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I.

Introduction

The Edukasyon sa Pagpapakato as a subject heightened by the urgent need to

strengthen the moral fiber of society. For national moral recovery, the Department of

Education, Culture and Sports introduced the DECS Values Education Program in 1998

emphasizing social reform through the inner transformation of the Aquinos 1988 Moral

recovery program had as its centerpiece the offering of values Education as a subject In

all Grade levels the same subject is offered in the K to 12 Curriculum with a new name

Edukasyon sa Pagpapakatao.

However, some of the activities in the students manual are time

consuming. The Edukasyon sa Pagpapakatao subject had 2 hours a

week and 4 hours to finished one lesson including the activities. The

Teacher encountered problem on students having lack of interest in

studying Edukasyon sa Pagpapakatao. The teacher used game-based

teaching strategies to arouse the interest of the students in studying

Edukasyon sa Pagpapakatao.

The idea of using games to engage students in the process of active learning is

not new. Over the past several years, educators have been increasingly incorporating

various games into their teaching curriculum in an effort to create a fun and engaging

learning environment for students (Karen A. Milezynski)

According to Haystead, M. W., & Marzano, R. J. (2009) study entitled: The Art

and Science of Teaching / Using Games to Enhance Student Achievement showed that

usage of games in classroom is associated with a 20 percentile gain in student

achievement. This is a strong finding.


II. Problem Analysis and planned intervention

The scope of the problem was focus on the grade 9 students.

The students lack of interest in studying Edukasyon sa Pagpapakatao

affect participation in class. the cause of having lack of interest are the

following factors; boredom, laziness, and in active use of activities.

The teacher come up with a strategies on enhancing the interest

of the students in studying Edukasyon sa Pagpapakatao by

implementing of a game-based teaching and learning strategies. The

used of games in teaching and learning process.

III. Statement of the Problem

This study determined the effectiveness of game-based teaching

and learning strategies in Edukasyon sa Pagpapakatao. Specifically, it

answered the following..

1. What is the students perception about the non-game-based

activities?

2. What is the students perception about the game based activities?

3. Is there a significant difference between non game-based activities

and game-based activities?

IV. Hypothesis
If the lack of interest of the students was the reason on having a

poor students interest in studying Edukasyon sa Pagpapakatao, the

these student could be inspired to study by using a game-based

activities which will boost their interest.

V. Methodology

a. Subject of the Study

The subject of the study were the grade 9 Alessandro Volta (STE

A) students.

b. Research Method and Design

The researcher used descriptive design to describe the students

interest in studying Edukasyon sa Pagpapakatao and Analysis of

Variance (ANOVA) design to determine the difference of non-game-

based and game-based activities.

c. Research Instrument

The research instrument used was composed of a 5-items likert

scale questionnaire. This items are consist of 2 negative statements

(Item numbers 2 and 5) and positive statement (items number

1,3,4,and 6).

d. Statistical Procedure
The researcher used descriptive satistics to describe the students

interest in studying Edukasyon sa Pagpapakatao and Analysis of

Variance (ANOVA) statistic to determine the difference of non-game-

based and game-based activities.

VI. Findings