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Article . 2024
License: CC BY
Data sources: ZENODO
ZENODO
Article . 2024
License: CC BY
Data sources: Datacite
ZENODO
Article . 2024
License: CC BY
Data sources: Datacite
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PAGGAMIT NG GAMIFICATION TOOLS SA INDIBIDWAL AT KOLABORATIBONG GAWAIN SA PAGTUTURO NG FILIPINO 7

Authors: Soriano, Emelda M.;

PAGGAMIT NG GAMIFICATION TOOLS SA INDIBIDWAL AT KOLABORATIBONG GAWAIN SA PAGTUTURO NG FILIPINO 7

Abstract

Ang pag-aaral na ito ay may layuning matukoy ang mga ginagamit na gamification tools sa indibidwal at kolaboratibong gawain, ang preperensiya na gamification tools na gustong gamitiin ng guro sa pagtuturo, bentahe, kabisaan, at hamon ng paggamit ng gamification tools. Ginamit sa pag-aaral na ito ang kwantitatibong-deskriptibong metodo. Natuklasan sa pag-aaral na ito na ang pinakaginagamit ng mga guro na gamification tool para sa indibidwal ay Quizizz, Wordwall, at Classpoint. Sa Kolaboratibong gawain naman ay katulad ng Wordwall, Quizlet, Raptivity at Quizizz. Mapapansing hindi nagkakalayo ang naging resulta sa preperensiyang pinili ng guro at mag-aaral sapagkat ayon sa kinalabasan ng pag-aaral ang mga pinakagustong gamification tool ng guro at mag-aaral ay ang Kahoot, Quizizz, Wordwall at Classpoint. Karagdagan pa sa natuklasan sa pag-aaral, ang bentahe ng paggamit ng gamification tool ay nasusuri ng mga mag-aaral ang kanilang dating kaalaman,nagkakaroon ng tiwala sa kanilang sarili at nagagawa nilang intindihin ang mga aralin, makipagpalitan ng ideya, napapaunlad ng mga mag-aaral ang kanilang kritikal na pag-iisip. Sa kabilang banda naman naging mabisa din ang paggamit ng gamification tool sapagkat ang mga mag-aaral ay nagkaroon ng ganap na pagkatuto,napananatili sa matagal na panahon ang kanilang natutuhan, napauunlad ang kanilang partisipasyon sa klase at mataas ang kanilang nakukuhang iskor sa pagsusulit maging sa kanilang performans task. Ilan din sa lumabas na hamon sa paggamit ng gamification tool sa panig ng guro ay ang kahinaan ng internet koneksyon, pagpili at paghahanda ng gamification para sa tiyak na aralin. Batay sa mga resulta ng pag-aaral na ito, inirerekomenda ng mananaliksik na yakapin at dalasan pa ng mga guro ang paggamit ng gamification tools sapagkat marami itong bentahe at bisa sa pagtuturo maging sa pagkatuto ng mga mag-aaral.

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    popularity
    This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
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    influence
    This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
    Average
    impulse
    This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
    Average
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citations
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
0
Average
Average
Average
Green