000 02368nam a22002177a 4500
999 _c74829
_d74829
003 CITU
005 20211213090619.0
008 210904b ||||| |||| 00| 0 eng d
082 _a344/.73/077
100 1 _aRivera, Elmer T.
_eauthor
245 _aGames as enrichment in the study of the digestive, circulatory and skeletal systems /
_cElmer T. Rivera.
300 _aix, 120 leaves :
_bcolor photos ;
336 _2rdacontent
_atext
_btxt
337 _2rdamedia
_aunmediated
_bn
338 _2rdacarrier
_avolume
_bnc
502 _aThesis, M.A. Cebu Institute of Technology - University, March 2006.
520 _aThe purpose of this study was to design games to enhance learning of the concepts on the digestive, circulatory and skeletal systems and to find out the effectiveness of those games in learning the concepts and in developing attitudes of college students taking Natural Science I at Cebu Institute of Technology in Cebu City. A quasi-experimental research design was employed involving four classes with a total of 191 students. Two types of games were developed for each body system and were introduced after the lecture-discussion method. This was done to enhance the students? understanding of the selected concepts on digestive, circulatory and skeletal system and to improve the students? attitude towards the subject. A pre-game test and a post-game test with 20 multiple-choice items were administered to all classes before and after the game. A 15-item opinionaire was also given after the played all the games to determine their effect on the students? attitude toward the subject and toward using games to learn biology concepts. The results suggested that the use of games as enrichment activities in teaching selected concepts in digestive, circulatory and skeletal systems is suitable for improving students? performance and can have a considerable impact on attitudes toward the subject. The conclusion of the data collected suggest that games as enrichment activities can cause an increase in enthusiasm, excitement, interest, enjoyment, and motivation. Games were generally perceived in a positive light by the students in the study. Guidelines in the use of games in the classroom was formulated on the outcome of the study.
650 0 _aEducational technology.
650 0 _aLearning instruction.
942 _2ddc
_cT&D