude that gathering feedback post-training, as opposed to during
the process, results in higher estimates of self-efficacy and transfer of learning. Researchers also
look at games and simulations from a theoretical perspective. Li and Tsai (2013), examine the
theoretical background and models employed in the study of games and simulations. They focus
perspective. Results indicate that although cognitivism and constructivism are the major
the socio-cultural perspective are the emerging theoretical paradigms drawing increasing
attention in this field. This literature review indicates an increasing recognition of the
effectiveness of digital games in promoting scientific knowledge and concept learning, while
giving lesser importance to facilitation of problem-solving skills, exploring outcomes from the
viewpoint of scientific processes, affect, engagement and socio-contextual learning. This view is
echoed by other researchers, such as Warren, (2016), who systematically review and demonstrate
the effectiveness of simulation games on satisfaction, knowledge, attitudes, skills and learning
learning with traditional lectures, they find an increase in student knowledge and confidence
when using simulation games. Peterson (2010) also performs a meta-analysis, examining the use
of computerised games and simulations in language education from a psycholinguistic and socio-
cultural viewpoint. Results show valuable opportunities for effective language learning,
confirming that games are beneficial in helping students learn another language. Sitzmann
(2011), using interactive cognitive complexity theory, offers a comparative review on the
instructional effectiveness of computer simulations. To perform the review, she examines three
affective outcomes (motivation, effort, and self-efficacy), one behavioural (effort), two cognitive
(declarative knowledge and retention), and two skill-based learning outcomes (procedural
demonstrate higher self-efficacy and procedural knowledge. Furthermore, she highlights the
game use within an instructional programme, high level of learner activity, no gaming time limit,
and adopting the simulation game as a supplement to other methods, which is inconsistent with
Wouters et al.’s survey (2013). Hsu et al. (2012) provide a cross-analysed content analysis
agreeing with the previous researchers that topics such as “Motivation, Perceptions and
Attitudes” are of utmost importance. In a recent review of business literature, Carenys and Moya
(2016) discuss the impact of digital game-based learning (DGBL) on students. They examine
DGBL both from a theoretical point of view and on a practical basis through three stages: a) the
evaluation of digital games in the preparatory stage, b) specifying which research has been
deemed appropriate for DGBL deployment, and c) the learning outcomes (cognitive,
behavioural, affective, and multi-dimensional) that can be attained through digital games. This
study moved current research forward in understanding the effectiveness of digital games and
advanced the use of digital games in the classroom. A variety of meta-analyses and systematic
reviews have examined the implementation of games and simulations in the learning process,
either as a main course element or as a supplement to conventional lectures, illustrating the ever
in past reviews are digital and computerized games (Sitzmann, 2011; Young et al., 2012;
Smetana & Bell, 2012; Girard et al., 2013; Merchant et al., 2014; Clark et al., 2015; Carenys &
Moya, 2016; Warren et al., 2016). The technological revolution and the invasion of Internet in
Higher Education urge students to build digital and collaborative skills for the twenty-first
century through gaming. Also, the emergence of a participatory culture in education spurs
researchers to get involved with digital games and simulations. Other games mentioned are
serious games and their impact on the learning process (Connolly et al., 2012; Bellotti et
al., 2016). The researchers refer to serious games since they are basically considered as games
with educational orientation and not with just entertaining ones. Another important element we
have identified is whether games should be fully or partially integrated into the learning process.
Most of the researchers agree that games should be treated mainly as supplementary elements
and instructors’ support. In other cases, the integration of games in the curriculum could either
teaching methods (Rutten et al., 2012). Moreover, games could even be fully integrated for
achieving better learning outcomes (Lameras et al., 2016) because games add diversity in
contribution and the way they design and incorporate games in their teaching. This means that
instructors should be equipped with knowledge and experience, and be aware of providing
guidance to students as regards the proper way of playing games. The beneficial contribution of
regarding cognitive outcomes. Results indicate that games can be as effective as traditional
learning modes, revealing their effectiveness in promoting knowledge acquisition (Smetana &
al., 2016). Additionally, students achieve their learning goals through playfulness and problem-
based learning (Tsekleves et al., 2014), thus leading to self-efficacy and transfer of learning
(Gegenfurtner et al., 2014). Another substantial impact emerged is the effectiveness of games not
only in the cognitive domain but also in the affective and behavioural domains (Ritzhaupt et
al., 2014; Shin et al., 2015; Tsekleves et al., 2014; Fu et al., 2016; Carenys & Moya, 2016). The
behavioural outcomes, few reviews have been conducted, showing that games offer a plethora of
opportunities for collaborative learning, enhance interactivity and feedback among players, and
develop social and soft skills as well. Some other studies contradict these findings, in a way that
they do not reveal positive effects of games (Young et al., 2012; Girard et al., 2013; Merchant et
al., 2014), or reveal a rather neutral effect (de Smale et al., 2015). In these reviews, games and
simulations appear to have some or no positive effects on knowledge and skills acquisition when
leads to a coding scheme, including a main category, three sub-categories and several associated
topics related to the main categories. The researchers unanimously agree upon the coding that
emerged from the analysis of the reviewed papers. To ensure inter-rater reliability (p) with
respect to the quality of article coding procedures, a small random sample (n = 20) of the
selected articles is coded in duplicate. The calculated reliability exceeds 93%, which is a high
quality of agreement across coding categories. Furthermore, a review of mixed-methodology
elements in terms of methodological triangulation. The researchers examined the studies from
varying viewpoints. Firstly, they analysed the data set characteristics, such as the continent on
which the studies are conducted, the subject discipline, the methodological research design, the
types of games and simulations identified, and the time period in which the majority of the
studies took place. The emphasis is on the analysis, measures, and design of the quantitative
qualitative methods used in the reviewed surveys. To sum up, the review studies are selected
through a systematic process with pre-arranged criteria. There is no intended bias applied to the
selected studies, and although the majority of studies come from Europe, this is simply the result
Educational Games
A second group of literature reports on games used as a teaching tool within formal
curricula targeting students undergoing formal education. Among the first, and perhaps best-
known example of serious games used for natural resource management curricula in the 1970s is
the Fish Banks game, which was used to educate players about dilemmas arising through the
joint management of open access resources. Using games as a teaching tool is a well-discussed
topic, and as a teaching method serious games are generally preferred by students over more
traditional lectures. These games put students into a more active role, allowing learning by doing
and ownership of their role in ways that lectures do not.Given the complexity of contemporary
issues in resource management and environmental governance, which require the integration of
multiple disciplinary knowledge, as well as good understanding of social and political processes,
using games integrating scientific information with information about contemporary policy
processes seems to hold promise for education.Games are assumed to support a deeper
review of serious games on climate change, find that besides educational outcomes, often these
games also lead to improved awareness. Flood et al. comment that, during game-play, students’
work with data and descriptions/simulations of real-world policy processes helps them in their
learning processes, but also allows them to have a close-to-real-world experience. Chen and
Martin discuss the potential of role-playing as an educational tool for transformative learning.
They anchor their assumptions in the way players engage with each other, and experience
different situations during game-play. They use the Climate Change Policy course (for
reported by Paschall and Wüstenhagen to provide an example of how such a (two-day intensive
facts, Chen and Martin see value in participants having to choose a role to play (i.e., they need to
take a stand/adopt a perspective), and then play and advocate for it. This, they assume, requires
higher order thinking, reflection, and examination of both internal and external influences on
environmental attitude and behavior. Also, some literature, albeit much less, reports on serious
games for training and education of stakeholders, farmers, and other practitioners. For instance,
Pruksakorn et al. report on using a role-playing game named “Soil analysis and appropriate
fertilizer use game” (SAAFU) designed for farmers with a low formal education to learn about
soil analysis before planting, and, by extension, to improve the appropriate chemical fertilizer
usage. Ferrero et al. report on using a serious game for water professionals to complement
existing training materials for them to better understand the problem at hand, to explore with
strategic decisions financial investments, and to see how stakeholder collaboration impacts water
supply safety management. Complementing this report, Erisman et al. report on a game named
NitroGenious, developed and used to improve understanding among policy makers about the
nitrogen pollution problems in a selected area in The Netherlands. However, we note that
literature reporting on games used for training of practitioners, and other stakeholders, is less
frequent compared to literature on games used for the teaching of students undergoing education.
This could be linked to differences of context within which these two groups are located, and to
differences of opportunities educators have to assess and reply of the needs learners have.
Teachers/educators have daily contact and a good overview of student performance in class. That
knowledge might allow them to better grasp what needs students have and search /choose among
alternative pedagogical methods/tools. While the extensions agents, and related agencies, know
well what information and content should be delivered on a subject matter, they might not have
more heterogeneous group (e.g., age, education, interests) compared to students. These are,
however, tentative assumptions given that, to the best of our knowledge, no overview of used
serious games for training practitioners / stakeholders is available. In contrast, literature reporting
on serious games used as part of formal education on natural resource and environmental
governance is thoroughly reviewed. These reviews, however, find that studies often fail to
establish links between the learning theory used to inform game development, expectations in
terms of outcomes, and frameworks used to establish the game effectively and deliver learning
outcomes. Much of the literature on educational games seems to agree that the core objective of
these games is to educate, train and help students acquire knowledge. However, these aspects
often go unreported. For instance, Chen and Martin discuss the potential of role-playing games,
and in so doing use as an example the game developed by Paschall and Wüstenhagen which
conceptualizing it as a tool for transformative learning. The discussion by Chen and Martin is
relevant and points to several aspects of interest pertaining to game-play. However, that they
remain silent on the hypothesis and objectives, in terms of transformative change, as applied by
those who developed the game. Albeit, of interest is insight and suggestions they offer on how
different aspects of game-play (e.g., discussion, confrontation with opponents, etc.) provide
space for participants’ transformative learning and the resulting outcomes. Mezirow assumed
that transformative learning results in lasting change processes, yet Chen and Martin and
Paschall and Wüstenhagen report on this not being evident for the stated educational game on
climate change
Games as Interventions
A third group of literature reports on games used as an intervention under the assumption
that these contribute to change processes that go beyond the individual (often referred to by
current literature as social learning processes). Such use of games might have emerged as a
response to the limitations ascribed to participatory interventions e.g., workshops and/or focus
groups, that some research critiques do not fit well in all local contexts. Serious games are
described by some as participatory tools able to engage people (e.g., problem owners) in debate
and activity that can accommodate their needs and create certain opportunities in different ways.
For instance, Flood et al., while focusing on climate change, propose serious games as tools that
can trigger learning about the subject at hand, and assume this could give way to change of
practices and behaviors. Interestingly, several other papers assume games to have potential in
terms of social learning and to bring about transformative change. This literature advances
specific assumptions, as summarized below, about what a serious game can do, and what its
outcomes can be, which contrasts within the literature outlined above describing educational
games, or games for research. First, educational games are broader in scope and often are about a
general issue, at a larger geographical and/or administrative scale, e.g., climate change, and over-
fishing. However, games meant to perform as interventions often target a rather narrowly
identified issue in natural resource and environmental governance, and this much often at a local
scale. Serious games meant to perform as interventions often integrate contextual features and
have finer levels of detail, to ensure that local stakeholders, or problem owners, get motivated
and engaged in game-play and become part of the change processes the research team envisaged.
The second difference is notable in the assumptions and expectations about what a game-play
can trigger. Educational games, while targeting individual “learners” seek to inform, deliver
information, and share knowledge on a subject, whereas research games seek to gather or
validate data. In contrast, games used as interventions place the attention on elements/aspects
regarded (also from a theoretical view point) to have an important role in fostering the
transformative change of interest that goes beyond the individual player. Players are then often
understood and described in their role of “stakeholders” rather than “learners” (e.g., educational
games), or “testers” or “data points” (e.g., research games). Souchère et al. Reported a role-
playing game created with groups of local stakeholders, meant to facilitate negotiations on the
future management of erosive runoff in the Pays de Caux (France). In this, the objective was to
create opportunities for co-operation between stakeholders, and this was done based on
theoretically grounded assumptions about participatory and collaborative activities. Souchère et
al. Defined the game as a tool for mediation and collective thinking that allowed players to see
the collective consequences of their individual decisions, and to share knowledge, ideas and their
vision of the problem, in order to test different strategies. Rebolledo-Mendez et al. reported on
research in which they sought to explore the effectiveness of serious games in improving the
awareness on flooding among the general public in the UK; they considered the game as a tool
helping participants acquire information and a better understanding of the system. Third, when
serious games are used as interventions, substantial effort is also put into integrating updated
scientific data, contextual features, and local circumstances which together can best simulate the
current state of affairs. This is often done with the ambition to recreate near-real-world
circumstances for the game-play to be a meaningful activity to the problem owners. The
recreation of a near-real, meaningful experience is assumed to help players to maintain high
motivation, complete the activity, and be influenced by the experience to which they were
exposed. However, for games used as interventions with the intention of pursuing and/or
fostering change processes, a question that emerges is to what extent such assumptions are
validated in practice. The latter question, however, is poorly understood and underreported. With
very few exceptions, only few studies provide robust evidence of game-play-induced change.
Future research should try to bridge that gap and include methods that assess the effectiveness of
serious games when used as interventions. Assessments need to go beyond verifying whether the
game is an accurate representation of the reality it represents, and beyond reports of a player’s
subjective experience. Rather, assessments need to explore and test the assumptions made about
whether, how, and when the serious game has delivered on the expected outcomes, i.e., change
processes and actions. For instance, the assessment of the FloodSim serious game offers useful
input here. Rebolledo-Mendez et al. note that FloodSim was designed with a stated aim to raise
awareness about flooding policy, however, their assessment shows that most players who were
interviewed gained only a superficial level of awareness, and not of the kind that would allow
them to engage with and understand the policy debate on flood and government expenditure.
They conclude for FloodSim that game design and development should have been more
interdisciplinary and should have better integrated well-established frameworks and knowledge
about the human behavior that is assumed to change. Establishing a conceptual and
methodological link between the expected outcomes with the different traits of game-play [8]
early in the process is a recommendation from which future projects, interested to use serious
games as intervention, could benefit. To conclude this section we want to clarify that we do not
suggest the above being a rigid categorization, and/or mutually exclusive, of game use in the
governance of natural resources and the environment. Rather we suggest the typology, and
corresponding descriptions, as a support to those needing to plan and deliver games in a local
context. Attention to purpose and expected outcomes may guide researchers and practitioners
over choices of game development, test, use, and evaluation—inclusive of theoretical and
analytical frameworks. In the next chapter, we report and reflect on the work done by our team
on developing a serious game meant to perform as a learning-based intervention. In building on
this experience, in Section 4 we then consider social learning research and practice and suggest a
“Development and evaluation framework for serious games used as learning-based
interventions”.
When a project aims to develop and use a game in the field, certain questions need to be
addressed. For instance, what is the minimum number of rounds and how to acquaint the players
with the rules and to engage them in learning, respectively. The timespan for concentration and
availability to complete the gameplay is to be considered. In our case, the numbers of rounds was
related to the number of playing rounds/cycles needed before an effect could be observed on the
results (bank account) and of the new technologies, to all hazards cards had been turned, and
players felt to have had a fair chance to obtain one good dice score. The total time available to
farmers was limited to a morning or afternoon since we wanted them to play at least two
sessions. For the ALEGAMS game, we saw the need for a first session to make farmers
acquainted with all the rules and a second to have them play independently of the moderator.
Research Design
This research will use a xxxxxxxxxx research design. xxxxxxxxxxxxxxxxxxxxxxxxx
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Research Environment
The study will be conducted in … xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
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Research Participants
The participants of the study will be the ... xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
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Research Instruments
In order to gather the needed data, this study will use researcher questionnaire …
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Data Gathering Procedure
The researchers will undergo three phases of data gathering procedures namely,
preliminaries, actual data collection, and data management.
Preliminaries. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
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xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx…
Actual Data Collection. Research survey will be personally conducted, facilitated and
collected by the researchers…xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx..
Data Management. The data that will be collected will be kept inside the envelope…
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx.
Statistical Treatment
To facilitate the statistical treatment of the data, some statistical tool will be used by the
researchers.
Frequency. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx…
Percentage. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx...
Mean. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
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Ethical Considerations
This section presents the ethical issues that will be considered to ensure the participants’
dignity and protection before, during and after the conduct of the study. The researchers will
observe the following ethical issues and sustain it.
Autonomy. The researcher’s will asked the participants in a formal way to participate in
the study and to inform them the purpose of the study. They will be assured that they could
withdraw at any time and that their decision is respected. They will be given enough time to
answer the survey questionnaire.
Beneficence. The rights of the participants of the study will be conscientiously observed.
They will be informed of the expected results of the study, its usefulness andits benefits to them
prior to the giving of the consent.
Justice.The researchers will observe fairness by providing the same attention and
concerns to all participants, such as giving them the same approach and instructions regarding
the questionnaire for clarity and better understanding of the given questions to avoid
misinterpretations. The respondents will be given enough time to answer the questions.
Privacy and Confidentiality. The researchers will inform the participants that their
personal information would be kept private and that any information they provided would be
confidential. Moreover, the researchers only provide the essential information that is needed in
the conduct of the study. All personal information that will be obtained by the researcher’s
refrain from identifying the respondents, and without their permission, the information will not
be disclosed to others aside from the research team. The researchers will also keep the collected
information using codes to ensure the confidentiality of the respondent’s identity. The answered
questions survey instruments will be shredded and burned after the data will be collected,
collated, and checked.
Non-Maleficence. During the conduct of the study, the researchers will not employ any
harm to the participants. The participants will also be ensured that their work status would not
be influenced by their involvement in the study, no matter what the result is.
Veracity. The researchers will assure the absence of deception and the principle of truth
in the study will be manifested. All participants will be adequately informed about the study, and
all information will be presented to them clearly and honestly, including the research’s objectives
and benefits.
This chapter portrays the presentation, analysis and interpretation of data of the present
study that are reinforced with tables and/ or figures and arranged in the same order as they were
Note:
1. Present the Statement of the Problem in proper sequence- Problem 1, Problem 2, Problem 3… 2.
4. Discuss concisely and comprehensively all what it indicates inthe Table or Figure
______________________________________________________________________________
______________________________________________________________________________
______________________________________________________________________________
______________________________________________________________________________
______________________________________________________________________________
______________________________________________________________________________
______________________________________________________________________________
______________________________________________________ .
Table 1.
(Title of Table 1)
Problem 2. _________________________________________________________________.
.
.
Chapter IV
This chapter presents the summary of findings, conclusions, and recommendations of the
study.
(Note: Your presentation is based on the sequence of the Statement of the Problem. Enumerate it.)
Summary of Findings
Based on the analysis of data of the study, summary of findings were drawn:
1. Write your 1st Summary of Findings based on your Statement of the Problem No. 1.
2. Write your 2ndSummary of Findings based on your Statement of the Problem No. 2.
3. Write your 3rdSummary of Findings based on your Statement of the Problem No. 3.
4. …
5. …
Conclusions
Based on the summary of findings of the study conclusions were sought:
4. …
5. …
Recommendations
On the basis of the summary of findings and conclusions, the following recommendations
6. …
7. …
8. …
REFERENCES
Asiri, A. M. (2019). Teaching Methods with High Tech Learning in Teacher Centered such as
Flipped classrooms and Student Centered such as Debate Theory. Abba Education College,
Abba Saudi Arabia
Bradburn, N. M., & Manson, W. M. (2020). The Effect of Question Order on Response.
Journal of Marketing Research 1 (4), 57 – 61.
Chomsky, 2018; Nalupa & Nalupa, 2020; Mondragon, 2020; Lopez, 2021; & Tan, 2021.
Qualitative Research and Evaluation Methods. Thousand Oaks Sage Publications
APPENDICES
Appendix A
September 3, 2022
Dear Sir,
A pleasant day!
We are Grade 12 students of Humanities and Social Sciences (HUMSS)and are currently
workingon our Practical Research 2 (Quantitative Research) study entitled: “ECONOMIC
BENEFITS OF HUMSS STRAND GRADE 12 STUDENTS IN ENTREPRENEURSHIP
SUBJECT.” This study aims todetermine the economic benefits thatwill be experienced and
encountered by the Grade 12 HUMSS Strand students on engaging into different business
products creations and production.
Pertinent to this, we would like to ask for your permission to allow us to conduct our
study to our fellow students as our participants here in our school. Rest assured that the data they
will provide will be used only for this study.
We hope for your favorable response on this matter. Thank you very much.
Yours respectfully,
Name of Researcher 1
Name of Researcher 2
Name of Researcher 3
Name of Researcher
4
Name of Researcher 5
Noted
HAZEL H. MONTEDERAMOS
Research Adviser
Recommending Approval:
RUTH A. CASTROMAYOR
SHS- Assistant Principal
Approved:
Letter to Participants
Dear Respondent:
Pleasant day.
We, the undersigned students of Humanities and Social Sciences (HUMSS) Strand in our
school are currently working in our Practical Research 2 (Quantitative Research) study
entitled: “ECONOMIC BENEFITS OF HUMSS STRAND GRADE 12 STUDENTS IN
ENTREPRENEURSHIP SUBJECT.” This study is centered on determining the economic
benefits that will be experienced and encountered by the Grade 12 HUMSS Strand students on
engaging into different business products creations and production.
Pertinent to this, we would like to invite you to participate in our Quantitative Research study.
Your participation will invoke a face-to-face activity of which you will be given a survey
questionnaire for you to answer by just choosing the letter of your best choice to generate
answers that will be used in our study. We will ensure the confidentiality of your personal
information at all cost. Your identity will not be revealed to public by any means. Your
participation in this study is voluntary. You may choose not to participate or withdraw your
consent to participate at any time. You will not be panelized in any way should you decide to do
so.
I have read this consent letter and have been given the opportunity to ask questions. I am
therefore, giving my consent in this research study.
Researchers,
Name of Research 1
Name of Research 1
Name of Research 1
Name of Research 1
Name of Research 1
Name of Research 1
Name of Research 1
Name of Research 1
Appendix D
Survey Questionnaire
SURVEY QUESTIONNAIRE
Name (Optional)
Grade:
Direction: Please answer the following questions by encircling the letter of your best choice.
CURRICULUM VITAE
2x2 Colored Latest Picture
with White Background
Formal Attire
PERSONAL INFORMATION
Name :
Nick- name :
Home Address :
Contact Number :
Date of Birth :
Place of Birth :
Religion :
Blood Type :
Father’s Name :
Father’s Occupation :
Mother’s Name :
Mother’s Occupation :
Language Written and Spoken:
EDUCATIONAL BACKGROUND
Elementary :
School Address :
Year Graduated :
Award/s Received :
Junior High :
School Address :
Year Graduated :
Award/s Received :
Senior High :
School Address :
Year Graduated :
Award/s Received :
Font Size : 12” All Throughout the text except on labeling the Tables
as long as readable.
Table Label : On Top of the Table, Left Side, Two Lines, Font Size 10”
Page Layout : Left Margin 1.5; Right 1”; Top 1”; Bottom 1”
Spacing and
Justification : All pages- text is double- spaced.
Text inside Table : Font size 5 to 10, single- spaced and left margin justified but
Table Headings should be centered and set to bold
Preliminaries Page Number: Use Roman Numerals (i, ii. Iii, iv, …Top Right)
Chapter 1 to Finale/ Curriculum Vitae- Use Decimal Numbers (1, 2.., Top Right)
Chapter Page (Chapter 1, 2, 3, 4 and 5) should not appear but it’s continuous
Do not use Abbreviation, spell- out the words or the acronym then parenthesis
in its first use.
Set to BOLD all the Chapter Title and Sub- headings and all Headings as well as the
terms that needs to be emphasized.
Prepared by: