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Students achievement and motivation in biology using gamification / Marilous T. Segador.

By: Material type: TextTextPublication details: Manila : Technological University of the Philippines, 2021.Description: x, 98 pages : col. ill. ; 29 cm. + 1 CDROM (4 3/4 in)Content type:
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  • THE Q 101  S44 2021
Dissertation note: College of Science. -- Master of Arts in Teaching - General Science : Technological University of the Philippines, 2021. Summary: This study was designed to determine the students’ achievement and motivation in Biology using gamification. The respondents were heterogeneously composed of 48 grade 12 STEM students. It utilized One Group Pretest-Posttest Pre-Experimental research design to analyze the data gathered. This study aimed to determine the level of students’ motivation and science achievement of the students, to determine the relationship between students’ motivation and achievement, and to determine students’ experiences in the implementation of Gamification. Paired T-test at 0.05 level of significance was used to determine the students’ motivation before and after the treatment, as well as the significant difference between the pre and post achievement test. Eta Correlation was employed to determine the correlation between the students’ level of motivation and students’ achievement in Biology. Qualitative analysis was used to explore the students’ experiences in the implementation of Gamification. This study revealed that Gamification is effective based on the significant difference between the scores of pretest and posttest, and there is a significant difference in the students’ motivation before and after exposure to Gamification. However, there is negligible to weak relationship between students’ achievement and motivation in Biology.
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Item type Current library Shelving location Call number Copy number Status Date due Barcode
Master's Thesis TUP Manila Library Thesis Section-2nd floor THE Q 101 S44 2021 (Browse shelf(Opens below)) 1 Not for loan THE0004896
Master's Thesis TUP Manila Library Thesis Section-2nd floor THE Q 101 S44 2021 (Browse shelf(Opens below)) 2 Not for loan THE0005273

Master's thesis.

College of Science. -- Master of Arts in Teaching - General Science : Technological University of the Philippines, 2021.

Includes bibliography.

This study was designed to determine the students’ achievement and motivation in
Biology using gamification. The respondents were heterogeneously composed of 48
grade 12 STEM students. It utilized One Group Pretest-Posttest Pre-Experimental
research design to analyze the data gathered. This study aimed to determine the level of
students’ motivation and science achievement of the students, to determine the
relationship between students’ motivation and achievement, and to determine students’
experiences in the implementation of Gamification. Paired T-test at 0.05 level of
significance was used to determine the students’ motivation before and after the
treatment, as well as the significant difference between the pre and post achievement test.
Eta Correlation was employed to determine the correlation between the students’ level of
motivation and students’ achievement in Biology. Qualitative analysis was used to
explore the students’ experiences in the implementation of Gamification. This study
revealed that Gamification is effective based on the significant difference between the
scores of pretest and posttest, and there is a significant difference in the students’
motivation before and after exposure to Gamification. However, there is negligible to
weak relationship between students’ achievement and motivation in Biology.

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