The effect of educational games on students' achivement in home technology and livelihood education at Tua high school/ Merlyn R. Valdez
Material type:
TextPublication details: Bayombong: Nueva Vizcaya State University, 2007Description: xiv, 119 leaves : illustrations ; 28 cm
| Item type | Current library | Call number | Status | Barcode | |
|---|---|---|---|---|---|
| Thesis | Nueva Vizcaya State University - Bayombong Campus Graduate School Section | T V145e 2007 (Browse shelf(Opens below)) | Available | T439 |
This study was conducted to determine the effectiveness of educational games in teaching Home Technology and Livelihood Education at Tuao High School; determine the performance level in selected lessons in Home Technology and the achievement level in pretest and posttest mean scores of respondents.
Results showed that the experimental group using educational games obtained a higher achievement level than the control (traditional method) as indicated by their posttest scores (33.76 vs. 24.62). The pretest achievement mean scores had no significant differences between the experimental and control group. A significantly better performance was observed in the experimental group as reflected by their higher mean scores in all four (4) lessons in garment construction (Steps in Taking Body Measurement; Seams Finishes and Hem Finishes; Effects of Lines in Various Types of Figures and Personalities; and Sewing Machine: Its Parts and Uses). The mean gain scores of the experimental group (13.21) was significantly higher than that of the control group (7.52) in their achievement test.
The teacher evaluators strongly agree that educational games were appropriate tools for the study, questions were appropriate to the clothing construction lessons in Technology and Livelihood Education subject.
Thesis (Master of Science-Home Technology)
Includes appendices and bibliographical references
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