HomeInternational Journal of Multidisciplinary: Applied Business and Education Researchvol. 5 no. 12 (2024)

Development and Use of Game-Based Instructional Materials for Teaching Science, Technology, and Society to College Students

Allan Gregy Villanueva Balic | Rommel Selda De Gracia

Discipline: social sciences (non-specific)

 

Abstract:

This study developed and evaluated game-based instructional materials to enhance learning in the college-level subject, Science, Technology, and Society (STS). Using an action research approach, the study addressed the limitations of traditional teaching methods by introducing the "ALLAN Star Card," inspired by Bingo, and the "Amazing Challenge," modeled after the game show Who Wants to Be a Millionaire. These tools were designed to promote student engagement, critical thinking, and active participation. The research included 30 first-year BS Agribusiness students from Bayambang Polytechnic College, se-lected through purposive sampling. Pre- and post-tests were administered to assess the effectiveness of the materials, alongside evaluations using the LRMDS Non-Print Instructional Materials Tool. The instructional materials received a "Very Satisfactory" rating, with an average content quality score of 3.81 (SD = 0.13). However, areas such as tech-nical quality and user control required further improvement, particularly in minimizing technical issues and enhancing user interaction. Results from the pre-test (M=6.9, SD=2.81) and post-test (M=10.47, SD=3.31) revealed a significant improvement in student performance, confirming the efficacy of game-based methods in boosting academic achievement. These findings align with prior research on the advantages of gamification in education. Recommendations for improve-ment include addressing grammatical errors, reducing lifeline usage, and implementing time constraints for activities. The study concludes that game-based instructional materials effectively enhance learner engagement and academic performance in higher education.



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