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Ateneo Science Educators and Researchers in Virtual
         Engagement (SERVE) 2020 Ateneo de Manila University
         School of Science and Engineering
         MS Science Education  Program of Biology Department









              Non-Digital Game-Based Learning (NDGBL) and Students’ Academic Performance, Attitude, and
                                             Motivation towards Chemistry

                                                                          b
                                                 a*
                        Deanne Kaye G. Zambrano  , Armando M. Guidote Jr.  , and Rhodora F. Nicdao  c

                             a
                              Department of Biology, School of Science and Engineering, Ateneo de Manila University
                            b
                              Department of Chemistry, School of Science and Engineering, Ateneo de Manila University
                                   c
                                      Department of Education, School of Social Sciences, Ateneo de Manila
                                       * Corresponding Author: deanne.zambrano@obf.ateneo.edu


                                                        ABSTRACT


            Common  innovative  approaches  in  chemistry  instruction  are  associated  with  varying  downsides.  For
            instance, the use of technology-dependent instruction is not readily available in some schools, likewise, the
            use  of  laboratory  experiment  exposes  the  students  to  possible  hazards.  With  these  in  mind,  the  study
            considered the integration of non-digital game-based learning in chemistry. Three non-digital games were
            developed and administered to determine the impact of game-based learning on the students’ academic
            performance, attitude, and motivation towards chemistry. The non-digital games address different topics in
            the Matter Module of Grade 8 Science:  Water Cycle Game, a competitive adventure game on  the phase
            changes of matter adapted from ACMP  of  University of Alaska; cre-ATOM and creat-ION, a collaborative
            building  game  on  familiarizing  the  atom  and  its  subatomic  particles;  and  Perio-Dmitri,  a  collaborative
            line- up game on the trends in the periodic table of elements. A quasi-experimental non-randomized pretest-
            posttest design was used in this study. Three instruments were administered to two groups (n1=41, n2=43) of
            Grade 8 students: (1) researcher-made chemistry performance test; (2) Likert-scale questionnaire on attitude
            towards chemistry developed by Cheung (2011); and (3) Likert-scale questionnaire on motivation towards
            chemistry developed by Salta and Koulougliotis (2015). A focus group discussion was also administered for
            the participants to describe their experience on the use of non-digital games. Statistical analyses showed that
            NDGBL  had  a  positive  effect  on  the  students’  academic  performance  (p<.001),  attitude  (p<.001),  and
            motivation (p<.001) towards chemistry. These results are supported with the qualitative data obtained from
            the  focus  group  discussion,  with  students’  responses  stating  that  they  have  learned  chemistry  in  a  more
            engaging and exciting way. Low correlations were observed between academic performance and attitude
            towards  chemistry  (p=.230)  and  academic  performance  and  motivation  towards  chemistry  (p=.287).
            Conversely,  a  significant  correlation  was  observed  between  attitude  and  motivation  towards  chemistry
            (p<.001).


            Keywords: Non-digital game-based learning (NDGBL), game-based learning (GBL), educational games,
            chemistry, science games











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