Comparison of English Comprehension among Students from Different Backgrounds using a Narrative-Centered Digital Game
This paper reports the continuation of the field testing of a narrative-centered digital game for English comprehension called Learning Likha: Rangers to the Rescue (LLRR) with a two-fold goal: first, identify the differences in terms of usage, attitudes towards, and perceptions of the English langu...
Saved in:
Main Authors: | , , , |
---|---|
Format: | text |
Published: |
Archīum Ateneo
2021
|
Subjects: | |
Online Access: | https://archium.ateneo.edu/discs-faculty-pubs/253 https://archium.ateneo.edu/cgi/viewcontent.cgi?article=1252&context=discs-faculty-pubs |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Institution: | Ateneo De Manila University |
id |
ph-ateneo-arc.discs-faculty-pubs-1252 |
---|---|
record_format |
eprints |
spelling |
ph-ateneo-arc.discs-faculty-pubs-12522022-02-23T08:40:00Z Comparison of English Comprehension among Students from Different Backgrounds using a Narrative-Centered Digital Game Talandron-Felipe, May Marie P Bonifacio, Kent Levi A Ayunar, Gladys S Rodrigo, Ma. Mercedes T. This paper reports the continuation of the field testing of a narrative-centered digital game for English comprehension called Learning Likha: Rangers to the Rescue (LLRR) with a two-fold goal: first, identify the differences in terms of usage, attitudes towards, and perceptions of the English language between students from southern Philippines and the National Capital Region, and second, to determine how the LLRR in-game performance, post-test comprehension scores, engagement, and motivation of students differ between the groups. The participants who are grade school students from a province in southern Philippines answered questionnaires about their attitude towards and perception of English, played LLRR, answered the English comprehension post-test, and assessed their engagement and motivation using the adapted game-based learning engagement (GBLE) and intrinsic motivation inventory (IMI) questionnaires, respectively. Responses and interaction logs were compared to the data collected from NCR. Findings showed no significant difference between the groups in terms of the usage of English whether at home or with friends. However, NCR-based students were more receptive in terms of their perception and attitude towards the language, had better LLRR in-game performance, and obtained higher English comprehension post-test ratings. These findings are consistent with the results of the Programme for International Students Assessment (PISA) in 2018 where students from the southern regions have lower English reading literacy compared to those from NCR. In terms of GBLE and IMI responses, the gap is consistent as self-reports of participants from the south indicated lower behavior and emotion engagement, enjoyment, effort exerted, and perceived competence while playing LLRR. 2021-01-01T08:00:00Z text application/pdf https://archium.ateneo.edu/discs-faculty-pubs/253 https://archium.ateneo.edu/cgi/viewcontent.cgi?article=1252&context=discs-faculty-pubs Department of Information Systems & Computer Science Faculty Publications Archīum Ateneo English comprehension Philippines game-based learning mobile games mobile-assisted language learning narrative-centered digital game Bilingual, Multilingual, and Multicultural Education 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 |
English comprehension Philippines game-based learning mobile games mobile-assisted language learning narrative-centered digital game Bilingual, Multilingual, and Multicultural Education Computer Sciences Databases and Information Systems |
spellingShingle |
English comprehension Philippines game-based learning mobile games mobile-assisted language learning narrative-centered digital game Bilingual, Multilingual, and Multicultural Education Computer Sciences Databases and Information Systems Talandron-Felipe, May Marie P Bonifacio, Kent Levi A Ayunar, Gladys S Rodrigo, Ma. Mercedes T. Comparison of English Comprehension among Students from Different Backgrounds using a Narrative-Centered Digital Game |
description |
This paper reports the continuation of the field testing of a narrative-centered digital game for English comprehension called Learning Likha: Rangers to the Rescue (LLRR) with a two-fold goal: first, identify the differences in terms of usage, attitudes towards, and perceptions of the English language between students from southern Philippines and the National Capital Region, and second, to determine how the LLRR in-game performance, post-test comprehension scores, engagement, and motivation of students differ between the groups. The participants who are grade school students from a province in southern Philippines answered questionnaires about their attitude towards and perception of English, played LLRR, answered the English comprehension post-test, and assessed their engagement and motivation using the adapted game-based learning engagement (GBLE) and intrinsic motivation inventory (IMI) questionnaires, respectively. Responses and interaction logs were compared to the data collected from NCR. Findings showed no significant difference between the groups in terms of the usage of English whether at home or with friends. However, NCR-based students were more receptive in terms of their perception and attitude towards the language, had better LLRR in-game performance, and obtained higher English comprehension post-test ratings. These findings are consistent with the results of the Programme for International Students Assessment (PISA) in 2018 where students from the southern regions have lower English reading literacy compared to those from NCR. In terms of GBLE and IMI responses, the gap is consistent as self-reports of participants from the south indicated lower behavior and emotion engagement, enjoyment, effort exerted, and perceived competence while playing LLRR. |
format |
text |
author |
Talandron-Felipe, May Marie P Bonifacio, Kent Levi A Ayunar, Gladys S Rodrigo, Ma. Mercedes T. |
author_facet |
Talandron-Felipe, May Marie P Bonifacio, Kent Levi A Ayunar, Gladys S Rodrigo, Ma. Mercedes T. |
author_sort |
Talandron-Felipe, May Marie P |
title |
Comparison of English Comprehension among Students from Different Backgrounds using a Narrative-Centered Digital Game |
title_short |
Comparison of English Comprehension among Students from Different Backgrounds using a Narrative-Centered Digital Game |
title_full |
Comparison of English Comprehension among Students from Different Backgrounds using a Narrative-Centered Digital Game |
title_fullStr |
Comparison of English Comprehension among Students from Different Backgrounds using a Narrative-Centered Digital Game |
title_full_unstemmed |
Comparison of English Comprehension among Students from Different Backgrounds using a Narrative-Centered Digital Game |
title_sort |
comparison of english comprehension among students from different backgrounds using a narrative-centered digital game |
publisher |
Archīum Ateneo |
publishDate |
2021 |
url |
https://archium.ateneo.edu/discs-faculty-pubs/253 https://archium.ateneo.edu/cgi/viewcontent.cgi?article=1252&context=discs-faculty-pubs |
_version_ |
1726158607382216704 |