Increasing The Mean Percentage Score (MPS) of Grade 9 and Grade 10 Learners of San Roque National High School Through Project 1WRS (1 Week Review System Using Interactive Games)
Increasing The Mean Percentage Score (MPS) of Grade 9 and Grade 10 Learners of San Roque National High School Through Project 1WRS (1 Week Review System Using Interactive Games)
Increasing The Mean Percentage Score (MPS) of Grade 9 and Grade 10 Learners of San Roque National High School Through Project 1WRS (1 Week Review System Using Interactive Games)
Increasing the Mean Percentage Score (MPS) of Grade 9 and Grade 10 Learners
of San Roque National High School Through Project 1WRS
(1 Week Review System Using Interactive Games)
Marwin F. Nocum*, Avegael C. Monreal
For affiliations and correspondence, see the last page.
Abstract
The main purpose of this research is to enhance the skills and retention of the learners of Grade 9 and
Grade 10 learners of San Roque National High School.The study made used of a quantitative
experimental design which focus on inferential statistical treatment to determine the effects of
Project 1WRS on the skills and retention of the learners to increase the MPS before and after the
conduct of the intervention program that was administered to the Grade 9 and Grade 10 respondents
using purposive sampling technique in order to identify the significant difference of the study.There
is a minimal improvement in the increasing of MPS of Grade 9 as presented on the first quarter mean
score of 21.33 compared to the second quarter mean score of 22.90 and third quarter mean score of
26.23 and also for the Grade 10, the first quarter mean scores of 19.13 compared to the second
quarter mean score of 21.27 and third quarter mean score of 23.90. There is a significant difference in
the MPS of grade 9 and grade 10 before and after the conduct of Project 1WRS (1 Week Review
System Using Interactive Games). This concludes that more time and effort as follow ups in needed
to greatly increase the MPS of Grade 9 and Grade 10 students. This action research provided
significant data on the effectiveness of Project 1WRS as an intervention program in increasing the
MPS of Grade 9 and grade 10 learners of SRNHS. In addition to this, the findings and implication of
the study led to continue the project to increase the MPS of the school.
Keywords: intervention program, 1 week review system using interactive games, mean percentage
score, skills and retention
curricula, teaching methods, techniques, and tools and assessment instruments. By examining the
assessment tools (Taş et al., 2016). The influence of integration of learning and assessment within game-
information and technology advancements extends not based environments, the authors highlight the unique
only to education but also to numerous other domains. advantages and challenges associated with leveraging
Consequently, educational systems, curricula, teaching games for educational purposes. The study emphasizes
methods, techniques, and evaluation tools undergo the potential of games to provide authentic learning
transformations. It is essential to create learning experiences that engage and motivate learners. Games
environments where students actively engage, assume can offer dynamic and interactive environments that
responsibility for their learning, apply their knowledge foster critical thinking, problem-solving, and
in real-life situations, collaborate with peers, express collaboration skills. Additionally, games allow for
their ideas freely, contribute to their personal growth, personalized learning experiences, enabling learners to
and enhance their academic achievements. To achieve receive immediate feedback and adapt their strategies
these goals, teachers should employ suitable methods, accordingly. Shute and Ke argue that these aspects
techniques, and approaches that encourage critical make games particularly effective in promoting
thinking, creativity, and the development of targeted metacognitive processes and self-regulated learning.
knowledge, skills, and behaviors in a stimulating and The chapter by Shute and Ke (2012) contributes to the
enjoyable learning setting (Tezel, 2018). literature by exploring the potential of game-based
learning and assessment as a powerful educational
In achieving high academic performance among the approach. It highlights the opportunities for fostering
learners, review plays a crucial role in the teaching and deep learning experiences and gathering meaningful
learning process, serving as an essential component for assessment data through game-based environments.
reinforcing and consolidating knowledge. Several
studies have examined the significance of review In the study by Kiili (2005), the focus lies on digital
activities in educational settings, highlighting their game-based learning and the proposal of an
impact on learning outcomes, retention, and experiential gaming model. The research explores the
comprehension. Review activities contribute to use of digital games as tools for creating immersive
improving comprehension and understanding of and experiential learning environments, emphasizing
concepts. In fact, Mayer (2009) discussed the their potential to enhance educational experiences. The
importance of incorporating review exercises that author delves into the underlying theories and
promote meaningful learning through elaboration and principles of game-based learning, highlighting the
integration of knowledge. By engaging learners in importance of active engagement, motivation, and
activities that require them to actively process and meaningful experiences in educational games. Kiili
connect information, review tasks can foster deeper argues that digital games can provide learners with
comprehension and help students make connections opportunities to explore, experiment, and problem-
between different concepts. Reviewing content helps solve in virtual worlds, offering a unique form of
learners consolidate their knowledge and retain experiential learning. The study emphasizes that
information over time. Additionally, research by educational games can bridge the gap between theory
Roediger and Karpicke (2006) also demonstrated that and practice, allowing learners to apply knowledge and
engaging in retrieval practice through review activities skills in authentic contexts. In addition, the study
significantly enhances long-term retention. They found presents a framework for designing effective
that actively recalling information from memory, educational games based on the experiential gaming
rather than simply re-reading or reviewing notes, model. The model emphasizes the need to consider
strengthens the learning process and promotes better various elements, including narrative, challenge,
knowledge retention. Furthermore, Kang et al. (2016) feedback, and social interaction, to create engaging
highlighted the positive effects of practice testing as a and transformative learning experiences. By focusing
review strategy for improving test performance. on the experiential aspects of gaming, the author
Engaging in practice tests during the review process suggests that educational games can promote deep
not only helps students assess their understanding but learning, critical thinking, and transfer of knowledge.
also promotes retrieval of relevant knowledge, Kiili's study (2005) contributes to the understanding of
identification of gaps, and the development of digital game-based learning and its potential as a
effective test-taking strategies. transformative tool for education. The proposed
experiential gaming model offers a framework for
Furthermore, Shute and Ke (2012) delve into the designing educational games that prioritize active
intersection of game-based learning and assessment, engagement, meaningful experiences, and the
exploring the potential of games as both instructional integration of theory and practice. The study calls for
Table 1.2 displayed the MPS of Grade 10 learners of quarter based from the 40 item multiple choice
San Roque National High School before conducting questions. This illustrates that the learners score on the
Project 1WRS, which shows a MEAN of 19.13 and an teacher-made assessm en t after the co nduct of
MPS result of 47.82 based from the 40 item multiple the said program/project was still below the passing
choice questions. This illustrates that the students rate of 75% in a 100% MPS percentage, which implies
score on the standardized math assessment tool before that most of the student-respondents need more time
the conduct of the said program/project was below the and effort to enhance their knowledge and skills in
passing rate of 75%. It implies that most of the Mathematics. Based from this discussion, the
students were suffering difficulties in Mathematics. researchers can conclude that the need to enhance the
Based from this discussion, the researchers can MPS of the student-respondents has made a minimal
conclude that the need to enhance the competency increase in the MPS and Mean scores which did not
skills of the student-respondents is truly needed in reach the 75% rate.
order to increase their MPS.
Table 3.1. The significant difference in the MPS of
Table 2.1. MPS of grade 9 learners of San Roque grade 9 learners of San Roque National High School
National High School after conducting Project 1WRS before and after conducting Project 1WRS (1 Week
(1 Week Review System Using Interactive games). Review System Using Interactive games)