Development and Field Testing of a Narrative-Centered Digital Game for English Comprehension

This paper describes the development and field testing of Learning Likha: Rangers to the Rescue, a narrative-centered, mobile-based digital game for practicing English comprehension. Twenty-seven (27) student participants from Grades 4, 5, and 6 were invited to play the game and answer a comprehensi...

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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/education-faculty-pubs/2
https://archium.ateneo.edu/cgi/viewcontent.cgi?article=1001&context=education-faculty-pubs
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Institution: Ateneo De Manila University
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spelling ph-ateneo-arc.education-faculty-pubs-10012021-07-31T12:40:27Z Development and Field Testing of a Narrative-Centered Digital Game for English Comprehension 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 Learning Likha: Rangers to the Rescue, a narrative-centered, mobile-based digital game for practicing English comprehension. Twenty-seven (27) student participants from Grades 4, 5, and 6 were invited to play the game and answer a comprehension test to determine their level of understanding of the game’s contents. Self-report questionnaires were also used to assess the extent to which they enjoyed playing the game. Three (3) teachers were likewise invited for a focus group discussion (FGD) to gather their insights about the game and how they may use it in their classes. Student’s self-reported feedback indicated they found the game fun, interesting, and sufficiently challenging. Post-test comprehension scores were generally good. Younger participants scored lower than their older peers but the differences were found to be not significant. Teachers indicated the game has the potential to be used as a supplement for their classes and that their students would enjoy playing it. 2020-01-01T08:00:00Z text application/pdf https://archium.ateneo.edu/education-faculty-pubs/2 https://archium.ateneo.edu/cgi/viewcontent.cgi?article=1001&context=education-faculty-pubs Education Department Faculty Publications Archīum Ateneo game-based learning English comprehension Philippines mobile-assisted language learning Computer Sciences Education
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
English comprehension
Philippines
mobile-assisted language learning
Computer Sciences
Education
spellingShingle game-based learning
English comprehension
Philippines
mobile-assisted language learning
Computer Sciences
Education
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 Narrative-Centered Digital Game for English Comprehension
description This paper describes the development and field testing of Learning Likha: Rangers to the Rescue, a narrative-centered, mobile-based digital game for practicing English comprehension. Twenty-seven (27) student participants from Grades 4, 5, and 6 were invited to play the game and answer a comprehension test to determine their level of understanding of the game’s contents. Self-report questionnaires were also used to assess the extent to which they enjoyed playing the game. Three (3) teachers were likewise invited for a focus group discussion (FGD) to gather their insights about the game and how they may use it in their classes. Student’s self-reported feedback indicated they found the game fun, interesting, and sufficiently challenging. Post-test comprehension scores were generally good. Younger participants scored lower than their older peers but the differences were found to be not significant. Teachers indicated the game has the potential to be used as a supplement for their classes and that their students would enjoy playing it.
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 Narrative-Centered Digital Game for English Comprehension
title_short Development and Field Testing of a Narrative-Centered Digital Game for English Comprehension
title_full Development and Field Testing of a Narrative-Centered Digital Game for English Comprehension
title_fullStr Development and Field Testing of a Narrative-Centered Digital Game for English Comprehension
title_full_unstemmed Development and Field Testing of a Narrative-Centered Digital Game for English Comprehension
title_sort development and field testing of a narrative-centered digital game for english comprehension
publisher Archīum Ateneo
publishDate 2020
url https://archium.ateneo.edu/education-faculty-pubs/2
https://archium.ateneo.edu/cgi/viewcontent.cgi?article=1001&context=education-faculty-pubs
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