Pampanga State Agricultural University

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Educational android game-based learning on tenses of verbs (Record no. 15759)

MARC details
000 -LEADER
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001 - CONTROL NUMBER
control field 134680
003 - CONTROL NUMBER IDENTIFIER
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005 - DATE AND TIME OF LATEST TRANSACTION
control field 20250408094541.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
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100 0# - MAIN ENTRY--PERSONAL NAME
Personal name Castro, Rafael Vincent P.
245 00 - TITLE STATEMENT
Title Educational android game-based learning on tenses of verbs
Medium [manuscript] /
Statement of responsibility, etc. Rafael Vincent P. Castro.
260 ## - PUBLICATION, DISTRIBUTION, ETC.
Place of publication, distribution, etc. Magalang, Pampanga :
Name of publisher, distributor, etc. Pampanga State Agricultural University,
Date of publication, distribution, etc. July 2022.
300 ## - PHYSICAL DESCRIPTION
Extent viii, 76 leaves ;
Dimensions 28 cm. + 1 computer disc (4 3/4 in.)
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note The researcher explored one of the struggles of the grade 9 students of Rafael L. Lazatin Memorial high school when it comes to their education that is the tenses of verbs. The general purpose of this study was to create and construct an android game-based application regarding verb tenses that may be used as a supplementary guide for grade 9 students. The developed application is straightforward, user-friendly, and interactive. The researcher aimed to develop an educational game to give students an additional learning and teaching tool by utilizing a gaming application in conjunction with a learning module on the student's learning experience. This study followed a research and development methodology. This was accomplished through the collection, analysis, and presentation of data. In developing the application, the researcher utilized the waterfall model, which includes gathering requirements, system design, development, testing, maintenance, and implementation. The researcher employed a variety of research instruments, including interview, web research, and survey questionnaires. To determine the overall effect and utility of the proposed application, the researcher employed a four (4) point Likert scale survey and evaluated the data using a weighted mean equation. The major findings of this study are that the proposed application had a positive impact on the students because the content is relevant and accurate. The findings of the study, based on the results of the survey, the students who tested the application, and the IT experts who evaluated the application highlights the importance of the educational android game as a supplemental tool for the grade 9 students. According to the tabulated data, the developed android game met the expectations of the students when it comes to providing quick and easy-to-understand context. This demonstrates that the game can be beneficial to students if the content is accurate and relevant. On a final note, based on the previous studies and literatures gathered by the researcher to support this study, concludes that game-based learning is beneficial and can serve as an extra leaming aid for students. This study may now be used as a resource for future academics interested in game-based learning, not just in English but in other subjects as well.
700 1# - ADDED ENTRY--PERSONAL NAME
Personal name Felix, Johan Winsli G.,
Relator term Adviser.
Holdings
Withdrawn status Lost status Damaged status Not for loan Collection Home library Current library Shelving location Date acquired Total checkouts Full call number Barcode Date last seen Price effective from Koha item type
      Not for loan BS Info. Technology PSAU OLM PSAU OLM Dissertation, Theses 02/13/2023   CP C35 2022 CP12544 04/08/2025 04/08/2025 Theses