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E-Learning: A Gamification
Module for Pre-School Pupils
PRESENTORS: ARIANNE MAE A. GALLARDO, MIT
LEARY JOHN H. TAMBAGAHAN, LPT
UNIVERSITY OF ANTIQUE – Libertad Campus
Libertad, Antique
Background/Rationale of the Study
The purpose of this study is to give the teachers of Santander Elementary
School an idea of new and effective approaches of delivering their lessons. And
to widely announce a pure and right function of game through our model. For
the theoretical contributions of gamification we proposed a dynamical model of
game based learning that aims to maximize educational effectiveness. This will
also help the parents on how to make their children more interested in their
studies. Gamification will help the pupils to engage more in their modules.
Through this dynamical model we will show that the effectiveness of the
gamification of learning it’s educationally superior through traditional ways of
learning in specific setting. In this kind of teaching we can easily get the attention
of the pupils in this way the learning of the pupils will improve.
Statement of the Problem
This study is conducted to determine the difficulty of Modular Classes
during Pandemic in Learning Process of Primary Pupils in Santander
Elementary School at Buruanga, Aklan.
The study seeks to answer to the following questions:
1. To determine if the learner has prerequisite skills needed to enter the
modular classes
2. To know the advantages and disadvantages of modular learning in this
situation
3. To assess if the students have learned in answering module
4. What are the teachers’ recommendations in order to improve the quality
of modular learning?
Objectives
General Objective
To develop an E-Classroom: a gamification learning module system for Santander
Elementary School.
Specific Objectives
To develop a game that is relevant to the content or topic of the teacher in the classroom.
To generate a learnable games.
To evaluate an entertaining mode of teaching.
To improve attention, focus and reaction time.
To enhance the skill and thinking of the pupils in answering different activities.
Significant of the Study
Pupils – It is beneficial to the pupils of Santander Elementary School in Santander, Buruanga, Aklan
since games can introduce goals, interaction, feedback, problem solving, competition, narrative, and
fun learning environments, elements that can increase learner engagement and sustain motivation.
This teaching tip discusses the difference between gamification and game-based learning, the
pedagogical values these two strategies can bring to instruction, and game elements appropriate for
face-to-face and online courses.
Teachers- It is beneficial to the teachers at Santander Elementary School in Santander, Buruanga,
Aklan because games can introduce goals, interaction, feedback, problem solving, competition,
narrative, and fun learning environments, elements that can increase learner engagement and sustain
motivation.
Future Researchers – It is beneficial to the future researchers for their future study and to come up
with better findings on how to improve this current development.
UALC Community – The UALC Community would benefits from this study because the researchers and
the developers are the faculty of the institution. This study would bring big impact to the school by
encouraging more students to enroll to the institution since the faculty delivers the best output for the
betterment of the welfare and learning of the students.
Definition of Terms
E-Classroom- is a form of online learning, offering various educational programs
in an online form. This multimedia classroom technology provides a unique
learning experience.
Gamification- is the use of game mechanics and experience design to digitally
engage and motivate people to achieve their goals. It is important to distinguish
gamification from video games and loyalty programs, as gamification uses
techniques from behavioral science to “nudge” people into achieving their goals.
Module- a short course of study, especially of a vocational or technical subject,
that together with other such completed courses can count towards a particular
qualification.
Methodology
In order to efficiently build a software product while keeping risks under control,
stakeholders should provide feedback often. One of the most effective ways to budget
for this type of software development is by establishing a development velocity (ex.
development effort per week) which can be increased or decreased as priorities
change.
Budgetary Requirements
Supplies and Materials --------------- 5,000.00
◦ (Bond papers, inks)
Travelling Expenses -------------------- 5, 000.00
◦ (in going to proponents area)
Food (snacks during FGD)------------ 10, 000.00
TOTAL = 20, 000.00
Work Plan

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IN-HOUSE-FORMAT_Gallardo_Tambagahan.pptx

  • 1. E-Learning: A Gamification Module for Pre-School Pupils PRESENTORS: ARIANNE MAE A. GALLARDO, MIT LEARY JOHN H. TAMBAGAHAN, LPT UNIVERSITY OF ANTIQUE – Libertad Campus Libertad, Antique
  • 2. Background/Rationale of the Study The purpose of this study is to give the teachers of Santander Elementary School an idea of new and effective approaches of delivering their lessons. And to widely announce a pure and right function of game through our model. For the theoretical contributions of gamification we proposed a dynamical model of game based learning that aims to maximize educational effectiveness. This will also help the parents on how to make their children more interested in their studies. Gamification will help the pupils to engage more in their modules. Through this dynamical model we will show that the effectiveness of the gamification of learning it’s educationally superior through traditional ways of learning in specific setting. In this kind of teaching we can easily get the attention of the pupils in this way the learning of the pupils will improve.
  • 3. Statement of the Problem This study is conducted to determine the difficulty of Modular Classes during Pandemic in Learning Process of Primary Pupils in Santander Elementary School at Buruanga, Aklan. The study seeks to answer to the following questions: 1. To determine if the learner has prerequisite skills needed to enter the modular classes 2. To know the advantages and disadvantages of modular learning in this situation 3. To assess if the students have learned in answering module 4. What are the teachers’ recommendations in order to improve the quality of modular learning?
  • 4. Objectives General Objective To develop an E-Classroom: a gamification learning module system for Santander Elementary School. Specific Objectives To develop a game that is relevant to the content or topic of the teacher in the classroom. To generate a learnable games. To evaluate an entertaining mode of teaching. To improve attention, focus and reaction time. To enhance the skill and thinking of the pupils in answering different activities.
  • 5. Significant of the Study Pupils – It is beneficial to the pupils of Santander Elementary School in Santander, Buruanga, Aklan since games can introduce goals, interaction, feedback, problem solving, competition, narrative, and fun learning environments, elements that can increase learner engagement and sustain motivation. This teaching tip discusses the difference between gamification and game-based learning, the pedagogical values these two strategies can bring to instruction, and game elements appropriate for face-to-face and online courses. Teachers- It is beneficial to the teachers at Santander Elementary School in Santander, Buruanga, Aklan because games can introduce goals, interaction, feedback, problem solving, competition, narrative, and fun learning environments, elements that can increase learner engagement and sustain motivation. Future Researchers – It is beneficial to the future researchers for their future study and to come up with better findings on how to improve this current development. UALC Community – The UALC Community would benefits from this study because the researchers and the developers are the faculty of the institution. This study would bring big impact to the school by encouraging more students to enroll to the institution since the faculty delivers the best output for the betterment of the welfare and learning of the students.
  • 6. Definition of Terms E-Classroom- is a form of online learning, offering various educational programs in an online form. This multimedia classroom technology provides a unique learning experience. Gamification- is the use of game mechanics and experience design to digitally engage and motivate people to achieve their goals. It is important to distinguish gamification from video games and loyalty programs, as gamification uses techniques from behavioral science to “nudge” people into achieving their goals. Module- a short course of study, especially of a vocational or technical subject, that together with other such completed courses can count towards a particular qualification.
  • 7. Methodology In order to efficiently build a software product while keeping risks under control, stakeholders should provide feedback often. One of the most effective ways to budget for this type of software development is by establishing a development velocity (ex. development effort per week) which can be increased or decreased as priorities change.
  • 8. Budgetary Requirements Supplies and Materials --------------- 5,000.00 ◦ (Bond papers, inks) Travelling Expenses -------------------- 5, 000.00 ◦ (in going to proponents area) Food (snacks during FGD)------------ 10, 000.00 TOTAL = 20, 000.00