Exploring Student Engagement in a Blended and Gamified Statistics and Probability: Designed with Learning Styles and Player Types

Educators are called to contribute towards achieving SDG 4: Quality Education. A major determinant in achieving this goal is providing learners with essential skills such as analyzing and interpreting data, making inferences, and driving evidence-based decisions which are the expected competencies i...

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Main Author: Gonowon, Reymund R.
Format: text
Published: Animo Repository 2024
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Online Access:https://animorepository.dlsu.edu.ph/sinaya/vol3/iss4/5
https://animorepository.dlsu.edu.ph/context/sinaya/article/1132/viewcontent/_Final_Proof__Manuscript__5.pdf
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Institution: De La Salle University
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spelling oai:animorepository.dlsu.edu.ph:sinaya-11322024-12-19T02:19:20Z Exploring Student Engagement in a Blended and Gamified Statistics and Probability: Designed with Learning Styles and Player Types Gonowon, Reymund R. Educators are called to contribute towards achieving SDG 4: Quality Education. A major determinant in achieving this goal is providing learners with essential skills such as analyzing and interpreting data, making inferences, and driving evidence-based decisions which are the expected competencies in Statistics and Probability (STATPRO), one of the core subjects of the senior high school curriculum in the Philippines. To progress towards SDG 4, achieving the learning competencies of STATPRO is vital, however engaging students in a blended learning environment may be challenging. This study aims to explore the behavioral engagement of students in a gamified STATPRO class through classroom action research. In this first iteration, activities were designed to cater to the student’s learning styles and player types, incorporating gamification elements such as choice, progress, experience points, badges, missions, and party and guilds. A descriptive analysis of the student logs and completion rates of tasks was implemented. Through a reflexive thematic analysis of reflection entries and a focus group discussion, the students’ experiences indicated a lack of motivation, difficulty understanding the gamification elements, and negative perceptions towards the subject. These results provide evidence that implementing a contemporary pedagogical approach in designing a course does not guarantee student engagement. After a prompt reflection, recommendations for the next iterations include rethinking the approach to the class, redesigning the activities, emphasizing choice, increasing the number of classes, integrating with other subjects, and gaining student and expert insights. 2024-12-20T08:00:00Z text application/pdf https://animorepository.dlsu.edu.ph/sinaya/vol3/iss4/5 info:doi/10.59588/3027-9283.1132 https://animorepository.dlsu.edu.ph/context/sinaya/article/1132/viewcontent/_Final_Proof__Manuscript__5.pdf Sinaya: A Philippine Journal for Senior High School Teachers and Students Animo Repository gamification statistics and probability learning style player type blended flexible learning Online and Distance Education Science and Mathematics Education Secondary Education
institution De La Salle University
building De La Salle University Library
continent Asia
country Philippines
Philippines
content_provider De La Salle University Library
collection DLSU Institutional Repository
topic gamification
statistics and probability
learning style
player type
blended flexible learning
Online and Distance Education
Science and Mathematics Education
Secondary Education
spellingShingle gamification
statistics and probability
learning style
player type
blended flexible learning
Online and Distance Education
Science and Mathematics Education
Secondary Education
Gonowon, Reymund R.
Exploring Student Engagement in a Blended and Gamified Statistics and Probability: Designed with Learning Styles and Player Types
description Educators are called to contribute towards achieving SDG 4: Quality Education. A major determinant in achieving this goal is providing learners with essential skills such as analyzing and interpreting data, making inferences, and driving evidence-based decisions which are the expected competencies in Statistics and Probability (STATPRO), one of the core subjects of the senior high school curriculum in the Philippines. To progress towards SDG 4, achieving the learning competencies of STATPRO is vital, however engaging students in a blended learning environment may be challenging. This study aims to explore the behavioral engagement of students in a gamified STATPRO class through classroom action research. In this first iteration, activities were designed to cater to the student’s learning styles and player types, incorporating gamification elements such as choice, progress, experience points, badges, missions, and party and guilds. A descriptive analysis of the student logs and completion rates of tasks was implemented. Through a reflexive thematic analysis of reflection entries and a focus group discussion, the students’ experiences indicated a lack of motivation, difficulty understanding the gamification elements, and negative perceptions towards the subject. These results provide evidence that implementing a contemporary pedagogical approach in designing a course does not guarantee student engagement. After a prompt reflection, recommendations for the next iterations include rethinking the approach to the class, redesigning the activities, emphasizing choice, increasing the number of classes, integrating with other subjects, and gaining student and expert insights.
format text
author Gonowon, Reymund R.
author_facet Gonowon, Reymund R.
author_sort Gonowon, Reymund R.
title Exploring Student Engagement in a Blended and Gamified Statistics and Probability: Designed with Learning Styles and Player Types
title_short Exploring Student Engagement in a Blended and Gamified Statistics and Probability: Designed with Learning Styles and Player Types
title_full Exploring Student Engagement in a Blended and Gamified Statistics and Probability: Designed with Learning Styles and Player Types
title_fullStr Exploring Student Engagement in a Blended and Gamified Statistics and Probability: Designed with Learning Styles and Player Types
title_full_unstemmed Exploring Student Engagement in a Blended and Gamified Statistics and Probability: Designed with Learning Styles and Player Types
title_sort exploring student engagement in a blended and gamified statistics and probability: designed with learning styles and player types
publisher Animo Repository
publishDate 2024
url https://animorepository.dlsu.edu.ph/sinaya/vol3/iss4/5
https://animorepository.dlsu.edu.ph/context/sinaya/article/1132/viewcontent/_Final_Proof__Manuscript__5.pdf
_version_ 1819113632687980544