Mind Fall The Lost Fables Research Paper Final
Mind Fall The Lost Fables Research Paper Final
Mind Fall The Lost Fables Research Paper Final
Eripin Carza
Zachary Dumadapat
Jimmy Fortaleza
Raymond Maca
Dwyane Maglaya
June 2024
Abstract
The study's results indicate strong support for game-based learning (GBL) in
biology education among students at STI College of San Jose Del Monte. Survey
responses from 55 students revealed high engagement levels, with a mean score of
4.2, and significant improvements in understanding the food chain, scoring 4.44.
score of 4.32) and was highly recommended for teaching (mean score of 4.52).
Notably, 85.2% of students found biology difficult but believed it could be learned
more easily through GBL, highlighting its potential as an effective educational tool.
Acknowledgments
We sincerely thank our research advisor, Ma'am Arlene Precious B. Manalo, for
her essential guidance and expertise, which were crucial in completing this research.
Her mentorship and encouragement have been invaluable throughout this journey,
and we are deeply grateful for her contributions.
Special thanks go to the Grade 11 TO, CA, DA, ICT students who generously
participated in our survey, providing valuable feedback and insights that significantly
contributed to the success of our research. Your participation and cooperation are
deeply appreciated.
Abstract i
Acknowledgements ii
Introduction 1
Theoretical Framework 2
Conceptual Framework 4
Research Hypothesis 5
Definition of terms 6
Research Design 15
Population 15
Sampling Method 15
Data Analysis 16
Summary 19
Conclusion 20
References 21
Recommendations 22
Appendix 23
Figures
Tables
Introduction
In recent years there are many concerns about the students losing interest in
biology class or even other subjects. Despite efforts to enhance the traditional
lessons. Much research has shown that traditional teaching ways are not effective to
capture students’ attention or interest leading to lack of interest in the subject. Many
schools lack the resources and facilities necessary to provide students with more
effectiveness of the MindFall: The Lost Fables to the students. The MindFall: The Lost
fables is game all about animals that is connected to the science subject, it is design
to increase the interest of the students in biology class by using a mobile game the
addresses the specific needs and preferences of students struggling with science
education. The study aims to clarify the potential of educational games as another
way to engage students to have interest in biology and other subjects. The research
for the new generation of students require efficient and new way of teaching that will
help the students further understand the lessons and topics. The researchers will be
conducting this study at STI College of San Jose Del Monte gathering data from Senior
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Theoretical Framework
Due to the traditional technique of teaching many students lost interest or fail to
interpret the lesson given to them, according to the Experimental earning also known
as Constructivist Learning theory in which it is the idea that we can learn best by
actively engaging with the material rather than passively listening to lectures or
tools. The availability of gamified content offers a diverse range of tailored video
games accessible to students across various subjects and interests. GBL emphasizes
experiential learning. The motivating nature of GBL sustains student interest and
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promotes dynamic learning progression. The theory promotes creativity through
challenging tasks that encourage imaginative solutions as for the students learn from
experience and they will have to understand and adapt in the given situation in order
crucial for academic and personal success which helps the study since the aim of the
through GBL enhances students' computer literacy and proficiency with digital
enhance student learning experiences. To sum it all up the GBL provides diverse set
of skills ordered to be learned and developed by students taking the new technique
of learning, with the innovation of technology every people must also adjust to the
demands of it. The researchers would like to conclude that using GBL could be a
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Conceptual Framework
The Input is that the researchers would like to get is the educational content
related to Earth and Life Science and Biology that will be incorporated into the game
such as; Animals, how animals survive in a specific ecosystem, food web chain of the
animals, Plants, how plants grow and how will the students maximize the use of
plants, and many more. This information will be crucial to the researcher’s conclusion
ensuring the effectiveness of the game and how will it function and help the students
based learning. The researchers will deploy the game MindFall: The Lost Fables to
the Grade 11 Senior Highschool Students in STI College of San Jose Del Monte. Before
the researchers deploy the game, the researchers will conduct a game presentation
and eventually give the questionnaire, after the researchers get the result, the
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researchers will eventually give the game and let the students play the game
nurturing the education of the student will learn through the game.
The researchers desire that the Output will be the game become a successful
tool for teaching students’ different biological learnings, to that it extends to the
result that using a game as a learning technique or method can be used in the new
Research Hypothesis/Hypotheses
ICT students.
has a significant positive impact on the learning experience of Senior High School ICT
students.
a learning technique for the subject of Earth and Life Science focused on Biology. The
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5.) What method or technique will be the best in terms of teaching?
Definition of Terms
To understand the study better the researchers provided the key points aimed
experiences and active engagement with the material, allowing learners to derive
Biology: The scientific study of living organisms and their interactions with
game mechanics, dynamics, and aesthetics into the learning process to promote
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Constructivist Learning Theory: A theory of learning that emphasizes the
Digital Literacy: The ability to access, evaluate, and utilize digital information
to effectively interact with others and navigate various social and professional
Senior High School Students: Learners typically in the final two years of
secondary education, preparing for higher education or entry into the workforce.
ICT Strand: A specialized track or program within the senior high school
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Quest Progression Errors: Issues or obstacles encountered by players in
experience.
The research aims to benefit students, educators, game developers, and future
learning:
research are the grade 11 senior high school students. The study aims to offer a
educational tools. By doing so, it empowers students with insights into the evolving
learning experiences.
valuable insights into the preferences and expectations of their students. This
environment that aligns with the educational needs of senior high school ICT
students.
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Game Developers: Game developers stand to gain from the study by
understanding the perceptions of senior high school ICT students regarding the
integration of games into education. This insight can guide developers in creating
educational games that resonate with the target audience, contributing to the
knowledge, enabling future researchers to build upon and expand the understanding
This study was conducted at the San Jose del Monte branch of STI College. The
researchers will perform a survey that is limited to the grade 11 and 12 students of
the ICT strand which has (number) sections with (amount) students in total. The
objective of this study focuses only on the educational aspects of games and how
effective they are for students as an educative tool. The results heavily depend on
the respondents' experience and preferences on the types of games they play.
aid students in their studies. The primary objective of this mobile game is to assist
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senior high school students at STI San Jose del Monte in tackling challenges related
to the biology subject. The goal of this educational game is to create innovative ways
for students to learn about biology. However, players may encounter bugs,
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CHAPTER II - REVIEW OF RELATED LITERATURE AND STUDY
knowledge should be organized in real-life experiences that provide a context for the
game-based learning is one of the key factors or the best example for the study for
the knowledge can learned upfront with the experience learning and adapting to it
instantly. This knowledge should be organized in real life experiences that provide a
context for the information. The teacher's role is to organize this content and to
facilitate the actual experiences. The experiences are based on the capabilities and
readiness of the learners. The quality of the experience is the most important
knowledge and the ability to apply it in differing situations. Thus, they have created
new knowledge and are at a different level of readiness for continued acquisition and
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2.2 What makes biology learning difficult and effective: Students’ views.
The present study aims to determine the biological topics that students have
difficulties learning, the reasons why secondary school students have difficulties in
learning biology, and ways to improve the effectiveness of students’ biology learning.
To overcome these difficulties and make their biology learning more effective, the
participants suggested such strategies as teaching biology through the use of visual
materials, teaching through practical work, reducing the content of the biology
curriculum, using various study techniques, teaching biology through connecting the
topics with daily life, making biology learning interesting, and increasing the number
discussed in relation to the relevant literature. With the newest technology the
lessons or lectures given to students to study biology will be easier to learn as for the
students can see multiple learning materials and the visuals it presents.
Cimer, A. (2012). What makes biology learning difficult and effective: Students’ views. What Makes Biology
Based on the Science education has been part and parcel of the curricular
revealed that junior high school students generally encounter not much challenges
across all domains in learning science. However, students encounter some issues and
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learning environment, instructional resources, curriculum and parental support.
Game-based learning helps all of the factors making studying biology difficult easier,
with the technological advancement comes with a newer way of learning helping
Sadera, J. R. N., Torres, R. Y. S., & Rogayan, D. V., Jr. (2020). Challenges encountered by Junior High
school Students in Learning Science: Basis for Action Plan. Universal Journal of Educational Research, 8(12A), 7405–
7414. https://doi.org/10.13189/ujer.2020.082524
Due to the pandemic, general loss of knowledge and skills have been prevalent
and degrading in all parts of the world including our country. Learning poverty is
gradually making its footprint on the field of education. To make things worse,
Learning Activity Sheets (LAS) in Biology was developed. These LAS uses 4
Checking. Each of the four Metacognitive Skills are possessed by the students in
varying degree. The metacognitive Skills of the students based on weighted mean
are the following: Awareness with 2.61 average, Cognitive Strategy with 2.50
average, Planning with 2.56 average, and Self-Checking with 2.51 average
Espejon, E. B., & Janer, S. S. (2022, March). Performance and Metacognitive Skills of Grade 8 Students in
Biology. Sorsogon State University; United International Journal for Research & Technology.
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2.5 Approaches to Biology Teaching and Learning. Talking to Learn: Why
Happen
With the majority of students listening but never uttering a word. Why do the majority
Talk is key to student learning. In addition, the teaching strategies needed to promote
student talk are highly accessible to all biology instructors and are applicable to
classroom settings of any size. In coordination of reading and experiencing the lecture
students can comprehend and understand the lesson much more and talking follows.
Tanner, K. D. (2009). Talking to Learn: Why biology students should be talking in classrooms and how to
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Chapter III – Methodology
Research Design
Population
The researchers will have the population of Senior High School students in STI
College of San Jose Del Monte Bulacan but will survey only fifty (50) grade 11 senior
high school Students as their sample to participate in the study.
Sampling Method
To interpret the data the researchers will use the 5-point Likert Scale
interpretation wherein the researchers will calculate within the range of selections
and getting the interval per selection and upon getting the interval will serve as the
guide whether the majority agrees with one of the selections. The researchers
evaluated each Likert-point scale as follows in order to a certain the respondents’
perception of the game-based material as a teaching-learning educational method:
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Figure 3. Five-point Likert Scale Interpretation
Data Analysis
The data will be analyzed by using the data provided by Google Forms and by
manually checking the scores from questionnaire with the use of spreadsheet(excel).
For purposes of this study the researchers will analyze the average per selection
giving the researchers the data from the Likert Scale and Weighted Mean Weighted
Mean. Average of each statement are determined using the contributed weights of
each scale or the weighted mean with the following formula:
x̄ = Weighted Average
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Chapter IV – Results and Discussions
this with a score of 4.2, showing that students found the biology game highly
different trophic levels in the food chain, with a mean score of 4.44. The survey also
information about the food chain. The positive response, with a score of 4.32,
received the highest score of 4.52, underscoring a strong endorsement from the
respondents.
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Figure 4. Statistics of students learning biology
The figure shows that out of fifty-five (55) students, 85.2% (46 respondents)
find it hard to learn biology and 85.2% (46 respondents) agrees that learning biology
can be learned easily if the biology is thought with the use of game-based learning.
While the remaining percentage does not find learning biology difficult and learning
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Chapter V – Summary of Findings
Summary
The study's results indicate strong support for game-based learning (GBL) in
biology education among students at STI College of San Jose Del Monte. Survey
responses from 55 students revealed high engagement levels, with a mean score of
4.2, and significant improvements in understanding the food chain, scoring 4.44.
score of 4.32) and was highly recommended for teaching (mean score of 4.52).
Notably, 85.2% of students found biology difficult but believed it could be learned
more easily through GBL, highlighting its potential as an effective educational tool.
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Conclusion
approaches, while offering some advantages like clarity and simplicity, lack the
These findings suggest that integrating educational games could revolutionize the
learning experience. They not only make learning more enjoyable and less
monotonous but also tackle key challenges associated with traditional teaching
Given these insights, educators and institutions should consider incorporating game-
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References
http://files.eric.ed.gov/fulltext/ED481922.pdf
Students’ views. What Makes Biology Learning Difficult and Effective: Students’
Sadera, J. R. N., Torres, R. Y. S., & Rogayan, D. V., Jr. (2020). Challenges
encountered by Junior High school Students in Learning Science: Basis for Action
https://doi.org/10.13189/ujer.2020.082524
in classrooms and how to make it happen. CBE Life Sciences Education, 8(2), 89–94.
https://doi.org/10.1187/cbe.09-03-0021
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Recommendations
provides valuable insights into innovative teaching methods that can increase
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Appendix A – Consent Form
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Appendix B – Questionnaire
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Appendix C – MindFall: The Lost Fables Game Graphics
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