000 01967nam a22001817a 4500
003 OSt
005 20250402162513.0
008 250402b |||||||| |||| 00| 0 eng d
040 _cNVSU
100 _aValdez, Merlyn R.
245 _aThe effect of educational games on students' achivement in home technology and livelihood education at Tua high school/
_cMerlyn R. Valdez
260 _aBayombong:
_bNueva Vizcaya State University,
_c2007
300 _axiv, 119 leaves :
_billustrations ;
_c28 cm.
500 _aThis 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.
500 _aThesis (Master of Science-Home Technology)
504 _aIncludes appendices and bibliographical references
942 _2ddc
_cTH
_n0
999 _c743
_d743