Effect of computer game-based learning on the performance in trigonometry of the ESEP high school students

Main Article Content

Editha R. Jorda
Omega C. De los Santos

Keywords

Computer Game - Based Learning (CGBL), Angry Birds Rio Game – Smuggler's Den, Students' Performance

Abstract

Many students perceive mathematics as a  difficult subject, so they perform poorly.
Teachers try adopting various strategies to  make the learning of Mathematics meaningful
and enjoyable. One potential learning strategy  is Game-Based Learning (CGBL). The study
aimed to determine the effect of CGBL on the  performance level in Trigonometry of ESEP
high school students in Las Piñas National High  School using quasi- experimental, one - shot
single group. The sample group was  purposively chosen among 4th year high school
students for school year 2012-2013. The  instruments used were the following:
Performance Test, Perception questionnaire,  Mental Benefit Questionnaire, Interview Guide,
Documentary Analysis and Observer's  Evaluation. The data gathered by the
instruments were subjected to quantitative and  qualitative analysis.

Results revealed that there is a significant  difference in the students' performance in
Trigonometry using CGBL at 0.05 level of  significance, and that CGBL has a positive effect
in the cognitive and affective domains of  learning. The study concluded that CGBL could
be a better learning tool than the conventional  learning tools in improving their performance.

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