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learning and assist in the development of more efficient education services. ICT can also
reduce inequalities based on gender, class, race, age and disabilities (Vosloo, 2012).
potential increase of efficiency and effectiveness in educational tasks, which will result in
laborsaving costs. Pedagogic rationale on the other hand, emphasizes the contribution that
ICT can make to the improvement of the quality of education by providing rich, exciting,
The World Bank points out that educators and policymakers agree that ICTs are of
paramount importance to the future of education and that ICT in education initiatives are
2004).
ICT can act as an agent for change (Beyers, 2000) by significantly enhancing
educational reform which enable teachers and learners to move away from traditional to
more innovative and effective approaches to teaching and learning. Thus, among the
multifaceted benefits of using ICTs are also that they motivate pupils, provide variety,
increase application possibilities, enhance the applicability of the learning content provided
for the learning needs of individual pupils, and supplement the spoken word (Kruger,
2010).
14
Finally, a careful deployment of ICTs can go a long way in bridging both the
quantitative (access) and qualitative (standard) gaps in secondary education because ICTs
Classrooms are scarce, but the situation for science laboratories is even worse. The
and high schools all over the country. Preliminary results from a survey done by Raymond
Pingol from the Versatile Instrument System for Science Education and Research
(VISSER) project show that only around 20% of high schools have laboratories with non-
no more than the combination of a computer and an LCD projector. The lack of science
education facilities is reflected on the poor quality of basic science and math education
seen by the low achievement scores of Filipino students in various tests. The passing rate
for the national achievement test (NAT) for high school is 46.38% in SY 2009-2010, which
international surveys like the 2003 Trends in International Mathematics and Science Study
(TIMSS), the Philippines ranked 34th out of 38 countries in HS II Math and 43rd out of 46
This subsection discusses the difference between digital game and digital game-
Digital Game. Any game played using electronic device, either online or stand-
alone. It is an interactive program enabling one or multiple players to engage with the
computer games for educational purposes (Presky 2001). A type of game play that has
subject matter with gameplay and the ability of the player to retain and apply said subject
matter to the real world. It is also an approach to teaching, where students explore relevant
aspect of games in a learning context designed by teachers (Shaffer, Halverson, Squire, &
Gee, 2005).
Reports on youth’s consumption of digital games are compelling, with studies such
as the Pew Internet & American Life Project indicating 99% of boys and 94% of girls
playing digital games (Lenhart et al., 2008). Equally compelling are reports on how much
time youth spend playing digital games, which ranges from approximately 7 to 10 hours
per week (Lenhart et al., 2008), with more recent estimates putting this number even higher
(Homer, Hayward, Frye, & Plass, 2012). Although there are gender differences in the
amount of time boys and girls play digital games (Homer et al., 2012), and in the types of
16
games boys and girls prefer to play (Lenhart, Smith, Anderson, Duggan, & Perrin, 2015),
studies have not found significant gender differences in learning or motivational outcomes
in educational games (Annetta, Magnum, Holmes, Collazo, & Cheng, 2009; Papastergiou,
2009). Given this level of engagement that games generate for a broad range of individuals,
and considering the kinds of individual and social activities they afford, advocates have
argued that games are an ideal medium for learning (Gee, 2003, 2007; Prensky, 2003, 2005;
Squire, 2011). Currently, digital game plays common role to provide fun and relax because
the game can challenges the player to a digital control of the game on their own. As a result,
educators are interested into how to use the game to facilitate and enhance teaching and
instructional tools to stimulate intrinsic motivational factors that encourages curiosity and
creates the impression to the students by self-controlled learning. In additions, there were
several researches showed that digital games can promote students’ learning and their
positive attitudes (Sung and Hwang, 2012), support development of critical thinking
(Squire, 2006), and creativity (Annetta, Cheng, and Holmes, 2010). Compared to
traditional class, digital game can increase motivation that make students interested to
learning better than the traditional (Bergin and Reilly, 2005; U.S. Department of Education,
2010). Several recent studies have also reported that educational computer games have the
potential of promoting students’ learning motivation, which could result in good learning
achievement (Burguillo 2010; Liu and Chu 2010; Dickey 2010; Houssart and Sams 2008;
According to Marc Prensky, the Author of the Digital Game-Based Learning book
titled, Fun, Play and Games: What Makes Games Engaging (McGraw-Hill, 2001),
Computer and videogames are potentially the most engaging pastime in the history of
mankind. The following are the twelve (12) elements of digital game mentioned in his book
which is making digital game-based learning effective, and these are (1) Games are a form
of fun. That gives us enjoyment and pleasure; (2) Games are form of play. That gives us
intense and passionate involvement; (3) Games have rules. That gives us structure; (4)
Games have goals. That gives us motivation; (5) Games are interactive. That gives us
doing; (6) Games are adaptive. That gives us flow; (7) Games have outcomes and feedback.
That gives us learning; (8) Games have win states. That gives us ego gratification; (9)
Games have problem solving. That sparks our creativity; (11) Games have interaction. That
gives us social groups; and (12) Games have representation and story. That gives us
emotion.
Digital Game-Based Learning Approach is still a radical idea. It is based on two (2)
key premises that are still not fully accepted in the training and adult learning community.
Firstly, the learners have changed in some fundamentally important ways, the majority of
the people who are learning and being trained today, people who in the year 2000 are
roughly under the age of 36 (the median age of the US corporate worker), are, in a very
real intellectual sense, not the same as those of the past. As a result, while there is a great
18
deal of discussion about “how people learn,” there has been relatively little focus on how
these people learn. Secondly, “radical” premise is that these “under-36” individuals are of
a generation that when growing up deeply experienced, for the first time in history, a
radically new form of play, the presence of computer and video games and that, this new
form of entertainment has shaped their preferences and abilities and offers an enormous
potential for their learning, both as children and as adults. In Digital Game-Based Learning,
the immense changes in technology over the past 30 years, of which videogames are a
major part, have dramatically and, importantly, discontinuously changed the way those
people raised in this time period think, learn, and process information. Although to a
surprising extent unremarked upon, the change, has been so enormous that today’s younger
people have, in their intellectual style and preferences, very different minds from their
Game-based learning approach has been extensively used by the military. In fact,
the US military is the world’s largest spender on, and user of, digital game-based learning
approach. The military uses games to train soldiers, pilots, sailors, tank drivers and
hovercraft operators to master their expensive and sensitive equipment. And because
modern warfare increasingly takes place on airplane, tank or battleship computer screens
without the operator ever seeing the enemy except as a symbol or avatar, simulations are
Richard Van Eck of the University of North Dakota said that, “Several reviews of
the literature on gaming over the last 40 years find that digital game-based learning
generally has positive effects.” Referring to the principle of situated cognition, Van Eck
19
states that games are effective partly because the learning takes place within a meaningful
context. The subject matter is directly related to the environment in which students/players
learn. As such, the knowledge gained is not only relevant but applied and practiced within
that context. Researchers have also stated that play is a primary mechanism of learning and
specific example is a lion’s ability to learn to hunt through modeling and play, not through
According to Zin, N. & Wong, S. (2013), an important digital game elements are
motivation and entertainment as well as training to increase students’ skills such as problem
document, history Digital Game-Based Learning software should apply the following
features and specifications: (1) Learning objectives must be stated clearly and should be
based on the national curriculum; (2) Skills and knowledge should be conceptualized into
playability high; (4) Fulfill individual requirement; (5) Respect to history, do not change
the historical facts; (6) Provide reward and maintain competition and challenge to increase
students’ engagement; (7) Provide help system and feedback function; (8) The quality of
music and text delivery must be interesting; and (9) Game play must be easy and does not
Many of the proponents of game-based learning urge school officials and teaching
communities to adapt games to their lesson plans. While there is research supporting this
opinion, there are many problems with the current research. First of all, there is a lack of
cohesion in game-based learning approach research. The games that are created for
research are also rarely distributed or made public. Secondly, a large portion of the
available empirical evidence is poorly designed. Many of the studies use very small sample
sizes and do not use accurate control groups (Young et al. 2012). For example, how does a
game compare to the lecture of a very engaging teacher? Few studies control for a student’s
background in technology, which might affect his or her outcome. Since it is difficult to
perform research in schools, many of the research studies have strong selection bias as
students must volunteer to participate and selection of schools is limited (Squire 2011).
One literature review found that only 39 articles met their criteria for credibility out of 363
articles (Young et al. 2012). Lastly, there are no best practices for implementing game-
based learning approach. While there have been many instances of games facilitating
higher orders of learning, best practices for replicating that success are not established.
Game companies can contribute by providing modification tools in their games that allow
educators to shape games to fit their lesson plans. Research has repeatedly shown that
game-based learning works best with a teacher acting as a facilitator for reflection,
discussion, and critical thinking (Klopfer and Yoon 2005, Sandford et al. 2006, Squire
2011). However, teachers need to be shown how the game can work for them, rather than
Basing from the study titled, Effects of Playing Computer Games on the Academic
Performance and Behavior of High School Students by Lojo, C. (2008), she concluded that
in the light of the findings derived from her study, the following were deduced: (1) Students
have good academic performance despite their involvement in playing computer games;
and (2) The positive outlook of the students pertinent to study habits as well as playing
habits resulted to good academic performance. Moreover, benefits associated with creative
and physical functioning of the students such as hand-eye coordination may be attributed
to their playing of computer games. After a careful review of the findings and analysis of
the data, she also presented the following recommendations: (1) The students should exert
more effort to improve their academic performance; (2) To prevent negative effects of
supervision and monitoring of parents and teachers are recommended; and (3) Integrate
According to Khan, A., Farzana, H., & Muddassir, M. (2017), digital game-based
learning application has a positive influence on student engagement when they conducted
a study focusing on the impact of a game based learning (GBL) application using computer
consisted of five stages: (1) examining the impact of Digital Game-Based Learning
(DGBL) and gamification on engagement, learning and gender difference, and literature
related to using DGBL models for instructional design; (2) planning learning activities and
intervention with a sample of 72 participants of 8th grade (aged 12–15) in a low cost private
22
behavior and emotions of the participants during science lessons; (5) conducting pre and
discussion. Analysis from Friedman test, Mann-Whitney U test, and Wilcoxon Signed
Rank test show that the GBL application has a positive influence on student engagement.
However, GBL application was not equally effective for all students since girls
The study titled, Relationships between Students’ Motivation & their Learning of
Science after using the Digital Gamt-Based Learning Approach (Alien Rescue application)
conducted by Liu, Horton, Olmanson, & Toprac (2011) on a total number of 220 sixth
graders participated in the study. The analysis of the results showed that students
significantly increased their science knowledge from pretest to posttest after using the
program (F (1,142) = 320.94, p < .01, ES = .69), they were motivated and enjoyed the
experience, and a significant positive relationship was found between students’ motivation
scores and their science knowledge posttest scores (F (2, 129) = 23.17, p < .01). The
average gain score in the science knowledge test from pretest to posttest was 30.31 out of
100 with Mmale= 28.02 and Mfemale= 31.85. Although this difference between male and
female was not statistically significant, it showed female students, on average, had 3.83
An extension study using the Alien Rescue application with a research study titled,
Relationship between Science Learning and Students’ Attitude towards Digital Game-
Based Learning Approach (Alien Rescue App) conducted by Kimmons, Liu, Kang, &
Santana ( 2012), they further examined the relationship between sixth graders’ science
23
learning and their attitudes with a different student population (n=478). The findings
indicated that students’ science knowledge increased significantly from pretest to posttest
by 30 points (out of 100, t (478) = -31.28, p < .01). Moreover, female students, on average,
had higher gain scores than male students by 3 points. This finding indicated that program
use had a significant effect on student achievement. In addition, student attitude towards
the learning environment was associated with achievement (F (2, 467) = 3.35, p < .05).
Students with better attitudes also had significantly higher posttest achievement scores
(MlowAttitude = 85, and MhighAttitude = 88, p < .01), with the exception of the pretest
score. In both studies, qualitative data were also included. The analysis of student open
ended responses indicated students often used the word “fun” to describe their experience
with AR.
learning biology content. The developer, Brett Baughman is a Biology teacher who knows
the importance of covering state and national content standards (America), while engaging
students in meaningful learning. This site allows students to have fun learning through
Students love computer games. One of the goals of this site is to help students to
learn in a way that they truly enjoy and make biology more fun.
feedback on work can sometimes be very time consuming and sometimes not very
productive. The great thing about the games and quizzes on this site is that immediate
24
feedback is given, so students know right away whether they have learned the material
correctly.
Biology, General Science and International Baccalaureate Biology. He also worked with
various student populations, having taught a spectrum of students ranging from at-risk to
college level. Brett Baughman created this site for the students to engage them in
interactive fun learning experiences that really help them to learn. According to Shultz, C.
(2012) Brett Baughman said that, “Digital games keep students connected. It's visual. It's
auditory. You move things around, you really have to interact. The games include quizzes,
so students' progress can be tracked as they play. Buzzers and beeps let students know if
they answer correctly. There are different ability levels for the games, which are aimed at
middle school students and older. It forces the engagement. It would be very helpful to
students who don't understand what's happening or don't like (science). It engages in many
ways."
It’s Free and It’s Fun. The users do not have to pay to use the site. It is completely
free and there are no subscriptions, sign-ups or complicated set-ups. In setting up the site,
the developer wanted anyone to be able to use it to learn and review biology content in a
Good games can be a tool for deep and meaningful transformative learning that
includes complex competencies, while the player is involved in an iterative cycle of goal-
Digital game is relevant in all of the four learning phases of experiential learning
The presence of pedagogic principles in game design (Becker, 2007); digital games
enable extensive and multiple types of cognitive learning strategies (Shute & Ke, 2012)
and games providing key conditions in fostering sustainability learning (Fabricatore &
Lopez, 2012).
Several recent studies such as the educational computer games have the potential
achievement (Burguillo 2010; Liu and Chu 2010; Dickey 2010; Houssart and Sams 2008;
Huang 2010; Sung and Hwang 2013). Compared to traditional class, digital game can
increase motivation that make students interested to learning better than the traditional
Rivera, M. (2016) stated that “Gaming is an educational tool that some educators
insist is beneficial to learning.” Rabu, S. (2017) claimed that, digital game-based learning
approach give the students the sense of enjoyment thus helping the students’ short-term
achievement.
performance, he found out that as technology use continues its steady growth among
college students, both within and outside of the classroom, its effect on academic
multitasking research strongly support a negative effect while other studies have found
little to no effect. Using a large sample of students, this study attempted to address these
opposing results and help find clarity. He explored the relationship of the frequency of
students' use of technologies and their academic performance as measured by GPA, SAT
scores, study hours, and predicted course grade. In order to understand more his findings,
he also examined the role of gender and employment status in this relationship. His
hypotheses were partially supported, with frequency of technology use negatively related
to academic performance.
as an educational tool, like: digital games contain elements that foster intrinsic motivation
(Dickey, 2007). Legault and Green-Demers (2006) pointed out that lack of learning
motivation.
Problems by Solmaz, S., Noshiravan, K. et al. (2013). They found out that Computer games
problems in adolescents.
Prensky, M. (2001) quoted that “In simple terms a brain enjoying itself is
functioning more efficiently." Play is our brain’s favorite way of learning things and it is
the original way of learning things. Many scientists think of much of their work as play,
Whitton, N. (2012) cited that, games can provide safe playful spaces in which
learners can make mistakes in a safe environment, free from external consequences; in
which failure is a recognized and accepted part of the process. Players can reflect on those
mistakes, experiment, explore, build things, and create their own communities and
mythologies.
systems are used that are not relevant for the learning contents and tasks. The seriousness
of education conflicts with the pleasure of play. While education is readily associated with
prerequisite for having a job, a salary and a career, games are associated with play, joy,
Problems by Solmaz, S., Noshiravan, K. et al. (2013). They found out that Computer games
problems in adolescents.
Intellectual Accessibility
Salter, A. (2016) mentioned that, not only is the incorporation of games and
opportunity to shape content in a new light, it also allows the user to sharpen their digital
skills.
Problems by Solmaz, S., Noshiravan, K. et al. (2013). They found out that Computer games
problems in adolescents.
Emotional Satisfaction
Collins, E. and Cox, A. (2014) found out that there’s a clear correlation between
playing games and handling stress better. The findings of Hwang et al. (2012) that by
adding instructional objectives and materials into digital games, students’ learning
motivation would be enhanced because of the challenging and enjoyable nature of games.
Problems by Solmaz, S., Noshiravan, K. et al. (2013). They found out that Computer games
problems in adolescents.
29
The findings of Khan, A., Farzana, H., & Muddassir, M. (2017) cited that, digital
game-based learning application has a positive influence on student engagement when they
conducted a study focusing on the impact of a game based learning (GBL) application
classrooms.
learning is still in its infancy. As a scientific discipline it is actually lagging behind an ever-
growing and flourishing game-based learning practice that manages to successfully deliver
a wide variety of creative game instances that are highly appreciated by their users. We
need to strengthen the scientific base of game-based learning and systematically enlarge
the body of evidence that explains what factors and conditions produces most favorable
outcomes. We should thereby not just be fixated on the pros of game-based-learning, but
also be open to the cons, and the conditions when not to use games for learning.
innovation with emerging technologies. At the same time they should help strengthen the
scientific dimension by making claims that are based on evidence rather than potentialities,
beliefs or preferences
between a performance orientation and a learning orientation. Digital game play tends to
focus on performance, which is linked with an attitude of achieving milestones and scores
30
(in many cases under time constraints), swift completion of tasks, avoiding errors, and the
use of proven methods for reducing risks. A performance orientation draws players toward
activities that they are good at already. All these features are not necessarily beneficial for
learning. As opposed to performance, learning requires spending sufficient time for in-
depth understanding, and having sufficient opportunities for reflection, revision, self-
evaluation, and even the preparedness to make mistakes. Most game reward systems,
however, discourage making mistakes because of the penalty points involved. Hence, the
process of gaming may readily counteract the process of learning. Having completed a
serious game successfully with a high score doesn’t necessarily imply successful learning.
This discrepancy between learning and performance will be larger as games offer more
The findings Salen and Zimmerman (2004) also explained that, for most games it
is difficult to foresee or control the player’s game experiences, because of the large number
of game states and the even larger number of trajectories that a player could travel through
this state space. Even simple game rules may lead to emergence of unforeseen game states,
as can be observed in games such as chess, go and football. This means that it is difficult
to anticipate the diversity of game conditions that players are subjected to. Hence, a game
is not necessarily a well-controlled environment and different players will have different
because teachers are supposed to arrange and preserve the optimal conditions for their
students’ learning. Because every individual game run is different, it is also difficult to
establish the game’s effectiveness for learning. It is just not feasible to test for all possible
trajectories through the game. Neither would it be adequate to test the appropriateness o f
31
a game’s “average pathway”, because the “average player” is non-existent. Now that
teachers cannot accurately predict what will happen in the game, education starts to
resemble a casino. The impracticability of preparing appropriate guidance for all cases
devalues the credibility of game-based learning. The only remedy would be to reduce the
players would spend too much time to game activities that aren’t productive for the player’s
quiz-like tutorials that fail to capitalize the rich potential of gaming for learning. For being
effective means of learning, games should appropriately balance the freedom of movement
Problems by Solmaz, S., Noshiravan, K. et al. (2013). They found out that Computer games
problems in adolescents.
Stephenson, L. (2004), revealed that there is no relationship between the cognitive and non-
cognitive factors towards academic success for foreign master’s students at the University
Heckman and Kautz (2012), claimed that measures of cognitive and non-cognitive
skills are capturing distinct concepts. Non-cognitive skills can be enhanced, and there are
32
proven and effective ways to do so. Non-cognitive skills are shaped by families, schools,
and social environments. At any age, non-cognitive skills are stable across different tasks,
but performance on any task depends on multiple skills as well as the effort expended on
it. Effort, in turn, depends on incentives to perform the task. Since all measures of cognitive
standardize for incentives, effort, and other skills in measuring any particular non-cognitive
or cognitive skill, although this is not yet widely done. Despite these difficulties, reliable
measures of non-cognitive skills have been developed, and there is an active literature on
improving what is available. Though stable at any age, skills are not set in stone over the
life cycle. Both cognitive and non-cognitive skills can change. Parents, schools, and social
environments shape them, although there are important genetic influences. Skill
development is a dynamic process. The early years are important in laying the foundation
for successful investment in the later years. While there is hard evidence on the importance
of the early years in shaping all skills, many non-cognitive skills are more malleable than
Another study made by Ferrera, J. and Rodriguez, R. (2017), they claimed that there
is a positive and significant relationship between the non-cognitive skills and academic
achievement. However, this relationship is not significant when they consider different
between the two variables studied when they only analyze male students or students
Theoretical Framework
This is the main theory of this study which suggests that simulation games are more
effective than other instructional methods because they simultaneously engage trainees’
affective and cognitive processes (Tennyson & Jorczak, 2008). This theory is an
information processing model stating that learning is the result of interaction between
external and internal variables of the game player’s cognitive systems. Information enters
the cognitive system through sensory receptors; these receptors communicate with the
executive control. Internal processing then interacts with cognitive strategies, knowledge
base, and affect to inform the executive control and sensory receptors to produce behavior.
This theory is supported by the complexity model of learning system with specific feedback
prescriptions based on the type of learning desired. (Figure 1) developed by Tennyson and
Breuer (1997).
34
Figure 1. Complexity model of learning system with specific feedback prescriptions based
This theory states that mechanisms of the mind ran parallel and adapted constantly
to a changing environment. The model was created to satisfy three requirements: account
for linear and non-linear elements of learning, address the interaction of knowledge and
strategy use in complex cognition, and include affective processes such as motivation and
anxiety. The model relied on Gagne’s (1970) varieties of learning outcomes. The model
information enters the system), an executive control that controls perception, attention, and
resources (i.e., working memory), a knowledge base (i.e., long term memory), an affective
component for attitudes and motivation, and an internal processor. The internal processor
35
interacted with most of the other systems to construct, integrate, and differentiate
knowledge. This model incorporates many variables known to affect feedback efficacy
such as task demands, internal and external feedback information, prior knowledge, learner
DepEd Order No. 42, s. 2016 gave emphasis on the Differentiated Instruction
wherein All K to 12 teachers are encouraged to differentiate their teaching in order to help
different kinds of learners meet the outcomes expected in each lesson. Differentiation or
that learners of varying interests, abilities and needs are able to take in the same content
student’s growth by recognizing that students have different ways of learning, different
Theory of Connectivism
The theory made by George Siemens (2005) and Stephen Downes (2010) on
Connectivism is also being considered as basis for the development of this study. It has
been coined as a new learning theory for the digital age. A personal learning theory for the
networked student, where there are three basic tenets: (1) Learning is a continual process;
(2) Know-how and know-what are being superseded by know-where; and (3) Technology
Openness, where the network has no border; (2) Autonomy, which each individual member
of the network will respond according to their personal objectives, priorities and values;
(3) Diversity, is when knowledge is constructed best with variety of perspectives and
36
and non-cognitive processes of diverse learners in learning General Biology 1 concepts can
that may reside in non-human appliances, capacity to know more is more critical than what
is currently known, nurturing and maintaining connections between ideas and concepts is
a core skill, currency (accurate, up-to-date knowledge) is the intent of all connective
learning activities, decision-making is itself a learning process and choosing what to learn
and the meaning of incoming information is seen through the lens of a shifting reality
while there is a right answer now but it may be wrong tomorrow due to alterations in the
information thus affecting the decision. Connectivism provides insight into learning skills
Theory of Connectionism
This study was guided by the theory of Edward Thorndike in his Theory of
Connectionism (Weibell, C. J. 2011), that learning is the result of associations that are
continuously forming between stimuli and responses. These associations become stronger
stimuli and responses. If that is so, someone who has the access to that information can
37
trigger certain memories in another individual by replication of that particular stimulus and
response.
A theory that proposes that all learning consists primarily of the strengthening of
the relationship between the stimulus and response. In developing this theory, Thorndike
proposed three laws: the Law of Effect, the Law of Exercise and the Law of Readiness.
The researcher considered this concept to her study in finding the effects of the use
diverse learners, thus enabling her to base the end result of the study as a basis with regards
to the digital game, the BioMan Biology App as the stimuli; its effect to the students’
cognitive and non-cognitive processes in learning General Biology 1 or the end result of
the study.
The three laws proposed by Thorndike are also applicable for the development of
the study. The Law of Effect is applicable to assess the effect of the digital game-based
processes and if negative results occur in the findings of the study, therefore, Thorndike’s
Law of Exercise could be used to understand that the response of the students should be
proper, effective and efficient usage of the digital game-based such as self-discipline and
focus more on the activity. If all of these would be attained, the Law of Readiness stage by
which students could cope with the challenges and negative effects brought by the digital
game-based activity.
38
Conceptual Framework
This study determined the effects of digital game-based learning approach on the
cognitive and non-cognitive processes of diverse learners. For better understanding of the
General Biology 1
Curriculum Digital
Contents: Game-Based Cognitive
Influence on the
Incorporated
Learning Process of
A. Cell Approach diverse learners
in
- Prokaryotic Cell,
Eukaryotic Cell &
Cell Theory
thru
Figure 2. Shows the paradigm of the study where contents of the General Biology
1 curriculum such as: Cell, Biological Molecules and Energy Transformation are all
incorporated in the digital game-based app titled, BioMan Biology. The contents are
presented within the digital game as follows: (1) Prokaryotic Cell, Eukaryotic Cell & Cell
Theory; (2) Cell Organelles & Structures, Cell Types & Cell Modifications; (3)
39
Photosynthesis & Respiration; and (4) Biomolecules. The cognitive process of the students
was evaluated based on their pretest and posttest scores. There were 4 different sets of 20-
item multiple choice questions adopted form the BioMan Biology App with a total of 80-
item multiple choice questions. The students’ non-cognitive process towards the digital
game-based learning approach was evaluated using the inventory checklist on attitude
introduced by Bauer (2008) of the University of New Hampshire. The checklist is made of
twenty (20) polar adjectives that can describe digital game-based learning approach as to
(a) Interest and Utility; (b) Anxiety and Fear; (3) Intellectual Accessibility; and (4)
Emotional Satisfaction.