Development and Field Testing of a MALL for Filipino with a Reusable Framework for Mobile-Based Drills

This paper describes the development and field testing of Ibigkas! Filipino, a mobile game that exercises learners’ fluency in identifying synonyms (kasingkahulugan) and antonyms (kasalungat) in the Filipino language. Twenty-four students from Grades 4, 5, and 6 were invited to play and answer compr...

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Main Authors: Agapito, Jenilyn, Manahan, Dominique Marie Antoinette, Moreno, Ma. Monica L, Beraquit, Jose Isidro, Herras, Ingrid Yvonne, Mora, Kevin Arnel C, Torres, Johanna Marion R, Rodrigo, Ma. Mercedes T.
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Published: Archīum Ateneo 2020
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Online Access:https://archium.ateneo.edu/discs-faculty-pubs/209
https://archium.ateneo.edu/cgi/viewcontent.cgi?article=1208&context=discs-faculty-pubs
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spelling ph-ateneo-arc.discs-faculty-pubs-12082021-07-07T10:42:53Z Development and Field Testing of a MALL for Filipino with a Reusable Framework for Mobile-Based Drills Agapito, Jenilyn Manahan, Dominique Marie Antoinette Moreno, Ma. Monica L Beraquit, Jose Isidro Herras, Ingrid Yvonne Mora, Kevin Arnel C Torres, Johanna Marion R Rodrigo, Ma. Mercedes T. This paper describes the development and field testing of Ibigkas! Filipino, a mobile game that exercises learners’ fluency in identifying synonyms (kasingkahulugan) and antonyms (kasalungat) in the Filipino language. Twenty-four students from Grades 4, 5, and 6 were invited to play and answer comprehension tests to determine whether the game helped them improve their understanding of the content. Self-report questionnaires assessed the extent to which they enjoyed it. Additionally, three teachers were invited to a focus group discussion (FGD) to gather their insights about the game and how they may use it in their classes. Self-report feedback from students showed the game was fun, interesting, and sufficiently challenging. A significant increase in the post-test comprehension scores of the Grade 4 participants was found. This shows the potential of the game to make learning fun while helping realize learning goals. Teachers indicated they can use the game to supplement their Filipino classes and that the students will be receptive to the idea of utilizing a game for learning. 2020-01-01T08:00:00Z text application/pdf https://archium.ateneo.edu/discs-faculty-pubs/209 https://archium.ateneo.edu/cgi/viewcontent.cgi?article=1208&context=discs-faculty-pubs Department of Information Systems & Computer Science Faculty Publications Archīum Ateneo game-based learning Filipino comprehension Philippines mobile-assisted language learning Computer Sciences Databases and Information Systems
institution Ateneo De Manila University
building Ateneo De Manila University Library
continent Asia
country Philippines
Philippines
content_provider Ateneo De Manila University Library
collection archium.Ateneo Institutional Repository
topic game-based learning
Filipino comprehension
Philippines
mobile-assisted language learning
Computer Sciences
Databases and Information Systems
spellingShingle game-based learning
Filipino comprehension
Philippines
mobile-assisted language learning
Computer Sciences
Databases and Information Systems
Agapito, Jenilyn
Manahan, Dominique Marie Antoinette
Moreno, Ma. Monica L
Beraquit, Jose Isidro
Herras, Ingrid Yvonne
Mora, Kevin Arnel C
Torres, Johanna Marion R
Rodrigo, Ma. Mercedes T.
Development and Field Testing of a MALL for Filipino with a Reusable Framework for Mobile-Based Drills
description This paper describes the development and field testing of Ibigkas! Filipino, a mobile game that exercises learners’ fluency in identifying synonyms (kasingkahulugan) and antonyms (kasalungat) in the Filipino language. Twenty-four students from Grades 4, 5, and 6 were invited to play and answer comprehension tests to determine whether the game helped them improve their understanding of the content. Self-report questionnaires assessed the extent to which they enjoyed it. Additionally, three teachers were invited to a focus group discussion (FGD) to gather their insights about the game and how they may use it in their classes. Self-report feedback from students showed the game was fun, interesting, and sufficiently challenging. A significant increase in the post-test comprehension scores of the Grade 4 participants was found. This shows the potential of the game to make learning fun while helping realize learning goals. Teachers indicated they can use the game to supplement their Filipino classes and that the students will be receptive to the idea of utilizing a game for learning.
format text
author Agapito, Jenilyn
Manahan, Dominique Marie Antoinette
Moreno, Ma. Monica L
Beraquit, Jose Isidro
Herras, Ingrid Yvonne
Mora, Kevin Arnel C
Torres, Johanna Marion R
Rodrigo, Ma. Mercedes T.
author_facet Agapito, Jenilyn
Manahan, Dominique Marie Antoinette
Moreno, Ma. Monica L
Beraquit, Jose Isidro
Herras, Ingrid Yvonne
Mora, Kevin Arnel C
Torres, Johanna Marion R
Rodrigo, Ma. Mercedes T.
author_sort Agapito, Jenilyn
title Development and Field Testing of a MALL for Filipino with a Reusable Framework for Mobile-Based Drills
title_short Development and Field Testing of a MALL for Filipino with a Reusable Framework for Mobile-Based Drills
title_full Development and Field Testing of a MALL for Filipino with a Reusable Framework for Mobile-Based Drills
title_fullStr Development and Field Testing of a MALL for Filipino with a Reusable Framework for Mobile-Based Drills
title_full_unstemmed Development and Field Testing of a MALL for Filipino with a Reusable Framework for Mobile-Based Drills
title_sort development and field testing of a mall for filipino with a reusable framework for mobile-based drills
publisher Archīum Ateneo
publishDate 2020
url https://archium.ateneo.edu/discs-faculty-pubs/209
https://archium.ateneo.edu/cgi/viewcontent.cgi?article=1208&context=discs-faculty-pubs
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